The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Seljdon Aug 14, 2022 @ 9:24pm
Has anyone done this?
I have a legit level 252 character that took 200ish hours to obtain from before SE came out. Anyway I havent tested it yet, however is it possible to enchant without mods or exploits (enchant + alchemy is not an exploit regardless of what many people say in calling it cheating) a character to have 100% magicka reduction in all magika skills onto one set of weapons/ weapon and shield, helm, chest, feet, gloves, rings, necklace?
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Showing 1-15 of 20 comments
steventirey Aug 14, 2022 @ 9:27pm 
Not without mods or cheating, or using exploits to raise your enchanting level. Best you can do normally in game is to enchant a piece of equipment with a 25% reduction to 2 schools of magic, with the full set (4 slots can have the enchantment added: head, chest, ring, and amulet) granting total reduction of magicka cost for 2 schools.

And yes, the enchant + alchemy thing is an exploit. It might be possible with that, however.
Last edited by steventirey; Aug 14, 2022 @ 9:29pm
Seljdon Aug 14, 2022 @ 9:46pm 
Originally posted by steventirey:
Not without mods or cheating, or using exploits to raise your enchanting level. Best you can do normally in game is to enchant a piece of equipment with a 25% reduction to 2 schools of magic, with the full set (4 slots can have the enchantment added: head, chest, ring, and amulet) granting total reduction of magicka cost for 2 schools.

And yes, the enchant + alchemy thing is an exploit. It might be possible with that, however.


Lol its not an exploit, bethesda specifically said that that is working as intended.

Quite funny to say.
Drink a potion that increases enchant by 25% effectiveness for 30 seconds.
Go to the enchanter and enchant an item with 100 all perks enchanting that increases alchemy by 32%. Now switch to that new set.
Go to the alchemy table and craft a potion that increases enchanting now by 35% (random numbers not meant to be exact). Rinse and repeat till you get 100% to your reduce magicka set, youre saying thats an exploit! Lol its not. Its how it works. It affords more and more power to a permanent effect to enchanting. And the enchantment affords a permanent as you wear it buff to your alchemy. Thats not an exploit. An exploit would be like if you pick an ingredient up from a plant in the game, but the plant didnt change to its "picked" look with no ability to pick it again u til respawn. But the plant allows you to pick it infinitely, that is if the developers said it was not intended and the coding showed that it was supposed to be like the rest and yet it doesnt function correctly. An exploit isnt because people dont like something in a video game or think it should work a different way. It depends on what the devs say. Another example of an exploit is brute forcing a character beyond a boundary of a wall where its not intended like the site of a mountain, causing a character to fall through the world or run behind the walls of the game to skip certain things.
Last edited by Seljdon; Aug 14, 2022 @ 9:46pm
Anthreris Aug 14, 2022 @ 9:49pm 
Originally posted by steventirey:
Not without mods or cheating, or using exploits to raise your enchanting level. Best you can do normally in game is to enchant a piece of equipment with a 25% reduction to 2 schools of magic, with the full set (4 slots can have the enchantment added: head, chest, ring, and amulet) granting total reduction of magicka cost for 2 schools.

And yes, the enchant + alchemy thing is an exploit. It might be possible with that, however.

Enchanting + Alchemy is not an exploit, its a loop that still has a maximum % cap. 33 percent on one alchemy buffing item is the max I believe.
Now if you were to include a restoration potion into the Enchanting and Alchemy cycle then that's a different story.

Now 100% magicka reduction on one item shouldn't be possible without a restoration potion. The basic enchanting maximum without potions would be a 25% spell cost reduction.
Heimdall313 Aug 14, 2022 @ 11:40pm 
tgm isn't a mod or exploit. Checkmate. :P

Seeker of Sorcery is a perk from The Sallow Regent (Dragonborn DLC) that reduces all spell costs 10% and buffs enchanting by 10%. Archmage Robe reduces all spell cost 15% - so you're at -25% there for all spells. Pop the best enchanting buff potion you get, and you have -34% spell cost reduction, so:

Head: -34% Destruction + Conjuration (Circlet because Archmage robe)
Chest: -15% all schools (Archmage)
Necklace: -34% Destruction + Conjuration
Ring: -34% Restoration + Illusion
Perk: Seeker of Sorcery, -10% all schools

Destruction and Conjuration are -93% cost, just from Archmage robe your regen gives you effectively infinite casting. Restoration and Illusion are at -74% cost, even with default 100 Magicka + 50 (Archmage robe) you really shouldn't have any sustain issues. Alteration is trash, but still at -25% cost.

