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 Post subject: Custom Enchanted Longsword
PostPosted: Tue Sep 10, 2013 8:14 pm 
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As you might know the enchantment system for weapons in Oblivion can be a bit broken. I'm planning on making a custom enchanted longsword. I have a general idea of what to put on it, but I thought it might be a good idea to ask here to see what enchantments other people use. What's the best enchanted sword you've made in Oblivion? What are the enchantments on it? The more overpowered the better.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Tue Sep 10, 2013 9:49 pm 
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I can't really remember which was the best. But Paralyze is very over powered.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Wed Sep 11, 2013 5:52 pm 
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Oh, hadn't even thought of Paralyse. I should train up my Illusion skill so I can stick it on. Thanks.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Thu Sep 12, 2013 11:20 pm 
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You cannot enchant a weapon with Paralyze in Oblivion.

Best combo is Weakness/Magic plus Weakness/Shock plus Shock. The Weakness/Shock stacks up on the subsequent strikes, and Shock is the most versatile of the elemental damagers.

My most overpowered bow is a piddly Iron Bow with Command Humanoid and/or Command Creature. One shot and everyone around your target begins fighting them to the death.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Fri Sep 13, 2013 1:09 am 
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Really? Must have used the poison then. My apologies.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Fri Sep 13, 2013 3:19 am 
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There is a pre-made weapon or two that has the Paralyze effect, but you cannot add one to a weapon on your own.

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Baurus: Our job is to get the Emperor out of situations like this. Though I'll admit, things aren't going exactly to plan.

Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.


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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Fri Sep 13, 2013 3:44 pm 
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Soul Trap 1 sec
Fire Damage 10 points for 1 sec
Frost Damage 10 points for 1 sec
Shock Damage 10 points for 1 sec
Weakness to Fire 100% for 1 sec
Weakness to Frost 100% for 1 sec
Weakness to Shock 100% for 1 sec
Weakness to Magic 100% for 1 sec

It should have about 25 uses.

This seems to be the go-to uber enchantment. But for me, sometimes the Soul Trap doesn't take. I guess it wears off since each effect takes a second before it's applied, and so it expires before the Damage effects can take their turn.

I loaded a mod called Enchantment Mastery that allows me to combine enchantments and slap multiple enchantments on clothing and apparel. I used it to enchant a Golden Longsword 8 times (adding each effect individually per Soul Gem) with Grand Souls.

I put the same effects as above, but increased the Soul Trap duration to 10 seconds and the durations of the Weaknesses to 5 seconds. Damn thing had 12800 charge and over 70 uses. And I still don't like it because when it does eventually need to be recharged it takes too long because I have to soul trap my own summons 8 times instead of only once for a weapon with 1600 charge.

I still prefer Dawn/Duskfang because it doesn't need to be repaired or recharged. As for the Weaknesses, I just put all four into a Custom Spell called "Marked for Death". Couple blasts of that as the enemy is running towards me, and by the time they actually reach me, one hit will take them out.

It's expensive though, so I advise getting a mod like Oblivion XP Update which ties your base magicka to your magic skills. As a Breton with the Mage birthsign at level 50, and with all my magic skills mastered, I have almost 1,000 magicka. Enough to fire off a fully leveled Finger of the Mountain twice at least (I think the UOP makes the spell more cost efficient. It cost 750 magicka with 100 Destruction before I loaded the patch).

I hear Drain Speed, Absorb Agility, and Absorb Health/Magicka/Fatigue are good effects to enchant.

Drain Speed automatically comes on the Hatred's Heart/Soul weapons. And they do in fact slow the enemy's movements to a crawl, especially when coupled with damage strength/speed poisons. If you manage to bring their speed to 0, I hear they stop moving completely.

Absorb Agility, or Drain/Damage Agility if possible, should cause you to stagger enemies more often.

Soul Trap and a moderate Absorb Health effect (tried it with 10 points once, it was too weak IMO, so go higher...like 20+ if you can) sounds pretty good.

I like the idea of putting Command Humanoid on a bow and using it to get a group of enemies to attack each other. Problem is this would probably still give your position away. It's one of the reasons I don't like using Frenzy. I try blasting an enemy NPC with Frenzy and they usually either stand around not do anything or run up and attack me anyway instead of the guy standing right next to them even if I'm miles away.

