frankthetank26

Enchanting

Sep 20th, 2016
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  1. Enchanting
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  3. Enchantments adds magical effects to both weapons and armor. Under normal circumstances, a weapon or armor that is enchanted cannot be upgraded, and only one enchantment per weapon or armor. Enchantments on weapons add extra effects when attacking, while armor enchantments range from increasing various different abilities. The enchanting skill increases enchantments by a certain amount depending on the enchantment. Mage armor also increases enchantments naturally, and can be combined with the enchantment skill to reach the highest enchantments.
  4. In PvP, the One Handed skill can be equipped for a class, and can be upgraded from novice to master. The enchanting skill makes enchantments stronger, depending on the given enchantment. Apprentice enchanting grants 10% longer enchantment duration on weapons, adding usually one more hit. Adept enchanting makes health, stamina, and magika enchantments stronger on armor by varying amounts. Expert enchanting makes kills with enchanted weapons recharge the enchantment by 10%. Master enchanting allows players in create a class to take two enchantments instead of one, but for half the strength of each. If combined with the master smithing option, then the smithing bonus will still be halved, but then the two enchantments will be decreased by 75% each.
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  6. Weapon Enchantments: Weapon enchantments add bonuses to weapons for a set amount of uses before the enchantment stops working. Weapon enchantments can be recharged with the soul gem item, which when activated recharges the first completely drained weapon. Targets under the soul trap effect when killed will recharge the lowest drained weapon the user has currently equipped. In a tie, the right hand primary gets priority, followed by the left hand primary, then the right handed secondary, and lastly the left handed secondary. Apprentice enchanting increases the usage of weapon enchantments by 10% rounded up, allowing for enchantments to gain either 1 or 2 extra uses. A final way to recharge weapons is with the expert enchanting skill, which makes it so killing enemies with an enchanted weapon recharges that weapon by 10%, which again will give an extra 1 or two uses. The damage bonus from the elemental enchantments and absorb health can be boosted to do extra points of damage, more so than plain upgrading a weapon, but they can be decreased by certain resistances, as well as suffer from the opportunity cost that the smithing skill provides on upgraded weapons. Also, upgrading weapons increases the base damage, which is helpful when combined with enchantments that fortify the weapon's skill. A possible strategy: with master smithing, a player can take the two negatives of the upgrade bonus and a damage health enchantment on a weapon to gain the other smithing skill perks as well as have an enchantment to benefit from without having too big of a damage penalty.
  7. Weapon enchantments have a school of magic that corresponds with the enchantment. This makes enchantments be categorized in the same way spells are, so any effects that would apply to spells in the corresponding school will also affect the enchantment. This makes fortify spells that make spells cost less make enchantments last longer, as the cost on the enchantment per use decreases by that percentage. Casting effects like overcharging dual spells or silently casting do not apply.
  8. Weapon enchantments must be unlocked by getting kills with each weapon in the same way weapon variants work. Each weapons start of with fire damage, and unlock more with more kills. Enchantments are unlocked relatively faster than weapon variants, and kills count for unlocking more enchantments even if the weapon is not enchanted. Like variants, unlocking an enchantment on one weapon does not unlock it on the rest. Here is a list of weapon enchantments in the order of unlocking:
  9. >Fire Damage (Destruction) - Does 6 (7 with skill, +1 with apprentice destruction) points of fire damage, targets on fire take extra damage. 16 uses.
  10. >Frost Damage (Destruction) - Does 6 (7 with skill, +1 with apprentice destruction) points of frost damage to health and stamina, targets are also slowed for 2 seconds. 16 uses.
  11. >Shock Damage (Destruction) - Does 6 (7 with skill, +1 with apprentice destruction) points of shock damage to health and magika. 16 uses.
  12. >Soul Trap (Conjuration) - If target dies within 10 (15 with skill) seconds, fills the weapon with the lowest drain. 16 uses.
  13. >Banish (Conjuration) - Summoned Daedra are sent back to Oblivon. 20 uses.
  14. >Magicka Damage (Destruction) - Does 20 (22 with skill) points of magika damage. 20 uses.
  15. >Stamina Damage (Destruction) - Does 20 (22 with skill) points of stamina damage. 20 uses.
  16. >Turn Undead (Restoration) - Undead flee and take 50 (75 with skill) points of fire damage per second for 30 seconds. 16 uses.
  17. >Fear (Illusion) - Chance to add the fear effect for 6 (8 with skill) seconds. OddsForSuccess: (1 - (EnemyCurrentHP / EnemyMaxHP) + 30 - TargetsMagicResistances + TargetsMagicWeakness). 8 uses.
  18. >Absorb Magicka (Destruction) - Absorbs 10 (12 with skill) points of magika from target. 10 uses.
  19. >Absorb Stamina (Destruction) - Absorbs 10 (12 with skill) points of stamina from target. 10 uses.
  20. >Absorb Health (Destruction) - Absorbs 6 (7 with skill) points of health from target. 10 uses.
  21. >Paralyze (Alteration) - Chance for target to be paralyzed for 6 (7 with skill) seconds. OddsForSuccess: (1 - (EnemyCurrentHP / EnemyMaxHP) + 15 - TargetsMagicResistances + TargetsMagicWeakness) 8 uses.
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  23. Armor Enchantments: Armor enchantments allow for extra active effects for characters instead of a direct increase in armor rating. Because of the lack of gauntlets, rings, and necklaces, enchantments have been rearranged and balanced. The power of the enchantment described goes from regular armor without the enchantment skill, regular armor with the enchantment skill, mage armor without the enchantment skill, and mage armor with the enchantment skill.
