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Enchanting 101 Guide


Enchanting 101
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In the Elder Scrolls Skyrim Enchanting is the act of applying enchantments
onto weapons and apparel through the use of an Arcane Enchanter.  These
enchantments  can vary from applying frost or shock effects onto the selected
weapon, offering multipliers to targeted skills, to offering a small increases
to your health or magicka, and more. These enchantments also stack, thus
allowing you to receive significant bonuses of your choosing.

To start you'll need an Arcane enchanter and an item to disenchant.  Arcane
Enchanters are readily available in most palaces, purchased housing (excluding
Breezehome), and certain dungeons.  Next select the item to disenchant to
learn the new enchantment .  Then select the item you wish to enchant, a soul
gem, and a learned enchantment to craft your enchanted item. The soul gem is
consumed after use and all disenchanted items will be destroyed in order after
learning a new enchantment.  The effectiveness of the enchantment is determined
by the size of the soul used affecting the duation of an weapon enchantment or
the effectiveness of any armour enchantment. Only one enchantment is applied to
any given item, unless you obtain the extra effect perk which increases the
threshold to two enchantments.



Pros and Cons of Enchanting
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Pros

+Significantly increases the effectiveness of affected skills
+Increases damage output as well as survivability
+Arcane Enchanters are easily accessible in most major cities

Cons
-High cost in early game
-Levels slowly
-Requires a significant perk investment



Arcane Enchanter Locations
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Most major cities, all holds, and even some dungeons contain Arcane Enchanters,
enables you to enchant items on the fly, thus giving you the ability to adapt
your equipment to your current needs.  Below is a list of some of the more
usefulenchanting locations along with the locations of any nearby soul gems.

Dragonsreach
Merchant: Fareger Secert-Fire
The Enchanting table is located directly right of the Jarls Court and is next
to an Alchemy Lab. Nearby on the cupboard is a lesser soul gem and a common
soul gem on the table.  Due to it's unique central location and immediate
promixity when fast traveling this is agrubly the most widely used Enchanter.
Within the same room there is an Alchemy lab, which you can use to create
Fortify Enchanting Potions from the ingredients Snowberries, Blue Butterfly
Wings, Spriggan Sap, or a Hagraven claw, as well as a Spell Merchant that
sells robes, spell tomes, and Soul Gems, with the occasional staff.


College of Winterhold-Arch Mage Quarters
Merchant: None
Located withing the Hall of Elements, the Arch Mages Quarters contains one
Arcane Enchanter and an nearby Alchemy lab.  On a shelf directly above the
Enchanter lies 4 petty soul gems, 2 Lesser soul gem, 1 Common soul gem and
2 Greater Soul Gems. An additional 2 Petty soul gems, 1 Lesser soul gem,
1 common soul gem, and 1 Grand Soul Gem can be found in the nearby display case.
On the shelves next to the Alchemy Lab there is 2 Enchanter's philters along
with a Blue Butterfly Wing, Spriggan Sap, and Snowberries.

College of Winterhold- Hall of Countenance
Merchant: Colette Marence, Drevis Neloren, Faralda, Phinis Gestor, 
The enchanting table is located on the second floor and is surrounded by are 2
display cases carrying 3 Petty Soul Gems, 1 lesser soul gem, and 4 Common Soul
Gems. In the rooms below lie 3 Petty Soul Gems, 4 Lesser Soul Gems, and 2
Common Soul Gems, and few merchants that carry an extensive amount of spells,
staves, scrolls, and soul gems.

Solitude- Blue Palace
Merchant: Sybille Stento
In the upper stairs eastern bedroom lies an Arcane Enchatnter, Hagraven Claw,
and Snowberries on the candle light bench. 1 petty and 3 lesser soul gems are
on the bookshelf.

Solitude- Castle Dour
Merchant: None
Located near the entrance.  Offers no special severices, but it much easier to
access then the Enchanter located in Blue Palace.


Morthal- Falion's House
Merchant: Falion
Located on the eastern end of town, this enchanter is located inside Falion's
house and is the only enchanter in Morthal.  In addition to providing the usual
services, Falion is also a master trainer in conjuration, and frequently stocks
Black Soul Gems. On the shelf next to the enchanter lies an enchanter's potion,
an enchanter's draught, a petty soul gems and 3 common soul gems.

Dawnstar- The White Hall
Merchant: Madena
In the long house West of Wind Peak Inn, south of Dawnstar, the Arcane
Enchanter is located within the southern room of the White Hall. On the shelf
behind the counter is a Hagraven Claw.

