Take it up a notch with some chameleon and oh buddy your stealing everything all over the place. The ability to freely repair your shield might make Bound Shield a little more appealing to you if that is the case. 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. Web- 100% Reflexion, constant - 100% Resist paralysis, constant. You will never have to worry about paralysis, including from reflect. 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. There's also an option to increase enchantment values by 1.5 times vanilla amounts. For example, learning any Fortify Attribute spell gives you the ability to enchant an item which will fortify any of your eight attributes. Affecting only physical hits it will make you harder to hit. 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. Cuirasses and Gauntlets/Bracers are next, followed by Boots, with Greaves and Pauldrons being by far the worst. 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. Moreover, the chest slot makes up a full 30% of your overall armor, so it is not a place to skimp. Helmets are next, the best being the Telvanni Cephalopod Helm, which seems specifically made for the purpose. Shield - If your armor is a little too low and you feel squishy this can give you your break your looking for. One of the quickest and easiest methods is to simply obtain a magical item or spell that summons a creature for you, and an item that applies the Soultrap effect on touch or target(a weapon you can switch to is faster than spellcasting). To sum up, put in the small effects first. Restore Fatigue 1 pt. A maximum of eight effects can be added to an item, but creating each additional spell will increase the cost of the prior enchantments in the list (see Compounding Effects below). Note that some effects have multiple types. Repairing the items beforehand is required, otherwise the game will crash. Chameleon shares the same cost as the above, but it can make you permanently invisibile to the majority of npc and enemies. The Daedric Claymore and Daedric Dai-katana also have a viable balance between weapon damage and enchantability. Fortify Strength is a solid one; it not only improves melee damage but also increases your Carry Weight and max endurance. Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. The best weapon in terms of enchanting is the Ebony Staff, which has 90 enchantment points, more than four times the enchanting power of the next highest staff. There is a possibility of confusion between a spell and a spell effect. You can summon Golden Saints to have an unlimited supply of strong souls, and trap them in Azura's Star for an infinite number of constant effect items: You will need plenty of souls to effectively train your Enchant skill, and to create powerful items. One downside is that while there are many varieties of Common and Expensive clothing, there are fewer for Extravagant, and only one each for Exquisite, so any two characters wearing the best-quality clothing look pretty much the same. The three Daedric helms are the next best, and far superior at protecting your head. WebOther good enchantments to look for is constant sanctuary. Their ability to constantly maintain high Condition without needing frequent repairing can help them maintain near-maximum damage at all times without much hassle. Press question mark to learn the rest of the keyboard shortcuts. Be aware that Qorwynn is hostile, and will attack you on sight. To avoid wasting your time checking in a container you've already taken something out of, it helps to set something useless, like a bottle of Greef, on top to mark it. Fortify Agility, Speed and Endurance wont increase your damage for these weapons. 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. Intelligence and Luck are the respective Attribute levels. Press question mark to learn the rest of the keyboard shortcuts. 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. For instance, the Hearth Heal spell you can buy (or start with if Restoration is one of your Major skills) has the spell effect Restore Health. See the note on the Bound Items page for instructions on how to remove these items. (Note that 2 seconds is generally long enough to keep the effect active, even if a hit decides not to trigger the enchantment for whatever reason). Shields offer the best potential for enchantment by far, and you can still equip a shield with a two-handed weapon. Enchantments are listed from lowest to highest Enchanting Point cost. While it is more expensive than a 1 point Slow Fall, Fortify Acrobatics also provides the advantage of increased jump speed and jump height. CE invisibility is 100 points so that's a fun ring to make. If you don't mind wearing a robe and skirt over your armour, there's two more CE enchant slots you can use. %Fatigue = 0 when you're exhausted and 1 with rested. The effect is described by the following formula. These provide more Fortify Speed than you could normally enchant a set of boots with, while simultaneously providing more defense than the Boots of Blinding Speed or Paws of the Wolf-Runner will until extremely high Skill in Light Armor. (This bug is fixed in OpenMW.) Beep boop. Also, the player should be aware, that one-hit killed opponent won't be willing to train anymore. The number of guards surrounding him doesn't make it any easier. Only add useful enchantments. Ammunition such as arrows and bolts cannot be enchanted, (This bug is fixed in OpenMW.) Often, it is preferable to wear a Bound Helm with its Armor Skill boosts than to wear a Helm with slightly more Armor Rating but no such boost. At 110 in the Enchant skill all charged items cost 1 per a single charge. still better than oblivion, since spell making If you could get gloves with absorb fatigue that seems lime a very powerful option. 