![]() ![]() However, no wearable item enchantments are as profitable as the above-mentioned weapon ones per soul used. (Waterbreathing and Muffle have no magnitude or duration, so they are just as effective and valuable with a petty soul as with a grand one.) If you use at least lesser souls, Fortify Sneak will surpass it. Waterbreathing can be applied to helms, rings, and necklaces, while Muffle can be applied to footwear. If you wish to mass enchant apparel, the most profitable enchantments at the petty soul level are usually Waterbreathing and Muffle, though Fortify Sneak can edge them out at high levels. ![]() So, if you have fewer soul gems than you have weapons to enchant, it's usually more profitable to use the smaller soul gems on the weapons, and save the larger ones for apparel. Although weapons are more profitable overall, the price difference from higher soul gems is greater for apparel.The Banish enchantment is by far the most profitable weapon enchantment, followed by Absorb Health and Paralyze. Weapon enchantment prices are calculated by base uses the fewer base uses an enchantment has, the more expensive the enchantment will be. If you are mass enchanting your items, weapons offer a greater profit per soul gem used.Known exceptions are Banish and Paralyze (both at level 22). Nearly all enchantments are available at level 1.With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragon's breath attack without taking significant damage. Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks.For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage. Drinking a "+32% Fortify Enchanting" potion while enchanting further increases this to +188%. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments.Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.This bug is fixed by version 1.3.2 of the Unofficial Skyrim Patch.Damage Stamina is affected by both Fire Enchanter and Augmented Flames due to an erroneous keyword.The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.Necromage also improves the enchantments on items by 25% if the player is a Vampire.In particular, this allows Turn Undead effects of level 40 or higher to work on Dragon Priests (level 50). Necromage affects the magnitude (damage or level) of all effects used against undead targets.Aspect of Terror does NOT affect the level of Fear effects.Animage likewise boosts the effective level versus animals. Kindred Mage affects the level of Fear effects against appropriate NPCs.Stability affects the duration of Paralyze effects.If you have two elemental effects and their corresponding Destruction perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. Elemental effects are affected by the appropriate Destruction perks.^ This effect is found on the Briarheart Geis, a weapon that cannot be found in game.^ a b c Only the duration is affected by Enchanting level and perks.^ The magnitude of this effect applies to both damage and, at half value rounding down, magicka damage.^ The duration of this part of the effect is fixed regardless of skill, soul used, or perks.^ a b c d The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.^ The magnitude of this effect applies to both damage and stamina damage.^ a b There are two versions of this effect, allowing it to be applied twice.Base uses is defined the same way but cannot be seen directly without the use of the console. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. This issue has been addressed by the Unofficial Skyrim Patch the shield has been altered to use the normal version of the effect.īase magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks.The second version is from the Shield of Solitude and has a base magnitude of 10%. ^ There are two versions of this effect, allowing it to be applied twice.^ a b c d e f g The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.Therefore you can equip four items (neck, chest, finger, feet) with that enchantment. ^ a b c Although armors, necklaces and rings can be disenchanted in order to gain the enchantment, armors, necklaces and foot apparel can be enchanted.
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