Oblivion talk:Alteration

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Effect Icons[edit]

I'm not sure where to draw the line between which icons are needed on this page and which ones are less important. I think the individual effect pages should be kept as the pages that have a complete list of ways to get access to an effect; the Magical Effects page also provides a table that summarizes effect availability. I think that trying to duplicate all of this information on the skill pages may be overkill. And right now the list of icons doesn't even provide a complete list of the information: there aren't any icons for custom potions or sigil stone enchantments, for example. And there isn't any information on whether custom spells or custom enchantments can be used for each effect.

I think the most useful icons are for items that the player has control over, in other words for spells and custom potions. All other items are only available as random loot (or randomly from merchants), so providing a list of those items isn't as immediately helpful to the player: knowing that there is a "Scroll of Burdening Touch" doesn't help the player to acquire one.

Therefore, I'm thinking that the potions icon should be changed into a link to the Oblivion:Alchemy Effects page, instead of a link to the Oblivion:Potions page. And my first preference would be to have just two icons shown here: one for spells and one for custom potions.

If more information was to be added to this page, I think the next two most important pieces of information (especially in the context of the skill page) are whether custom spells and custom enchantments are possible. Which would require coming up with two new icons (and I'm not sure it would be easy to create easy-to-identify icons for this information).

If other editors think that it is valuable to have more icons listed here, I think then this should be a complete list of every way the effect is available. Which would mean having two potion icons (one for built-in potions, one for custom potions), plus a sigil-stone icon. And the list would probably need to be substantially reorganized to accommodate all this information (I'd be in favour of a standard table, with just one column of effects). But I think it's easiest to leave this additional information on the effect pages, instead of having it duplicated (possibly incorrectly) in multiple places. --Nephele 16:24, 21 December 2006 (EST)

"Unlock" on Locks[edit]

It may or may not be worth mentioning that you can cast "unlock very easy lock" on anything that is "easy" lock and above for skill-ups. It won't unlock those objects, obviously, but you still get credit. The main article sort-of kind-of hints that it works, but doesn't say it explicitly. Sorlac 00:47, 17 April 2009 (EDT)

Well the article says you can do it on any lock, even ones that aren't locked! I think that's clear enough. –RpehTCE 07:40, 30 April 2009 (EDT)
I'm pretty sure that you get experience just for casting it, even if there's no lock around... I could be wrong though.--Julia 23:29, 13 August 2010 (UTC)
Yep!--TheAlbinoOrcany_questions? 23:32, 13 August 2010 (UTC)

Base Ring of Alteration bug?[edit]

I found a Base Ring of Alteration, with a value of 6.

I boosted my Alteration skills to 69, so with the ring it was 75, however, I still got a "skill too low" message when trying to cast the "Pack Mule" spell, which requires 75. Built up my base skill to 70 without ring, (76 total), but am still unable to cast the spell, or any other spell requiring 75. I have sufficient Magicka for the spells.

I couldn't see any mention of a problem on the generic magic apparel page Only mod I am using is the Unofficial Oblivion Patch. — Unsigned comment by 203.206.123.33 (talk) on 11 June 2009

The only skills that get perks from Fortify Skill enhancements are Mercantile, Armorer, and Acrobatics. --Mr. Oblivion(T-C) 07:43, 11 June 2009 (EDT)
The details are covered at the Fortify Skill page. --Timenn < talk > 10:11, 11 June 2009 (EDT)