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. You can now find 6 different Spell Tomes corresponding to the 6 Magic Schools in Morrowind: Alteration, Restoration, Mysticism, Conjuration, Destruction and Illusion. It is the only artifact in the game that is a war axe. The following books will increase your Enchant skill: The following factions include Enchant as one of their favored skills: You can recharge enchanted items by dragging a filled gem on your character in the inventory menu. 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. a helmet with Bound Helm), as this will cause problems, such as a permanent bound item in inventory that cannot be dropped or repaired. As an example, let's say you want to enchant an Exquisite Shirt (60 enchant points) with a constant effect of Restore Health. Acquisition This spell is not available for purchase in Morrowind or expansion packs. If it is, the money you spend on the enchant sometimes doesn't get added its purse. Example spells that can be useful to maintain continuously in this manner include Levitate early on, and 100% Reflect or Spell Absorption later on. Probably the most important advantage of Bound Equipment is its weightless nature, allowing you to carry more items on your person without becoming encumbered. No single item in vanilla morrowind has that much enchant points to craft 100 percent chameleon but I think you can reach 100% overall if you enchant multiple pieces of your gear with 10-20 chameleon etc.. You can craft 100 % invisibility on one ring though. If you have a large collection of enchanted rings and amulets for different situations, you probably don't want to use jewelry for this, or you could spend half your time just constantly re-equipping items to get the best magnitude of effect out of them. 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. 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. Another problem with constant-effect Bound Item enchantments is that Bound Items will take damage just like any other items, and they can be repaired just like any other items as well. The end effect is that using an item with this Enchantment on it will instantly restore your Magicka. For example, every Greater Bonewalker can damage Strength, which is typically one of the most-used stats for Constant Effect buffs. 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. This list contains some locations in the game where you can find Grand Soul Gems. Or if you want you can set the magnitude to 0-24 for the pants, shirt and skirt and 0-16 for the robe, then equip/unequip each one until you get a high roll on each - potentially up to +84 to Strength in total. [citationneeded] This way, you can make enchantments with higher maximum magnitudes, for the cost of having to equip it a few times before you get it to apply a magnitude higher than the median value. 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. Sadly, Golden Saint's and Winged Tights cannot fit these enchantments, but everything else is a fair game. More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. These glitches mainly consist of keeping one or more bound items when the effect is removed. In Elder Scrolls: Morrowind there are 3 different types of enchants that you can put on your gear and weapons, Constant Effect, Cast on Use and Cast on Strike. Constant Effect and Cast on Use can be applied to both weapons and armor but Cast on Strike is reserved for weapons only. The idea here is to put this effect on a Throwing Weapon, so that the target has the "on Self" effect applied to them. If you want to enchant light armor, the best pieces are glass cuirass (12 points), Telvanni In some unpatched versions of the game, you can cast Soultrap on a corpse to get as many souls as you want. 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. I'm also interested to hear what everyone else favourite CE enchantments are too. Any creature will work, from the lowly Ancestral Ghost to the expensive Storm Atronach. It costs the same as fortify skill or attribute, meaning an exquisite ring or amulet can hold 1-47 points in it. All notes and blank papers (but not books), can be enchanted with spells, provided they are not already enchanted. You might try throwing on another effect. 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. Just stand back and spring that trap. 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. That, and taunting the ordinators into attacking first which gives no bounty. Enables a weapon to heal an enemy for a higher amount, than the damage being inflicted upon strike. Effects Fortify Skill: Enchant 10 points for 60 seconds on self. It is also worth noting that for Argonians and Khajiits, the total will be lower, as beast races are unable to wear shoes or boots of any kind, or closed helms (preventing them from wearing the Telvanni Cephalopod Helm, but not the Helm of Tohan if it is available). 