That's the best you get without Restoration potion stacking which can just theoretically give -100% cost in a single enchant slot.

Also Secret of Arcana eliminates all spell cost for 30 secs, useful with Telekinesis and Detect Life as the 0 cost effect holds as long as you hold the button down to power level Alteration.
SpeedFreak1972 Aug 15, 2022 @ 12:08am 
Right Bethesda says it isn't an exploit .... ok then it's a bug, because if you go too far the damage numbers go in the negatives or more likely crash the game. Bethesda saying it works as intended means they deliberately bugged it so that you as player have the chance to bug your game.
Last edited by SpeedFreak1972; Aug 15, 2022 @ 12:12am
CalhounMKZ Aug 15, 2022 @ 12:29am 
Originally posted by SpeedFreak1972:
Right Bethesda says it isn't an exploit .... ok then it's a bug, because if you go too far the damage numbers go in the negatives or more likely crash the game. Bethesda saying it works as intended means they deliberately bugged it so that you as player have the chance to bug your game.
The lack of a hard cap is a bug. The process is not.
Seljdon Aug 15, 2022 @ 10:10am 
Originally posted by SpeedFreak1972:
Right Bethesda says it isn't an exploit .... ok then it's a bug, because if you go too far the damage numbers go in the negatives or more likely crash the game. Bethesda saying it works as intended means they deliberately bugged it so that you as player have the chance to bug your game.

A bug is an exploit.
John Aug 15, 2022 @ 11:15am 
Originally posted by Heimdall313:
tgm isn't a mod or exploit. Checkmate. :P

Seeker of Sorcery is a perk from The Sallow Regent (Dragonborn DLC) that reduces all spell costs 10% and buffs enchanting by 10%. Archmage Robe reduces all spell cost 15% - so you're at -25% there for all spells. Pop the best enchanting buff potion you get, and you have -34% spell cost reduction, so:

Head: -34% Destruction + Conjuration (Circlet because Archmage robe)
Chest: -15% all schools (Archmage)
Necklace: -34% Destruction + Conjuration
Ring: -34% Restoration + Illusion
Perk: Seeker of Sorcery, -10% all schools

Destruction and Conjuration are -93% cost, just from Archmage robe your regen gives you effectively infinite casting. Restoration and Illusion are at -74% cost, even with default 100 Magicka + 50 (Archmage robe) you really shouldn't have any sustain issues. Alteration is trash, but still at -25% cost.

That's the best you get without Restoration potion stacking which can just theoretically give -100% cost in a single enchant slot.

Also Secret of Arcana eliminates all spell cost for 30 secs, useful with Telekinesis and Detect Life as the 0 cost effect holds as long as you hold the button down to power level Alteration.

Except for enchantments, the other forms of reduction are not added up, but just lower the remaining cost by a percentage again. So the cost is actually more like this:
Base spell cost * skill tree level cost reduction * perks 50% reduction * enchantments * like seeker of sorcery, etc etc.
Seljdon Aug 15, 2022 @ 12:13pm 
Originally posted by John:
Originally posted by Heimdall313:
tgm isn't a mod or exploit. Checkmate. :P

Seeker of Sorcery is a perk from The Sallow Regent (Dragonborn DLC) that reduces all spell costs 10% and buffs enchanting by 10%. Archmage Robe reduces all spell cost 15% - so you're at -25% there for all spells. Pop the best enchanting buff potion you get, and you have -34% spell cost reduction, so:

Head: -34% Destruction + Conjuration (Circlet because Archmage robe)
Chest: -15% all schools (Archmage)
Necklace: -34% Destruction + Conjuration
Ring: -34% Restoration + Illusion
Perk: Seeker of Sorcery, -10% all schools

Destruction and Conjuration are -93% cost, just from Archmage robe your regen gives you effectively infinite casting. Restoration and Illusion are at -74% cost, even with default 100 Magicka + 50 (Archmage robe) you really shouldn't have any sustain issues. Alteration is trash, but still at -25% cost.

That's the best you get without Restoration potion stacking which can just theoretically give -100% cost in a single enchant slot.

Also Secret of Arcana eliminates all spell cost for 30 secs, useful with Telekinesis and Detect Life as the 0 cost effect holds as long as you hold the button down to power level Alteration.

Except for enchantments, the other forms of reduction are not added up, but just lower the remaining cost by a percentage again. So the cost is actually more like this:
Base spell cost * skill tree level cost reduction * perks 50% reduction * enchantments * like seeker of sorcery, etc etc.

That is not how it works, ive watched videos of people doing this its addative not multiplicative. 4 pieces with 25% reduction to whatever school of magicka is 100% for that school. Ive watched people do it and it uses no magicka whatsoever.

