Enchantment

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An Enchantment is a collection of one or more effects (defined in the Effect List). An Enchantment can be added to a weapon or piece of armor.

EnchantmentWindow.png

Enchantment Dialog[edit | edit source]

Base Data[edit | edit source]

  • ID: The form's Editor ID.
  • Name: The Enchantment's display name. Appears in the Enchanting Menu.
  • Type: Whether this is a standard Enchantment (Weapons/Armor) or a Staff Enchantment (Staffs only).
  • Casting: Armor Enchantments must use the 'Constant Effect' casting type. Weapons and Staff Enchantments may be 'Concentration' or 'Fire and Forget'.
  • Delivery: Armor Enchantments can only have 'Self' as their delivery type. Weapons can only have 'Contact', and Staffs can only use 'Aimed' or 'Target Location'.
  • Base Enchantment: If the player disenchants an item with this Enchantment:
    • If Base Enchantment has been filled in, they learn the indicated base enchantment (even if that enchantment is different than this one).
    • If Base Enchantment is NONE, they learn this specific enchantment.
    • If you want to prevent the player from disenchanting items with this Enchantment, you need to block Disenchantment on the item itself. Add Keyword 'MagicDisallowEnchanting' to all of the items that use this Enchantment.
  • Worn Restriction: A Formlist of Keywords. When the player tries to enchant a Weapon or piece of Armor with this Enchantment, only items that have one of the keywords in this list may be enchanted with it.
  • Extend Duration on Recast: When true the duration is reset on a recast. If false a new effect is added on recast.

Effects List[edit | edit source]

  • Effect List: The list of the enchantment's effects.
  • Auto Calculate:
    • If checked, the enchantment's price and charge cost will be automatically calculated based on the value of the effect(s).
    • If unchecked, the enchantment's price and charge cost can be set manually.




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