Oblivion talk:Magicka

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Maxing Magicka[edit]

if i get 6 sigil stones(fortify inteliigence +50), and put one on each boots, legs, chest, helm, gaunlets, ring/necklace on my high elf (mage birthsign and 100 intel) will I have 750 magicka? which can then only get higher with atronach birthsign? thanks Gaunt

Well, there aren't any sigil stones that provide +50 fortify intelligence. The strongest fortify intelligence possible from a sigil stone is +12. If you were somehow to get 6 items with +50 intelligence, you would get a +600 boost to your magicka, and therefore 1050 magicka in the case you mention. If you were to use six sigil stones with +50 fortify magicka then, yes, you would have 750 magicka.
There are a lot of ways you could still go higher, though, if you really wanted to. For example, drink four fortify intelligence + fortify magicka potions (+692 magicka possible at max alchemy). For constant effect increases, you could try adding another 3 sigil stones' worth of fortify magicka (there are 6 armor slots, 2 rings, and 1 necklace available). Or you could read the Oghma Infinium when your intelligence is at 100. Or you could wear the maximum level Necromancer's Amulet instead of a sigil stone enchanted item.... --NepheleTalk 12:06, 30 June 2007 (EDT)
thanks for advice. its says the sigil stone fortifies inteligence by 50 points (transcendant form) on this site. Sigil Stones nice info, also I thought there where only 6 sigil stones on the game. Gaunt 07:11, 1 July 2007 (EDT)
No, it doesn't. You're looking at the tuple below the fortify intelligence sigil stone. That's absorb magicka; 50 points. --Saruuk 07:12, 1 July 2007 (EDT)
Saruuk's right about the Fortify Intelligence line - 12 points is the max. Also, there are either 59 or 60 sigil stones (I'm not sure which - it's a bit confusing on the 100% Completion page). --RpehTalk 08:08, 1 July 2007 (EDT)
yep just got a 12 point fortify one. very disapointing. why the heck does it say 50 point here?. now i can't decide which one to get! none of the effect amounts are listed. you sure there are 60 oblivion gates! 89.241.171.94 11:15, 1 July 2007 (EDT)
Nowhere on the Sigil Stones page does it say that you will get a 50 point Fortify Intelligence sigil stone. At Oblivion:Sigil Stone#Fortify Intelligence the line correctly states that the possible strengths of a Fortify Intelligence Sigil Stone are 7, 8, 9, 10, or 12 points, the same as for every other fortify attribute effect. All of the effect amounts are listed in that table, so I'm really not sure why you are claiming that "none of the effect amounts are listed". And, yes, there are definitely 60 Oblivion Gates that can open, as long as you don't rush through the Main Quest and finish it as quickly as possible. --NepheleTalk 14:00, 1 July 2007 (EDT)
Haha, i was getting confused with fortify magicka (gah same thing). I can do what i proposed i was just using the wrong word. anyhow i have my first 50 magicka sigil now thanks for help. some good adivce. Gaunt 16:10, 1 July 2007 (EDT)

Magicka Regeneration[edit]

I want to know how the game figures out and regenerates Magicka.Helper Unknown 07:40, 26 January 2008 (EST)

Figured it out alreadyHelper Unknown 20:54, 27 January 2008 (EST)

Highest Possible Magicka[edit]

(moved from the article)

The highest possible Magika without no enchantments or birthsign increases is 300.

This seems to be wrong. Everything else on the article suggests that the max is 250 (int of 125 × 2). Am I just misunderstanding? –RpehTCE 10:21, 27 September 2008 (EDT)

max magicka[edit]

I have a question; i am a Nord, with intelligence 100, and i am enchanting everything in my equipment with sigil stones +50 magicka. does anyone know more ways to fortify my magicka, preferebly permanently? i am a master alchemist. arent there any glitches, bugs or tricks that can (significantly) enhance my magical powers? I was already thinking about duplicating the Oghma Infinium, but i think it is undroppable. (quest item) anyone with usefull information to get more powerfull would be greatly appreciated! — Unsigned comment by 83.181.155.6 (talk) on 3 February 2009

