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Skyrim - Enchanting



Enchanting is the Magic crafting skill in The Elder Scrolls V: Skyrim. It covers three separate actions at an arcane enchanter: learning an effect by disenchanting an item that already carries it, recharging a weapon with a filled soul gem, and placing a known effect onto an unenchanted item.

Disenchanting is destructive, so the item is consumed to learn the effect. That is the usual reason a player ends up with a shorter known effect list than expected, since an effect can only be learned from an item carrying it and most unique quest rewards cannot be disenchanted at all.

Skill level raises enchantment strength quadratically, up to twenty-five per cent more effective at 100, and it also raises the number of charges an enchanted weapon holds. The size of the soul used sets the baseline figure shown in the menu, with a Grand soul defining the numbers listed on Enchantment Effects.

The skill tree has nine perks costing thirteen points to fill, because Enchanter itself has five ranks. Enchanting also feeds the other crafting skills, since Fortify Alchemy and Fortify Smithing are apparel effects, and four pieces of Fortify Smithing is what lets a smith push gear well past what the Smithing perks allow on their own.

One restriction catches most players out. An enchanted item cannot be tempered without the Arcane Blacksmith perk, so a freshly enchanted weapon is stuck at its current quality until that perk is taken.

Weapon and Apparel Enchantments


Weapon enchantments and apparel enchantments work in different ways. A weapon enchantment casts its effect on the target with each hit, and every hit uses up charge. A larger soul gives the weapon more charge, so it lasts longer between refills.

Apparel enchantments never run out. Armor, clothing and jewelry cast a constant effect on the wearer for as long as they are worn. A larger soul gives a stronger effect. Muffle and Waterbreathing work in full at any strength, so even a small soul is enough for them.

The body slot decides which effects an item can take. Damage effects go on weapons, while a Fortify skill or a resistance goes on apparel. Head pieces, rings and necklaces take many of the spell cost effects, which is how four pieces can make one school of magic free to cast.

Enchanting Perks


Enchanter is the root perk. Its five ranks make new enchantments stronger, up to double strength at the fifth rank. Every other perk branches from it.

Three perks strengthen elemental effects. Fire Enchanter, Frost Enchanter and Storm Enchanter each make fire, frost or shock enchantments on weapons and armor a quarter stronger. Insightful Enchanter makes skill enchantments on armor a quarter stronger, and Corpus Enchanter strengthens Health, Magicka and Stamina enchantments.

Two perks help with charge. Soul Squeezer makes soul gems give extra charge when recharging a weapon. Soul Siphon traps a small part of a creature's soul on a killing blow, which recharges the weapon. At the top of the tree, Extra Effect at 100 skill lets one item carry two different enchantments.

Training Enchanting


Creating enchanted items gives the biggest skill gains. Disenchanting gives variable gains, based on the effect learned. Recharging weapons with soul gems also raises the skill, based on the size of the soul used rather than the charge restored.

Three trainers teach Enchanting. Sergius Turrianus at the College of Winterhold trains to the expert level. Hamal in Markarth is a master trainer. With the Dragonborn DLC, Neloth in Tel Mithryn also trains to master.

Five skill books raise the skill once each. They are A Tragedy in Black, Catalogue of Armor Enchantments, Catalogue of Weapon Enchantments, Enchanter's Primer and Twin Secrets. Finding Pantea's Flute for Pantea Ateia at the Bards College raises Enchanting along with the other magic skills.

Boosting Enchantments


Several outside effects raise enchantment strength. Fortify Enchanting potions make the next enchantment stronger. Ahzidal's Genius from the Dragonborn DLC raises Enchanting by ten points while four of Ahzidal's relics are worn.

The Destruction perks Augmented Flames, Augmented Frost and Augmented Shock raise elemental weapon enchantments as well. Stalhrim gear makes frost enchantments a quarter stronger again.

A filled Grand soul gives the strongest results. Only a black soul gem can capture the soul of a person, and that soul is always Grand in size. Azura's Star, a Daedric artifact, is a soul gem that is not used up when it is emptied, unlike ordinary Soul Gems.


All Enchanting Perks



Perk Ranks Skill Requires Effect
Enchanter 5 None, 20, 40, 60, 80 None New enchantments 20% stronger per rank
Soul Squeezer 1 20 Enchanter Soul gems give extra magicka when recharging
Fire Enchanter 1 30 Enchanter Fire enchantments 25% stronger
Frost Enchanter 1 40 Fire Enchanter Frost enchantments 25% stronger
Soul Siphon 1 40 Soul Squeezer Killing creatures traps 5% of the soul
Storm Enchanter 1 50 Frost Enchanter Shock enchantments 25% stronger
Insightful Enchanter 1 50 Enchanter Skill enchantments on armour 25% stronger
Corpus Enchanter 1 70 Insightful Enchanter Health, magicka and stamina enchantments 25% stronger
Extra Effect 1 100 Storm or Corpus Enchanter Two enchantments on one item