
Specialization – Magic (+5 to Enchanting and other Magic skills).There are only two skills that we need to take (Enchant and Restoration), but I’ll fill the gaps with suggested skills we could use to have better control when trying to level up. It’s easy enough to create one and allows for much more flexibility. I really don’t recommend playing with premade classes or generating one. Note: beast races (Argonian and Khajiit) can’t wear foot gear (shoes, boots, all of that) and have limited ability to wear helmets or hats.

Of course, it is possible to create Orc that will be a great Enchanter, but it will be a more painful process.

Other races have some special abilities, but generally are not that well suited to be enchanters. Note: that race has several weaknesses to elements and it’s not advised to play as such during the first playthrough. That race is better as a regular spellcaster, thanks to having the highest Magicka multiplier, but can work well as an enchanter as well.

Breton has a natural resistance to magic (50%) and has daily power that is really good early game: Shield (60 points).

One bad thing is they start with low Intelligence, which makes it harder to be a successful enchanter early on (matters mostly when trying to create enchanting items). On top of that, they have high starting Strength and Endurance, so they have higher base health, which is always helpful, and can carry more loot. Nord has natural immunity to frost (100%), resistance to shock (50%), and two somewhat decent powers that might help the early game.There is an easy way to obtain 100% resistance to fire and thus making that character immune to this kind of damage (lava can still hurt). On top of that, they have the racial ability of Sanctuary, which is really helpful throughout the entire playthrough. Dunmer has a natural resistance to fire, from the very beginning, whole 75%.