Is there any particular reason why the information already provided in the article is insufficient? If there's a section on the article specifically addressing your question, then the chances are that it already contains everything the site's editors know, and therefore asking for more information isn't going to accomplish anything. --NepheleTalk 14:12, 26 February 2009 (EST)

This youtube video has information about duplicating the Oghma Infinium. http://www.youtube.com/watch?v=nGjd3wAi_5I Can someone confirm it works and add it to the Infinium page? 68.61.26.54 01:02, 2 August 2009 (UTC)

Hello again, heres a video by him that shows it actually happening. Looks like it may be a bug with fighters guild http://www.youtube.com/watch?v=HwdlHgkJlB8&feature=response_watch 68.61.26.54 02:01, 2 August 2009 (UTC)

Fortify Magic Bug?[edit]

hey, my name is luckyegg and i edited this article because i discovered something strange.

I discovered something. i have oblivion on the ps3. i make one spell (fortify magicka 100 points for 120 seconds) and named it "fortify magic 1". i make 10 times exactly the same spell but named it "fortify magic 2, fortify magic 3 and i have more then 1300 magicka on level 2 without enchantments. then i did the same for fortify strength. i can carry more then 3000 now.

my question is now. is this normal what i say or is this a bug that i discovered? — Unsigned comment by 81.165.252.76 (talk) on 20 February 2009

It's normal. See this section. –RpehTCE 14:48, 20 February 2009 (EST)

What about...[edit]

Anyone thought of this? The Permanent Enchantment glitch could be pretty useful for increasing magicka. I mean enchanting items with Fortify Magicka or Fortify Intelligence. But, this really depends how long you want to spend on increasing your magicka, then again, this is pretty much cheating... so, yeah. Crail Fron 23:56, 7 April 2009 (EDT)

I have done this and wondered why I never saw it on any of the other boards. I started with a thief/ assassin type character and about 27 levels into the game I realized I couldn't do any of the good spells, then I found this glitch just messing around. You can use the dupe glitch to create multiple rings, gold for example, then use the enchanting table to fortify one ring with intelligence, name it "A" it will simplify things in the long run. Use the Dupe glitch again to make two of the now enchanted rings(ring "A"). You can only have two, equip one of them and then equip your bow, just as with the dupe glitch, bring up your menu and click twice on the unused arrows and then scroll down to "A" and drop the one that is not equiped, you will see that both the equiped and unequiped ring are removed, but you will still retain the boost to your intelligence. Just keep repeating this all the way through and name the next ring "B" because the game will still see you have the enchantment from ring "A" and not allow you to put it on, but by changing the name of the ring and creating new one you can just keep leveling up.

This was a lot easier than anything else I had tried and the only way for non-magic users to get enough magicka to cast larger spells. I know it is cheating, but it is a great way to get you magicka up and also your strength, allowing you to carry more goods, which is great for looting bodies and just taking everything and not having to pick through which items you want to take and which you want to leave.

If you need help with this I can be reached via myspace to answer your questions.

myspace.com/stupid_puppy 208.104.36.20 05:31, 7 May 2009 (EDT)

How do you change the name??? Arny 10:03, 18 May 2010 (UTC)

Imperial Mage[edit]

I was just wondering what would be the max magicka of an imperial mage with the apprentice birthsign. Im a newish player to oblivion and want a strong endgame character so ive chosen a mage with a combat specialisation. Any help would be great cheers.

Vampirism[edit]

Can't you use vampirism to boost your magicka even more? Helper Unknown 20:52, 11 October 2009 (UTC)

Intelligence is not boosted by Vampirism, so no Magicka increase. There is nothing there that boosts your total Magicka. --Timenn-<talk> 10:54, 12 October 2009 (UTC)

regeneration rate[edit]

what determines magicka regeneration rate? so if i had 50 intelligence and 50 willpower but i have 1000 fortify magicka will my mana regenerate as if i only have 50 X 2 = 100 mana? but if i boost 1000 intelligence instead will it increase faster? P90 user 05:23, 29 December 2009 (UTC)

