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Enchanted Weapons (Skyrim)

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For enchanted weapons in other games, see Enchanted Weapons.

Enchanted weapons can be found as generic random loot throughout Skyrim. This page serves as a guide to the different types of weapons and enchantments.

VariablesEdit

Typically there are four variables that the game uses to generate enchanted weapons. These are:

  • Weapon quality - This pertains to the material the weapon is made of - from Iron to Daedric quality.
  • Weapon class - Varies from Daggers to Warhammers.
  • Weapon enchantment - The enchantment effect itself.
  • Enchantment magnitude - There are usually five or six levels of strength that an enchanted weapon may have. These are listed in the tables below.

An example of this would be "Daedric Greatsword of the Vampire". It should be noted that not every single combination of Quality/Class/Magnitude and Enchantment weapons are available in the game.

Absorb HealthEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Orcish

Battleaxe
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer
of Absorption Absorb 5 points of health.
of Consuming Absorb 10 points of health.
of Devouring Absorb 15 points of health.
of Leeching Absorb 20 points of health.
of the Vampire Absorb 25 points of health.

Absorb MagickaEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Orcish

Battleaxe
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer
of Siphoning Absorb 10 points of magicka.
of Harrowing Absorb 15 points of magicka.
of Winnowing Absorb 20 points of magicka.
of Evoking Absorb 25 points of magicka.
of the Sorcerer Absorb 30 points of magicka.

Absorb StaminaEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Orcish

Battleaxe
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer
of Gleaning Absorb 10 points of stamina.
of Reaping Absorb 15 points of stamina.
of Harvesting Absorb 20 points of stamina.
of Garnering Absorb 25 points of stamina.
of Subsuming Absorb 30 points of stamina.

BanishEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Ebony
Elven
Glass

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Banishing Summoned Daedra up to level 12 are sent back to Oblivion.
of Expelling Summoned Daedra up to level 20 are sent back to Oblivion.
of Annihilating Summoned Daedra up to level 36 are sent back to Oblivion.

FearEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Dismay Creatures and people up to level 5 flee from combat for 30 seconds.
of Cowardice Creatures and people up to level 7 flee from combat for 30 seconds.
of Fear Creatures and people up to level 10 flee from combat for 30 seconds.
of Despair Creatures and people up to level 13 flee from combat for 30 seconds.
of Dread Creatures and people up to level 16 flee from combat for 30 seconds.
of Terror Creatures and people up to level 20 flee from combat for 30 seconds.

Fire DamageEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Embers Burns the target for 5 points. Targets on fire take extra damage.
of Burning Burns the target for 10 points. Targets on fire take extra damage.
of Scorching Burns the target for 15 points. Targets on fire take extra damage.
of Fire Burns the target for 20 points. Targets on fire take extra damage.
of the Blaze Burns the target for 25 points. Targets on fire take extra damage.
of the Inferno Burns the target for 30 points. Targets on fire take extra damage.

Frost DamageEdit

Quality Class Magnitude Enchantment Modifier

Ancient Nord
Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Cold Target takes 5 points of frost damage to Health and Stamina.
of Frost Target takes 10 points of frost damage to Health and Stamina.
of Ice Target takes 15 points of frost damage to Health and Stamina.
of Freezing Target takes 20 points of frost damage to Health and Stamina.
of Blizzards Target takes 25 points of frost damage to Health and Stamina.
of Winter Target takes 30 points of frost damage to Health and Stamina.
  • All frost damage effects also Slow the target by 50%.

Magicka DamageEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Sapping Does 10 points of Magicka damage.
of Draining Does 20 points of Magicka damage.
of Diminishing Does 30 points of Magicka damage.
of Depleting Does 40 points of Magicka damage.
of Enervating Does 50 points of Magicka damage.
of Nullifying Does 60 points of Magicka damage.

ParalyzeEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Ebony
Elven
Glass

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War-Axe
Warhammer

of Stunning

Chance to paralyze the target for 2 seconds.

of Immobilizing Chance to paralyze the target for 4 seconds.
of Petrifying Chance to paralyze the target for 6 seconds.

Shock DamageEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Sparks Target takes 5 points of shock damage, and half as much Magicka damage.
of Arcing Target takes 10 points of shock damage, and half as much Magicka damage.
of Shocks Target takes 15 points of shock damage, and half as much Magicka damage.
of Thunderbolts Target takes 20 points of shock damage, and half as much Magicka damage.
of Lightning Target takes 25 points of shock damage, and half as much Magicka damage.
of Storms Target takes 30 points of shock damage, and half as much Magicka damage.

Soul TrapEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Souls If target dies within 3 seconds, fills a soul gem.
of Soul Snares If target dies within 5 seconds, fills a soul gem.
of Binding If target dies within 7 seconds, fills a soul gem.
of Animus If target dies within 10 seconds, fills a soul gem.
of Malediction If target dies within 15 seconds, fills a soul gem.
of Damnation If target dies within 20 seconds, fills a soul gem.
  • The prolonged Soul Trap period becomes increasingly useless as the Dragonborn levels up. Weapon damages will also increase due to smithing, and eventually it will generally take less than 5 seconds to kill a leveled enemy. Therefore, the excess time will be redundant. The only non-boss enemies that can withstand enough damage to last a full 20 seconds are dragons, whose souls are absorbed without needing Soul Trap.

Stamina DamageEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Fatigue Does 5 points of Stamina damage.
of Weariness Does 10 points of Stamina damage.
of Torpor Does 15 points of Stamina damage.
of Debilitation Does 20 points of Stamina damage.
of Lethargy Does 25 points of Stamina damage.
of Exhaustion Does 30 points of Stamina damage.

Turn UndeadEdit

Quality Class Magnitude Enchantment Modifier

Daedric
Dwarven
Ebony
Elven
Glass
Iron
Imperial
Orcish
Steel

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

Blessed Undead up to level 3 flee for 30 seconds.
Sanctified Undead up to level 7 flee for 30 seconds.
Reverent Undead up to level 13 flee for 30 seconds.
Hallowed Undead up to level 21 flee for 30 seconds.
Virtuous Undead up to level 30 flee for 30 seconds.
Holy Undead up to level 40 flee for 30 seconds.
  • The naming convention for Turn Undead weapons is slightly different. The magnitude of the weapon precedes the quality and the class. i.e. Holy Daedric Warhammer.

Chaos DamageEdit

Quality Class Magnitude Enchantment Modifier

Nordic
Stalhrim

Battleaxe
Bow
Dagger
Greatsword
Mace
Sword
War Axe
Warhammer

of Chaos 50% chance for each element of fire, frost and shock to do 10 points of damage.
of Extreme Chaos 50% chance for each element of fire, frost and shock to do 15 points of damage.
of High Chaos 50% chance for each element of fire, frost and shock to do 20 points of damage.
of Ultimate Chaos 50% chance for each element of fire, frost and shock to do 25 points of damage.

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