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Enchanting Skill



Enchanting
Specialisation Magic
Perks 9
Perk Points To Fill 13
Racial Bonus Altmer, Imperial, Orsimer
Governing Stone The Mage Stone

Enchanting is the Magic crafting skill in The Elder Scrolls V: Skyrim, and one of the three crafting skills alongside Smithing and Alchemy. It binds magical effects to weapons, armour, clothing and jewellery.

Raising the skill does two things: it increases the strength of new enchantments, quadratically, up to twenty-five per cent more effective at level 100, and it increases the number of charges an enchanted weapon holds. The tree has nine perks but costs thirteen points to fill, because Enchanter has five ranks.

The Three Things An Arcane Enchanter Does

Everything happens at an arcane enchanter, and the station offers three separate actions that players often conflate.

  • Disenchant an item to learn the effect it carries. The item is destroyed and only the effect type is learned; its magnitude is irrelevant. Staves, artifacts and most unique items cannot be disenchanted at all and never appear in the list.
  • Enchant an unenchanted item, using a known effect and a filled soul gem. The soul gem's size sets the magnitude.
  • Recharge a depleted weapon with a filled soul gem.

Arcane enchanters sit in most Jarls' palaces, in the court wizard's quarters, and turn up in dungeons held by necromancers, vampires and mages. Falkreath and Winterhold have no court wizard. Most player houses can be fitted with one.

Weapons Versus Apparel

The two behave differently and it decides how you spend soul gems.

Weapon enchantments are charged. They fire on hit and deplete, and a larger soul gem buys more charges. When enchanting a weapon a slider trades magnitude against charges. Apparel enchantments are constant while worn, never deplete, and never need recharging.

Muffle and Waterbreathing are all-or-nothing effects with no magnitude, so a petty soul gem produces exactly the same result as a grand one. Spending a grand soul on either is wasted.

The Crafting Loop

Enchanting is the hinge of the three crafting skills. Fortify Alchemy and Fortify Smithing are apparel effects, so stronger enchantments make stronger potions, and stronger potions make stronger enchantments. Four pieces of Fortify Smithing is what pushes gear past what the Smithing perks allow alone.

One restriction catches most players out: an enchanted item cannot be tempered at a grindstone or workbench without the Arcane Blacksmith perk. Enchant a weapon before taking that perk and its quality is frozen where it stands.

Perk Tree

Nine perks, thirteen points, in three branches off Enchanter.

Perk Ranks Skill Requires
Enchanter 5 None, 20, 40, 60, 80 None
Soul Squeezer 1 20 Enchanter
Fire Enchanter 1 30 Enchanter
Frost Enchanter 1 40 Fire Enchanter
Soul Siphon 1 40 Soul Squeezer
Storm Enchanter 1 50 Frost Enchanter
Insightful Enchanter 1 50 Enchanter
Corpus Enchanter 1 70 Insightful Enchanter
Extra Effect 1 100 Corpus or Storm Enchanter

The Three Branches

Only two of them lead anywhere.

Branch Perks Reaches Extra Effect
Elemental Fire, Frost, Storm Yes, via Storm
Armour Insightful, Corpus Yes, via Corpus
Soul Soul Squeezer, Soul Siphon No

The soul branch buys convenience rather than progression: it keeps enchanted weapons charged, but neither perk unlocks anything further. Full effect lists are on Enchantment Effects.

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