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I would put "Resist" enchantments on my armor of all or near resist types. Just so i can cover my bases.
For my jewlery, like rings and necklaces. for Rings i use either lock picking, smithing, or pick pocketing. With necklaces i use Reist disesase, and sneaking.
All of this however, can be depending upon what race you are using with your character.
Circlet: Restoration / Illusion or Alteration
Mask: Fire Resist / Shock Resist / Frost Resist
Melee Cuirass: Health Regen / Stamina Regen or Health
Spellsword Cuirass / Robes : Health Regen / Magicka Regen
Gauntlets / Gloves: One Handed or Two Handed / Lockpicking or Carry Weight
Boots: Stamina Regen / Sneak or Carry Weight
Shield: Fire Resist / Shock Resist / Frost Resist
Left Handed Rings: Destruction / Conjuration
Ring: Namiras/Hircine/ or other specialty ring or Health Regen / Stamina Regen
Necklace/Amulet: One Handed or Two Handed or Archery / Stamina Regen
Earrings: Destruction /Conjuration
I like to be able to sprint for longer durations so Stamina Regen is nice.
I don't like making weapons over-powered, so I usually go with Absorb Health 5-10 depending on my level combined with Soul Trap for 1 second.
One with everything enchanted for carrying capacity, when I need to lug around a huge amount of stuff, like moving to a new house.
One enchanted with Fortify Smithing and Fortify Alchemy, for those.
On my bow guy, fire damage and absorb stamina, so I can stay in slow time forever. On my mage, fortify Destruction and magicka. On my super-stealth pickpocket backstab guy, sneak and muffle.
I usually carry a shield I don't use on all on characters, enchanted with resistances, for when you can't find any cover in a dragon fight.
However I always have some spare jewelry like my "Amulet of the Saxhleel Merchant" with a Barter + Waterbreathing enchantment. Or a ring with a resist Fire+Frost enchantment for those pesky dragons.
Armor - Restoration and Conjuration (or HP and Stam Regen)
Boots - Sneak and Muffle
Gloves, Necklace and Ring - Archery and One-Handed
Weapon - Fiery Soul Trap + Chaos Damage
Before I actually find both of these awesome enchants, I go full magic damage with Shock and Frost damage.
I also like to keep a Barter Necklace along with the Masque of Clavicus Vile for trades...
Caster: Dual +25% fortify/school to make to schools free to cast. If I'm a vampire, +34% so two schools are free and a third is 2/3 off, plus something with magicka regen so I still have regen (albeit slow) in daylight.
2H: Fortify 2H, plus whatever I feel is useful at the time. For example, at lower levels I might take health or armor skill, which I won't need at higher levels. Magic resist is quite useful.
Sword/board: Fortify 1H, and whatever else. Less likely to take magic resist because of the block perk (and I usually play Breton, giving me 75% total).
Archer: Fortify archery and sneak. Weapon always gets frost for 1 point - hands down the best enchant, especially at lower levels.
Regardless of build, I always make alchemy and smithing sets.
Weapons, I like fire and frost together, though sometimes I'll throw shock on. Depends on the build. I once dual-enchanted a sword with the Fiery Soul Trap, then Chaos. That was a hoot. Always did something and sometimes it did everything.