One of my favorite spells though is Demoralize LV25 for 30s and Frost Damage 5 points for 30s. Named it "Bone-Chilling Terror" and it costs 212 magicka at 100 Illusion. Expensive, but they run away in a delightful panic while taking damage at the same time (150 points of Frost Damage total). If you can put that on a weapon, that'd be sweet.

Turn Undead and Fire Damage works the same and doesn't cost as much. Perfect for the Mage's Guild questline what with all the damn necromancers. I tried hitting their summons with Command Creature to see if I could turn their own summons back on them, but it doesn't seem to work.

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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Fri Sep 13, 2013 8:22 pm 
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To add a "100% weakness to magic" enchantment requires being journeyman level. Most of the weapon enchanting that I do happens before that, so most of my weapons lack it. But to the above, I do add (typically) 98 points of drain health. This will instantly kill anything weak (or anything that's been hit enough times), which makes it nice with soul trap. (drain=100 takes one more point of power than drain=98, which is why I do 98.) As said above, shock is the best elemental attack, but stacking multiple elemental attacks costs less. So something like:

(all for one second)
weakness: 100% fire, 100% frost, 100% shock, 100% poison
damage health 3 pts (optional)
shock 7 pts
fire 4 pts
frost 4 pts
drain health 50 to 98 pts
soul trap (optional -- sometimes you don't have enough petty or lesser gems left to use)

Adjust the actual numbers to get a round number for the power drain per hit. And then I try to find a really lightweight weapon to enchant. The longsword from desolate mine weighs 5. A fine steel or fine iron sword has 20% better stats than normal.


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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Sat Dec 07, 2013 4:22 am 
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My first super sword and bow in a game (default difficulty) are both the same and use the two greater-soul filled grand soul gems from Chorral MG display case. They have Drain Health 100, + Fire 14-2s, + weakness to fire 100-2s. Early in the game there are several common monsters that don't like fire (zombies, trolls) and few that are resistant (which these weapons kill easily anyway). I save shock for the big boy's later when the gates open up. The bow is a 1 or 2 shot killer until level 10 or so. It really saves on arrows.

One of my big swords/ *mace was

Soul Trap 1 sec
Fire Damage 14 points for 1 sec (might be 13 not 14)
Frost Damage 14 points for 1 sec (might be 13 not 14)
Shock Damage 17 points for 1 sec
Weakness to Fire 100% for 1 sec
Weakness to Frost 100% for 1 sec
Weakness to Shock 100% for 1 sec
Weakness to Magic 100% for 1 sec
Minimum number of hits (18 or 20.) With Azzura's star I want max power since the star and weapon get recharged after nearly every monster, and every monster is grand or greater.

*The most powerful zero-weight weapon in my unpatched game is a permanent bound mace (given its 6X sneak bonus, so repaired to 125% add 27 x 6 [=162 + 100 + 43 = 305pt first hit w/ blunt skill at 100.])

The weaknesses should follow the damages because they act on the damage of the following hit, not the hit they are on. They might even be turned off if damage follows them in the lineup. Putting weakness to magic last stacks and multiplies the damages.

You have to stop and add poison to the sword after first hitting the monster with weakness to poison. I'm not sure how you can do that in a furious fight. Weakness to poison on a sword with poison on it has no effect, the same as weakness to fire has no effect on a one shot fire bow. The second shot has to be fast enough to hit while the effect from the first shot is still running.

I use the fine steel longsword or silver shortsword from the Chorral MG house early in the game, and later either an ebony or daedric shortsword. The daedric is more powerful but too dang ugly.


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 Post subject: Re: Custom Enchanted Longsword
PostPosted: Sat Dec 07, 2013 4:33 am 
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I tend to like placing a 1 sec Soul Trap enchantment on my custom enchanted weapons, because the added sustainability tends to be worth the additional cost for any character other than one proficient in Mysticism. For faster weapons weakness tends to be fairly worth it, moreso on the slower, more powerful weapons - who still benefit from it. One point I seem not to be widely supported in, is that I don't tend to split enchantments across multiple different damage types/effects, to me it seems less efficient and there aren't that many enemies that have resistances to Fire or Shock Magic as it is (only a variety of Daedra for Fire, normally at about 33%, or Spriggans and Storm Atronachs for Shock).

There are certainly a lot of creative enchantments you could make, but I tend to stick to simple pure damage on what would be considered a 'main' weapon, and to keep more utility focused enchantments for smaller specialised weapons, such as daggers/short swords or bows, because these tend to be both faster (to proc their on-hit effect) and less cumbersome (so that you can carry around more tools for a wider variety of situations).


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