This will include ALL items in any mod anywhere. Its also fun to have a weapon that calms on strike. Having an item with Invisibility as a Constant Effect makes it possible to force enemies to disengage pursuit by equipping the item, and lets you walk through enemy-infested areas without the time constraints associated with casting spells. The idea here is to put this effect on a Throwing Weapon, so that the target has the "on Self" effect applied to them. There's a bug in the original unpatched version of the game. Any amount of the effect will make a huge difference, however. 1/1 Magicka Affinity - 15% extra experience gained for Light Armor and Restoration Staves. While Constant Effects can technically be obtained early, they are inefficient without exploiting game mechanics. This effect is extremely useful as a Constant Effect, since having it as a spell or Cast on Use Enchantment requires the player to fumble around for that item/spell whenever they fall from a great height. Constant bound items are very cheap. At first, you will only be able to make the most basic of enchanted items successfully. An exploit example: you can enchant Carved Ebony Darts with magnitude 1-1, duration 19 Bound Armor+Calm Humanoid on Touch spells to steal armor pieces from NPCs without killing them, provided the game has not been modified to fix the bug where Calm magnitudes don't matter. Enables a weapon to heal an enemy for a higher amount, than the damage being inflicted upon strike. Other generally useful constant effect enchantments include fortify speed (if you decide not to use the Boots), levitation, water walking, invisibility and jump. I like putting +24 attribute on exquisite rings, usually just +24 strength. There are also some problems with multiple enchantments. These glitches mainly consist of keeping one or more bound items when the effect is removed. "Governing attribute" means that increasing the Short Blade skill, for instance, gives you a higher multiplier for the Speed attribute when you level up. Other related pages are: This list only includes information on enchantments that are not immediately obvious, as well as more obvious enchantments with non-obvious alternate uses. A Ring/Amulet with Restore Fatigue +2 and Restore Health +4. Shrine of Malacath 23 June 2002. Also chameleon. Press question mark to learn the rest of the keyboard shortcuts. If you have a large collection of enchanted rings and amulets for different situations, you probably don't want to use jewelry for this, or you could spend half your time just constantly re-equipping items to get the best magnitude of effect out of them. This is because the item being enchanted is the limiting factor to a constant-effect enchantment, not the charge of the soul that is being used. "Enchantment points" is the strength of the enchantment, covered below. The Daedric Tower Shield has the largest enchantment capacity. Their ability to constantly maintain high Condition without needing frequent repairing can help them maintain near-maximum damage at all times without much hassle. If you wear both items at once, it will crash the game. Create an account to follow your favorite communities and start taking part in conversations. It does not increase short blade damage. The skill returns to its original value when the spell ends. You can only create an item with Constant Effect (CE) enchantment if the size of the soul in the gem is 400 or greater. If you have MCP, some of the spells can have a higher maximum magnitude, such as Feather. At 110 (accessible with buffs), every item will cost only 1 charge to use. Condition is also less of a concern with armor, though instant-repair is certainly convenient. WebOoT/Morrowind xover Hyrule is still recovering from Ganon. The soul needs to have 400pts, and winged twilights only have 300pts. Chameleon is very overpowered though and outside stealing/combat it actually causes problems, so I wouldn't really recommend using it for anything other than experimenting. Enchanting items can be one of the most exciting - and powerful - features in the game. Press J to jump to the feed. Explain the purpose of the enchantment. Thus, it's best to use this on either very durable armor and make sure to keep it in good repair, or to use it on clothing, which is indestructible. Probably the most important advantage of Bound Equipment is its weightless nature, allowing you to carry more items on your person without becoming encumbered. You can use an enchanted paper item exactly once, and it will be destroyed in the process. Firstly, Soultrap can be added as the first effect to another weapon enchantment (such as damage or Paralysis) without adding much cost to the enchantment at all. It is also notable that since it is a cast-on-self enchantment, and basically boosts physical damage, one does not need to worry about magic reflection, resistance and absorption of one's opponent. Are you saying the traps won't affect you if you're farther away? Stronger spell effects will require larger enchantment capacities, which effectivly limits magic items' spell strength. On the other hand, there are Helms of every weight class that can be enchanted with more than 5 points of Fortify Armor