The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Georgiana Mar 28, 2023 @ 12:38pm
[SOLVED] Confused about Fortify Skill in Custom Enchants
I'm a bit confused about trying to do "Fortify Skill" in custom enchants.

On the wiki it says the following:
50 Enchanting Points
Fortify Enchant 500 Points for 2 Seconds on Self
With this enchantment you can enchant all things possible with 100++ chances of success. 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.

(This also requires a fortify skill base effect available for enchanting, which is unobtainable without the Bloodmoon or Tribunal expansions as of patch 1.2)
(Source: The Unofficial Elder Scrolls Pages[en.uesp.net])

But when I try to actually make this, the cost is well over what is being listed. Same with "Fortify Luck 500" which also has a listing on the same page.

What am I missing that makes these enchants possible with a low cost? As far as I can tell to actually get 500 points I'd have to have 5 listings of 100pt casts on one enchant. Again I must be missing something here.

Any clarity on this would be wonderful <3
Last edited by Georgiana; Mar 28, 2023 @ 1:53pm
Originally posted by Other:
What you are missing (not your fault) is that in this case UESP is treating a mod as the base game when it isn't. Some things like MCP raise the limit on the strength of a single enchant line to 500 from the base game limit of 100, and if you could put the whole thing on one line, you would not need to deal with the progressive cost increase.

(Edit: the increased enchant limit seems to come from MCP, not OpenMorrowind)
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The Flying Rodent Mar 28, 2023 @ 1:30pm 
Hi! Have a mage guide:

https://steamcommunity.com/sharedfiles/filedetails/?id=2834812759

Chapters 15.4 and 16.4 - 16.6 deal with Enchanting. The short-ish version:

There are 18 equippable item slots in Morrowind that can be used for Enchanting. Here's a list of 'the best item in each slot' in terms of Enchant value (might not necessarily be 'the best outright item for that slot' however):

Clothing only (8 items & 620 Enchant points total)

Robe - Exquisite Robe (40 pts)
Shirt - Exquisite Shirt (60 pts)
Pants - Exquisite Pants (60 pts)
Skirt - Exquisite Skirt (60 pts)
Belt - Exquisite Belt (40 pts)
Left Ring - Exquisite Ring (120 pts)
Right Ring - Exquisite Ring (120 pts)
Amulet - Exquisite Amulet (120 pts)

Non-Clothing only (7 items & 505 Enchant points total)

Helmet - Telvanni Cephalopod Helm (100 pts)
Cuirass - Daedric Cuirass (60 pts)
Left Pauldron - Nordic Mail Pauldron (10 pts)
Right Pauldron - Adamantium or Nordic Mail Pauldron (10 pts)
Shield - Daedric Tower Shield (225 pts, highest Enchant value item in the game)
Greaves - Glass Graves (10 pts)
Weapon - Ebony Staff (90 pts)

Clothing OR Non-Clothing (3 items & 160 Enchant points total, items cannot be worn in same slot)

Left Glove or Gauntlet - Extravagant Glove (20pts) or Daedric Gauntlet (60 pts)
Right Glove or Gauntlet - Extravagant Glove (20pts) or Daedric Gauntlet (60 pts)
Shoes or Boots - Exquisite Shoes (40pts) or Deadric Boots (26.3 pts)

With regards to Constant Effect enchantments specifically, it's best to go for 'cheap-ish' spell effects with a Base Cost of around 1-2 (which includes effects such as Restore Fatigue, Fortify Attribute/Skill, Resist Element/Magicka, Chameleon/Sanctuary when stacked can be pretty silly, etc.).

Constant Effect Restore Fatigue should probably be your first item, as it drastically improves the quality of life for the character. No more manually restoring your Fatigue bar after long periods of sprinting and jumping! The guide recommends an Exquisite Belt with 4-4 Restore Fatigue and 1-20 Night Eye, but the effect can easily be put onto something else.

If you want a 'situationally useful' Constant Effect enchant, I'd be tempted to put that on a ring, that you equip in tandom with other various 'Cast When Used' rings whenever needed. Examples include Water Breathing, Water Walking, Levitate 1pt, and Invisibility (yes you can make this, though you'll need to reequip it if you break Invisibility).

If you'd like to make any items yourself, rather than pay for them, you'll need to Fortify your Enchant skill (or take the 'Fortify Intelligence Alchemy route', but that tends to break other aspects of the game...). To make a 225pt Constant Effect Daedric Tower Shield, you'll need around 1200 Enchant, which can be reached either with twelve 'Fortify Enchant 100pt for 12/11/10/9/8/7/6/5/4/3/2/1 sec' items cast one after the other, or two spells that fortify enchant 400pts for 3 sec and 800pts for 1 sec respectively (80 magicka each, restoration school).

For those with low Enchant skill, the first item (100pts for 1 sec) can be purchased from an Enchanter (only 5pts enchant), and then used to make the other 11 items one at a time (100pts fortified to make the 100pts for 2 sec items, 200 pts fortified to make the 100pts for 3 sec item, etc.). The spells meanwhile seem expensive, but are close to 100% success rate to cast with 70ish Restoration (skill matters much more than Willpower/Luck).

---

That was a copy paste answer from r/Morrowind from another post, which is hopefully helpful.

Addressing this post specifically:

- You can add 8 of the same 'Fortify Skill' Cast When Used enchantment to an item. However, it is prohibitively expensive, and much easier to make multiple 'Fortify skill 100pts for x seconds', and cast them one after the other in order of long duration to short duration (see post above).

- Spells on the other hand don't suffer the same problem of 'additional magicka cost per effect' , and it's quite easy to make a Fortify Enchant skill 800 pts for 1 second spell for 80 magicka. This however, is STILL not enough to enchant 'all things possible': You need around 1200 Enchant to make a Constant effect Daedric Tower Shield, hence why I suggest making 12 items.
Last edited by The Flying Rodent; Mar 28, 2023 @ 1:40pm
The author of this thread has indicated that this post answers the original topic.
Other Mar 28, 2023 @ 3:15pm 
What you are missing (not your fault) is that in this case UESP is treating a mod as the base game when it isn't. Some things like MCP raise the limit on the strength of a single enchant line to 500 from the base game limit of 100, and if you could put the whole thing on one line, you would not need to deal with the progressive cost increase.

(Edit: the increased enchant limit seems to come from MCP, not OpenMorrowind)
Last edited by Other; Mar 28, 2023 @ 3:28pm
psychotron666 Mar 28, 2023 @ 7:11pm 
Just make a ♥♥♥♥ load of fortify intelligence potions, using ash yam and bloats you buy from sadrith Mora wolverine hall imperial chapel as they restock every time you exit the barter window and reopen.

Buy like 500 of each ash yam and bloat. Then use the free master alchemy set in caldera mages guild, and turn them into potions..drink all at once and with an intelligence of 5000+ you won't fail enchantments.
th Mar 29, 2023 @ 4:46am 
Yes, MCP has a "fix" for that. Look here: MCP->Game mechanics->Spellmaking max. magnitude increase.

It's not actually a fix, but a clear cheat.
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Date Posted: Mar 28, 2023 @ 12:38pm
Posts: 4