The lowest-end enchantments have had their magnitude boosted to make them less pathetic compared to their highest-end versions. This is to help reduce the feeling that you “must” grind for a maximum potency version. It also makes random low end junk that you would ordinarily pass by or sell more useful.
Player-made enchantments will eventually surpass peerless enchantments, greatly rewarding those who become masters of enchanting.
20-skill enchanter can make enchantments about on par with basic enchanted items (which are usually half as strong as peerless ones).
75-skill enchanter can make enchants about on par with peerless enchants.
Low-mid tier enchanted armors, gauntlets, and helmets are overhauled in the type of enchantment you can find in loot. No more dwarven armor of restoration, because it's completely useless. Warriors will have better gear to find, but spellswords still can get good enchantments to suit their build.
Many enchantment slots allowed to be placed on specific gear have been altered, allowing for more build diversity
Divine amulets have 2x the base effect if you follow that divine, and have 4x the base effect if you are a champion of that divine
Fortify Light Armor enchantments are now Fortify Movement Speed.
Fortify 1h and 2h enchantments also increase weapon stamina costs by half the fortify magnitude.
New enchantment: Fortify Spellpower. Increases spell power/magnitude by <mag>% and decreases magicka regeneration by twice that amount.
A few unique items have this effect without the magicka regeneration malus, but can't be disenchanted.
Waterbreathing enchantment and potion effects changed to Undying Breath:
Still grants breathing underwater
Reduces sprinting costs
Rapidly regenerates stamina when under 20% of maximum
Negates lowered movement speed and lowered attack speed caused by low stamina
Effect magnitudes give the following stats
Resist disease enchantment renamed to Resilience
Still resists disease like usual
Reduces stamina and magicka drain from being struck by 50%
Negates lowered stamina regeneration while at low stamina and negates lowered movement speed at low health
Fortify smithing enchantments replaced with Fortify Power Attack enchantments, making power attacks cost less stamina. The notched pickaxe and enchanted blacksmith apron have not been affected. Enchantment progression: Viciousness -> Ruthlessness -> Brutality -> Ferocity -> Barbarity -> Savagery
Fortify alchemy enchantments replaced with Fortify Armor Penetration enchantments, increasing armor penetration of weapons. Ring of pure mixtures and Sinderion's Serendipity were not affected. Enchantment progression: Perforation -> Piercing -> Puncturing -> Penetration -> Impalement -> Goring.
Fortify magicka rank 2 gifts the player the ability to resist 35% of absorb spells, which include vampiric spells and drain vitality, among others
Spellbreaking enchant gives 20% chance to dispel with every 100 magnitude, capping at 100% chance to dispel at 500 magnitude.
Vigor (resist poison) enchantments now also lowers stamina cost to attack by 1/4 of the poison resistance magnitude, and stacks with itself.
Vigilant Tyranus now wields a greatsword with a unique enchantment: Stendarr's Fury
Banishes daedra below the enchantment level, has a chance to make undead flee, and deals additional magic damage to undead.
Only functions if you are a Stendarr worshipper.
This is the only way to get this enchantment, and it can be disenchanted.
Holding Azura's star boosts your enchanting (White Star only).
New mechanic and perks to allow you to deal magical damage with attacks. The first perk, "Infuse Weapon", gives you a lesser power you can use to toggle this effect on or off.
While on, each landed attack drains 10% of your maximum magicka to deal an amount of magic damage.
The base damage is increased by 2% per skill level.
Damage dealt is not linear to magicka drained. Maximum magicka has a very small effect on the damage. Having 630 magicka deals about twice as much damage as 100 magicka.
Those under the apprentice sign require only 5% magicka to use infusion, but deal 25% less damage with them.
Dunmer infusions cost 10% more, but deal 20% more damage.
The "Battlestaff focus" perk gives additional infusion damage when wielding battlestaves or quarterstaves.