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 have MCP, some of the spells can have a higher maximum magnitude, such as Feather. Of my restrictions, I cannot use any weapons or armor (ever, even if just for their enchantments). Baggers Continue reading on narkive : Search results for 'constant effect restore health enchantments???' 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. That ring makes him very hard to kill. 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. You must kill a creature affected by a Soultrap effect, while having a big enough empty soul gem in your inventory. For example, if you make an amulet that casts a 100 Open spell at a distance and Telekinesis, you may end up with a permanent, unlimited-range telekinesis ability. 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. If you have the Helm of Tohan expansion that is pretty good. If you have the Tribunal expansion, you can buy Fortify Skill spells from Nerile Andaren in the Mournhold Temple's Halls of Ministry and from Laurina Maria in the Imperial Cult Services in the Royal Palace. Hope some of that helps. are handled differently from other constant-effect enchantments and are not as predictable when provided a magnitude range. Only list tested and working enchantments. Other generally useful constant effect enchantments include fortify speed (if you decide not to use the Boots), levitation, water walking, invisibility and jump. : Bound Helm on a Cuirass and Bound Cuirass on a Helm. 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. Chameleon With other kinds of enchantments, these rare souls' high charge can be put to use. Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. This allows any player, no matter how low their Marksman Skill, to have a reasonable chance of landing a hit with their Bound Bow. without weapons or magic? WebThe minimum soul level would be 400, and the maximum you should use is also 400, as the higher would be wasted by the item enchant capacity cap. This restriction does not apply to arrows, bolts, or thrown projectiles. Daedric tower shield are good but it really the exquisite clothes that give the best effect. The Tribunal expansion adds a vendor in Mournhold that restocks Grand soul gems. 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. 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. You can practice yourself by creating enchanted items, by refilling them, or by using them. Consequently, the enchantment becomes more powerful the more it is used. I've already got pair of pants with +8 Fatigue and +1 Slowfall (very very VERY useful), but I'm looking for other suggestions. What do you suggest? Likewise, do not combine multiple Bound Items in such a way that they will cancel each other out, e.g. The most effective way to do this is via Alchemy. 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. There's a bug in the original unpatched version of the game. You deal extra damage and heal health with every swing. 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. Restore health and restore fatigue are always good, so good that it might be a bit too overpowered. Fortify: Agility for a missile weapon, Speed for a short blade, Endurance for a spear, Strength for any other weapon. Enchantment cost is calculated as follows: where the base cost is the minimal cost for each spell (see Spell Effects for the base cost). A list of Morrowind soul sizes can be found here, Tribunal sizes here, and Bloodmoon here. Stronger spell effects will require larger enchantment capacities, which effectivly limits magic items' spell strength. The exception to the rule of Bound Weapons being outshone by Cast on Strike weapons is Bound Longbow. WebI'm playing a magic user only challenge run right now. Choose either "Cast when Used" or "Constant Effect". 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. I can punch ghosts and knock them down. These are: Golden Saints (and Staada, a unique Golden Saint), Ascended Sleepers, Dahrk Mezalf (a unique Dwarven Spectre in Bthungthumz), and the Tribunal gods, Vivec and Almalexia (in Tribunal). "Enchantment points" is the strength of the enchantment, covered below. For example, Fire Atronach for Dunmers or Frost Atronach for Nords. A robe, pants, a shirt and skirt can collectively add up to +44 Fortify Strength. I have never played a pure hand-to-hand character, so I really dont know. Every item has a maximum enchantment capacity, represented by the number at the top-right of the enchant menu. You can only create an item with Constant Effect (CE) enchantment if the size of the soul in the gem is 400 or greater. Restore health makes you pretty much unkillable. on Self" for 50 enchant points. You can give an item a constant effect of "Restore Fatigue 1 pt. 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. Constant summon create can also be fairly useful. Fortify Agility does help in the "chance-to-hit" and "chance-to-get-hit" calculations department, but with a high enough weapon skill you'll eventually be hitting every swing anyway so Fortify Strength ends up being a better enchantment for melee combat, and Sanctuary is typically better for dodging attacks. Do not write in the first person or attribute an enchantment to any specific person (as per site policy). 