If you are low level get "Turn Undead" enchantment and craft some dagger to enchant them.
With 20%-30% better prices you get your gold back. If you are over level 22, it is very fast way
to level up enchanting. Buy a Banish Daedra weapon, which is expensive, and enchant
the daggers with this. Even with no better prices boost, you get make a lot of gold and level up
enchanting very fast. Another valuable enchantments are Paralyze effect and Absorb Health.
But the best way is to wait until level 22 and get the Banish effect.
Enchanting boots over and over again with the muffle enchantment is really good, because
the size of the soul gem is irrelevant with muffle. Since everyone in Skyrim is wearing shoes,
you can stock up a ton of them. Selling them is profitable too.
Probably the most efficient way to train Enchanting and additionally earning good amount of money
is to enchant cheap items—most notably Hide Boots and silver rings—with Fortify Sneak enchantment.
Along your travels around Skyrim, you should gather these cheap items and possess The Black Star
by completing "The Black Star" with going to Nelacar instead of Aranea. After acquiring these items
and Fortify Sneak knowledge, you can soul trap any Men or Mer enemy, enchant Hide Boots or Silver Ring
with Fortify Sneak, go back for another soul and repeat this process.
Some enchantments will improve the selling price of the base item more than others.
In order of descending value:
Weapons:
Banish
Paralyze
Absorb Health
Damage Stamina
Absorb Stamina
Absorb Magicka
Damage Magicka
Fear
Frost Damage
Shock Damage
Fiery Soul Trap
Fire Damage
Soul Trap
Huntsman's Prowess
Chest:
Fortify Destruction
Fortify Healing Rate
Fortify Conjuration
Fortify Smithing
Fortify Restoration
Fortify Health
Head and Circlet:
Fortify Archery
Waterbreathing
Fortify Destruction
Fortify Conjuration
Fortify Restoration
Hands/Feet:
Fortify Sneak
Muffle
Fortify Carry Weight
Fortify One-Handed
Fortify Two-Handed
Fortify Stamina
Jewelry:
Waterbreathing, (the most valuable in lower Enchanting levels)
Fortify Sneak, (the most valuable in higher Enchanting levels, since it scales)
Fortify Carry Weight
Fortify Barter
Fortify One-Handed
Fortify Two-Handed
Fortify Archery
Fortify Destruction
Fortify Healing Rate
Fortify Conjuration
Resist Magic (greater)
Fortify Block
Fortify Smithing
Fortify Restoration
Fortify Illusion
Fortify Alteration
Fortify Health
Resist Shock
Fortify Magicka
Resist Frost
Resist Magic (lesser)
Fortify Alchemy
Fortify Stamina
Fortify Light Armor
Fortify Unarmed
Fortify Magicka Regen
Fortify Magicka
Shield:
Resist Magic (greater)
Fortify Block
Fortify Health
Resist Shock
Resist Magic (lesser)
Resist Frost
Resist Fire
To maximize skill gain, activate the Mage Stone and
sleep in a bed to obtain a rested effect, (unless a werewolf).
===========================
The value of the enchantment effect in Skyrim seems to be inversely proportional
to the # of base uses for that enchantment.
With a ratio of 5.5, the Banish effect gives you the most money per item.
You can easily make iron daggers with banish
that's worth more than 2000 septiums with a lesser soul gem.
For armor and jewelry enchantments,
the Waterbreathing effect is the most valuable for petty soul gems and
Fortify Sneak for anything with lesser soul gems or higher.
But Banish easily out classes any armor enchantments in terms of profit.
If you are mass enchanting your items, it is more profitable to do so with weapons.
Weapon enchant prices are calculated by base uses;
the fewer base uses an enchant has, the more expensive the enchantment will be.
The Banish enchantment is by far the most profitable weapon enchantment.
Here are the Weapon Enchantments sorted by base cost:
113 Banish
034 Paralyze
031 Absorb Health
029 Turn Undead
029 Damage Stamina
022 Absorb Stamina
021 Absorb Magicka
016 Fear
015 Damage Magicka
014 Shock
011 Fire
010 Frost
009 Soul Trap
And here are the Apparel Enchantments sorted by base cost:
672 Sneak
393 Carry Weight
369 Two-Handed
369 One-Handed
352 Archery
256 Destruction
251 Healing Rate
246 Conjuration
236 Smithing
235 Block
231 Restoration
226 Illusion
206 Barter Prices
206 Alteration
202 Health
196 Resist Shock
188 Magicka
187 Resist Magic
186 Resist Frost
184 Pickpocket
176 Resist Fire
168 Lockpicking
167 Alchemy
161 Stamina
157 Heavy Armor
137 Light Armor
125 Stamina Regen
105 Muffle
100 Waterbreathing
088 Unarmed
055 Resist Disease
053 Magicka Regen
039 Resist Poison
================================
Method for Maximum Strength Potions and Enchantments
Prerequisites:
Level 100 in Alchemy and Enchanting,
five perks in alchemist,
one perk in Benefactor,
five perks in Enchanter,
one perk in Insightful Enchanter,
three pieces each head and hand apparel with no enchantments,
three rings with no enchantments,
three amulets with no enchantments, and
twelve grand souls.
Craft a set of Fortify Alchemy gear.
Craft several potions of Fortify Enchanting at 30% boost.
Craft a new set of Fortify Alchemy gear at 28% boost with the aid of the potions.
Craft several potions of Fortify Enchanting at 32% boost using the new set of gear.
Craft a final set of Fortify Alchemy gear at 29% boost with the aid of the potions.
Without utilizing the glitches,
usually by playing with various mods intended to fix the glitches and bugs, and
therefore not using the 2 headwear pieces glitch and vampire necromage glitch,
the possible numbers are
41% alchemy/smithing gears,
44% enchanting potion, and
174% smithing potion.
There is an alternative that is the exploit of the use of Fortify Restoration potions,
which improves several status, including Fortify Enchanting.
Also, there is an added ability called Seeker of Sorcery from the Dragonborn DLC
which makes enchanting 10% more effective.
The ability can be gained at the completion of the quest Black Book: The Sallow Regent.
It goes very well with Ahzidal's Armor set, as it increases skill in Enchanting by 10.
=============================
Effect Charges and Strength[edit]
Apparel[edit]
The net magnitude of the effect is follows this formula, rounded down:
net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)
Soul multiplier is as follows:
Skill multiplier is 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude. The potions will increase your skill in the formula by their given percentage. Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 4.21875x.
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used).
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.
The soul multiplier is the same as for apparel.