Enchantements - Wildlander-mod/Support GitHub Wiki

Armor Enchantments

Armor enchantments improve the player's attributes, or provide the player with useful new abilities or resistances. An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it. This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks.

Armor Effect Body Area Base Magnitude Base Cost[1]
Head Neck Chest Hands Finger Feet Shield
Fortify Skill Alchemy ☑Yes ☑Yes ☑Yes ☑Yes +3% potion strength 56
Alteration ☑Yes ☑Yes ☑Yes ☑Yes -4% casting cost 100
Marksman (Archery) ☑Yes ☑Yes ☑Yes ☑Yes +5% damage 100
Barter ☑Yes Prices improved by 5% 100
Block ☑Yes ☑Yes ☑Yes ☑Yes +10% damage blocked 100
Conjuration ☑Yes ☑Yes ☑Yes ☑Yes -4% casting cost 146
Destruction ☑Yes ☑Yes ☑Yes ☑Yes -4% casting cost 100
Heavy Armor ☑Yes ☑Yes ☑Yes ☑Yes +28.79 Armor Rating 100
Illusion ☑Yes ☑Yes ☑Yes ☑Yes -4% casting cost 100
Light Armor ☑Yes ☑Yes ☑Yes ☑Yes +28.799999 Armor rating 100
Lockpicking ☑Yes ☑Yes ☑Yes ☑Yes +5 Skill & +5 Expertise 100
One-Handed ☑Yes ☑Yes ☑Yes ☑Yes +5% damage 100
Pickpocket ☑Yes ☑Yes ☑Yes ☑Yes +10% multiplier to success chance 100
Restoration ☑Yes ☑Yes ☑Yes ☑Yes -4% casting cost 100
Smithing ☑Yes ☑Yes ☑Yes ☑Yes +3% tempering strength 100
Sneak ☑Yes ☑Yes ☑Yes ☑Yes +5% 100
Two-Handed ☑Yes ☑Yes ☑Yes ☑Yes +5% damage 100
Fortify Attribute Healing Rate ☑Yes ☑Yes ☑Yes +20% 200
Health ☑Yes ☑Yes ☑Yes ☑Yes +20 150
Magicka ☑Yes ☑Yes ☑Yes ☑Yes +20 150
Magicka Regen ☑Yes ☑Yes ☑Yes +25% 100
Stamina ☑Yes ☑Yes ☑Yes ☑Yes +20 150
Stamina Regen[2] ☑Yes ☑Yes ☑Yes[2] ☑Yes[2] +10% 150
Fortify Other Carry Weight ☑Yes ☑Yes ☑Yes ☑Yes +10 100
Potent Alteration ☑Yes -4% casting cost & +20% Magicka Regen[3] 250
Potent Conjuration ☑Yes -4% casting cost +20% Magicka Regen[3] 199
Potent Destruction ☑Yes -4% casting cost +20% Magicka Regen[3] 250
Potent Illusion ☑Yes -4% casting cost +20% Magicka Regen[3] 250
Potent Restoration ☑Yes -4% casting cost +20% Magicka Regen[3] 250
Unarmed ☑Yes ☑Yes +5 damage 100
Resist Disease ☑Yes ☑Yes ☑Yes ☑Yes +25% 100
Fire ☑Yes ☑Yes ☑Yes ☑Yes +10% 200
Frost ☑Yes ☑Yes ☑Yes ☑Yes +10% 200
Magic[4] ☑Yes ☑Yes ☑Yes +8% 500
Poison ☑Yes ☑Yes ☑Yes ☑Yes +15% 150
Shock ☑Yes ☑Yes ☑Yes ☑Yes +10% 200
Other Muffle ☑Yes 0.15 500
Waterbreathing ☑Yes ☑Yes ☑Yes n/a 100
Armor Effect Head Neck Chest Hands Finger Feet Shield Base Magnitude Base Cost

Notes:

  • [1] Rounded down.
  • [2] Although armors, necklaces and rings can be disenchanted in order to gain the enchantment, armors, necklaces and foot apparel can be enchanted. Therefore you can equip four items (neck, chest, finger, feet) with that enchantment.
  • [3]The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
  • [4]There are two versions of this effect, allowing it to be applied twice. The second version is from the Shield of Solitude and has a base magnitude of 10%.

