The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

176 ratings
Enchantment Balance Overhaul
File Size
0.065 MB
Feb 28, 2012 @ 4:38pm
Oct 30, 2012 @ 8:29pm
8 Change Notes ( view )

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Enchantment Balance Overhaul

In 1 collection by Aertyr
Minimalist's Skyrim Overhaul and Tweaks
6 items
Looking for an enchantment mod that adds flexibility but doesnt make your characters broken? A way to scale spells without simply being handed it for free? This mod is a revamp of the overlooked parts of enchanting to add flexibility and a sense of balance to magic that Skyrim was originally lacking.

Also available on Skyrim Nexus:

-[This mod is in a complete state and shouldnt be updated anymore barring any bugs reported or user requests]-

Added Attack Speed Multiplier(Attack Speed) (Added in v1.31)
-Base is 20%, cannot be increased
-Can be enchanted on gloves only
-Gloves of Haste can be found upstairs in a chest, next to the "Boots of Swiftness" at Arcadias cauldron or purchased from Arcadia herself.

Added Speed Multiplier (Quicken) (Added in v1.30)
-8% base, 20% with max enchanting and perks
-Boots of Swiftness can be found upstairs next to a chest at Arcadias cauldron or purchased from Arcadia herself.
-Can be enchanted on boots only

Added True Damage enchantment (Added in v1.30)
-Can only be placed on weapons
-6 damage base, 15 damage at max enchanting and perks
-Sword of truth Can be found on the shrine of Arkay at the Whiterun Halls of the dead
-You can also learn the enchantment from the "Ghostblade"

Fortify Unarmed can now be placed on Amulets, Boots and Necklaces on top of Rings and Gloves (Added in v1.30)

Added Weakness to elements on weapons (v1.20)
-Fire, Frost, Shock Weakness
-Base 6% over 4 seconds (Scales to 15% over 5 seconds at max enchanting)
-Stacks however many times you can hit someone in 4 seconds
-Can only be enchanted on Weapons
-Warmaiden’s has received a shipment of weapons from a weapon cache found near the border of Morrowind.
-Added a chest somewhere inside the store with the new items/enchantments (if your the sneaky-stealy type) (Version 1.21) These iron swords seem to have not been used in a very long time.

Add Auras to armor (v1.20)
-Targets must be in Melee range
-Damage is increased with Frost/Shock/Fire Enchanter perk as well as base Enchanter
-Base damage is 4dps scales to 12dps at max perks and enchanting skill
-If 12 dps seems low, keep in mind that its unblockable, constant damage with a secondary effect.
-Can only be enchanted on Armor and Shields
-Belethor has received a strange shipment from Hammerfell with strange enchantments. I’m sure the armor was acquired in a civilized manner from this band of bandits.
-Added a chest somewhere inside the store with the new items/enchantments (if your the sneaky-stealy type)
(Version 1.21)

Added Spell Magnitude
-Can be enchanted on anything Fortify spell school could be.
-Can be found naturally throughout the game from chests, bosses, etc.

Spell magnitude effects:
Destruction - Damage
Restoration - Healing
Alteration - Duration
Conjuration - Duration of summons
Illussion - Level affected by spells

Removed -Fortify Spell School- standard enchantment
-Was replaced with Spell magnitude

Buffed Fortify Spell School + Mana Regen enchantment
-Can be placed on any item that Fortify Spell School could have been.
-This was done to prevent hitting the 100% cap making spell casting stale and boring. Still can be hit with potions (intended) or if youre a power gamer and use Fortify enchanting (But why would you?This mod is made to encourage balance)

Added Fortify Shout
-Learned from an Amulet of Talos (You have to find it in the world)
-Enchantable on Head, Armor (Max 40%, 45% with my sister mod installed wearing Morokei)

Added Backstab
-Learned from any Dark Brother Hood gloves (You have to find it in the world)
-Enchantable on Hands only

Added More ways to get muffle
-All shoes with only muffle can be disenchanted like Circeros boots and Shrouded boots.

Added Fortify All Spell Schools
-Fortify 15% all spell schools
-Learned off of Archmage Robes from Mages Quest
-Can only be put on armor

Enchanting in Skyrim is broken and everyone knows it. Theres mods like Enchanting freedom that adds flexibility but balance goes right out the window and furthermore, no one has found a way to make spells scale without addressing magics biggest flaw; the ability to cast for free.

