Enchanting Analysis
Introduction
Enchanting is the arcane art of infusing matter permanently with magic energy.
I could rant about this at length, but I’ll try to get to the point – I think Enchanting is relatively under powered in comparison to other perk trees. Thats not to say its not useful, but if you don’t intend on going “all in” to get the level 100 perk, its a waste of perks.
The balance of found gear vs crafted gear
In Vanilla Skyrim, there was no reason not to take Enchanting, as it resulted in powerful bonuses that were applicable to every single build. In Wildlander, there are unique items that are much more powerful than anything you could possibly enchant, but they are hard to get. The fact that the random-drop Peerless enchantments are stronger than anything the player can enchant adds extra incentive to dungeon-crawling and a far greater sense of excitement when you come across one.
Because of this you cannot simply lock yourself in Whiterun and grind your way to the best gear in the game – you have to go out and fight for it – but if you want a full set of decently strong gear, Enchanting would get your there more quickly, however - courtmages can do 90% of the enchants that the player can - the benefits to this tree all come from the top end of the perk trees - which requires a heavy investment of perks. If you want something enchanted with a basic enchant, get yourself over to Neloth on Solstheim and get him to enchant it for you.
Benefits of enchanting
The right branch of the tree - you can craft staves (up to Expert Destruction level at 100) and get some pretty OP unique enchantments, like the one giving you up 70 points of unresistable damage, dispelling all spells on hit, AOE elemental damage (I wouldn’t recommend putting those on melee weapons, they are really annoying when they trigger all the time in your face). One specific enchantment makes this perk tree worth it - Spellbreaking (75 in enchanting right branch). This one can be put on any weapon and when combined with fire burst enchantment (50 in enchanting right branch), you will destroy Dragon priests with it (you need the the top 100 perk, allows you a power so you can duel enchant items).
Character build synergy
Depending on how you build your character, Enchanting has different levels of usefulness. A pure mage may be able to find better robes/helms/amulets/rings than they could ever enchant, but their options for gloves and boots are minimal. If you are a very high-level mage with extra skill points, Enchanting gives you a way to add extra strength to your character, even if it’s only in a couple of gear slots. As a hybrid character, At max skill, with the Enchantment Mastery perk, Enchanting gets even more value, as it allows you to combine skill bonuses that are optimized to your build that you don’t see in any of the random-drop or artifact items.
Overall, Enchanting is not as good as in vanilla, characters benefiting from Enchanting are those of hybrid Warrior/Archer/Paladin types. Mages/thieves/and their subclasses (nightblades etc) may easily ignore the skill. You absolutely can’t beat TGM, Nightingale, Ancient Shrouded Armor or the Arch Mage outfit.
Spell research Alchemy
If you are investing in enchanting, then its worth looking to craft elixers of enchantment to enable you to craft even more powerful enchants. unfortunately - Spell research is likely to result in you needing a trip to the chemist for some painkillers for the extensive clicking you will need to do to make the best elixers.
No Perk No Enchanting
Without Enchanter’s Insight (Rank 1), you cannot use enchanting tables.
Recharging enchanted weapons and staves also require Enchanter’s Insight (Rank 1). If not you get zero charges from Soul Gems. However, some races (Altmer, Breton, Dunmer) have natural proficiency in Enchanting, and thus can recharge items without the perk.
You can also buy ‘Scrolls of Soul Gem Evocation’ (mostly from Court Mages) that temporarily allows you to recharge items without Enchanter’s Insight (Rank 1). It is however costly, takes long concentration to cast, and temporary.
Note: Even for the Mace of Molag Bal, you need one of the methods that allow you to recharge items, to make the weapon recharge itself.
Perk Trees
[ Enchantment Branch ]
The Enchantment Branch consists of perks that improve the strength of your Enchantments.
Enchanter’s Insight (Rank 1/2)
(Rank 1) You can apply basic enchantments and recharge enchanted items with filled Soul Gems.
(Rank 2) Your advanced knowledge of arcane energy allows you to further improve your enchantments by 35%.
Level Required : 0 / 20
Perk Required : None / Enchanter’s Insight (Rank 1)
Effect :
(Rank 1) Allows you to enchant items. New enchantments are 1.15x stronger, and allows you to recharge weapons and staves with Soul Gems.
(Rank 2) New enchantments are 1.5x stronger (overwrite Rank 1).
Elemental Lore
You’ve learned how to tame the elements most efficiently.
Offensive and defensive elemental enchantments are twice as strong.
Level Required : 25
Perk Required : Enchanter’s Insight (Rank 1)
Effect :
New enchantments with Fire Damage, Frost Damage, Shock Damage, Fire Resistance, Frost Resistance, Shock Resistance are 2x stronger.
Corpus Lore
Your enchantments nourish body and soul.
All attribute and regen enchantments are 75% stronger.
Level Required : 50
Perk Required : Elemental Lore
Effect :
New enchantments with Magicka, Health, Stamina, Magicka Regen, Health Regen, Stamina Regen are 75% stronger.
New enchantments with Restore Health are 1.5x stronger. (This effect is only applied to the enchantment that Konahrik has, which is already pre-enchanted - thus this effect doesn’t really do anything yet)
Skill Lore All Fortify Skill enchantments are 75% more potent.
Level Required : 75
Perk Required : Corpus Lore
Effect :
New enchantments with ‘Fortify Skill’ effect are 75% stronger. (Stoneskin enchantment also counts for this effect)
Enchantment Mastery
You’ve found a way to bind two enchantments, each at 75% strength, using the Bend the Law of Firsts power.
Enchanted weapons consume 15% less energy, and you can craft Daedric Staves at a crafting table.