Mistveil Keep- Riften
Merchant: None
After entering the foyer, the Arcane Enchanter is in the first room to the
right. A Soriggan Sap is on the nearby shelf.


Weapon Enchantments
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Absorb Health
Base: Absorbs 8 points of health
Max : Absorbs 20 points of health

Absorb Magicka
Base: Absorbs 15 points of magicka
Max : Absorbs 37 points of magicka

Absorb Stamina
Base: Absorbs 10 points of stamina
Max : Absorbs 25 points of stamina

Banish
Base: Summoned Daedra up to level 10 are sent back to Oblivion
Max : Summoned Daedra up to level 25 are sent back to Oblivion

Fear
Base: Creatures and people up to level 10 flee from combat for 30 seconds
Max : Creatures and people up to level 25 flee from combat for 30 seconds

Fiery Soul Trap
Base: If target dies within 4 seconds, fills a soul gem. Burns the target for
10 points. Targets on fire take extra damage
Max: If target dies within 10 seconds, fills a soul gem. Burns the target for
10 points. Targets on fire take extra damage.

Fire Damage
Base: Burns the target for 10 points. Targets on fire take extra damage
Max : Burns the target for 45 points. Targets on fire take extra damage

Frost Damage
Base: Target takes 10 points of frost damage to Health and Stamina
Max : Target takes 45 points of frost damage to Health and Stamina

Huntsmans Prowess
Base: +3 points of extra damage to Animals
Max : +7 points of extra damage to Animals

Magicka Damage
Base: Does 15 points of Magicka damage
Max : Does 37 points of Magicka damage

Notched Pickaxe
Base: Raises the wielder's Smithing Abilities (+5) and does 5 shock damage
to enemies on hit
Max : Raises the wielder's Smithing Abilities (+5) and does 23 shock damage

Paralyze
Base: Targets that fail to resist are paralyzed for 2 seconds
Max : Targets that fail to resist are paralyzed for 5 seconds

Shock Damage
Base: Target takes 10 points of shock damage, and half as much Magicka damage
Max : Target takes 46 points of shock damage, and half as much Magicka damage


Silent Moons
Base: While the moons are out, burns the target for 10 points
Max : While the moons are out, burns the target for 25 points

Soul Trap
Base: If target dies within 4 seconds, fills a soul gem
Max : If target dies within 10 seconds, fills a soul gem

Stamina Damage
Base: Does 15 points of Stamina damage
Max : Does 46 points of Stamina damage

Turn Undead
Base: Undead up to level 10 flee for 30 seconds
Max : Undead up to level 25 flee for 30 seconds

*Values may be exceed by the use of a Fortify Enchanting Potion
**net value = (base value)(1+0.0025*Enchanting level)(perk multiplier)



Armour Enchantments
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Fortify Alchemy
Zone: Helm, Gloves, Amulet, Ring
Base: Created potions are 8% more powerful
Max : Created potions are 25% more powerful

Fortify Alteration
Zone: Helm, Armour, Amulet, Ring
Base: Alteration spells cost 8% less to cast
Max : Alteration spells cost 25% less to cast

Fortify Aleteration and Fortify Magic Regen
Zone: Armour
Base: Aleteration spells cost 5% less to cast, Magicka regenerates 10% faster
Max : Aleteration spells cost 15% less to cast, Magicka regenerates 10% faster

Fortify Archery
Zone: Helm, Gloves, Amulet, Ring
Base: Bows do 13% more damage
Max : Bows do 40% more damage

Fortify Barter
Zone: Amulet
Base: Prices are 8% better
Max : Prices are 25% better

Fortify Block
Zone: Gloves, Shield, Amulet, Ring
Base: Block 13% more damage with your shield
Max : Block 40% more damage with your shield

Fortify Carry Weight
Zone: Gloves, Boots, Amulet, Ring
Base: Carrying capacity increased by 15 points
Max : Carrying capacity increased by 40 points

Fortify Conjuration
Zone: Helm, Armour, Amulet, Ring
Base: Conjuration spells cost 8% less to cast
Max : Conjuration speels cost 40% less to cast

Fortify Conjuration and Fortify Magicka Regen
Zone: Armour
Base: Conjuration spells cost 5% less to cast, Magicka regenerates 10% faster
Max : Conjuration spells cost 15% less to cast, Magicka regenerates 10% faster


Fortify Destruction
Zone: Helm, Armour, Amulet, Ring
Base: Destruction spells cost 8% less to cast
Max : Destruction speels cost 25% less to cast

