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<--Weapons-->

- Absorb Armor: Absorbs points of armor rating from the target for seconds.
- Absorb Critical Chance: Absorbs % critical strike chance from the target for seconds.
- Absorb Speed: Absorbs % movement speed from the target for seconds.
- Beaconbound: Deals extra damage while near [a specific landmark].
- Bountiful Hunt: Animals are % likely to drop more body parts for seconds.
- Clumsy: % chance per second to make the target drop a random item for seconds.
- Command Daedra: Takes control of summoned Daedra of level and below for seconds.
- Counterspell: If the target is casting a spell, % chance to interrupt it and drain <10>% Magicka.
- Disease Damage: Causes points of disease damage for seconds.
- Dispel: % chance to dispel the target.
- Drain Armor: Reduces armor rating by points for seconds.
- Drain Skills: Reduces all skills by points for seconds.
- Enfeeble: Reduces a target's attack damage by % for seconds.
- Exemplar: Boosts the wielder's skill levels to match those of the target for seconds.
- Fire Blast: Causes a fiery explosion for damage.
- Fire Damage Lingering: Burns the target for points per second until combat ends.
- Fratricide: Deals extra damage, doubled if the target is the same race as the wielder.
- Frost Blast: Causes a freezing explosion for damage to Health and Stamina.
- Frost Damage Piercing: Target takes points of frost damage to Health and Stamina (+ if frost resistant).
- Heal: Heals the target points.
- Hidden Serpent: Victims take % of their max Health in damage upon leaving combat within seconds.
- Illusory Burden: Temporarily reduces a target's Health by % for seconds.
- Jagged: Deals extra damage, tripled if the target is not wearing armor.
- Killstreak: Deals extra damage, or ten times as much if the last hit with this effect killed its victim.
- Leprosy: Reduces the target's skill levels to match those of the wielder for seconds.
- Overbearing: Deals extra damage, doubled if the wielder is at full Health.
- Phantom Strike: % chance on striking to gain invisibility for <5> seconds.
- Piercing: Deals extra damage, tripled if the target is wearing armor.
- Poison Blast: Causes a poison explosion for damage for seconds.
- Poison Damage: Causes points of poison damage for seconds.
- Power Surge: % chance on striking to unleash the wielder's prepared power.
- Pushback: % chance to push the target backwards.
- Quicken Shouts: Reduces shout cooldown by seconds on striking.
- Resonance: Deals extra damage for each target struck by this effect within the last <10> seconds.
- Riposte: If the target is attacking, staggers points.
- Shock Blast: Causes a shock explosion for damage to Health and half of that to Magicka.
- Shock Damage Percentage: Target takes % shock damage to Health, and half as much to Magicka.
- Slay Living: Kills living target with % or less remaining Health.
- Sound: Creates a distracting noise that makes spellcasting % harder for seconds.
- Steal Weapons: % chance on striking to steal the target's equipped weapons.
- Storm Surge: % chance on striking to unleash the first word of the wielder's prepared shout.
- Stunted Vitals: Prevents regeneration for seconds.
- Sunlight: Scorches undead for points of damage.
- Throw: % chance to launch the target away.
- Wailing: % chance to reduce the target to the same Health percentage as the wielder if higher.
- Warrior Rend: Enemies with more Stamina take magic damage equal to % of the difference.
- Wizard Rend: Enemies with more Magicka take magic damage equal to % of the difference.