Level Required : 100
Perk Required : Skill Lore, Artificer’s Insight
Effect :
New toggle-able lesser power called ‘Bend the Law of Firsts’ is added. When the power is active, you can apply two enchantments (can’t apply same effect twice) on a single item, but each effect are 55% as strong. (0.55x mult)
Enchantments on weapons and staves consume 15% less charges. (0.85x mult)
Allows you to craft Daedric Staves at the Forge.
[ Experimentation Branch ]
The Experiment Branch consists of perks that allow crafting more magical items and acquiring new unique enchantments.
Soul Gem Mastery
Your advanced understanding of soul gems bolsters their charge yield by 25%.
You can craft soul gems at a forge.
Level Required : 25
Perk Required : Enchanter’s Insight (Rank 1)
Effect :
Allows you to craft Soul Gems at the Smelter.
Soul Gems give 125% charges when recharging.
Arcane Experimentation
Your studies have enabled you to research unique enchantments of your own and to craft better staves at the forge.
Level Required : 50
Perk Required : Soul Gem Mastery
Effect :
New lesser power called ‘Arcane Experimentation’ is added. Activating the power converts 5 Iron Daggers and 3 Grand Soul Gems (filled) into five enchanted Iron Daggers with unique effects - Arcane Power, Fireburst, Frostburst, Shockburst, Force (Rank I). The daggers can be disenchanted to learn the enchantments.
New enchantments are an additional 15% stronger.
Allows you to craft Glass Staves at the Forge.
- Arcane Power: deals 5 points of unresistable damage
- Flameburst: causes a fiery explosion on hit, and deals 25 points of fire damage.
- Force: has a chance to do 20 points of additional damage and send the target flying (chance is 25%)
- Frostburst: causes an icy explosion on hit, dealing 25 points of frost damage.
- Shockburst: causes a lightning explosion on hit, dealing 25 points of shock damage.
Artificer’s Insight
Your newfound knowledge makes your enchantments 15% stronger, and allows you to acquire unique ones with the Artificer’s Insight power.
You can craft Ebony staves at a crafting table.
Level Required : 75
Perk Required : Arcane Experimentation
Effect :
New lesser power called ‘Artificer’s Insight’ is added. Activating the power converts 5 Iron Daggers and 3 Grand Soul Gems (filled) into five enchanted Iron Daggers with unique effects - Annihilation, Elemental Fury, Spellbreaking, Toxicity, Force (Rank II). The daggers can be disenchanted to learn the enchantments.
New enchantments are an additional 15% stronger.
Allows you to craft Ebony Staves at the Forge.
- Toxicity: deals 10 points of stamina and health damage per second for 5 seconds (stacks)
- Spellbreaking: Has a 33% chance to deal 100 points of magicka damage and dispel all magic from the target.
- Elemental Fury: Deals 0.33 points of Fire damage per second for 4 seconds, and deals 1 point of Frost damage and 1 point of Shock Damage
- Annihilation: Deals 20 points of unresistable damage. with a chance to do greater damage
- Greater Force: Has a 25% chance to deal 50 points of additional damage and send the target flying.
[ Staff Crafting ]
You can craft Staves at the Forge, using Battlestaves and filled Soul Gems. Basic staves only require Enchanting skill level, while stronger staves require certain perks in Enchanting skill.
You will need pre-filled Soul Gems, which means you can’t use Soul Gems that you filled by yourself using Soul Trap effects. However, mods that edits how Soul Trapping works may fix this issue.
Materiel | Recipe | Requirement | Applicable Spells |
---|---|---|---|
Wooden | 1 Wooden Battlestaff, 1 filled Common Soul Gem | 25 | Firesparks, Firebolts, Icewind, Ice Spikes, Lightning Sparks, Lightning Bolts, Healing, Spirit Wolf, Light |
Silver | 1 Silver Battlestaff, 1 filled Greater Soul Gem | 50 | Applicable Spells Fireballs, Fire Runes, Icestorms, Frost Runes, Lightning Shackles, Lightning Runes |
Glass | 1 Glass Battlestaff, 1 filled Grand Soul Gem | 50 , Arcane Experimentation perk | Incineration, Icy Spears, Thunderbolts, Flame Atronach, Fire Walls, Frost Walls, Lightning Walls |
Ebony | 1 Ebony Battlestaff, 1 filled Grand Soul Gem | 75 , Artificer’s Insight perk | Frost Atronach, Storm Atronach, Paralysis |
Daedric | 1 Daedric Battlestaff, 12 filled Grand Soul Gem | 100 , Enchanting Mastery perk | Infernal Flames, Souldrinker, Torn Heavens |
[ Soul Gem Crafting ]
With Soul Gem Mastery perk, you can craft Soul Gems at the Smelter.
Soul Gem Recipes & Requirements:
4 Petty Soul Gem = 1 Refined Moonstone, 1 Quicksilver Ingot.
2 Lesser Soul Gem = 1 Refined Moonstone, 1 Quicksilver Ingot.
1 Common Soul Gem = 1 Refined Moonstone, 1 Quicksilver Ingot. Requires 50 Enchanting skill level.
1 Greater Soul Gem = 2 Refined Moonstone, 2 Quicksilver Ingot. Requires 75 Enchanting skill level.
1 Grand Soul Gem = 3 Refined Moonstone, 3 Quicksilver Ingot. Requires 100 Enchanting skill level.
1 Black Soul Gem = 1 Grand Soul Gem (unfilled), 1 Skull. Requires 100 Enchanting skill level, needs the Necromancer’s Amulet in your inventory. Can be crafted only between 23:00~24:00 in-game time.