SR71 Enchantments

Here are the many enchantments of SR71. This is his work, and all credit goes to him:

The UN-Armor (Basic Set)

All Constant Effect on Self

Exquisite Amulet (1 lb)
Night Eye 5 to 3 pt (set @ 4-5)
Restore Health 5 to 4 pts (5 actual)

Exquisite Ring (x 2) (0.2 lbs)
Night Eye 7 to 1 pt (set @ 7)
Restore Health 5 to 4 pts (5 actual)

Exquisite Skirt (2 lbs)
Night Eye 7 to 1 pt (set @ 7)
Restore Fatigue 11 to 10 pts (11 actual)

Exquisite Pants (2 lbs)
Restore Strength 1 to 1 pt
Resist Paralysis 100 to 1 % (set @ 100)

Exquisite Belt (1 lb)
Bound Longbow
Levitate 1 to 1 pt

Telvanni Cephalopod Helm (2 lbs)
Invisibility

Totals
11 - Restore Fatigue
15 - Restore Health
1 - Restore Strength
100 - Resist Paralysis
26 - Night Eye
1 - Levitate
CE - Invisibility
CE - Bound Longbow

Total Weight - 8.2 lbs

Amber Bow of Gemgold (Bonemold Longbow)
Cast When Used

Summon Greater Bonewalker
Range: Self
Duration: 2
+
Soultrap
Range: Target
Duration: 2
Area: 0
+
Drain Health
Range: Target
Magnitude: 100 to 100
Duration: 1
Area: 0


Instructions:
Cast the spell straight ahead, then quickly press the "A" button to remove the soulgems which will appear in the Greater Bonewalker's inventory, Then press "B" to exit. If you continue to repeat this process, all of the Common Soulgems created will be automatically filled with Greater Bonewalker souls (3000 gold). You will also have many unfilled Lesser Soulgems.

Once inside the Dead Bonewalker's inventory, you may also drop unwanted items, which will be permanently removed from the game, instantly.

The spell may also be used to kill any humanoid, and soultrap any creature, with less than 100 HP, by casting straight at them at very close touch range . The Bow may be used first to bring a higher HP humanoid/creature down below 100 HP, first.

Cast the spell straight up at a Bull Netch, and you will trap it's soul in one of your many lesser soulgems (1000 gold).

Cast the spell straight down, and you will permanently summon Greater Bonewalkers. Shoot the bow at your enemy, and your Bonewalker (or Bonewalker Army) will attack him. Stand very close to a perma-summoned Bonewalker and cast the spell straight at him to remove him.

The filled soulgems created by the bow may be sold easily to the Creeper, or may be used to keep the bow or your other enchantments charged. Hundreds of thousands worth in Soulgems can be easily created in a single charge (with level 100 enchantment skill).

Helm of Forbidden Knowledge (Telvanni Cephalopod Helm - 99/100 EP)
This helm may be used to:
Frenzy any humanoid from just outside touch range.
Perma-command all humanoids, and all re-spawning guards.
Perma-fortify your fatigue, enabling you to literally turn every aspect of the game upside-down.

This enchantment requires a 2 stage process. First set all effects in the enchantment formula to this:

1st Stage
Cast When Used
Fortify Fatigue
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0
+
Frenzy Humanoid
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0
+
Command Humanoid
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0

Attempt to finalize the enchantment, and you will receive a warning window/message. Now, reset the enchantment formula to the following:

2nd Stage
Cast When Used
Fortify Fatigue
Range: Self
Magnitude: 100 to 100
Duration: 1
+
Frenzy Humanoid
Range: Target
Magnitude: 100 to 100
Duration: 1
Area: 0
+
Command Humanoid
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 1

Now, you may actually finalize the enchantment.

I will leave it to you to discover the exact means by which the Helm of Forbidden Knowledge is operated.


Operation of the Helm:

Perma-Command - Cast straight down at the ground between your player and the subject, standing as close as possible to the subject, without hitting the subject with the targeted Frenzy spell.

Frenzy Humanoid - Cast directly at subject from a distance, or just outside of Touch range.

Perma-Fortify Fatigue - Cast at wall, ground, or other inanimate object at close range.