  24. Armor enchantments are all unlocked at the start of the game. This allows for all major play styles to still be useable by new players, and players can build counter sets to add resistances to anything that is becoming centralizing. A list of all enchantments are here:
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  26. >Head Enchantments
  27. ~Archery - Bows and crossbows do (15%, 17%, 30%, 35%) more damage.
  28. ~Alchemy - Potions and poisons are (20%, 22%, 25%, 30%) more potent.
  29. ~Lockpicking - Lockpicking is (40%, 50%, 75%, 85%) easier.
  30. ~Magika - Magika increases by (20, 25, 60, 70) points. With adept enchanting: (30, 80)
  31. ~Magika Regeneration - Magika regenerates (20%, 25%, 45%, 50%) faster. With adept enchanting: (30%, 60%)
  32. ~Destruction - Destruction spells cost (10%, 12%, 20%, 22%) less.
  33. ~Restoration - Restoration spells cost (10%, 12%, 20%, 22%) less.
  34. ~Alteration - Alteration spells cost (10%, 12%, 20%, 22%) less.
  35. ~Conjuration - Conjuration spells cost (10%, 12%, 20%, 22%) less.
  36. ~Illusion - Illusion spells cost (10%, 12%, 20%, 22%) less.
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  38. >Cuirasses Enchantments
  39. ~Health - Health increases by (20, 30, 50, 70) points. With adept enchanting: (35, 100)
  40. ~Stamina - Stamina increases by (30, 40, 60, 80) points. With adept enchanting: (30, 80)
  41. ~Healing Rate - Health regenerates (20%, 30%, 60%, 80%) faster. With adept enchanting: (35%, 100%)
  42. ~Stamina Regeneration - Stamina regenerates (20%, 25%, 80%, 100%) faster. With adept enchanting: (30%, 125%)
  43. ~Heavy Armor - Heavy armor is increased by (3%, 5%).
  44. ~Light Armor - Light armor is increased by (3%, 5%).
  45. ~Destruction - Destruction spells cost (15%, 17%, 20%, 22%) less.
  46. ~Restoration - Restoration spells cost (15%, 17%, 20%, 22%) less.
  47. ~Alteration - Alteration spells cost (15%, 17%, 20%, 22%) less.
  48. ~Conjuration - Conjuration spells cost (15%, 17%, 20%, 22%) less.
  49. ~Illusion - Illusion spells cost (15%, 17%, 20%, 22%) less.
  50. ~Magika Regeneration - Magika regenerates (20%, 25%, 125%, 130%) faster. With adept enchanting: (30%, 150%)
  51. ~Magika Regeneration + Destruction - Magika regenerates (10%, 125%) faster and Destruction spells cost (5%,7%,10%,12%) less.
  52. ~Magika Regeneration + Restoration - Magika regenerates (10%, 125%) faster and Restoration spells cost (5%,7%,10%,12%) less.
  53. ~Magika Regeneration + Alteration - Magika regenerates (10%, 125%) faster and Alteration spells cost (5%,7%,10%,12%) less.
  54. ~Magika Regeneration + Conjuration - Magika regenerates (10%, 125%) faster and Conjuration spells cost (5%,7%,10%,12%) less.
  55. ~Magika Regeneration + Illusion - Magika regenerates (10%, 125%) faster and Illusion spells cost (5%,7%,10%,12%) less.
  56. ~Poison Resistance - Resist (40%, 50%, 90%, 100%) of poison damage.
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  58. >Boot Enchantments
  59. ~One Handed - One handed weapons do (15%, 17%, 30%, 35%) more damage.
  60. ~Two Handed - Two handed weapons do (15%, 17%, 30%, 35%) more damage.
  61. ~Unarmed - Unarmed attacks do (15, 20, 25, 35) points of extra damage.
  62. ~Sneak - Sneaking is (20%, 22%, 40%, 50%) easier.
  63. ~Pickpocket - Pickpocketing is (20%, 30%, 50%, 60%) easier.
  64. ~Lockpicking - Lockpicking is (40%, 50%, 75%, 85%) easier.
  65. ~Stamina - Stamina increases by (20, 25, 50, 70) points. With adept enchanting: (30, 80)
  66. ~Stamina Regeneration - Stamina regenerates (20%, 25%, 80%, 100%) faster. With adept enchanting: (30%, 125%)
  67. ~Magika - Magika increases by (20, 25, 50, 70) points. With adept enchanting: (30, 80)
  68. ~Fire Resistance - Resist (25%, 30%, 40%, 50%) of fire damage.
  69. ~Frost Resistance - Resist (25%, 30%, 40%, 50%) of frost damage.
  70. ~Shock Resistance - Resist (25%, 30%, 40%, 50%) of shock damage.
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  72. >Shields
  73. ~Health - Health increases by (20, 30) points. With adept enchanting: (40)
  74. ~Block - Block (10%, 15%) more with your shield.
  75. ~Poison Resistance - Resist (45%, 50%) of poison.
  76. ~Fire Resistance - Resist (30%, 35%) of fire damage.
  77. ~Frost Resistance - Resist (30%, 35%) of frost damage.
  78. ~Shock Resistance - Resist (30%, 35%) of shock damage.
  79. ~Magic Resistance - Resist (20%, 22%) of magic.
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