
- •Legal stuff to keep the suits happy
- •Introduction
- •Character generation
- •Spellsword
- •Battlemage
- •Sorcerer
- •Nightblade
- •Burglar
- •Assassin
- •Barbarian
- •Warrior
- •Acrobat
- •Character races
- •Custom character generation
- •Attributes
- •Hit Points Per Level
- •Special Advantages
- •Special Disadvantages
- •Skill placement
- •Dealing with the dagger
- •Skill development
- •Skill enhancement
- •Character creation cheat
- •Gaining levels
- •Background questions
- •Hacking the questionnaire
- •Guild ranks and rank names
- •Fighters Guild
- •Thieves Guild
- •Mages Guild
- •Dark Brotherhood
- •Temples
- •Money, treasure and equipment
- •Equipment
- •Letters of Credit
- •Repairing Items
- •Beasties and their goodies
- •Animals
- •Spellswords, Nightblades, Battlemages, Healers:
- •Vampire
- •Vampire Ancient
- •Gargoyles
- •Dragonling
- •Lycanthropes Werewolf/Wereboar
- •Dungeon crawling
- •Finding the Dungeon
- •Getting Into the Dungeon
- •Finding the Quest Object
- •Tips and Tricks of the Dungeoneering Trade
- •Doing Your Thing and Getting Out Again
- •Questing
- •Guild Quests
- •Fighters Guild Quests
- •Mages Guild Quests
- •Thieves Guild Quests
- •Dark Brotherhood Quests
- •Temple Quests
- •Knights Guild Quests
- •Merchant/Innkeeper Quests
- •Noble Quests
- •Witch Coven Quests
- •Vampire Quests
- •Cure Quests
- •Combat tips
- •Vampirism (it's good to be dead)
- •Lycanthropy ("Do you know how hard it is to get your nails done when you're shaggy?")
- •Enchanting items
- •Armor 1 (Table)
- •Armor 2 (Table)
- •Shields 1 (Table)
- •Shields 2 (Table)
- •Weapons
- •Long Blades 1 (Table)
- •Long Blades 2 (Table)
- •Short Blades 1 (Table)
- •Short Blades 2 (Table)
- •Axes and Bows 1 (Table)
- •Axes and Bows 2 (Table)
- •Blunt 1 (Table)
- •Blunt 2 (Table)
- •Miscellaneous
- •Thoughts on enchanting items
- •Item powers
- •Cast When Held
- •Cast When Used
- •Cast When Strikes
- •Other Item Powers
- •Side Effects
- •Soul Binding
- •The calendar
- •Daedra summoning
- •Artifacts
- •Aligned Artifacts
- •Potions and recipes
- •Ingredients
- •Potion Recipes
- •Spells and effects
- •Spells and Effects (Table)
- •Using the spell-maker
- •Strange spell effects
- •"Crypt"-ology
- •Dealing with the law
- •Cheats and miscellaneous
- •Main quest walkthru
- •Privateer's Hold
- •Meeting With Lady Brisienna
- •Checking Up On Nulfaga
- •Morgiah’s Letter
- •Mynisera's Letters
- •Prince Helseth's Blackmail Scam
- •Cyndassa (The Werewolf)
- •Mynisera (The Courier)
- •Orsinium
- •Interlude #1
- •Lhotun’s Brother
- •Elysana's First Quest
- •Elysana’s Second Quest
- •Lich's Soul
- •The Blades
- •Medora's Tower (standard walkthru)
- •Medora's Tower (shortcut)
- •Unicorn Horn (Shedungent)
- •Barenziah's Book
- •Lich Dust
- •Lysandus’ Tomb
- •Woodborne Hall
- •Interlude #2
- •The Totem
- •Interlude #3
- •The Mantella - Introduction
- •Floating Islands
- •The Pyramid
- •The Shrine
- •Floating Skulls
- •Sword And Crossbow
- •The Mantella
- •Tes Adventures: Redguard
- •Tes3: morrowind
Enchanting items
Members of the Mages Guild and Temple Julianos have access to an item-maker upon reaching the required rank. In order to use the item-maker you need to have a couple of things. First, you've got to have an item in which to embed a spell or spell effect. Second, you've got to have the money to pay for the enchantment. Enchanting isn't cheap. Plan on spending several thousand gold for minor enchantments and a small fortune for major enchantments.
Not all items can be enchanted and some items are more suitable for enchanting than others. What you're trying to do is get the most bang (powers you want) for your bucks (money and harmful side effects). Items have a certain "Enchantment Potential" (or EP). Iron and steel items have the lowest EP while Daedric generally has the highest. You can increase the EP of the item by adding side effects (disadvantages) to the item, but the total cannot be exceeded.
Armor 1 (Table)
|
Leather +1 |
Chain +3 |
Iron +3 |
Steel +4 |
Elven +5 |
Dwarven 6 |
Cuirass |
400 |
400 |
300 |
400 |
500 |
600 |
Pauldron |
40 |
40 |
40 |
40 |
50 |
60 |
Gauntlet |
400 |
400 |
300 |
400 |
500 |
600 |
Greaves |
50 |
50 |
37 |
50 |
62 |
130 |
Boots |
175 |
175 |
131 |
175 |
218 |
262 |
Helmets |
900 |
900 |
675 |
900 |
1125 |
1350 |
Armor 2 (Table)
|
Mithril +7 |
Adamantium +7 |
Ebony +8 |
Ocrish +9 |
Daedric +10 |
Silver +4 |
Cuirass |
500 |
700 |
800/1400 |
1000 |
1200 |
1225 |
Pauldron |
50 |
70 |
80 |
100 |
120 |
122 |
Gauntlet |
500 |
700 |
1000 |
1000 |
1200 |
1225 |
Greaves |
62 |
87 |
100 |
125 |
150 |
|
Boots |
218 |
306 |
350 |
437 |
525 |
535 |
Helmets |
1125 |
1575 |
1800 |
2250 |
2700 |
1575 |
NOTE: All non-special material helmets have the same number of enchantment points regardless of design (there are about 5 or 6 different styles) or protection provided (+1, +3, +4). Once you reach +5 or better, the helmets have the same EP's as the helmets that are obviously made of special materials. Some +4 helmets will be made of silver, but unless you have taken silver as a forbidden material, you will not be able to tell the difference. Silver armor is extremely rare. Unless you have extraordinary patience or luck, you will probably not find a single piece (helmets excepted). Try as I might, I have not been able to acquire a silver Greaves, and so I do not know what the EP of this item is.
There seems to be a discrepancy in the numbers I get for Cuirasses. I first noticed this with an embossed, skirted Ebony Cuirass that came out at 1400 EP's while a simple Ebony breastplate came out at 800. I have not checked to see if this holds true across materials, but I would not be surprised if fancier cuirasses had more EP's than plain ones. On the other hand, I wouldn’t be terribly surprised if this was just a hiccup.
The pluses that go with the various materials do not add up to the armor class shown on the inventory screen. As best I can make out, you receive +1 to your armor class for wearing armor plus twice the armor bonus for the material. Thus, a leather cuirass would provide +1 for wearing armor plus +2 for the material of the armor, giving you an armor class of 3 in the area protected by your cuirass. By the same token, a daedric cuirass would provide +1 for wearing armor and +20 for the material, giving you an armor class of 21.