    Weapon Enchantments

    Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.

    Weapon Effect School Base Magnitude Base Cost[1]
    Absorb Health Destruction 10 40
    Magicka[2] Destruction 10 21
    Stamina[2] Destruction 10 22
    Damage ChaosDB Destruction 12 19
    Fire Destruction 10 (plus 1/dps for 4 seconds) 11
    Frost Destruction 10[3]
    25%[4] slow for 2 seconds[5]
    13
    Spellbane Destruction 15 15
    Lightning (Rank I) Destruction 10[6] 14
    Effeteness Destruction 15 29
    Repel Banish Conjuration Level 10 Plus deals 20 damage to target 35
    Fear Illusion Level 10, for 3 seconds 10
    Turn Undead Restoration Level 10, for 5 seconds, plus 10 damage to target 20
    Apply Effect Paralyze Alteration 26%[4] chance for 1 seconds[7] 100
    Soulreaping Conjuration 4 seconds[7] 9
    Special Fiery Soul Trap Conjuration 5 seconds[7]
    10 fire damage[4]
    11
    Huntsman's Prowess Destruction +3 damage vs. Animals 3
    Moonfire Destruction +10 damage between 9pm and 5am 5
    Smithing Expertise Destruction 5 shock damage
    +5 Smithing[4]
    11
    1. Rounded down.
    2. There are two versions of this effect, allowing it to be applied twice.
    3. The magnitude of this effect applies to both damage and stamina damage.
    4. The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
    5. The duration of this part of the effect is fixed regardless of skill, soul used, or perks.
    6. The magnitude of this effect applies to both damage and, at half value rounding down, magicka damage.
    7. Only the duration is affected by Enchanting level and perks.

    Unique Enchantments gained via enchanting perks

    Note: Numbers in brackets indicate the base values of the enchant.

    • Arcane Power: Deals [5] points of unresistable damage.
    • Flameburst: Causes a fiery explosion when hitting a target, dealing [25] fire damage.
    • Shockburst: Causes a lightning explosion when hitting a target, dealing [25] shock damage.
    • Frostburst: Causes an icy explosion when hitting a target, dealing [25] frost damage.
    • Force (Rank I): Has a chance to deal [10] points of additional damage and to sent the target flying (10% chance).
    • Spellbreaking: Has a chance to destroy [100] magicka and dispel all magic from the target.
    • Elemental Fury: Deals [0.33] points of fire, ice and shock damage to the target for [3] seconds. [Seems to deal additional Shock and Frost damage]
    • Force (Rank II): Has a chance to deal [50] points of additional damage and to sent the target flying (25% chance).
    • Annihilation: Deals [20] points of unresistable damage and has a small chance to inflict a severe amount of unresistable damage.
    • Toxicity: The weapon is infused with a magical poison, dealing [10] damage to health and stamina for [5] seconds.

    Weapon enchants from Handplaced Items

    • Dawnguard Wax Axe - Made of a rare silver alloy and enchanted to devastate the undead. (Applies Turn Undead Level 35, for 5 seconds and deals 35 points of unstoppable damage) [ Enchantment can be learned but will be missing the "Silver" component when placed on other Weapons ]
    • Dawnguard Warhammer - Made of a rare silver alloy and enchanted to devastate the undead. (Applies Turn Undead Level 40, for 5 seconds and deals 40 points of unstoppable damage) [ Enchantment can be learned but will be missing the "Silver" component when placed on other Weapons ]

    Enchantments the player Cannot learn

    Campfire

    • Backpack - (Applies Fortify carry weight - 70 points)