Skill, so you might be better off using one those unless you are using an extremely mixed armor set. As an example, let's say you want to enchant an Exquisite Shirt (60 enchant points) with a constant effect of Restore Health. The amount of charge depleted by an activation of a magical item with a Cast When Used or Cast When Strike enchantment decreases as the Enchant skill increases. WebYou can only do constant effect enchantments with golden saints and ascended sleepers. Choosing a weak sparring-partner, like Rat, Mudcrab or Kwama Forager will minimize chances of player's death. WebFortify Enchant Skill is a Restoration spell in The Elder Scrolls III: Morrowind that temporarily increases the value of enchant. Armor types have a wide range of enchantability, based on both the material and the type of armor. If an enchantment is "fun" but not especially useful, it does not belong here. These effects might prove useful to have in large quantities, but are not worth mentioning individually. Each item has an enchantment capacity ranging from 0 to 225, most often in the 120 range. Otherwise (aside already mentioned restorative stuff) you might try sanctuary (this makes you harder to hit, do note that you should have your unarmored fully leveled before using this stuff) or shield type enchantments. There is no single item in the game with the 500 Enchanting Points necessary to create an Enchantment with 100 Points of one of the 1-Cost Spell Effects. With higher Luck, it will take less time. In effect, this Enchantment forces the enemy to stand relatively still and take whatever punishment you give them, while simultaneously allowing for a near-endless stream of Critical Hits. I'll take ehem just take that back thank you. Likewise, do not combine multiple Bound Items in such a way that they will cancel each other out, e.g. effectiveCost = baseCost*(1.1 - enchant/100). While it is more expensive than a 1 point Slow Fall, Fortify Acrobatics also provides the advantage of increased jump speed and jump height. WebOther good enchantments to look for is constant sanctuary. He specializes in hand-to-hand, unarmored, alchemy, enchanting, acrobatics, athletics and security. Every item has a maximum enchantment capacity, represented by the number at the top-right of the enchant menu. WebIf you'd like to make Constant Effect items, which are some of the best items in the game, you must use a soul with a value of 400 or more. The Dawnguard Rune Axe is a powerful war axe received as part of the Lost Relic quest. These magicks, if applied as a Constant Effect, will actually cast the effect on a character once per second and choose a different magnitude from the given range each time. While you still take full damage with such an effect in place, some of that damage will have been healed already by the time the next attack comes. After all these years, I have never used Telekinesis. The school of Conjuration contains many spells which summon powerful creatures, such as Golden Saints, who produce excellent souls (though they may also try to Dispel the Soultrap effect, so it is best applied just before the final blow). In particular, multiple items with low-magnitude Light as a constant effect, and Levitate as cast when used, are helpful. It is also worth noting that for Argonians and Khajiits, the total will be lower, as beast races are unable to wear shoes or boots of any kind, or closed helms (preventing them from wearing the Telvanni Cephalopod Helm, but not the Helm of Tohan if it is available). Keep in mind that it is an option to simply carry Cure Paralyzation potions, though having an immunity to the effect stops the opponent from just inflicting Paralysis again (or your own Paralysis effect from being Reflected) after the potion is used. For example, your. You can add more or less depending on what your weapon can hold and how much Charge you are willing to expend per hit). (Gloves do not have an "Exquisite" version, so Extravagant Gloves are the best you can get.) Fortify Endurance is probably the most useless of the Fortify attributes. This form of enchantment is also undermined by Morrowind's attribute/skill calculation; if a stat is Damaged (not Drained), it cannot be restored until you unequip all items fortifying that stat. Nothing better than unlocking a chest from across a room and then untrapping it into a poof of magic, from a lovely safe distance. Constant bound longbow is arguably the best bow in the game anyway. This bug was, however, fixed in a patch, and is not present in the most recent version. [citationneeded] This way, you can make enchantments with higher maximum magnitudes, for the cost of having to equip it a few times before you get it to apply a magnitude higher than the median value. Acquisition This spell is not available for purchase in Morrowind or expansion packs. A constant-effect levitation item allows you to instantly activate and deactivate your levitation at-will, negating these drawbacks (by putting another item for the same slot in your hotkey bar, you can even activate or deactivate your levitation with a single keypress.) Only add useful enchantments. Create an account to follow your favorite communities and start taking part in