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. Create an account to follow your favorite communities and start taking part in conversations. Be careful to never enchant any armor piece with a Constant Effect Bound Armor which replaces itself (e.g. It only increases your maximum Fatigue - which Strength, Agility and Willpower also do, only they have additional effects. It might be a good idea too choose a summon with an elemental attack your character is also resistant or immune to. Explain the purpose of the enchantment. The Restore enchantments (Restore Health, Restore Fatigue, etc.) (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.). 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. Providing you're a member of the mage guild and have a sufficient rank, the. It may not seem like much, but every little bit counts. Sometimes they even glitch when you do leave menu mode between un- and re- equipping. Using a calm spell and bribing him up to the point that he doesn't attack you anymore is the simplest way to receive training from him, but alternatively you can use 100% chameleon and he will happily speak to you. If one or more Fortify Skill effect/s increase your Enchant skill to 110 or more, all activations of charged items cost only 1 charge, regardless of the effect. Welcome to r/Morrowind, a subreddit dedicated to Bethesda's 2002 open world RPG, the third installment in the The Elder Scrolls series. 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. 500 luck will be more than enough for most actions. There is no single item in the game with the 500 Enchanting Points necessary to create an Enchantment with 100 Points of one of the 1-Cost Spell Effects. For more information on them, check their respective Spell Pages: The UESPWiki Your source for The Elder Scrolls since 1995, Drain Intelligence 100 pts for 1 Second on Self, Fortify Enchant 500 Points for 2 Seconds on Self, Restore all 8 Attributes 10 Points for 3 seconds on Self, Fortify Luck 500 Points for 4 secs on Self, Restore Health 7 pts for 1 Second on Strike, Fortify Strength 100 pts for 2 Seconds on self, Calm 100 pts for 2 Seconds on Touch, Chameleon 100 pts for 2 Seconds on Self, 10 Enchanting Points (Bound Items on Self), https://en.uesp.net/w/index.php?title=Morrowind:Useful_Enchantments&oldid=2735839. Secondly, the constant recharging of the enchanted weapon will level the player's Enchant skill very quickly. 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. Welcome to r/Morrowind, a subreddit dedicated to Bethesda's 2002 open world RPG, the third installment in the The Elder Scrolls series. 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. Having an item with Invisibility as a Constant Effect makes it possible to force enemies to disengage pursuit by equipping the item, and lets you walk through enemy-infested areas without the time constraints associated with casting spells. Unfortunately, a good number of places where you find them are random (such as crates in Smuggler's Caves). Exquisite belt can hold a 1-15 enchantment like that. It costs the same as fortify skill or attribute, meaning an exquisite ring or amulet can hold 1-47 points in it. I found a Golden Saint and captured its soul, so I want to use it to create another constant effect enchant. For example, your. WebEven after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. 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. 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. 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. WebOoT/Morrowind xover Hyrule is still recovering from Ganon. Otherwise you can get enchantments on the cuirass and boots but they are not very powerful. You can make a ring with multiple constant effect bound armor enchants. Water breathing - I find it a pain having to re-cast one of these, just having it on all the time is nice :D. Sanctuary - Very very solid enchantment. on Self 5 enchant points, for a total of 105 (a lot more than you have). You can add more or less depending on what your weapon can hold and how much Charge you are willing to expend per hit). There are different ways to acquire filled soul gems: The last method is the cheapest. 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. Though you can simply take off the offending item, if you used the glitch to get that constant effect, you may have problems. 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). Also, unlike Cast on Use or Cast on Strike enchantments, your Enchant skill at the time you use the item is irrelevant, since there is no casting cost. Surprisingly, the relatively common Bonemold Long Bow has almost twice the enchantment value of the incredibly rare Daedric Long Bow. You should practice first by using or recharging already-enchanted items. In general, Bound Weapons are not the best weapons available in their respective categories, due to the availability of weapons with strong Cast on Strike enchantments, powerful built-in effects, or especially high damage. 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. To increase enchantment values by 1.5 times vanilla amounts deal extra damage enchantability! Resist paralysis, constant - 100 % Reflexion, constant - 100 %,! 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