Also convenient for leveling sneak. In addition to enchantment cost, all non-constant-effect enchantments have a casting cost, taken from the item's soul charge, which slowly replenishes over time (as long as the item is in inventory), or can be more rapidly recharged with soul gems (with a non-zero chance of failure which decreases with increased Enchant skill and Luck attribute). If you follow your instincts, put the Restore Health on first, and add the Restore Fatigue as an afterthought, it works like this: Restore Health 2 pts. This may have been fixed with later patches, however. The constant effect has to be on rings and an amulet then? That alone would not be worth mentioning, but there's an additional synergy that makes a one-point constant levitation item particularly worthwhile: When combined with the Boots of Blinding Speed, levitation is faster than walking (and, depending on your athletics and encumbrance, likely faster than running). Press question mark to learn the rest of the keyboard shortcuts. Robes, Belts, and Shoes are next, Gloves being the worst. The exception to the rule of Bound Weapons being outshone by Cast on Strike weapons is Bound Longbow. Note that if you are using an item with 120 Enchanting Points, you can also add up to 20 additional points of Fortify Marksman to it. 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. I find night-eye to be incredibly useful, and water walking is pretty nice too. The soul needs to have 400pts, and winged twilights only have 300pts. While Bound Helm and Cuirass are a little more complicated due to their enchants, for the other three slots (well, four if you count both Gauntlets) the point at which leaving the slot empty to a Bound Item gives more Armor Rating is 111 Unarmored Skill. (This is a problem for non-constant-effect Bound Items as well, but generally those are more likely to expire before you do any repairs, so the issue doesn't come up as often as with Constant Effect enchantments.) Shrine of Malacath 23 June 2002. For example, every Greater Bonewalker can damage Strength, which is typically one of the most-used stats for Constant Effect buffs. Each book will work like a scroll, and will be destroyed when used. since enchanted items recharge themselves, game designers probably thought that this shoul be enough. Water breathing + a few points of swift swim is nice though. A notable exception being the Adamantium Right Pauldron added by Tribunal or the Adamantium Armor plugin. Balance in Bloodmoon is notoriously bad, and this is the first iteration to fix it. While you will get more net Encumbrance (not to mention damage) by using Fortify Strength, it deserves mention that adding a Feather effect to a Daedric Tower Shield gives it a net weight of 0 - essentially becoming a Bound Shield that is affected by your Heavy Armor skill. This gives it a distinct advantage over other damaging Enchantments. While Soultrap on a weapon is a fairly obvious choice for Enchanters to quickly hoard Souls to sell or use, it has some less-obvious uses when combined with Azura's Star. Since Enchantments don't consume Magicka to work, this allows you to regain all of your Magicka even if you don't have enough Magicka to cast any spells at all. [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. Enchanting items can be one of the most exciting - and powerful - features in the game. Press question mark to learn the rest of the keyboard shortcuts. They serve as an extra reservoir of Magicka, allowing you to cast spells without spending Magicka. You can refresh the duration of all bound items like that, simply by reequipping the enchanted piece. Alternatively, for 105 points, the same enchantment can be made with an area of 50ft to kill many opponents at once. "Governing attribute" means that increasing the Short Blade skill, for instance, gives you a higher multiplier for the Speed attribute when you level up. What do you suggest? The UESPWiki Your source for The Elder Scrolls since 1995, https://en.uesp.net/w/index.php?title=Morrowind:Enchant&oldid=2752266. One example of a set of items that can reach 500 total Enchanting Points is Exquisite Ring x2, Exquisite Amulet, and Ebony Tower Shield (this set actually has enough Enchanting Points for 102 Points, if you are so inclined). Do not add Cast on Use Enchantments unless the effect cannot be duplicated with a spell for some reason. Beep boop. Effects Fortify Skill: Enchant 10 points for 60 seconds on self. The goblins added by the Tribunal expansion, for example, lack spear attack animations, and binding spears to them may cause the game to crash as it tries and fails to find the correct file. Constant-effect Bound Items also glitch a lot when you enter menu mode (right click) then un-equip and re-equip them without leaving menu mode in between. You can add more or less depending on what your weapon can hold