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Morrowind Best Constant Effect Enchantments



Collectively, these benefits also mean that cast-on-use enchantments can sometimes be used as a substitute for a continuous effect enchantment, constantly re-activating the benefit without having to worry about failures, casting time, or mana consumption; this can be useful either because you're not yet able to make a continuous effect enchantment, or because a continuous effect for that spell wouldn't fit in any item. With a fifteen-second duration, natural charge regeneration will keep you from ever running out, and even with shorter durations it is unlikely that you'll be able to consume an entire Grand Soul. Example spells that can be useful to maintain continuously in this manner include Levitate early on, and 100% Reflect or Spell Absorption later on.




Morrowind Best Constant Effect Enchantments



This effect provides a total of 30 points of restoration to all 8 primary Attributes in one shot. Depending on the size of the soul used and the player's enchant skill, it can be cast multiple times-- but even two castings is almost definitely enough to restore a PC after even the most brutal attack of Damage Attribute spells. A single amulet or ring can therefore eliminate the need to carry multiple Restore Attribute potions or visit a shrine to be restored. Setting the enchantment at 10 Points for 3 seconds allows the enchantment to fit on an Extravagant Amulet or Ring, but to fill 120 Points in an Exquisite Amulet you can easily raise the number of Points or seconds. If you choose to unevenly raise the number of seconds for certain attributes that are more frequently targeted with Damage Attribute spells (e.g. Strength, Speed, Luck), remember to enter those at the end of your list: higher-cost enchantments should always go last due to the effect of compounding enchantment costs.


If you have MCP, some of the spells can have a higher maximum magnitude, such as Feather. If you need to be extra lucky, you can use an exquisite ring for this. 500 luck will be more than enough for most actions. A constant effect will give you much less bonus, so enchant it as Cast When Used. Also, Luck can be substituted with any other primary attributes, but especially those related to combat-- strength, agility, which would result in enormous boost in physical damage, attack accuracy and chance of evasion of the user.


In general, Bound Weapons are not the best weapons available in their respective categories, due to the availability of weapons with strong Cast on Strike enchantments, powerful built-in effects, or especially high damage. Their ability to constantly maintain high Condition without needing frequent repairing can help them maintain near-maximum damage at all times without much hassle.


For those times when you want to explore those underwater grottos, without having to either stay close to the surface or keep on casting Water Breathing spells. Also highly useful when diving for deep shipwrecks or the Sunken Shrine of Boethiah. Not so useful for a certain early Tribunal Temple quest, for which you will have to unequip the item. Very good when paired up with a Night-Eye constant effect (especially on the same item if it has sufficient capacity for enchantment), because of poor underwater visibility otherwise.


Levitation is a powerful effect, but comes with two significant drawbacks: Most of the time, it is slower than walking; and while levitating, you cannot rest or wait without using a bed. A constant-effect levitation item allows you to instantly activate and deactivate your levitation at-will, negating these drawbacks (by putting another item for the same slot in your hotkey bar, you can even activate or deactivate your levitation with a single keypress.) That alone would not be worth mentioning, but there's an additional synergy that makes a one-point constant levitation item particularly worthwhile: When combined with the Boots of Blinding Speed, levitation is faster than walking (and, depending on your athletics and encumbrance, likely faster than running). A constant levitation item allows you to take advantage of this for extended high-speed overland flight, while still letting you cancel the effect instantly either to recover or when you want to take the boots off.


You can practice yourself by creating enchanted items, by refilling them, or by using them. Wearing items with "Constant Effect" enchantments and using weapons with "Cast when Strike" effects won't train Enchant. To train faster, create an enchanted item with the strongest soul possible, and a spell with a casting cost of 1. You will be able to cast said spell many times until charges are depleted, and your skill will improve significantly. Using multiple items and the Azura's Star to refill empty items will further help training. When you have Azura's Star, you can also use three enchanted items to quickly summon a ghost, cast soultrap on it, kill it, and then use its soul to recharge one of the items. Quick-binding the three spells will help to cycle faster.