I am just wondering since when you can do all of the enchanting school with all perks you get 2 enchantments per item, could you do 100% for all schools...
Seljdon Aug 15, 2022 @ 12:13pm 
Originally posted by Heimdall313:
tgm isn't a mod or exploit. Checkmate. :P

Seeker of Sorcery is a perk from The Sallow Regent (Dragonborn DLC) that reduces all spell costs 10% and buffs enchanting by 10%. Archmage Robe reduces all spell cost 15% - so you're at -25% there for all spells. Pop the best enchanting buff potion you get, and you have -34% spell cost reduction, so:

Head: -34% Destruction + Conjuration (Circlet because Archmage robe)
Chest: -15% all schools (Archmage)
Necklace: -34% Destruction + Conjuration
Ring: -34% Restoration + Illusion
Perk: Seeker of Sorcery, -10% all schools

Destruction and Conjuration are -93% cost, just from Archmage robe your regen gives you effectively infinite casting. Restoration and Illusion are at -74% cost, even with default 100 Magicka + 50 (Archmage robe) you really shouldn't have any sustain issues. Alteration is trash, but still at -25% cost.

That's the best you get without Restoration potion stacking which can just theoretically give -100% cost in a single enchant slot.

Also Secret of Arcana eliminates all spell cost for 30 secs, useful with Telekinesis and Detect Life as the 0 cost effect holds as long as you hold the button down to power level Alteration.
You've forgotten you can do 2 enchantments per item....
Fitness Lauch Aug 15, 2022 @ 1:03pm 
In the anniversary edition you can technically do it if you get enough dreugh wax materials (it's used to create fortify enchanting potions but they are much stronger so that your fortifiy enchanting doesn't cap out at ~35% and that you can break through that cap). But at this point you can as well just use the restoration loop glitch, it gives the same result and saves you a ton of time.

But honestly, I'm not a fan of crafting in this game. It's completely overpowered, feels extremely cheesy (like no opponent that you encounter in the entire game uses tempered weapons or armor so why should I have one?), is boring to grind out and even max difficulty becomes a joke with it. I hope that the next TES won't have crafting in such a ridiculous and will focus more on dungeon crawling and quests again (like Elden Ring).
Rez Elwin Aug 15, 2022 @ 1:14pm 
Originally posted by Fitness Lauch:
In the anniversary edition you can technically do it if you get enough dreugh wax materials (it's used to create fortify enchanting potions but they are much stronger so that your fortifiy enchanting doesn't cap out at ~35% and that you can break through that cap). But at this point you can as well just use the restoration loop glitch, it gives the same result and saves you a ton of time.

But honestly, I'm not a fan of crafting in this game. It's completely overpowered, feels extremely cheesy (like no opponent that you encounter in the entire game uses tempered weapons or armor so why should I have one?), is boring to grind out and even max difficulty becomes a joke with it. I hope that the next TES won't have crafting in such a ridiculous and will focus more on dungeon crawling and quests again (like Elden Ring).

Considering every game they have made since (including Starfield) has crafting I don't think it's going anywhere, TES6 will likely have settlement building too.
Last edited by Rez Elwin; Aug 15, 2022 @ 1:15pm
John Aug 15, 2022 @ 1:36pm 
Originally posted by Seljdon:
That is not how it works, ive watched videos of people doing this its addative not multiplicative. 4 pieces with 25% reduction to whatever school of magicka is 100% for that school. Ive watched people do it and it uses no magicka whatsoever.

I am just wondering since when you can do all of the enchanting school with all perks you get 2 enchantments per item, could you do 100% for all schools...

Next time read my comment, i stated, except for enchantments. They are their own category, they add up first, then get reduced from the current mana cost as a new percentage. Seeker of Sorcery is also just another category, it doesn't add up to your enchantments.

Also without mods, you can get 43% reduction in 1 enchantment, being a vampire increases that over 50% if you have necromage. With the unofficial patch the max is 42%, being a vampire doesn't do anything. These are the hard caps.

Unfortunately those cc ingredients are broken and allow you to basically do a new infinite loop glitch. I don't know if the unofficial patch fixed those but i'd suggest anyone to stay away from them unless you wanna ruin your game.

For 100% in every school without an infinite loop?, it can be done without the unofficial patch. Make sure to have that 43%, be a vampire so the enchantments you have equiped get a 25% boost from necromage to go above 50%. Now equip both a circlet and a helm which can be worn together with a circlet. Upgrade those 2 together with an armor, ring and amulet, puzzle a bit where the enchantments go and you have 100% reduction in all.