Fortifying fatigue to very high levels enables you to:
Pay only 1 gold for all spells
Pay only 1 gold for any enchantment
Pay only 1 gold for skill training up to your governing attribute level, or the maximum level of the trainer's ability.
Pay only 1 gold for all travel modes
Bartering, you may buy anything for 0 gold, sell anything for the gold limit of the merchant.
Always hit with any weapon regardless of that weapon's skill level.
Always do your own successful weapon/armor repairs.
Always be successful picking any lock level, and disarming every trap.
Achieve sneak indication icon right in front of any humanoid.
Jump far beyond normal limits, If acrobatics level is high, run and jump for amazing distances.
When landing or falling from great height, your health will go up, instead of down.
etc. etc. etc.

AcroJump620
Exquisite Amulet/Ring - 116\120 EP

First, set the enchantment formula as follows:

1st Stage
Cast When Used
Fortify Acrobatics 20 to 20 for 2 secs on Touch
Fortify Acrobatics 100 to 100 for 2 secs on Touch
Fortify Acrobatics 100 to 100 for 2 secs on Touch
Fortify Acrobatics 100 to 100 for 2 secs on Touch
Fortify Acrobatics 100 to 100 for 2 secs on Touch
Fortify Acrobatics 100 to 100 for 2 secs on Touch
Jump 100 to 100 for 2 secs on Touch

Next, attempt to finish/finalize the enchantment using the (X) button. You will receive a warning message.
Now, re-set the enchantment formula to the Reverse Variable Magnitudes as follows using the (B) button to set/exit each effect. The enchantment will not read correctly, so pay attention while re-setting the effects.

2nd Stage
Cast When Used
Fortify Acrobatics 20 to 19 for 1 sec on Self
Fortify Acrobatics 100 to 98 for 1 sec on Self
Fortify Acrobatics 100 to 99 for 1 sec on Self
Fortify Acrobatics 100 to 99 for 1 sec on Self
Fortify Acrobatics 100 to 99 for 1 sec on Self
Fortify Acrobatics 100 to 99 for 1 sec on Self
Jump 100 to 99 for 1 sec on Self

You may now finalize the enchantment using the (X) button.

Equip the enchantment in your magic menu. Make your character run in the desired direction, next pull the right trigger, then quickly pull the left trigger.


Zero Friction Safety Belt - Extravagant Belt 15\20 EP
Constant Effect
SlowFall on Self at 0 to 0 pts in 0 ft

ViveCommand Amulet - Exquisite Amulet 104/120 EP

1st Stage
Cast When Used
Fortify "Attribute" on Target at 0 to 0 pts for 1 sec in 0 ft
Fortify "Preferred Attribute"* on Touch at 100 to 100 pts for 2 secs in 0 ft
Fortify Health on Touch at 100 to 100 pts for 2 secs in 0 ft
Command Creature on Touch at 100 to 100 pts for 2 secs in 0 ft

2nd Stage
Cast When Used
Fortify "Attribute" on Target at 0 to 0 pts for 1 sec in 0 ft
Fortify "Preferred Attribute"* on Touch at 100 to 100 pts for 1 sec in 1 ft
Fortify Health on Touch at 100 to 100 pts for 1 sec in 1 ft
Command Creature on Touch at 100 to 100 pts for 1 sec in 1 ft

* This is any attribute that you would like to enhance. I usually select Luck

Cast the spell straight down at the ground between your player and Vivec, standing as close as possible to Vivec without hitting Vivec with the Target-ed (Fortify "Attribute") spell.

This enchantment may be cast multiple times to greatly boost Vivec's health and preferred attribute.

SuperScepter (Ebony Staff - 88 of 90 EP)
Cast When Strikes

Damage Health (permanent effect)
Range: Target <<<<< Effect
Magnitude: 3 to 1 * (6-9 pts from W)
Duration: 1
Area: 0
+
Drain Health (temporary effect)
Range: Touch
Magnitude: 42 to 41 * (126 pts from T + W)
Duration: 1
Area: 0
+
Weakness to Magicka (temporary effect)
Range: Touch
Magnitude: 100 to 99 * (200 pts from T)
Duration: 1
Area: 0
+
Absorb Health (permanent effect)
Range: Touch
Magnitude: 100 to 99 * (600 pts from T + W)
Duration: 1
Area: 0


* First enter the effects with 0 to 0 Magnitude, then re-enter and set the specified Reverse Variable Magnitudes using the (B) button to exit each effect. Make sure the first effect still has Target for the Range. The enchantment description will not read correctly until after you have finished creating the enchantment.

