Morrowind Enchanting & Soul Gem Calculator
Enchanting
Calculate enchantment points, constant effect soul requirements, self-enchant probabilities, and enchanter barter fees.
Enchantment Configuration
Use the trapped creature's soul size, which can be smaller than the gem's capacity.
Armor and clothing use When Used or Constant; On Strike requires a melee weapon, thrown weapon or ammunition.
Enchantment Output & Barter
Choose an effect to see your chance to enchant it yourself and what enchanters charge.
How this is calculated
Stronger, longer-lasting and wider effects use more enchantment points. The total must fit within the item's capacity. Target range costs 1.5 times as much as Self or Touch.
Constant Effect needs a soul worth at least 400 points, such as a Golden Saint or Ascended Sleeper held in a Grand Soul Gem or Azura's Star.
Each effect adds ((Min + Max) × Duration + Area) × BaseCost × 0.025 to a running cost. Min, Max and Area count as at least 1; the running cost is at least 1, then Target multiplies it by 1.5. Constant Effect uses 100 for Duration. Capacity adds each running cost rounded down, so earlier effects count again as later effects are added.
Your Enchant skill, Intelligence, Luck and fatigue affect the chance of making the item yourself. More points make it harder. This estimate assumes full fatigue.
Success chance: (Enchant + 0.2×Int + 0.1×Luck − 3×Precise Points) × Fatigue, with an additional ×0.5 for Constant Effect, truncated and limited to 0–100%. Precise Points adds the running costs before rounding; Int means Intelligence. Full fatigue uses ×1.25.
Base Gold Value uses only the final running cost ×1000, truncated before barter. Constant Effect has no extra price multiplier. These calculations follow the OpenMW 0.51 source for a single item.
A hired enchanter's price depends on their Mercantile and disposition toward you, as well as your Mercantile, Personality and Luck.