Fortify Destruction and Fortify Magicka Regen
Zone: Armour
Base: Destruction spells cost 5% less to cast, Magicka regenerates 10% faster
Max : Destruction speels cost 15% less to cast, Magicka regenerates 31% faster

Fortify Healing Rate
Zone: Armour, Amulet, Ring
Base: Health regenerates 10% faster
Max : Health regenerates 31% faster

Fortify Health
Zone: Armour, Shield, Amulet, Ring
Base: Increases your health by 20 points
Max : Increases your health by 62 points

Fortify Heavy Armour
Zone: Armour, Gloves, Amulet, Ring
Base: Increases heavy armour skill by 8 points
Max : Increases heavy armour skill by 25 points

Fortify Illusion
Zone: Helm, Armour, Amulet, Ring
Base: Illusion spells cost 8% less to cast
Max : Illusion spells cost 25% less to cast

Fortify Illusion and Fortify Magicka Regen
Zone: Armour
Base: Destruction spells cost 5% less to cast, Magicka regenerates 10% faster
Max : Destruction spells cost 15% less to cast, Magicka regenerates 10% faster

Fortify Light Armour
Zone: Armour, Gloves, Amulet, Ring
Base: Increases light armour skill by 8 points
Max : Increases light armour skill by 25 points

Fortify Lockpicking
Zone: Helm, Gloves, Amulet, Ring
Effect: Lockpicking is 13% easier
Effect: Lockpicking is 40% easier

Fortify Magicka
Zone: Helm, Gloves, Amulet, Ring
Base: Increases your Magicka by 20 points
Max : Increases your Magicka by 62 points

Fortify Magicka Regen
Zone: Helm, Armour, Ring
Base: Magicka regenerates 20% faster
Max : Magicka regenerates 62% faster

Fortify One Handed
Zone: Gloves, Boots, Amulet, Ring
Base: One-handed attacks do 13% more damage
Max : One-handed attacks do 40% more damage

Fortify Pickpocket
Zone: Gloves, Boots, Amulet, Ring
Base: Pickpocket success is 13% better
Max : Pickpocket success is 40% better

Fortify Restoration
Zone: Helm, Armour, Amulet, Ring
Base: Restoration spells cost 8% less to cast
Max : Restoration spells cost 25% less to cast

Fortify Restoration and Magicka Regen
Zone: Armour
Base: Restoration spells cost 5% less to cast, Magicka regenerates 10% faster
Max : Restoration speels cost 15% less to cast, Magicka regenerates 10% faster


Fortify Smithing
Zone: Armour, Gloves, Amulet, Ring
Base: Weapons and armor can be improved 8% better
Max : Weapons and armor can be improved 25% better

Fortify Sneak
Zone: Gloves, Boots, Amulet, Ring
Base: Sneaking is 13% better
Max : Sneaking is 40% better

Fortify Stamina
Zone: Armour, Boots, Amulet, Ring
Base: Increases your stamina by 20 points
Max : Increases your stamina by 62 points

Fortify Stamina Regen
Zone: Armour, Boots, Amulet
Base: Stamina regenerates 10% faster
Max : Stamina regenerates 31% faster

Fortify Two Handed
Zone: Gloves, Boots, Amulet, Ring
Base: Two-handed attacks do 13% more damage
Max : Two-handed attacks do 40% more damage

Fortify Unarmed Damage
Zone: Gloves
Base: Unarmed strikes do up to 10 additional damage
Max : Unarmed strikes do up to 12 additional damage

Muffle
Zone: Boots
Effect: Wearer is muffled and moves silently

Resist Disease
Zone: Armour, Shield, Amulet, Ring
Base: Increases Disease Resistance by 25%
Max : Increases Disease Resistance by 78%

Resist Fire
Zone: Boots, Shield, Amulet, Ring
Base: Increases Fire Resistance by 15%
Max : Increases Fire Resistance by 46%

Resist Frost
Zone: Boots, Shield, Amulet, Ring
Base: Increases Frost Resistance by 15%
Max : Increases Frost Resistance by 46%

Resist Magic
Zone: Shield, Amulet, Ring
Base: Increases Magic Resistance by 8%
Max : Increases Magic Resistance by 20%

Resist Poison
Zone: Armour, Shield, Amulet, Ring
Base: Increases Poison Resistance by 15%
Max : Increases Poison Resistance by 37%

Resist Shock
Zone: Boots, Shield, Amulet, Ring
Base: Increases Shock Resistance by 15%
Max : Increases Shock Resistance by 46%

Water Breathing
Zone: Helm, Amulet, Ring
Effect: Can swim underwater without drowning