    Dawnguard

    • Aetherial Staff - Summon a Dwarven Spider or Sphere for [60] seconds wherever the caster is pointing.
    • Dawnguard Rune Warhammer - It consists of a rare silver alloy and is enchanted to magically inscribe nearby surfaces with exploding runes upon bashing (dealing [33] points of fire damage).
    • Dawnguard Rune War Axe - Made of a rare silver alloy, the power of this sanctified Axe grows in power with each undead soul it sends back to the realms beyond. (for every 10 undead killed - 10 additional sun damage to every undead in 15ft)
    • Harkon's Sword - Lord Harkon's sword drains the life and soul of its foe. - The sword bears a unique enchantment, which will only work if the wielder is a vampire. It causes the screen to go slightly dark with each successful strike. ( Absorb Health/Stam/Magic 50 points, apply soul trap for 5 seconds, and a 1 second Paralyse)

    Hunterborn

    • Alchemist's Crown - you will discern an effect of the first ingredient you consume.
    • Amulet of Boethiah - Agent of Boethiah - Sneaking is 10% better. Prices are 10% better. Decreases Light Armor skill by 15 points. Decreases Heavy Armor skill by 15 points.
    • Amulet of Hircine - Agent of Hircine - Bows do 10% more damage. Sneaking is 10% better. Decreases your health by 25 points.
    • Bone Amulet of the Beaver Moon - Fortify Health - Increases your health by 10 points.
    • Bone Amulet of the Buck Moon - Swiftness - Your movement speed is increased by 5%.
    • Bone Amulet of the Flower Moon - Fortify Restoration - Restoration spells cost 10% less to cast.
    • Bone Amulet of the Full Moon - Tracking - You are more capable at tracking.
    • Bone Amulet of the Harvest Moon - Foraging - You are more capable at foraging.
    • Bone Amulet of the Hunter's Moon - Hunter's Cunning - Damage taken from animals is reduced 10%.
    • Bone Amulet of the Long Night - Night Eye - Improved low light vision.
    • Bone Amulet of the Pink Moon - Harvester - Materials harvested from carcasses are unusually bountiful.
    • Bone Amulet of the Snow Moon - Fortify Carry Weight - Carrying capacity increased by 10 points.
    • Bone Amulet of the Strawberry Moon - Fortify Stamina - Increases your stamina by 10 points.
    • Bone Amulet of the Sturgeon Moon - Fortify Illusion - Illusion spells cost 6% less to cast.
    • Bone Amulet of the Wolf Moon - Resist Fire - Increases Fire Resistance by 10%.
    • Bone Amulet of the Worm Moon - Resist Frost - Increases Frost Resistance by 10%.
    • Bone Jagged Ring - Fortify One-Handed - One-handed attacks do 8% more damage.
    • Bone Lucky Ring - Lucky - What exactly it does, only Nocturnal can say.
    • Bone Ring of the Elm Rite - A personal effect worn as part of an ancient rite of Hircine.(Placing the ring on your finger, you are suddenly gripped by a vision)
    • Bone Ring of the Oak Rite - A personal effect worn as part of an ancient rite of Hircine.(Placing the ring on your finger, you are suddenly gripped by a vision)
    • Bone Ring of the Yew Rite - A personal effect worn as part of an ancient rite of Hircine.(Placing the ring on your finger, you are suddenly gripped by a vision)
    • Bone Silvered Ring - A minor boon against the forces of the undead.
    • Bone Smooth Ring - Muffle - ,Wearer is muffled and moves silently.
    • Bone Thorned Ring - Fortify Archery - Bows do 8% more damage.
    • Defective Amulet - Defective Enchantment - Increases your health by 15 points. Restoration spells cost 15% less to cast. Increases your stamina by 25 points. Carrying capacity increased by 15 points. Increases your Magicka by 25 points. Destruction spells cost 15% less to cast.
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