A low-end weapons like Chitin or Iron should be preferred for enchanting - a weaker healing effect will be sufficient to compensate their damage. This effect exploits an oddity in the Magicka calculation; basically, the game sees that you have "full" mp when your Intelligence is drained to 0 regardless of what it was before, and thus gives you 100% of your Magicka back when the Intelligence is restored. 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). A full suite of Bound Items (5 pieces of armor + 1 weapon) can fit on two items with 60 Enchanting Points each, as well. on Self 50 enchant points, for a total of 60 (just right). 1pt slowfall is supposed to make you immune to fall damage and you could probably fit it in with another enchant on one item. Overall, once your Enchant skill becomes high enough, you might never cast a spell again. 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. I found a Golden Saint and captured its soul, so I want to use it to create another constant effect enchant. They serve as an extra reservoir of Magicka, allowing you to cast spells without spending Magicka. Like most staves, it deals rather low damage, but it can carry a devastating amount of enchanted offensives. 4 second cooldown. Even after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. (If you paid a professional to enchant it for you, even that is irrelevant, though this service is much more expensive than it should be.). I find night-eye to be incredibly useful, and water walking is pretty nice too. (However, you still may have less than a 100% chance of succeeding.) 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. Affecting only physical hits it will make you harder to hit. From then on, simply wearing the suit whenever enchanting things will give you enough of a boost to create high level enchantments. This can have an annoyance factor, particularly with less durable armor, as you'll have to repeat the process every time your armor is broken and repaired. No cooldown: Cast on Use items do not require the same animations used by normal spells. Other related pages are: This list only includes information on enchantments that are not immediately obvious, as well as more obvious enchantments with non-obvious alternate uses. You can refresh the duration of all bound items like that, simply by reequipping the enchanted piece. BEFORE ENCHANTING, make sure the vendor isn't at either 0 or its max selling money. 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. This helps eliminate the situation where the player's health (and Magicka, if it is used for healing) slowly depletes as an outing continues for a long time. 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). For those times when you want to explore those underwater grottos, without having to either stay close to the surface or keep on casting Water Breathing spells. Example spells that can be useful to maintain continuously in this manner include Levitate early on, and 100% Reflect or Spell Absorption later on. Create an account to follow your favorite communities and start taking part in conversations. Restore Health 2 pts. You may want to have a look in this direction, though it will only help to tank physical attacks, obviously. WebQuite possibly the greatest XBox game to date and easily the best RPG of all time SW KotOR is one of those titles that will still be talked about when the XBox reaches it's NES stature. Well I do wear clothes, but sometimes I go without a shirt or wear nothing but gloves. The constant effect has to be on rings and an amulet then? on Self" for 50 enchant points. Do they shoot a projectile? With a fifteen-second duration, natural charge regeneration will keep you from ever running out, and even with shorter durations it is unlikely that you'll be able to consume an entire Grand Soul. Unlike with Spells or Cast on Use Enchantments that provide Bound Equipment, Constant Effect Bound equipment can be used to completely rep This will cause the damaged Bound Item to disappear and be replaced with a new one. In effect, this Enchantment forces the enemy to stand relatively still and take whatever punishment you give them, while simultaneously allowing for a near-endless stream of Critical Hits. This gives it a distinct advantage over other damaging Enchantments. Beyond that I haven't really experimented much though. Magicka normally only recharges when resting or drinking potions. There are several quests and artifacts related to a specific Daedric Shrine and the god (or Daedra) found within it. still better than oblivion, since spell making You can get more than you need from the Boots of Blinding Speed. Quick-binding the three spells will help to cycle faster. 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. Also convenient for leveling sneak. Unarmored gives exponentially better protection as it goes over 100. If you choose to unevenly raise the number of seconds for certain attributes that are more frequently targeted with Damage Attribute spells (e.g. One trick that helps with random loot is to know that the random items in a crate or barrel in a bandit cave are re-assigned every time you leave the cell and re-enter, provided that you've taken nothing out of that container yet (and it actually contains random loot, not special items, and not just ingredients). 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. Web- 100% Reflexion, constant - 100% Resist paralysis, constant. The number of guards surrounding him doesn't make it any easier. Ive been digging my restore stamina too. For lazy Werewolf players, it deserves a mention that up to 4 Bound Item effects can fit on a single piece of Exquisite jewelry, making re-equipping after a wild night less of a hassle. This is important for counteracting Fatigue loss when running, jumping, attacking, etc. 