<--Armor-->

- Aedric Blessing: ???? :)
- Alchemy Mastery: Alchemy effects last twice as long.
- Battle Momentum: Attacking with a weapon restores Stamina equal to % of its base damage.
- Berserker: Power attacks cost half Stamina below half Health.
- Blink Step: Teleport up to feet by pressing the Activate key while moving.
- Block Disarm: % chance on block to disarm the attacker.
- Brawn over Brains: Weapons do % more damage but all Magicka is drained.
- Bulwark: While blocking, increases armor rating by points.
- Cheat Death: You take half damage from attacks at % or less Health.
- Circle of Protection: % chance when struck by an undead to cast a Circle of Protection for <25>% Magicka.
- Cull the Herd: Attacks deal % more damage to enemies that are not alone.
- Cure Disease: % chance per minute to cure diseases.
- Deep Breath: % chance to reduce the cooldown of your shouts to <2> seconds.
- Defy Magic: Reduces incoming fire, frost and shock damage by one third when resistance is zero.
- Double Healing: Healing spells and effects are twice as effective.
- Double Runes: Can place twice as many runes.
- Double Turning: Doubles the magnitude and duration of Turn Undead spells.
- Empower Destruction: Destruction spells are % stronger.
- Empower Illusion: Illusion spells are % stronger.
- Empower Restoration: Restoration spells are % stronger.
- Enchanter's Touch: Disenchanted items are not destroyed if their enchantment has a magnitude of or less.
- Enchantment Mastery: Halves the charge cost of weapon enchantments.
- Evermyst: Non-damaging weapon enchantments last four times as long.
- Explorer: Periodically reveals map markers within feet.
- Extend Alteration: Alteration spells last % longer.
- Extend Conjuration: Conjurations spells last % longer.
- Fence: Can sell stolen items to any merchant.
- First Blood: When entering combat, you deal % more damage for <15> seconds.
- Fool's Gold: Grants gold, but the gold must be paid back upon unequipping on penalty of death.
- Fortify Attributes: Increases your Health, Stamina and Magicka by points.
- Fortify Combat Speed: In combat, gradually increases movement speed by up to %.
- Fortify Long Range: Bows deal % more damage to targets beyond <100> feet.
- Fortify Mounted Combat: While mounted, weapons do % more damage and damage taken is halved.
- Fortify Power Attacks: Power attacks deal % more damage.
- Fortify Sneak Attacks: Sneak attacks deal % more damage.
- Fortify Swim Speed: Increases swim speed by %.
- Gladiator's Glory: Grants gold each time you perform a killmove.
- Hardening Armor: In combat, increases armor rating by points per <5> seconds, up to <10> times.
- Healing Cloak: Heals the target points per second, but not undead, atronachs or machines.
- Increased Experience: All skills increase % faster.
- Intuitive Magic: Novice spells are free to cast.
- King of the Lost: Calls an immortal ghost of ages past to your side to fight for you.
- Light: Creates a zone of light.
- Link Health and Magicka: Adds % of base Health to Magicka and % of base Magicka to Health.
- Link Health and Stamina: Adds % of base Health to Stamina and % of base Stamina to Health.
- Link Magicka and Stamina: Adds % of base Stamina to Magicka and % of base Magicka to Stamina.
- Lucky Health: <5>% chance per second to restore points of Health.
- Lucky Magicka: <5>% chance per second to restore points of Magicka.
- Lucky Stamina: <5>% chance per second to restore points of Stamina.
- Mage Ward: While dual casting a spell, protects against spells for up to points.
- Marathon: When out of combat, gradually increases movement speed by up to %.
- Negate Magic: Grants immunity to incoming fire, frost and shock damage when resistance is <150>% or higher.
- Nova: When you fall below <15>% Health, casts a force wave that tosses enemies (x/day).
- Optimize Attributes: Temporarily transfers points between two attributes of the wearer's choosing.
- Perception: See item names and values at a distance.
- Phantoms of the Wild: Automatically calls a spectral wolf to your side to fight for you (x/day).
- Philosopher's Stone: Generates gold each day.
- Power Addict: When casting a spell, drains Health equal to % of its cost and adds twice this amount to Magicka.
- Powerbond: Increases the Health of friendly summoned creatures within feet by <75> points.
- Protection from Basic Spells: Halves fire, frost and shock damage taken from Novice and Apprentice spells.
- Rebuke: % chance to stagger attackers when blocking.
- Resist Basic Weapons: Reduces damage taken from weapons made out of basic materials by %.
- Rising Magicka: When entering combat, Magicka is fully depleted, then regenerates % faster.
- Scroll Mastery: Scrolls are twice as effective.
- Sequester Magicka: Stores % of your spell costs and refunds this when you stop casting for <10> seconds.
- Shalidor's Shield: Casting a spell increases armor rating by % of its base cost for <4> seconds.
- Silvermyst: Weapon enchantments that deal non-elemental damage are twice as powerful.
- Smoke and Mirrors: When casting a spell, % chance to gain invisibility for <10> seconds.
- Sorcerous Health: Casting a spell restores Health equal to % of its cost.
- Sorcerous Stamina: Casting a spell restores Stamina equal to % of its cost.
- Soul Charge: Periodically fills your biggest empty soul gem (x/day).
- Spell Eater: Health: When struck by a hostile spell, restores Health equal to % of its base cost.
- Spell Eater: Magicka: When struck by a hostile spell, restores Magicka equal to % of its base cost.
- Spell Eater: Stamina: When struck by a hostile spell, restores Stamina equal to % of its base cost.
- Spurs: All mounts move <30>% faster.
- Steadfast Magic: Immune to stagger while dual casting a spell.
- Tremor: Jump in combat to stagger nearby enemies (x/day).

