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To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a total of 15 bookshelves need to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this.



Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero.

Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs.

To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchanting, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly.

Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing.

Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots.

The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment.

To use the enchanting skill, you will first need access to an arcane enchanter. These stations enable you to both disenchant items that you already have in order to learn their enchantments and create newly enchanted items using the enchantments you currently know.

To disenchant an item, all that is necessary is an item with an enchantment you have not yet learned. Open up the enchanting interface at an arcane enchanter, select the option for Disenchant, and select the item you wish to disenchant. Items available to be disenchanted will appear white, while items with enchantments that you already know will appear greyed out. Note that many items, such as staves, artifacts and even most unique items, cannot be disenchanted and their enchantments cannot be learned; they will not even appear on the disenchanting list. A list of all available enchanting effects as well as which item types can be enchanted with which effects can be found here. Keep in mind that when you disenchant an item, it will be destroyed and you will only learn the type of enchantment that it contained; the magnitude is irrelevant for purposes of disenchanting.

To enchant an item, begin by opening up the enchanting interface at the arcane enchanter. Then choose the Item menu option and select the item that you wish to enchant. Note that the type of item you select, be it a piece of armor or a weapon, will determine what effects can be placed upon it. Next, select the enchantment (or enchantments if you have the Extra Effect perk) that you wish to place on the item. If the item you selected is a weapon, then when you choose an enchantment you will also be able to tune a slider before confirming the enchantment. Moving the slider to the left will increase the number of charges that your item has, but decrease the magnitude of the effect applied. Once you have chosen your enchantment(s), you will then select a soul gem for use. When you pick a soul gem to use, the magnitude of the enchantment(s) you placed on the item will be scaled by the magnitude of the soul gem's soul. If the soul gem you wish to use is greyed out, then it is not strong enough to enchant the item with your selected enchantment with at least one charge at your selected magnitude; reduce the magnitude, or if you deselect the enchantment, then you can reselect the same enchantment and the magnitude slider will start at the minimum magnitude. As a practical matter, you'll likely want to pick the item, the soul gem, and the enchantment in that order, so that you see the magnitude range already adjusted for gem power. Also, enchantments with no magnitude but a simple on-or-not effect (e.g. Muffle and Waterbreathing) are best enchanted with Petty Soul Gems, as using any larger ones is wasteful.

When enchanting an item, you can rename it. The name you choose appears in all capital letters in the enchanting interface, but it will use the capitalization you specify in the inventory and favorites menus. The new name is limited to 32 characters on PC and 20 on Xbox. Renamed items retain their IDs at the lower level of the game; a script that checks for possession of an item will still work even after the item has been renamed. Unlike in the rest of the enchanting process, time is paused while the rename option is open, which is handy if you are using a short-lived Fortify Enchanting potion and need time to look over the available enchantments for the item.

To create the most powerful enchantments for your items without taking advantage of glitches, you will need to have a skill level of 100 in both Alchemy and Enchanting. In the base game, neither an enchanted item can boost enchanting nor an alchemist's potion can boost alchemy. The Dragonborn add-on brings three very important powers to acquire to maximize the potency of your enchantments:

After installing the Unofficial Skyrim Patch, the Necromage perk and Fortify Restoration potions have no effect on enchanting bonuses. However, the effect of Fortify Enchanting has been modified. The resulting maximum Fortify Enchanting potion with these changes and Dragonborn is 44%. Ingredients from the Rare Curios DLC can boost it to 114%. The Haunting Gift effect from the Necromantic Grimoire DLC can further increase it to 127%. With that, the strongest Fortify Alchemy enchant possible is +68%, totaling a +272% boost when wearing four pieces of Fortify Alchemy apparel.

You will get 1x Dragon Isles Enchanting Knowledge talent point each time you craft something for the first time. Dragon Isles Enchanting Knowledge is very valuable and has a weekly cap from other sources. So, instead of leveling enchanting and then going back to craft grey recipes, this leveling guide is designed to get the "First Craft Bonus" from everything while they give you skill points.

The act of enchanting requires an item with no existing enchantments, a filled soul gem, knowledge of an enchantment, and the use of an arcane enchanter. The Law of the Firsts states that once an item is enchanted, it can not be enchanted again and can not accept another enchantment.[1] There are certain items that can be enchanted even though they already have an enchantment. These include the Amulet of the Gargoyle (in Dawnguard), Horksbane (from Dragonborn), the Silver Sword, Silver Greatsword, Wuuthrad, and the Longhammer.

To enchant an object, have that object and a filled soul gem in inventory and then activate an Arcane Enchanter. The enchanting menu will appear, with four tabs. The first tab is the Disenchant screen which lists all of the disenchantable objects the Dragonborn has in inventory. Selecting objects here will destroy them and add their enchantment to the Dragonborn's list of known enchantments. Objects with already known enchantments are greyed out. The next tab lists objects capable of being enchanted. Select the desired object here. The next tab lists the known enchantments, select the desired one, or if the Extra Effect perk has been obtained, two may be selected. Note that any numerical bonuses listed in this tab are the maximum, as if a grand soul was used. On the last tab, select a filled soul gem from the list. If a lesser gem is selected, the corresponding lesser bonus will be displayed. Press the Craft key to create the enchanted item.

The Dragonborn initially has no knowledge of enchantments. To learn an enchantment, a magic item with the enchantment that the Dragonborn wants to learn must be disenchanted at an arcane enchanter. The strength of the enchantment on the item does not affect the strength of the enchantment learned by disenchanting it. Disenchanting destroys the item but grants permanent knowledge of the base enchantment, allowing its use when enchanting. Some items cannot be disenchanted to learn their effects, including Quest Items, Daedric Artifacts, Amulets of the Nine Divines, Thieves Guild Armor, and many, but not all, items with unique names. Staves also cannot be disenchanted.

It should be noted that some enchantments such as Banish Daedra, Fortify Destruction, Paralyze, Fortify Sneak and Absorb Health produce remarkably more valuable enchantments which can be turned around and sold to buy soul gems and other raw materials to accelerate the leveling process. However, the skill increase gained from the act of enchanting itself is strictly dependent on the size of the soul used and not on the enchanting effect chosen. 041b061a72

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