u can enchant things like Fancy Clothes etc, tho u can't put smithing on any head/feet as far as i know
Yea most enchants are only exclusive to a few body/accessory pieces.
Smithing(8% starting base): Body/Hands/Ring/Neck
Alchemy(8% starting base): Head/Hands/Ring/Neck
1hand(13% starting base): Hands/Feet/Ring/Neck
2Hand(13% starting base): Hands/Feet/Ring/Neck
Archery(13% starting base): Head/Hands/Ring/Neck
Fortify HP(+20 starting base): Body/Shield/Ring/Neck
HP Regen(10% starting base): Body/Ring/Neck
Fortify Stamina(+20 starting base): Body/Feet/Ring/Neck
Stamina Regen(10% starting base): Body/Feet/Neck
Magic Resist(8% starting base): Shield/Ring/Neck
Elemental Resists(15% starting base): Shield/Feet/Ring/Neck
Carry Weight(+15 starting base): Hands/Feet/Ring/Neck
Fortify Restoration(8% starting base): Body/Head/Ring/Neck*
Muffle: Feet
:note: On double enchantments(ex. destruction % + magic regen)on things like robes or circlets, when you disenchant them you get both enchantments and it counts as 1 enchantment slot, however the enchantments are weaker than they would have been seperated(ex. school increase ie restoration will now be 5% and magic regen will now/still be 10%) Relatively a small impact overall for an additional enchant like extra mp regen~
*I would assume that Alteration/Conjure/Destruction follow the same gear pieces.
My class doesnt specialize in magic, so Fortify MP and MP regeneration arent available(ie I havenet gone out of my way to enchant) and the save that I have it at atm has less than a 1k in gold(will update it after I finish my quest on present save).
Hope this helps anyone planning out their enchantments etc
Figuring out your enchanted value:
(Enchantment base) * enchanter perk(20% 40% etc) + potion % * Insightful enchanter perk( 1.25**) * Corpus Enchanter perk(1.25**) = enchanted % on armor
** If applicable, also not sure if they floor after each step, or round up or down.