Unlike with Spells or Cast on Use Enchantments that provide Bound Equipment, Constant Effect Bound equipment can be used to completely replace armor/weapons, so it requires a different mindset when looking at it. 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. only restore health and restore stamina "on self" effects are available. Beyond that I haven't really experimented much though. Also chameleon. The number of guards surrounding him doesn't make it any easier. Intelligence and Luck are the respective Attribute levels. Cuirasses and Gauntlets/Bracers are next, followed by Boots, with Greaves and Pauldrons being by far the worst. Create an account to follow your favorite communities and start taking part in conversations. I have a question though: Can you even damage daedra, undead etc. Fortify: Agility for a missile weapon, Speed for a short blade, Endurance for a spear, Strength for any other weapon. A constant levitation item allows you to take advantage of this for extended high-speed overland flight, while still letting you cancel the effect instantly either to recover or when you want to take the boots off. Secondly, the constant recharging of the enchanted weapon will level the player's Enchant skill very quickly. Also, Luck can be substituted with any other primary attributes, but especially those related to combat-- strength, agility, which would result in enormous boost in physical damage, attack accuracy and chance of evasion of the user. Its enchantment does 10+n sun damage to undead where n is the number of undead killed since the last sunrise. This will result in a cheaper price enchantment, consuming less charges per strike. More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. Water breathing + a few points of swift swim is nice though. Other generally useful constant effect enchantments include fortify speed (if you decide not to use the Boots), levitation, water walking, invisibility and jump. This is because theres a lot of them: more than 28,000 Skyrim mods to download on the Steam Workshop, and countless more on other modding sites. There are 6 Soul Gem sizes in the game. on Self 50 enchant points the Gondolier Shirt) are around Common quality, though there are exceptions, mostly unique items that are quest-related or pertain to particular NPCs. Press J to jump to the feed. You can wear all three at once (regardless of gender), so they can be combined for the most effects. Constant Effect Restore Fatigue means that you will regain Fatigue every second. Press question mark to learn the rest of the keyboard shortcuts. The end effect is that using an item with this Enchantment on it will instantly restore your Magicka. Beep boop. 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. Knowing the total is useful for making Enchant and Alchemy suits (Fortify Intelligence or Fortify SkillBMTR enchantments) when abstaining from stacking of effects of spells and potions, and for estimating maximum magnitude for more costly effects. Only list tested and working enchantments. Also, it's best to use it on items you're not likely to want to change regularly. (Questions and Answers) 5 replies Carefully maintain your soul gem inventory so you do not waste any souls or gems in this way. The exception to the rule of Bound Weapons being outshone by Cast on Strike weapons is Bound Longbow. 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. With extra enchantment points left, consider adding this enchantment to a weapon, since it is incredibly cheap; a sanctuary 20 pts on self for 2s costs approximately 3 enchantment points. Do not add Cast on Use Enchantments unless the effect cannot be duplicated with a spell for some reason. Since the Armor is weightless, the game treats it as if the player always has 30 points in the Armor's Armor Skill, so the Armor Rating will forever be stuck at 80 (75 for the Bound Helm) - this is fairly easy to surpass for any Armor Class. When using a Golden Saint or Fortify Endurance is probably the most useless of the Fortify attributes. 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. In particular, multiple items with low-magnitude Light as a constant effect, and Levitate as cast when used, are helpful. Indeed, this trick can be used with any Bound Weapon to help the player train a low weapon skill, though it might be more beneficial to simply find the Master Trainer for that skill. Since Bows themselves cannot use Cast on Strike enchantments and cannot hold very large Constant Effect enchantments (not to mention there are no especially good non-generic bows), Bound Longbow provides a weightless version of the strongest bow in the game, with a decent Enchantment built right in and free repairs. Quick-binding the three spells will help to cycle faster. Apart from bragging rights those super-souls have very little practical use. You'll have to start with "Cast when Used" items, and with relatively low values, but if you keep at it, you'll be able to gradually build up a better and better Enchanting Suit, since each piece will increase your ability to make better pieces. If you have more than one that impact the same attribute/skill each enchantment is re-rolled every time you re-equip one of the items. Welcome to r/Morrowind, a subreddit dedicated to Bethesda's 2002 open world RPG, the third installment in the The Elder Scrolls series. For example, learning any Fortify Attribute spell gives you the ability to enchant an item which will fortify any of your eight attributes. 