Originally posted by Seljdon:
You've forgotten you can do 2 enchantments per item....

He has 2 enchantments per item.
Last edited by John; Aug 15, 2022 @ 1:38pm
Seljdon Aug 17, 2022 @ 10:17am 
Originally posted by John:
Originally posted by Seljdon:
That is not how it works, ive watched videos of people doing this its addative not multiplicative. 4 pieces with 25% reduction to whatever school of magicka is 100% for that school. Ive watched people do it and it uses no magicka whatsoever.

I am just wondering since when you can do all of the enchanting school with all perks you get 2 enchantments per item, could you do 100% for all schools...

Next time read my comment, i stated, except for enchantments. They are their own category, they add up first, then get reduced from the current mana cost as a new percentage. Seeker of Sorcery is also just another category, it doesn't add up to your enchantments.

Also without mods, you can get 43% reduction in 1 enchantment, being a vampire increases that over 50% if you have necromage. With the unofficial patch the max is 42%, being a vampire doesn't do anything. These are the hard caps.

Unfortunately those cc ingredients are broken and allow you to basically do a new infinite loop glitch. I don't know if the unofficial patch fixed those but i'd suggest anyone to stay away from them unless you wanna ruin your game.

For 100% in every school without an infinite loop?, it can be done without the unofficial patch. Make sure to have that 43%, be a vampire so the enchantments you have equiped get a 25% boost from necromage to go above 50%. Now equip both a circlet and a helm which can be worn together with a circlet. Upgrade those 2 together with an armor, ring and amulet, puzzle a bit where the enchantments go and you have 100% reduction in all.

Originally posted by Seljdon:
You've forgotten you can do 2 enchantments per item....

He has 2 enchantments per item.
I don't give two cents to mods or "patches" created by the community, you keep throwing around unofficial patch as if 100% or at the very least the overwhelming majority are using it. I don't use mods I prefer always to HONOR the developers with what they create and go with their intentions. your math is absolutely incorrect anyway in what you're saying. This thread IS NOT about mods or unofficial patches. Read the OP for crying out loud. You get "irritated" because you think I didn't read your entire thread, I did but I commented on what I did. Don't come here to argue, if you disagree then don't speak in someones thread that isn't yours.
Jerubius Aug 17, 2022 @ 11:33am 
Originally posted by Seljdon:
Originally posted by John:

Next time read my comment, i stated, except for enchantments. They are their own category, they add up first, then get reduced from the current mana cost as a new percentage. Seeker of Sorcery is also just another category, it doesn't add up to your enchantments.

Also without mods, you can get 43% reduction in 1 enchantment, being a vampire increases that over 50% if you have necromage. With the unofficial patch the max is 42%, being a vampire doesn't do anything. These are the hard caps.

Unfortunately those cc ingredients are broken and allow you to basically do a new infinite loop glitch. I don't know if the unofficial patch fixed those but i'd suggest anyone to stay away from them unless you wanna ruin your game.

For 100% in every school without an infinite loop?, it can be done without the unofficial patch. Make sure to have that 43%, be a vampire so the enchantments you have equiped get a 25% boost from necromage to go above 50%. Now equip both a circlet and a helm which can be worn together with a circlet. Upgrade those 2 together with an armor, ring and amulet, puzzle a bit where the enchantments go and you have 100% reduction in all.



He has 2 enchantments per item.
I don't give two cents to mods or "patches" created by the community, you keep throwing around unofficial patch as if 100% or at the very least the overwhelming majority are using it. I don't use mods I prefer always to HONOR the developers with what they create and go with their intentions. your math is absolutely incorrect anyway in what you're saying. This thread IS NOT about mods or unofficial patches. Read the OP for crying out loud. You get "irritated" because you think I didn't read your entire thread, I did but I commented on what I did. Don't come here to argue, if you disagree then don't speak in someones thread that isn't yours.
Uh, maybe reread his comment a little more carefully? What he said is correct, and explains how the game works with both with and without the unofficial patch.

And the only reason the unofficial patch is relevant here is because it "fixes" some interactions people consider exploits. So if you're dead set on avoiding any exploits, the hard limits on the unofficial patch are the numbers you should be basing your potential caps on, regardless of whether you use the mod or not. If you don't consider vampire + necromage an exploit, then the vanilla numbers matter for hard limits.

This guy just literally answered your question, tried to clarify misconceptions and generally be helpful. And then you tell him he's wrong and not to comment on your thread.
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Date Posted: Aug 14, 2022 @ 9:24pm
Posts: 20