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. Recharge efficiency depends on your skill and luck. I could see a reflect enchantment being useful. When enchanting items with Fortify Attribute or Fortify Skill, enchantments set to a duration of 1 second will occasionally (or always) fail to fortify the skill/attribute, but will play the correct sound and display the correct particles. Every item has a maximum enchantment capacity, represented by the number at the top-right of the enchant menu. Carefully maintain your soul gem inventory so you do not waste any souls or gems in this way. WebOoT/Morrowind xover Hyrule is still recovering from Ganon. Once the spell is known, enchant an item to summon Golden Saints. The sizes are: * Azura's Star is a special Soul Gem, given as a reward for Azura's Quest, and is fully described on the Azura's Star article. try getting a golden saint soul and give it a try,golden saints have constant effects enchantment nope, it doesn't work. With 110 Enchant, all Enchantments cost only 1 Charge to use, letting you get hundreds of uses from a single enchanted item before it requires recharging. Apart from bragging rights those super-souls have very little practical use. If it is, the money you spend on the enchant sometimes doesn't get added its purse. Enchantments are listed from lowest to highest Enchanting Point cost. A Constant Effect Slow Fall enchantment, however, allows the player to take flying leaps off of whatever buildings they want without worry. If you don't get it right the first time you can, fortunately, adjust the strength of the effects without redoing the whole enchantment. It is the only artifact in the game that is a war axe. Wearing items with "Constant Effect" enchantments and using weapons with "Cast when Strike" effects won't train Enchant. This form of enchantment is also undermined by Morrowind's attribute/skill calculation; if a stat is Damaged (not Drained), it cannot be restored until you unequip all items fortifying that stat. 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. https://mtchm.de/vycsn more more 427 Dislike My Two Pence 45.9K The school of Conjuration contains many spells which summon powerful creatures, such as Golden Saints, who produce excellent souls (though they may also try to Dispel the Soultrap effect, so it is best applied just before the final blow). Possibly even more useful is using the Constant Effect summon to farm Souls. I have never played a pure hand-to-hand character, so I really dont know. 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. 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. Providing you're a member of the mage guild and have a sufficient rank, the. Summoned creatures can be soultrapped just like regular ones. I'm also interested to hear what everyone else favourite CE enchantments are too. Choose either "Cast when Used" or "Constant Effect". Only add useful enchantments. Golden Saints, Ascended Sleepers and Note that surprisingly few effects actually have any special effect at 100 Points, even if they are listed as a percentage. You deal extra damage and heal health with every swing. Once you have these items, it's a simple matter to Summon, Soultrap, kill, and repeat as often as you need. WebList of Best Constant Effect Enchants List of Best Custom Enchants List of Best On Use Enchants Staff of Magnus The Staff of Magnus is one of the best caster weapons you can get in Morrowind thanks to the Cast When Used enchantments that come on it. Don't put constant effect levitate on something you wear all the time. You can only create an item with Constant Effect (CE) enchantment if the size of the soul in the gem is 400 or greater. Exquisite-quality clothing items are the best, followed by Extravagant, Expensive, and Common, in descending order. without having your character's performance suffer. You can give an item a constant effect of "Restore Fatigue 1 pt. If an enchantment is "fun" but not especially useful, it does not belong here. 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. 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. 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. Enchanting a Daedric Tower Shield (the item with the highest enchanting points) with a CE enchantment will have the same limitations if a Golden Saint's soul or Almalexia's soul is used. 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. 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. WebMost of the light and medium armor tops out at around 20 points of enchantment. Enables a weapon to heal an enemy for a higher amount, than the damage being inflicted upon strike. 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. Having constant health regeneration is amazing - if you're hurt just hide behind something to heal, Call of Duty style. Since enchanted items have 100% casting rate, if you enchant items then your casting chance is effectively based on your Enchant skill, rather than your skill in the relevant spell school. Rings and Amulets also have the advantage of being both very enchantable and very lightweight, unlike shields, so you'll probably want to carry a bunch of different enchanted jewelry items for use in different situations. 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. Place your enchantment under the correct heading (Cast on Use, Cast on Strike, Constant Effect). Thus, only 400-charge souls, the minimum for CE, should be used to make CE items. 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. Shields with enough Enchanting Points to hold a 10-point Fortify Block effect tend to be some combination of heavy, fairly rare, or quite weak. Daedric weapons hold the top spots for most other weapon classes as well, the one other exception being Bows. Jump is very 1/1 Magicka Affinity - 15% extra experience gained for Light Armor and Restoration Staves. It behaves as pseudo-damage reduction. It may not seem like much, but every little bit counts. Its not that usefull in the late game, because you can't choose anything better than a flame atronach, but its pretty fun. 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. Balen Andrano is the only vendor in the base game who sells just 1 empty Grand Soul Gem. To keep this page from getting cluttered, please observe the following guidelines: If you are unsure whether or not to add an enchantment, instead add it to the talk page, where other users can comment and test them. since enchanted items recharge themselves, game designers probably thought that this shoul be enough. When you return, any random-loot container you didn't take stuff out of will have new stuff in it, and sometimes they'll have Grand Soul Gems that they didn't have before. You can use an enchanted paper item exactly once, and it will be destroyed in the process. Reflect and especially chameleon are useful, but very expensive, so having good amount of them takes all your slots especially if you're not having any armor. Constant effect bound gloves could be interesting but that might violate your unarmored plan. For paper, there is only one type of enchantment available: Cast Once. When using a Golden Saint or They have a much less obvious effect on your movement speed than either of those two items. You can find this item in the Venim Ancestral Tomb, it's sitting on a desk behind a door with a lock level of 100. For example, the spell Fire/When Strikes/1-65 Points/for 11 seconds, represents a total of 14-731 damage. 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