<--Changes to vanilla enchantments-->

General
- Armor enchantments are no longer erroneously buffed by Restoration elixirs (incl. Saarthal Amulet).
- Weapon enchantments are properly animated.

Absorb Magicka
- Fixed incorrect name ("Drain Magicka").
- Disenchanting Drainspell Bow no longer grants a duplicate Absorb Magicka enchantment.

Absorb Stamina
- Disenchanting Drainheart Sword no longer grants a duplicate Absorb Stamina enchantment.

Articulation
- No longer erroneously keyworded as a fortify sneak effect.

Fortify [Magic school]
- These enchantments are now capped at 75% cost reduction (can be turned off in the MCM).

Fortify Shouts
- Now locked at 20% (due to the way the enchantment works, the number does not change when the magnitude does. Since the magnitude is not supposed to scale unless something goes wrong, making it not scale is not a nerf but will ensure the number is correct).

Fortify Unarmed Damage
- No longer erroneously considered an Alteration effect.
- Has been given a different magiceffect, because the original was used by Werewolf claws and various NPC creatures. This keeps the enchantment safe from other mods.

Frost Damage
- The slow now kicks in (and wears off) when it should and not just when the target performs a different animation, making it much more effective. To compensate, the slow no longer scales with enchantment power and no longer stacks with itself. The same fix has been propagated to frost spell slows and slowing elixirs.

Resist Magic
- Disenchanting Shield of Solitude no longer grants a duplicate Resist Magic enchantment.

Stamina Damage
- No longer erroneously considered a fire attack.

<--Changes to special vanilla enchantments-->

Briarheart Geis
- Fixed a condition bug that made this enchantment not work against any targets.
- Magicka cost is no longer 0.
- The enchantment now counts as non-elemental damage.
- Changed damage type to untyped (see Huntsman's Prowess).
! The Briarheart Geis (the weapon) cannot be found in the vanilla game due to an oversight, but mods such as Cutting Room Floor restore it to the game.

Huntsman's Prowess
- The enchantment now counts as non-elemental damage.
- Changed damage type to untyped (it was affected by armor rating, which was an oversight because it treats it as a resistance, meaning the enchantment deals 0 damage against targets with 100 or more armor).

Keening's Sting
- Now has a realistic charge cost instead of 1.
- The weapon Keening was fixed so it has an actual charge level instead of 0, which caused the enchantment to stop working after one hit and then not allow recharging.

Notched Pickaxe
- The Smithing skill bonus now works.
- The Smithing skill bonus is no longer affected by Alteration elixirs.

Shadowthrive, Shadowsight, Shadowstrike, Shadowstrength
- Linwe's armor pieces can be disenchanted, but the enchantments could not be applied to any items. This has been fixed so they can now be applied to custom items of the same type as the original.

Silent Moons Enchant
- Fixed a bug that made this enchantment do no damage.
- Now deals +50% damage under a clear sky.
! Its odd damage type (keyword = fire damage, resistance = magic resist) is left untouched since it might be on purpose.