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. If you buy a spell that increases Strength, you will be able to use that effect to create a spell or item to increase Endurance as well (you don't need to find eight different spells for all the attributes). The following races receive bonuses to their Enchant skill: The following classes have Enchant as a Major skill: The following classes have Enchant as a Minor skill: The Master Trainer for Enchant is Qorwynn in Indoranyon. Unarmored gives exponentially better protection as it goes over 100. When you have Azura's Star, you can also use three enchanted items to quickly summon a ghost, cast soultrap on it, kill it, and then use its soul to recharge one of the items. other than the already mentiones ones, I like to use summoning spells for "unkillable" minions (just reequip the item once they have died). Original text in part by Rahvin and Theohall. Choose either "Cast when Used" or "Constant Effect". WebThe only creatures whose souls are large enough to create Constant Effect enchantments are: Golden Saints (and Staada, a unique Golden Saint), Ascended Sleepers, Dahrk I like putting +24 attribute on exquisite rings, usually just +24 strength. There are several quests and artifacts related to a specific Daedric Shrine and the god (or Daedra) found within it. A Constant Effect Slow Fall enchantment, however, allows the player to take flying leaps off of whatever buildings they want without worry. 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. Additionally, summoned creatures regard your first few attacks on them as unintentional, so they pose much less of a threat than the same creatures found elsewhere. Exquisite belt can hold a 1-15 enchantment like that. (However, you still may have less than a 100% chance of succeeding.) Do they shoot a projectile? The effect is described by the following formula. No cooldown: Cast on Use items do not require the same animations used by normal spells. But most are now constant effects. Some enchants will be stronger and some will be weaker. Exquisite pants, skirt, shirt can fit: constant restore fatigue 1 and resist paralysis 1-100. The Restore enchantments (Restore Health, Restore Fatigue, etc.) 1pt slowfall is supposed to make you immune to fall damage and you could probably fit it in with another enchant on one item. What do you suggest? Levitation is a powerful effect, but comes with two significant drawbacks: Most of the time, it is slower than walking; and while levitating, you cannot rest or wait without using a bed. Just make sure not to do this with any items you might need for a quest, as there's nothing stopping you from ruining your game this way enchanting them will change the items into entirely new items with different item IDs, which can cause quests to become impossible to complete. Depending on the size of the soul used and the player's enchant skill, it can be cast multiple times-- but even two castings is almost definitely enough to restore a PC after even the most brutal attack of Damage Attribute spells. A robe, pants, a shirt and skirt can collectively add up to +44 Fortify Strength. I find night-eye to be incredibly useful, and water walking is pretty nice too. At first, you will only be able to make the most basic of enchanted items successfully. Once the spell is known, enchant an item to summon Golden Saints. This means that only a few creatures, in a Grand Soul Gem or Azura's Star, provide souls large enough to create CE enchantments. 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. The Right Gauntlet's 10 points of Fortify Agility is much more useful for the variety of effects that Agility provides, from increased Hit Rate to improved Sneaking. Unfortunately, there are very few other trainers of this skill, and none of them train to a particularly high level. Constant bound longbow is arguably the best bow in the game anyway. The constant effect has to be on rings and an amulet then? For most effects, however, you can split it among multiple items for the same effect. WebEven after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. After all these years, I have never used Telekinesis. When you get to Tribunal fortify unarmored and HtH enchantments might be worth it. "Enchantment points" is the strength of the enchantment, covered below. With "Cast When Strikes", the enchantment will be fired when the weapon connects, but the enemy has to be within Touch range for the effect to hit them. The only way to successfully Though you can simply take off the offending item, if you used the glitch to get that constant effect, you may have problems. Moreover, the chest slot makes up a full 30% of your overall armor, so it is not a place to skimp. Generally Cast On Use enchants that had less valuable effects have only been slightly toned down (i.e. Condition is also less of a concern with armor, though instant-repair is certainly convenient. If a ring is enchanted to Restore Health 4pts constantly, then it will apply the effect of Restore Health 4pts to the equipped character and they would heal by 4 health per second. It behaves as pseudo-damage reduction. Constant effect bound gloves could be interesting but that might violate your unarmored plan. It does not increase short blade damage. Note that some effects have multiple types. 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). Recharge efficiency depends on your skill and luck. 