conversations. The sizes are: * Azura's Star is a special Soul Gem, given as a reward for Azura's Quest, and is fully described on the Azura's Star article. Alternatively, for 105 points, the same enchantment can be made with an area of 50ft to kill many opponents at once. Fortify strength is always good for carrying more stuff, but less important for unarmored HtH character because it won't affect damage (odd, but true, code patch can fix it though) and you don't have to carry weapons/armor. I. have a daedric bow and a soul gem with a Golden Saint's soul, and I'm trying to find a good enchantment for this. While using a constant-effect Bound Item, simply take off the enchanted item that gives you the Bound Item and then re-equip it. It costs the same as fortify skill or attribute, meaning an exquisite ring or amulet can hold 1-47 points in it. Over time, a CE Restore item with a range will average out to at least a slightly better benefit than one with a fixed enchantment in the center of that range, as long as the player character's Luck is over 50. A full suite of Bound Items (5 pieces of armor + 1 weapon) can fit on two items with 60 Enchanting Points each, as well. WebIf you enchant a full set of exquisite clothing with constant effect fortify health, you'll be able to regenerate like 28 or so health per second. A single amulet or ring can therefore eliminate the need to carry multiple Restore Attribute potions or visit a shrine to be restored. More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. I like to have a few points of Night Eye on something as it's really cheap. This allows any player, no matter how low their Marksman Skill, to have a reasonable chance of landing a hit with their Bound Bow. However, it is not very effective in terms of defense. Bound Armor suffers most from having a fixed Armor Rating. That Add another effect double existing enchant points to 10 You can give an item a constant effect of "Restore Fatigue 1 pt. You deal extra damage and heal health with every swing. With a natural base of 100 points in Acrobatics, this enchantment will negate any type of fall damage. If the explanation is little more than what is written on the. If you're interested, or for When you get to Press question mark to learn the rest of the keyboard shortcuts. on Self" for 50 enchant points. Which means that at level 5 Enchant the charge depletion is actually more than the base cost, however, it then decreases at 1% per level increase. Sometimes they even glitch when you do leave menu mode between un- and re- equipping. The same applies to Absorb, Damage, Drain, and Restore Attribute effects, and also for Absorb, Damage, Drain, Fortify and Restore Skill effects. Beep boop. At level 110 Enchant, the above formula results in a zero cost, but the game enforces a 1 cost minimum. The other primary advantage is that it is very easy to completely "repair" Bound Items for free by simple unequipping and reequipping the item providing the effect. This can have an annoyance factor, particularly with less durable armor, as you'll have to repeat the process every time your armor is broken and repaired. This can be solved by fully repairing the bound items and then using the Console command player->RemoveItem "item_ID" x, where x is the amount of excess items. I remember as a kid having a frost and fire glove on If it is, the money you spend on the enchant sometimes doesn't get added its purse. Beyond that I haven't really experimented much though. The only way to successfully create these higher end enchantments without paying large amounts of gold to professional enchanters is to use magical effects to artificially increase your Enchant, Intelligence, or Luck. Surprisingly, the relatively common Bonemold Long Bow has almost twice the enchantment value of the incredibly rare Daedric Long Bow. With the wide selection of spell effects and items to enchant, the possibilities are practically endless. Telekinesis. Constant Effect Restore Health is extremely useful defensively, with two main benefits: Four points of Restore Health is a good number to aim for, since it is small enough to fit on a Telvanni Cephalopod Helm or Exquisite Jewelry. The Calm effect keeps the target from running away and pulls it out of combat (making it stop looking for you as frequently as it would if it were still in combat), while the Chameleon effect prevents the surrounding enemies from seeing your follow-up attack and increases your chances of dealing Critical Damage. Recharge efficiency depends on your skill and luck. Telekinesis - You'd be suprised how interesting it is to play with this on all the time! This section is being handled separately from the rest of the list due to the unique nature of Bound Items, and to consolidate their common features. Eventually, you can build a full suit of Fortify Intelligence clothing at the highest strength available, or even with Constant Effect enchantments (see below). 3/3 Dragonskin - When taking damage, restore 600 magicka and stamina. If you repair any Bound Item (either by yourself or at a Smithy), you may end up with permanent copies of your Bound Item cluttering up your inventory. 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