GodBreaker - Ebony Scimitar 80 EP
Incorporating the Target Effect, Reverse Variable Magnitudes, and 2 Stage Enchantment Process for Tempering & Special Effects

1st Stage
Cast When Used
Damage Health
Range: Touch
Magnitude: 5 to 5
Duration: 2
Area: 0
+
Weakness to Magicka
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0
+
Drain Fatigue
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0
+
Drain Health
Range: Touch
Magnitude: 100 to 100
Duration: 2
Area: 0

Attempt to finalize the enchantment, and you will receive a warning window/message. Now, reset the enchantment to the following:

2nd Stage
Cast When Strikes
Damage Health
Range: Target
Magnitude: 5 to 3 *
Duration: 1
Area: 1
+
Weakness to Magicka
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 1
+
Drain Fatigue
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 1
+
Drain Health
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 1


* Set the specified Reverse Variable Magnitudes using the (B) button to exit each effect. Make sure the first effect has Target for the Range. The enchantment description will not read correctly until after you have finished creating the enchantment.

Now, you may actually finalize the enchantment.

Oblivion Blade (Ebony Scimitar)
Cast When Strikes

Fire Shield
Range: Touch
Magnitude: 0 to 0
Duration: 1
Area: 2
+
Shield
Range: Target
Magnitude: 0 to 0
Duration: 1
Area: 2
+
Shock Damage
Range: Touch
Magnitude: 2 to 2
Duration: 1
Area: 2
+
Invisibility
Range: Touch
Duration: 1
Area: 0
+
Weakness to Magicka
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 0
+
Absorb Health
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 0

The Return of the Daedric Battle King - DDK
Incorporating the Target Effect, Reverse Variable Magnitudes, and 2 Stage Enchantment Process for Tempering & Special Effects

1st Stage
Cast When Used
Weakness to Magicka
Range: Touch
Magnitude: 11 to 11
Duration: 2
Area: 0
+
Drain Health
Range: Touch
Magnitude: 97 to 97
Duration: 2
Area: 0

Attempt to finalize the enchantment, and you will receive a warning window/message. Now, reset the enchantment to the following:

2nd Stage
Cast When Strikes
Weakness to Magicka
Range: Target
Magnitude: 11 to 9 *
Duration: 1
Area: 1
+
Drain Health
Range: Touch
Magnitude: 97 to 96 *
Duration: 1
Area: 1


* Set the specified Reverse Variable Magnitudes using the (B) button to exit each effect. Make sure the Weakness to Magicka effect has Target for the Range. The enchantment description will not read correctly until after you have finished creating the enchantment.

Now, you may actually finalize the enchantment.


Daedric Battle King (DDK-21 EP)
Cast When Strikes
Weakness to Magicka 11 to 9 pts for 1 sec in 1 ft on Target
Drain Health 97 to 96 pts for 1 sec in 1 ft on Touch

You may use the same Daedric Battle King process/formula, and simply change the Magnitude of the Drain Health effect in the 2nd Stage of the Battle King formula to 57 to 56 for the Daedric Wakizashi, and 82 to 81 for the Daedric Katana.

DDK of Ultimate Cheapness - 21 EP

First, set the enchantment formula to read as follows:

1st Stage
Cast When Used
Calm Creature 1 to 1 pt for 20 secs on Target
Fortify Fatigue 75 to 75 pts for 2 secs on Touch
Fortify Magicka 75 to 75 pts for 2 secs on Touch
Fortify Health 75 to 75 pts for 2 secs on Touch

Now, attempt to finalize the enchantment. You will not be able to, because you have exceeded the max EP of the weapon.

Then, go back and reset the enchantment formula to read as follows:

2nd Stage
Cast When Used
Calm Creature 1 to 1 pt for 20 secs on Target
Fortify Fatigue 75 to 75 pts for 1 sec on Self
Fortify Magicka 75 to 75 pts for 1 sec on Self
Fortify Health 75 to 75 pts for 1 sec on Self

You may now actually finalize the enchantment.

Cast the enchantment's spell at the ground to fortify fatigue, magicka, and health, far beyond the maximum limits.
Cast the enchantment's spell directly at any creature, to calm it for 20 secs.