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). are handled differently from other constant-effect enchantments and are not as predictable when provided a magnitude range. Pants, Shirts, and Skirts are the next best. While it is more expensive than a 1 point Slow Fall, Fortify Acrobatics also provides the advantage of increased jump speed and jump height. All notes and blank papers (but not books), can be enchanted with spells, provided they are not already enchanted. However, this seems like a waste of a 60-enchant-point item. https://mtchm.de/vycsn more more 427 Dislike My Two Pence 45.9K Using a shield for a Strength fortification is safe; despite the fact that you can't literally hold it up while casting a spell or wielding a two-handed weapon, the game does not unequip it when you do so. Most armour does not have enough points to take a constant enchantment. 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. 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. Large and rare souls, such as those of Almalexia or Vivec, shouldn't be used in CE enchantments, because their extra charge cannot be put to use. The effect is described by the following formula. This effect is strong enough to kill almost anything in the game for 2 reasons: very few creatures have any significant magic resist, which is the only resist applicable to drain health; and very few beings have more than 500 health in the base game (Dagoth Ur's second form, Divayth Fyr, and Vivec). It behaves as pseudo-damage reduction. (Note that Golden Saints and Winged Twilights are too expensive for even the Daedric Tower Shield to summon permanently). Apart from bragging rights those super-souls have very little practical use. With other kinds of enchantments, these rare souls' high charge can be put to use. Any creature will work, from the lowly Ancestral Ghost to the expensive Storm Atronach. 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. 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. It might be a good idea too choose a summon with an elemental attack your character is also resistant or immune to. Almost any unenchanted and equippable item may be enchanted. Enables a weapon to heal an enemy for a higher amount, than the damage being inflicted upon strike. The same effect (such as healing or damage) can be applied extremely rapidly until the item runs out of Charge. %Fatigue = 0 when you're exhausted and 1 with rested. 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). Probes are for chumps. 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. For most effects, however, you can split it among multiple items for the same effect. Daedric tower shield are good but it really the exquisite clothes that give the best effect. Exquisite-quality clothing items are the best, followed by Extravagant, Expensive, and Common, in descending order. Moreover, the chest slot makes up a full 30% of your overall armor, so it is not a place to skimp. utility effects like Detect or Feather) and more valuable Also, cast on strike sadly doesn't work for gloves. Once you have this spell, or any other spell with the Restore Health effect, you can enchant and create spells using this effect (for any target type). 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. Shoes and gloves are not the best to use generally, since they cannot be worn along with boots and gauntlets/bracers. An exploit example: you can enchant Carved Ebony Darts with magnitude 1-1, duration 19 Bound Armor+Calm Humanoid on Touch spells to steal armor pieces from NPCs without killing them, provided the game has not been modified to fix the bug where Calm magnitudes don't matter. Press J to jump to the feed. This may have been fixed with later patches, however. A single amulet or ring can therefore eliminate the need to carry multiple Restore Attribute potions or visit a shrine to be restored. 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. Be aware that Qorwynn is hostile, and will attack you on sight. Constant Effect Restore Fatigue means that you will regain Fatigue every second. Magicka normally only recharges when resting or drinking potions. Possibly even more useful is using the Constant Effect summon to farm Souls. 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. WebYou can only do constant effect enchantments with golden saints and ascended sleepers. The trick here is to do it the other way around: Restore Fatigue 1 pt. Unlike with spells, you won't have any time limit in which to kill your summon, nor will you need to pay Magicka or an Enchanted item's charge for each soul harvested. They serve as an extra reservoir of Magicka, allowing you to cast spells without spending Magicka. Sadly, Golden Saint's and Winged Tights cannot fit these enchantments, but everything else is a fair game. If you wear both items at once, it will crash the game. A Ring/Amulet with Restore Fatigue +2 and Restore Health +4. You can make a ring with multiple constant effect bound armor enchants. In total 5 different shields. When you get to Tribunal fortify unarmored and HtH enchantments might be worth it. Surprisingly, the relatively common Bonemold Long Bow has almost twice the enchantment value of the incredibly rare Daedric Long