This means the net enchantment difficulty (points combined with constancy, which doubles the difficulty) matters 2.5 times as much as Enchant skill, which matters 4 times as much as Intelligence, which matters 2 times as much as Luck. Even at maximum values for skill and both attributes, you'll be subtracting the enchantment's difficulty from 137.5, meaning you can only succeed 100% of the time with effects with a points cost of 15 or less, or 7 or less for Constant Effect enchantments. At first, you will only be able to make the most basic of enchanted items successfully. You should practice first by using or recharging already-enchanted items. Even after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. The only way to successfully create these higher end enchantments without paying large amounts of gold to professional enchanters is to use magical effects to artificially increase your Enchant, Intelligence, or Luck. The most effective way to do this is via Alchemy.


You can also create an "enchanting suit", by creating items with Fortify Enchant, Intelligence, and/or Luck enchantments. You'll have to start with "Cast when Used" items, and with relatively low values, but if you keep at it, you'll be able to gradually build up a better and better Enchanting Suit, since each piece will increase your ability to make better pieces. (You can sell the weaker pieces that you're not using anymore.) Eventually, you can build a full suit of Fortify Intelligence clothing at the highest strength available, or even with Constant Effect enchantments (see below). From then on, simply wearing the suit whenever enchanting things will give you enough of a boost to create high level enchantments. (However, you still may have less than a 100% chance of succeeding.) Remember the relative weights above: boosting your skill is more effective than boosting your intelligence by a factor of 4 or your luck by a factor of 8, and boosting your intelligence is more effective than boosting your luck by a factor of 2.


Large and rare souls, such as those of Almalexia or Vivec, shouldn't be used in CE enchantments, because their extra charge cannot be put to use. This is because the item being enchanted is the limiting factor to a constant-effect enchantment, not the charge of the soul that is being used. Enchanting a Daedric Tower Shield (the item with the highest enchanting points) with a CE enchantment will have the same limitations if a Golden Saint's soul or Almalexia's soul is used. With other kinds of enchantments, these rare souls' high charge can be put to use. Thus, only 400-charge souls, the minimum for CE, should be used to make CE items.


The last method is the cheapest. You must kill a creature affected by a Soultrap effect, while having a big enough empty soul gem in your inventory. More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. If you have multiple empty soul gems of differing sizes in your inventory, the soul will go into the smallest one whose maximum capacity is equal to or greater than the value of that creature's soul.


Summoned creatures can be soultrapped just like regular ones. One of the quickest and easiest methods is to simply obtain a magical item or spell that summons a creature for you, and an item that applies the Soultrap effect on touch or target(a weapon you can switch to is faster than spellcasting). Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. Once you have these items, it's a simple matter to Summon, Soultrap, kill, and repeat as often as you need. The school of Conjuration contains many spells which summon powerful creatures, such as Golden Saints, who produce excellent souls (though they may also try to Dispel the Soultrap effect, so it is best applied just before the final blow). Additionally, summoned creatures regard your first few attacks on them as unintentional, so they pose much less of a threat than the same creatures found elsewhere.


In addition to enchantment cost, all non-constant-effect enchantments have a casting cost, taken from the item's soul charge, which slowly replenishes over time (as long as the item is in inventory), or can be more rapidly recharged with soul gems (with a non-zero chance of failure which decreases with increased Enchant skill and Luck attribute).


Thrown projectiles like stars and darts can be enchanted one at a time, but lose their stackability in the process : enchanting them manually is best reserved for special purposes. An exploit example: you can enchant Carved Ebony Darts with magnitude 1-1, duration 19 Bound Armor+Calm Humanoid on Touch spells to steal armor pieces from NPCs without killing them, provided the game has not been modified to fix the bug where Calm magnitudes don't matter. You can hit an NPC, and attempt to pickpocket the item they de-equipped in favor of the Bound one. A more realistic example is using a short-term Soul Trap with a maximum area of effect, to flush enemies out of areas in which many may be lurking (though humanoids cannot be soul trapped, they react to the effect as a hostile spell), and get them to make a direct bee-line for the PC, often clustering enough for an area-effect attack to hit them all. 350c69d7ab


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