and how much Charge you are willing to expend per hit). If you experiment with different levels of that effect, you will find that a constant effect of "Restore Health 2-3pts on Self" costs 62 enchant points, more than you have. Guaranteed success rate: Enchantments bypass the high failure rate of spells that are too expensive for your current Skill. CE invisibility is 100 points so that's a fun ring to make. This list contains some locations in the game where you can find Grand Soul Gems. As a side note, filled gems are worth a lot more than empty ones. Really useful early in the game - all you need is around 50K gold, an extravagant amulet and a soul gem with a soul of sufficient size. %Fatigue = 0 when you're exhausted and 1 with rested. Save the space and go kill the king and take his ring. Shields offer the best potential for enchantment by far, and you can still equip a shield with a two-handed weapon. Cuirasses and Gauntlets/Bracers are next, followed by Boots, with Greaves and Pauldrons being by far the worst. Most NPCs have no proficiency for weapons types other than what they have equipped, so giving them a new weapon type leaves them with an extremely low chance of actually landing a blow on the player. This means the net enchantment difficulty (points combined with constancy, which doubles the difficulty) matters 2.5 times as much as Enchant skill, which matters 4 times as much as Intelligence, which matters 2 times as much as Luck. The total is 1279 or 1285BM enchant points (1335 with the official plugins), which holds 255 or 257BM (or 267) points of an effect with base cost of 1 (such as Fortify Intelligence, increasing Magicka), and at most proportionally less for effects with greater cost (some items won't hold an integral number of effect points). 4 second cooldown. Note that some effects have multiple types. Of my restrictions, I cannot use any weapons or armor (ever, even if just for their enchantments). 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). This may be due to a mod, but on my last play through I used a bunch of those fortify attribute 1-100 and re-equipped until I got close enough to 100. Fortify Strength is a solid one; it not only improves melee damage but also increases your Carry Weight and max endurance. You can wear all three at once (regardless of gender), so they can be combined for the most effects. A more realistic example is using a short-term Soul Trap with a maximum area of effect, to flush enemies out of areas in which many may be lurking (though humanoids cannot be soul trapped, they react to the effect as a hostile spell), and get them to make a direct bee-line for the PC, often clustering enough for an area-effect attack to hit them all. 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. 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. Unfortunately, a good number of places where you find them are random (such as crates in Smuggler's Caves). When enchanting bows and crossbows, notice you can choose "Cast when Strike" but the effect will never trigger, as you don't actually strike anything with a bow or crossbow. The end effect is that using an item with this Enchantment on it will instantly restore your Magicka. If you're a caster-type, then Fortify Willpower will increase your spellcasting success chance, allowing you to cast those bigger magicka cost spells without failing. This is not the most popular method of enchanting, but it offers an alternative to Alchemy for zero-cost, instant-action spellcasting. Choose either "Cast when Used" or "Constant Effect". This effect provides a total of 30 points of restoration to all 8 primary Attributes in one shot. Original text in part by Rahvin and Theohall. I like night eye as a concept, and in modded Skyrim its super helpful, but in morrowind if I came to a cave that was dark it was easier to just adjust my video settings until I could see. Don't put constant effect levitate on something you wear all the time. 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 allows the player to recharge their weapon's enchantment whenever they defeat a Creature, allowing the weapon to be used for much longer before running out of Charges. This page summarizes some useful enchantments for players to create or use as inspiration for their own enchantments. The most effective way to do this is via Alchemy. 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. try getting a golden saint soul and give it a try,golden saints have constant effects enchantment nope, it doesn't work. No cooldown: Cast on Use items do not require the same animations used by normal spells. If you have MCP, some of the spells can have a higher maximum magnitude, such as Feather. 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. 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. 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