The fortify enchantment was broken because of the fact that you could hit 100% fortify in any spell school and though this may have not been imbalanced on its own because of spells not scaling, it didnt FEEL good. When you hit 100% fortify the game became stale and boring. This mod changes all that. This mod will make you want to pick the half-magicka perks and put level ups into mana like any other mage would in any other game without feeling like youre wasting previous perks. The tradeoff then is power. Spell magnitude has been added to every spell tree giving it scaling power it previously did not have and it doesnt just give it to you, you have to earn it and make choices to be effective(Do I make my spells better or add a different enchant to my defense?).

This mod will make mages in the long term more powerful than vanilla, but you WILL eventually run out of magicka and have to use potions, and feel like youre making tactical choices about how you are playing.

-Fortify school + mana regen is now much better AND can be enchanted on any piece of armor that the normal fortify school enchantment could. This will put your fortify spell school enchantment at 16% * 4 = 64%. If you go further and make effort to get/wear the Archmages Robes you get to add 15% to that number (since you can enchant both the Fortify all and Spell school enchant on your chest.) Putting you at 79% which I feel is a really good number to be at in terms of the amount of Magicka you are using. Alchemy will let you hit 100%, and makes for an interesting tactical choice I feel(as opposed to just having it). If you use my sister mod, wearing the appropriate dragonpriest mask will increase this cap to 87%, without the mod 82%.

-Fortify spell school + Regen enchantment magnitude base is 7% + 15% Regen (Capping at 16% + 15% Regen with max perks per piece in enchanting)

-This mod was intended to be used with its sister mod "Artifact Balance overhaul" (Which you can find linked below). Obviously, it is not required, but with an enchantment overhaul like this, making artifacts more powerful (to be a side grade to enchanting) makes for some really interesting gameplay.
-If you have Fortify Spell School learned right now when downloading the mod, the game will grey it out as long as this mod is active.

-Is compatible with Enchantment Cleanser and any Magic Mods (but Balance may be an issue with spell magnitude).
-SHOULD (not confirmed) work with Enchanting Freedom.
-This mod WILL NOT change any items you have enchanted personally up to installing this mod.
-This mod WILL make any dropped items of the standard "Fortify spell school" flavor become spell magnitude.

Version 1.31
-Added Attack Speed multiplier, Added Attack speed and movment speed items to Arcadia's inventory on top of being located in her house upstairs(if you want to buy it instead of stealing)
-Removed flame trail from new speed multiplier enchantment(Boots that were previously enchanted will still have the flame trail due to how scripts on items work)

Check out my development blog and other popular mods!:
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thethirstyfish Aug 2, 2016 @ 6:25pm 
does anyone know what mod is meant by Enchanting Freedom? Is it Yeti's enchantment freedom or Enchanting Freedom lite?
Zero Apr 30, 2016 @ 12:57pm 
wonderful mod, made enchanting way more versitile and way more usefull, thank you.
Sergeant_Braken Jul 27, 2015 @ 7:53am 
Gloves of Haste and Boots of Swiftness are not being sold by Arcadia in my game, even though they are upstairs.
OnyxSteel Feb 2, 2015 @ 4:26pm 
Would it be possible to get a build with ONLY the Fortify Backstab enchant?
tbee922 Jan 25, 2015 @ 1:16am 
Does anyone know if there's a mod that lets you customize the amount of effect you can put on an armor enchantment, like the way you can do it with a weapon enchantment? I'm kinda OCD about that, I hate how whenever I put like a health/magicka/stamina enchantment on some armor and it comes out 72%! I want an even 70%, it is that bad that I wanna change it so that it's even!?
SevenBlueSeven Oct 27, 2014 @ 3:20am 
When you mention that it SHOULD be compatible with Enchanting Freedom -Specifically: is that Enchanting Freedom LITE or Yeti's Enchanting Freedom?
PizzaGulper Jul 7, 2014 @ 5:48pm 
You just made enchanting 100 times better couldn't ask for a better enchanting mod thanks!!!!
Gormathius Nightstrider Jun 4, 2014 @ 12:20am 
This is exactly what I was looking for! Well, with a little extra but who cares - SPELL POWER!
Aertyr  [author] Mar 8, 2014 @ 1:33pm 
@Cody The Wiser, I don't actively support this mod with updates anymore. Having said that, the way that Skyrim handles tooltip descriptions is based on the effects it has. It isn't something I can I directly edit. Even if I wanted to, I wouldn't be able to change it (Or I would have. I don't like the giant wall of text either. This is probobly why they only had one item in the game with it's affect and overrode it's flavor text that you see in the game.)
Aertyr  [author] Mar 6, 2014 @ 7:11am 
@Cody The Wiser, This occurs because that enchantment is removed from the game in this mod for balancing purposes. If you read in the Info, it is replaced by Destruction Magnitude(damage) and the Reduced cost + Magicka regeneration enchantments have been buffed. See my reasoning for why in the mods info.