Bow. Stronger spell effects will require larger enchantment capacities, which effectivly limits magic items' spell strength. Fortify: Agility for a missile weapon, Speed for a short blade, Endurance for a spear, Strength for any other weapon. This page was last edited on 13 January 2023, at 13:48. (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.) I already have one that restores 20 fatigue constantly, and I don't have any other ideas. You might try throwing on another effect. This bug was, however, fixed in a patch, and is not present in the most recent version. Overall, once your Enchant skill becomes high enough, you might never cast a spell again. Remember the relative weights above: boosting your skill is more effective than boosting your intelligence by a factor of 4 or your luck by a factor of 8, and boosting your intelligence is more effective than boosting your luck by a factor of 2. Of special note is the Dremora summon (140 Enchanting Points). If you primarily use 1-handed weapons and have a reasonable Block, you might find your Shield's Condition drops quite quickly. They recharge themselves slowly but constantly, even in city areas where you can't recover Magicka without accessing a bed, or around enemies where you aren't allowed to, They never fail and have a zero casting time, so you can stack damage or healing effects faster than by casting spells, which have a short but noticeable cool down. Secondly, the constant recharging of the enchanted weapon will level the player's Enchant skill very quickly. Their ability to constantly maintain high Condition without needing frequent repairing can help them maintain near-maximum damage at all times without much hassle. 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. The Tribunal expansion adds a vendor in Mournhold that restocks Grand soul gems. Having constant health regeneration is amazing - if you're hurt just hide behind something to heal, Call of Duty style. This allows any player, no matter how low their Marksman Skill, to have a reasonable chance of landing a hit with their Bound Bow. At level 110 Enchant, the above formula results in a zero cost, but the game enforces a 1 cost minimum. Repairing the items beforehand is required, otherwise the game will crash. 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). Restore fatigue - Having to drink potions all the time is can get annoying, having an amulet or ring that restores fatigue can be very helpful! In some unpatched versions of the game, you can cast Soultrap on a corpse to get as many souls as you want. These glitches mainly consist of keeping one or more bound items when the effect is removed. 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. This will include ALL items in any mod anywhere. As an example, let's say you want to enchant an Exquisite Shirt (60 enchant points) with a constant effect of Restore Health. For example, learning any Fortify Attribute spell gives you the ability to enchant an item which will fortify any of your eight attributes. 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. You can make a lot of money by filling empty soul gems and selling them. If you're interested, or for I can punch ghosts and knock them down. Which means that at level 5 Enchant the charge depletion is actually more than the base cost, however, it then decreases at 1% per level increase. Shrine of Malacath 23 June 2002. The three Daedric helms are the next best, and far superior at protecting your head. If you select a 400 point or higher soul gem, select Constant Effect, and then switch to a lower-quality soul gem, the constant effect remains. 1pt slowfall is supposed to make you immune to fall damage and you could probably fit it in with another enchant on one item. At first, you will only be able to make the most basic of enchanted items successfully. Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. This enchantment is immensely powerful on a fast weapon with decent base damage like daedric wakizashi. The Dawnguard Rune Axe is a powerful war axe received as part of the Lost Relic quest. While using a constant-effect Bound Item, simply take off the enchanted item that gives you the Bound Item and then re-equip it. Helmets are next, the best being the Telvanni Cephalopod Helm, which seems specifically made for the purpose. I found a Golden Saint and captured its soul, so I want to use it to create another constant effect enchant. With a Constant Effect Water Walking, the player can start using rivers as highways without second thought, since sea enemies will ignore the player and land enemies will be unable to catch up (leaving only Cliff Racers to deal with). 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. 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. Setting the enchantment at 10 Points for 3 seconds allows the enchantment to fit on an Extravagant Amulet or Ring, but to fill 120 Points in an Exquisite Amulet you can easily raise the number of Points or seconds. Even after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. A Constant Effect Slow Fall enchantment, however, allows the player to take flying leaps off of whatever buildings they want without worry. 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