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Elder Scrolls
Enchant Attribution-Icon
For other uses, see Enchanting.
Main article: Skills (Morrowind)

Enchant is a skill in The Elder Scrolls III: Morrowind that determines the Nerevarine's effectiveness at enchanting items. Enchanting is the ability to add magical effects towards an item. The better your Enchant skill, the more successful you will be at creating magic items, and your ability to use enchanted items improves; for example, skilled enchanters drain power from magic items more slowly than lesser skilled enchanters. Enchant is governed by the Intelligence attribute, but the success of actual enchanting depends on a number of variables including the Enchant Skill, Intelligence and Luck of the enchanter, the number of enchant points, and whether the enchantments are of constant effect or not. The skills and characteristics raise the chance of success and the enchant points and the use of constant effect lowers it.

Character Creation[]

Certain races receive a permanent bonus to this skill upon character creation:

Trainers[]

Level Trainer Location
100 Qorwynn Indoranyon
63 Skink-in-Tree's-Shade Sadrith Mora
50 Galar Rothan Sadrith Mora
50

Tyermaillin

Balmora
50 Anarenen Ald'ruhn
49 Ajira Balmora
42 Chanil-Lee Ebonheart
42 Ridena Othren Fara's Hole in the Wall

Books[]

These books will increase your Enchant skill

Factions[]

These factions prefer Enchant as one of their major and favored skills

How to enchant[]

The following classes of items may be enchanted:

  • Armor
  • Books (Scrolls)
  • Clothing
  • Weapons

provided that the item has a positive enchanting capacity and in the case of books is marked as scroll in the Construction Set. These scrolls look like either a flat piece of paper or a rolled up scroll. Thus, Saint Nerevar is enchantable (looks like a piece of paper) but Aedra and Daedra is not because even though the latter has a positive enchanting capacity, it is not a scroll, but a book. Unlike Oblivion and Skyrim, different objects of the same type can have different enchanting capacities and thus hold different types and magnitudes of enchantments. For example, a Chitin Helm has a capacity of 125, whereas an Indoril Helmet has a capacity of 225. This capacity provides another limit to enchanting objects besides the size of the soul used and the enchanting skill and characteristics of the enchanter. A full list of items and their capacities is listed in Enchantable Items.

There are multiple ways of enchanting items. The first way is very simple. You can either go to the Mages Guild or an enchanter. Once you find them, ask them if you can use an enchantment on the selected item. Remember that these enchantments are not free. Depending on the enchantment they will charge a specific amount of gold for the item. Note that paying for enchanting services is very expensive.

The second way of enchanting an item is a bit more challenging than buying enchantments. This is where your enchantment skill becomes a factor in determining success or failure. All you need is a soul gem, and you do not need gold for the enchantment. This method is much harder than paying and it is nearly impossible to place powerful enchantments on items without fortifying one's Intelligence attribute and Enchant skill.

As with Spellmaking, the player must choose the Range, Duration and Magnitude of the effect. To put a constant effect enchantment (infinite duration), a soul level of 400 is needed which is only found from Golden SaintsAscended Sleepers (only generic ones, not the named Dagoths), Dahrk Mezalf (a unique Dwarven Spectre in Bthungthumz), and the Tribunal gods, Vivec and Almalexia. TR Vivec's and Almalexia's souls should not be used as their extra charge will be wasted.

Some care should be taken with constant summon effects to only activate them when needed, as the game may crash if the Nerevarine gets too far away from the summoned creature and then deactivates the item or dies.confirmation needed

Appearances[]

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