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. Strength, Speed, Luck), remember to enter those at the end of your list: higher-cost enchantments should always go last due to the effect of compounding enchantment costs. While the advantages of Water Walking are largely the same regardless of how it is obtained (the chief advantages being avoiding combat and faster aquatic movement), it deserves mention on this list simply because of how useful it is as a Constant Effect. For example, if an enchantment has 3 effects, the first effect's cost is 3 times what it would cost by itself, the second effect costs twice as much as it would alone, and the last one's cost is unchanged. Restore Fatigue sounds nice. The Left Gauntlet provides 10 points of Fortify Hand-to-Hand, which is of questionable usefulness since that equates to at most an extra 5 Fatigue or 0.75 Health damage per punch. Guaranteed success rate: Enchantments bypass the high failure rate of spells that are too expensive for your current Skill. In total 5 different shields. 30 Enchanting Points also has the advantage of fitting in nicely with Slow Fall or Water Walking on items with 60 maximum Enchanting Points (such as Exquisite Pants). 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. without having your character's performance suffer. There are different ways to acquire filled soul gems: The last method is the cheapest. "Touch" is calculated relative to the PC, not the weapon, and has a reach of 1. It also has 100% resist magic. You may want to have a look in this direction, though it will only help to tank physical attacks, obviously. Sadly, Golden Saint's and Winged Tights cannot fit these enchantments, but everything else is a fair game. The Tribunal expansion adds a vendor in Mournhold that restocks Grand soul gems. Restore Fatigue 1 pt. The trick here is to do it the other way around: Restore Fatigue 1 pt. Remember that you can equip only one of the Gauntlets at a time if you would like by equipping the other Gauntlet after the Bound Gauntlet effect is applied. Gathering random souls with Azura's Star and recharging enchanted items is an effective and efficient way to improve the Enchant skill. 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. At level 110 Enchant, the above formula results in a zero cost, but the game enforces a 1 cost minimum. Very useful for combat skills training. 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. [Edit: I'm wrong. With the wide selection of spell effects and items to enchant, the possibilities are practically endless. Jump is very Welcome to r/Morrowind, a subreddit dedicated to Bethesda's 2002 open world RPG, the third installment in the The Elder Scrolls series. Press J to jump to the feed. Fortify: Agility for a missile weapon, Speed for a short blade, Endurance for a spear, Strength for any other weapon. A Ring/Amulet with Restore Fatigue +2 and Restore Health +4. If your little buddy gets itself killed or falls too far behind, you can just unequip and reequip the item in order to have a fresh meat shield. Unlike with Spells or Cast on Use Enchantments that provide Bound Equipment, Constant Effect Bound equipment can be used to completely rep at a time, the game allows you to use almost any magical item that you have in your inventory by automatically equipping it for you when you use it by selecting it from the Magic menu (items appear in that list below spells). A single point of Slowfall is enough to prevent all falling damage, but is not enough to have an appreciable effect on falling speed (which is a good thing, since too strong a Slow Fall effect makes falling from a great height take a very long time). Just stand back and spring that trap. Unlike other Soul Gems, it will not be destroyed after using, so you can use it again and again. Possibly even more useful is using the Constant Effect summon to farm Souls. on Self 50 enchant points, for a total of 60 (just right). Additionally, Chest Armor is generally quite heavy, so Bound Cuirass can save some weight if you are too worried about your encumbrance. When you capture a soul, it will go into the smallest empty Soul Gem in your possession large enough to hold it. Pants, Shirts, and Skirts are the next best. (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.) WebEffects such as Damage Attribute and Paralyze can be very powerful, but also very detrimental if they are reflected back at you without proper resistances. At 110 (accessible with buffs), every item will cost only 1 charge to use. This allows any player, no matter how low their Marksman Skill, to have a reasonable chance of landing a hit with their Bound Bow. 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. Shrine of Malacath 23 June 2002. You can use an enchanted paper item exactly once, and it will be destroyed in the process. 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. Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. Explain the purpose of the enchantment. Very good when paired up with a Night-Eye constant effect (especially on the same item if it has sufficient capacity for enchantment), because of poor underwater visibility otherwise. 