Arcane Enchanter (Skyrim)

The Arcane Enchanter is a magical table that allows the Dragonborn to create their own magical items and learn the enhancements from other items by disenchanting them. The Enchanting skill heavily affects the results of working at one.
==Disenchanting==
Most enchanted items can be disenchanted, granting the Dragonborn the knowledge of how to place the effect on other non-enchanted items, but destroying the object in the process. Staves and Amulets of the Nine Divines as well as some unique items remain enchanted permanently, thus some unique effects cannot be replicated. Disenchanting also increases the Dragonborn's enchanting skill.
==Enchanting==
Learned enchantments can be applied to most mundane equipment making them magical. Most enhancements can be only applied to certain pieces of equipment, such as damaging enhancements to weapons. Most enhancements' strength depends on the size of the soul in the soul gem used and the Dragonborn's enchanting skill and active perks, especially the Enchanter perk level. Also several mage perks affect the outcome as can potions and, with , certain pieces of apparel. For an item to have more than one enhancement the enchanting skill perk Extra Effect needs to be active.
The enchanter must select the desired effect or effects, a mundane item that will be enhanced and a filled soul gem. After the third component is selected, the item's name can be changed by pressing F , Y , triangle , or X . Soul gems with greater capacities will naturally cause a much more pronounced effect than those with a smaller capacity.
After the enchanting process is complete the item's damage and armor rating can only be improved with the perk Arcane Blacksmith.
===Weapons===
There are 17 weapon enchantments available, 18 with Dragonborn, that all have a variable number of charges. Each time the weapon's enhancement is applied to its target, it loses one charge until it runs out after which the magical effects are no longer active. Weapons can be recharged by using souls from filled soul gems and recharging increases the enchanting skill by a fixed amount. Weapons can also be recharged with Soul Siphon. Some enhancements' effect can be adjusted to be weaker thus increasing the number of uses.
Different weapon enhancements and their effects
Name 	Base damage	Base damage	Base damage	Benefits from perks 	Value
Name 	Health 	Magicka 	Stamina 	Benefits from perks 	Value
Absorb Health 	10 	 	 	 	3
Absorb Magicka
* 	 	10 	 	 	6
Absorb Stamina
* 	 	 	10 	 	4
Banish 	 	 	 	 	1
Chaos Damage 	37,5 	12,5 	6,25 	Augmented Flames, Augmented Frost & Augmented Shock	1
Damage Magicka 	 	 	 	 	7
Damage Stamina 	 	 	15 	 	
Fear 	 	 	 	 	8
Fiery Soul Trap 	 	 	 	Augmented Flames 	11
Fire Damage 	 	 	 	Augmented Flames 	12
Frost Damage 	 	 	 	Augmented Frost 	9
Huntsman's Prowess 	 	 	 	 	16
Notched Pickaxe 	5 	 	2,5 	Augmented Shock 	
Paralyze 	 	 	 	 	
Shock Damage 	 	 	 	Augmented Shock 	10
Silent Moons Enchant	 	 	 	 	
Soul Trap 	 	 	 	 	13
Turn Undead 	 	 	 	 	
===Apparel===
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 and item combinations that can be created at Arcane Enchanter
Enchantment 	Helmet 	Cuirass 	Gloves 	Boots 	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.
==Locations==
Arcane Enchanters are located throughout the realm, in most cases in the vicinity of a powerful mage. There is one in most jarl's headquarters and one can be purchased or crafted for all the Dragonborn's homes except for Breezehome.
City 	Location
Dawnstar 	
*In The White Hall
Falkreath 	
*Jarl's Longhouse. Upstairs to the left.
Riften 	
*Honeyside after purchasing the house and the enchanting laboratory upgrade from the steward.
*Mistveil Keep – in the room to the left of the great hall upon entering the keep.
Riverwood 	
*Delphine's Secret Room – in the Sleeping Giant Inn.
Markarth 	
*Understone Keep – before the Nchuand-Zel Excavation Site.