*Values may be exceed by the use of a Fortify Enchanting Potion
**net value = (base value)(1+0.0025*Enchanting level)(perk multiplier)



Perk and Skill Multipliers
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Skill Multiplier- Enchanting
Effect: x(1+0.0025*Skill) effectiveness to all enchantments

Perk Multiplier- Enchanter
Effect: x(1+ 0.2*Rank) effectiveness to all enchantments

Perk Multiplier- Fire Enchanter
Effect: x1.25 to Fire Damage, Fiery Soul Trap, Resist Fire

Perk Multiplier- Frost Enchanter
Effect: x1.25 to Frost Damage, Resist Frost

Perk Multiplier- Storm Enchanter
Effect: x1.25 to Shock Damage, Resist Shock

Perk Multiplier- Insightful Enchanter
Effect: x1.25 to Fortify Skill Enchantments

Perk Multiplier- Corpus Enchanter
Effect: x1.25 to Fortify Health,Fortify Magicka, Fortify Stamina,

Perk Multiplier- Augmented Flames
Effect: x(1+0.25*Rank) to Fire Damage, Fiery Soul Trap

Perk Multiplier- Augmented Frost
Effect: x(1+0.25*Rank) to Frost Damage

Perk Multiplier- Augmented Shock
Effect: x(1+0.25*Rank) to Shock Damage


Perks
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Enchanter
Prerequisite: None
Effect: New Enchantments are 20% stronger+20% per additional rank, may be taken
up to 5 times

Soul Squeezer
Prerequisite: Enchanting 20, Enchanter
Effect: Soul Gems provide extra magicka for recharging

Soul Siphon
Prerequisite: Enchanting 40, Soul Squeezer
Effect: Death blows to creatures, but not people trap 5% of the victim's soul
recharging the weapon

Fire Enchanter
Prerequisite: Enchanting 30, Enchanter
Effect: Fire Enchantments on Weapons and Armour are 25% stronger

Frost Enchanter
Prerequisite: Enchanting 40, Fire Enchanter
Effect: Frost Enchantments on Weapons and Armour are 25% stronger

Storm Enchanter
Prerequisite: Enchanting 50, Frost Enchanter
Effect: Shock Enchantments on Weapons and Armour are 25% stronger

Insightful Enchanter
Prerequisite: Enchanting 50, Enchanter
Effect: Skill Enchantments on armor are 25% stronger

Corpus Enchanter
Prerequisite: Enchanting 70, Insightful Enchanter
Effect: Health, magicka, and stamina enchantments on armor are 25% stronger

Extra Effect
Perquisite: Enchanting 100, Storm Enchanter or Corpus Enchanter
Effect: Can now put two enchantments on the same item



Soul Gems
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Types of Soul Gems
Petty Soul Gem (able to hold souls of creatures below level 4) 
Lesser Soul Gem (able to hold souls of creatures below level 16)
Common Soul Gem (able to hold souls of creatures below level 28)
Greater Soul Gem (able to hold souls of creatures below level 38)
Grand Soul Gem (able to hold any soul, excluding humaniods)
Black Soul Gem (able to hold any soul)
Azura's Star (able to hold any soul,excluding humanoids,doesn't break upon use)
The Black Star (able to hold humanoid souls, doesn't break upon use)

Soul Multiplier
this directly effects the strength of armour enchantments and
duration of weapon enchantments

Petty Soul   x1/12
Lesser Soul  x1/6
Common Soul  x1/3
Greater Soul x2/3
Grand Soul   x1



Enchanting Mini FAQ
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How do I level Enchanting?

Disenchanting items, Enchanting items, and using a Soul Gem to recharge
weapons raise Enchanting. You can also receive training from Expert Sergius
Turrianus a professor at the College of Winterhold, or from Master Hamal the
high priestess of the Temple of Dibella in Makarth (after completing The Heart
of Dibella quest).

How do I level Enchanting quickly?
Unfortunately there are no fast methods to level Enchanting. Either craft or
find any lightweight weapon and use petty or lesser soul gems to grind.
Remember the main tip is to keep at it, for leveling, the quantity of your
enchantments supersedes the quality.

Why is my enchanted necklace/armour/ring only giving me a 1% boost?
Keep in mind the effectivness of the given enchantment is determined by your
skill level in enchanting, the size of the soul gem-larger souls are more
effective- and any perks that increase the effectiveness of enchanting.



Credits
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Special thanks to the Elder Scrolls Wikia, the Unofficial Elder Scrolls Pages,
and Gamefaqs Xbox 360/PC Skyrim Boards, all of which were invaluable sources
in the creation of this guide.

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