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). They have a much less obvious effect on your movement speed than either of those two items. Shield - If your armor is a little too low and you feel squishy this can give you your break your looking for. This is more useful than Bound Cuirass, since your Head Armor only accounts for 10% of your overall Armor Rating, and Helms with high Armor Rating or amazing effects are few and far between. WebYou can only do constant effect enchantments with golden saints and ascended sleepers. Uses Charge instead of Magicka: Charge will slowly regenerate over time, and can be recharged with a filled Soulgem. This will include ALL items in any mod anywhere. You can refresh the duration of all bound items like that, simply by reequipping the enchanted piece. This page was last edited on 5 February 2023, at 17:54. If you want fewer (or more) Points of any of these effects, simply take the number of Points you want and multiply by five to get the required number of Enchanting Points needed. Skilled enchanters are more likely to be successful at creating new items, their enchanted items use less power and are recharged more efficiently by soul gems. Exquisite-quality clothing items are the best, followed by Extravagant, Expensive, and Common, in descending order. If you don't get it right the first time you can, fortunately, adjust the strength of the effects without redoing the whole enchantment. I already have one that restores 20 fatigue constantly, and I don't have any other ideas. When making an enchantment with Constant Effect, always set minimum magnitude to 1 (which costs the same as 0), eliminating the chance that you'll get 0 pts. (You can sell the weaker pieces that you're not using anymore.) A single amulet or ring can therefore eliminate the need to carry multiple Restore Attribute potions or visit a shrine to be restored. on Self" for 50 enchant points. 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. Enchantment cost is calculated as follows: where the base cost is the minimal cost for each spell (see Spell Effects for the base cost). To get loads of Grand Soul Gems, or Skooma bottles, or whatever random loot you happen to be after, it is merely a matter of entering the cave, finding and taking the Grand Soul Gems out of the crates that have them, and then exiting the cave. Shoes and gloves are not the best to use generally, since they cannot be worn along with boots and gauntlets/bracers. If you choose to unevenly raise the number of seconds for certain attributes that are more frequently targeted with Damage Attribute spells (e.g. The formula for the total cost of an enchantment with compounded effects is as follows: Every time you add an effect to an enchantment, the base cost of each effect already present is multiplied by the number of effects below it in the list, plus once more for itself. There's a bug in the original unpatched version of the game. For example, every Greater Bonewalker can damage Strength, which is typically one of the most-used stats for Constant Effect buffs. min/max 10), or one with a magnitude range (e.g., 120, or 515), for the same point cost as a fixed-magnitude enchantment at the median of that range. A major reason to use Bound Armor instead of real armor are the bonus Enchantments that come on them, several of which are too large to actually fit on a comparable item. sell them expensive items after getting something enchanted, and get your money back. Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. If the explanation is little more than what is written on the. The Daedric Claymore and Daedric Dai-katana also have a viable balance between weapon damage and enchantability. effectiveCost = baseCost*(1.1 - enchant/100). I have never played a pure hand-to-hand character, so I really dont know. Certainly not water walking, having tp take off my pants Everytime to swim is a pain in the ass. And of course it does not increase the damage of spears. rarely looting them in containers or in the world, Telvanni Cephalopod Helm (100 pts) or Adamantium Helm of Tohan (150 pts) from, Imperial Chain Pauldrons (2x7 pts) or Nordic Mail Pauldrons. Warning: As always, be careful when using Calm effects. That ring makes him very hard to kill. CE invisibility is 100 points so that's a fun ring to make. 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. The most effective way to do this is via Alchemy. 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). 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. There is a brief window of time in which the player can loot the corpse of a summon they kill before it disappears, so farming summoned Dremoras can lead to a constant supply of Daedric weapons at high enough levels. Wearing items with "Constant Effect" enchantments and using weapons with "Cast when Strike" effects won't train Enchant. 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. 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. 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). You must kill a creature affected by a Soultrap effect, while having a big enough empty soul gem in your inventory. The reason it deserves a special mention on this list, however, is due to a unique property of Absorb spells: they will not hurt you when Reflected, since you are essentially absorbing health from yourself. It also means the total enchantment cost varies with the order in which you add the effects. 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. Each item has an enchantment capacity ranging from 0 to 225, most often in the 120 range. Their ability to constantly maintain high Condition without needing frequent repairing can help them maintain near-maximum damage at all times without much hassle. 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. For example, when enchanting a Daedric Shield with a Constant Effect Fortify Strength you can make something like: A potentially better way to make it (depending on your gameplay style) is: If you equip it for the first time and the effect is only 16 points or so, you can unequip and then re-equip it repeatedly until the fortitude is at least in the high 50s. Surprisingly, the relatively common Bonemold Long Bow has almost twice the enchantment value of the incredibly rare Daedric Long Bow. Save the space and go kill the king and take his ring. 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