*Vlindrel Hall – after purchasing the house and the enchanting laboratory upgrade from the steward.
Morthal 	
*Falion's House
Solitude 	
*Blue Palace – to the left of the throne room, in the Court Wizard, Sybille Stentor's, bedroom and laboratory.
*Castle Dour – outside of General Tullius' room
*Proudspire Manor – in the basement after purchasing the enchanting laboratory upgrade from the steward.
*Erikur's House
Whiterun 	
*Dragonsreach – in Farengar's work area to the right of the jarl's throne.
Windhelm 	
*Wuunferth's quarters in the Palace of the Kings, the first door on the left when entering the building.
*Hjerim – after purchasing the house and the enchanting laboratory upgrade from the steward.
*Behind Niranye's shop – in the southwest corner of the city.
Winterhold 	
*College of Winterhold
**In the Arch-Mage's Quarters
**In the Hall of Countenance, second floor.
Other Locations 	
*Anise's Cabin – in the cellar, near Riverwood.
*Ansilvund Burial Chambers – on the altar behind Lu'ah.
*Brittleshin Pass
*Broken Fang Cave – southeast of Rorikstead.
*Cragwallow Slope
*Cronvangr Cave
*Falkreath Sanctuary
*Darkwater Pass
*Dead Crone Rock
*Dead Men's Respite
*Deepwood Redoubt
*Drelas' Cottage – south of Morthal.
*Dustman's Cairn – where the ambush transpires.
*Fellglow Keep
*Forelhost – on the upper floor of Forelhost Refectory
*Fort Amol
*Fort Dawnguard – if a member of Dawnguard faction.
*Fort Snowhawk prison – when controlled by the mages, not after taken over by the Imperials.
*Glenmoril Coven
*Haemar's Shame
*Hag's End – near the exit of the final room.
*High Gate Ruins – in the penultimate room preceding the High Gate Ruins Catacombs.
*Hob's Fall Cave
*Ilinalta's Deep
*Japhet's Folly – top of the tower where you fight Haldyn
*Kilkreath Ruins – up the ramp on the opposite side of the final room.
*Orphan Rock
*Ragnvald Temple – on the top floor of Ragnvald Canal.
*Serpent's Bluff Redoubt
*Sinderion's Field Laboratory – a sublocation of Blackreach.
*Sunderstone Gorge – near the Word Wall.
*Ustengrav Depths, in a small room behind a double gate
This list is not complete.	This list is not complete.
==Crafting==
The Enchanter can be crafted for a homestead as part of . It requires the following components:
*1 x Sawn Log
*1 x Nails
*1 x Glass
*1 x Refined Moonstone
*1 x Iron Ingot
*1 x Grand Soul Gem filled with Grand Soul
*1 x Gold Ingot
==Trivia==
*The Elder Scrolls V: Skyrim Game Guide sometimes refers to the Arcane Enchanter as the Arcane Infuser.
*The glowing green globe and its pedestal is identical to that of the Atronach Forge's pedestal for the Sigil Stone, barring the color, as the Arcane Enchanter's orb is green and orange, where as the Forge's orb is red and purple.
*The symbols for all schools of magic (Destruction, Restoration, Conjuration, Alteration and Illusion) surround the center motif, which is that of a sword with ribbons swirling around the blade, which is the symbol of the enchanting skill.
*The skull below the orb is that of a Troll with Goat horns attached to make it appear different.
==Bugs==
* On both loading screens and in-game, the table of the enchanter glows a very bright blue. Rarely occurring, the bug is only cosmetic.
** save, restart, and reload save file.
* Running into the enchanter while activating it may result in the character model clipping into the enchanter then slowly sliding back to the normal place.
==Appearances==
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de:Arkaner Verzauberer (Skyrim)
es:Encantador arcano (Skyrim)
ru:Пентаграмма душ
Category:Skyrim: Enchanting
Category:Skyrim: Interactive Items