Only Willpower affects the rate at which your magicka regenerates, so by doing either of the two methods above to fortify your magicka whilst you still have a Willpower of 50, will still make it regenerate at the same rate, it would only take longer because you would have a lot of magicka. --MC S'drassa T2M 05:57, 29 December 2009 (UTC)
ok thnx i seem notice that just getting more intelligence makes the blue mana bar move at the same rate (so % per second is constant) meh i cant wait for it regen anyway just mass dupe welkyond stones P90 user 12:10, 29 December 2009 (UTC)

wrong note??[edit]

Arent sigil stones random I finished the whole main quest and closed several oblivion gates yet out of 10 sigil stones only 1 had fortify magicka, doesnt this mean that although possible you might not be able to get 9 sigil stones with fortify magicka? if this is the rate of them appearing doesnt this mean you will have to close 100 oblivion gates at level 17 + to do the thing the page says? Arny 19:44, 17 May 2010 (UTC)

Yes, they're random. Even if you only ever get stones at the Transcendent level, that still leaves 30 stones. Since there are only 60 gates, it's likely that you'll only ever get 2 of any one, maybe 4 at most. To get 9 you'll have to use the console. rpeh •TCE 20:18, 17 May 2010 (UTC)
So then why do they state this method in the article?? Arny 20:19, 17 May 2010 (UTC)
Because, alas, a lot of people like to cheat. At least this isn't too blatant. rpeh •TCE 20:34, 17 May 2010 (UTC)
I mean without cheating isnt it possible to use the enchanting altar to get fortify magicka?? What is the maximum possible with the enchantment altar?? If it is high then there is no need to close 200 oblivion gates and still get 2 sigil stones with fortify magicka (3-4 if you are lucky)Arny 08:41, 18 May 2010 (UTC)
Yes, but Fortify Magicka at an altar only gives you +24 per enchantment (see Enchanting). rpeh •TCE 09:26, 18 May 2010 (UTC)
Even though it only gives that much you can do it as many times as you want, so isnt it better and easier to do it this way (I think the article mentions this) Arny 10:01, 18 May 2010 (UTC)
I have also seen that fortify intelligence is cheaper than fortify magicka. for the same amount of gold used to fortify magicka 24 points you can fortify intelligence 20 points so you can get 40 magicka Arny 10:17, 18 May 2010 (UTC)
The only deferrence between these 2 methods is than the sigil stone method is free, but shouldnt this be included in the article???? Arny 13:41, 18 May 2010 (UTC)
You don't really need to use the console, the type of the sigil stone is determined randomly when you get it, so you just need to abuse the game mechanics slightly by saving before taking the stone and reloading if it's not the right type. You can even save after activating the sigil stone, but before it's added to your inventory, so the save/reload process goes quickly. -Weroj 20:49, 26 May 2010 (UTC)

Sanguine Note Question[edit]

I'm not sure about this edit. It's probably true (I haven't tested but it would fit with other similar problems arising from that quest) but do we really want to rely on bugs for this part of the article? rpeh •TCE 10:22, 31 May 2010 (UTC)

Maybe it can go in the bugs section :P Mikeyboy52 07:52, 9 June 2010 (UTC)

Wrong Magicka Addition[edit]

While I could be wrong I believe the article overestimates the maximum possible magicka by 50. I'm guessing the person who originally added these values forgot that by using the necromancer's amulet your opportunity cost is 50 magicka since then you only have 8 enchantment slots left. I noticed the above discussion was never acted on so I will go ahead and change it. It seems straightforward correct me if I'm wrong.Nordickie 01:12, 26 November 2010 (UTC)

Yes 1032/72 is correct, the last editor forgot to remove the amulet with +50. --Wizy 03:28, 26 November 2010 (UTC)

Enchantment Glitch[edit]

Is it not possible to use the permanent enchantment glitch to get super magicka/intelligence/willpower? Just get a Grand Soul Gem, theres one in the Arcane University, and duplicate it. — Unsigned comment by 114.78.124.94 (talk) at 22:52 on May 13, 2011

This topic was already discussed by me previously in Oblivion talk:glitches, under the subheading "Limitless Fortified attributes?" - Neural Tempest 04:29, 14 May 2011 (UTC)

Permanent Enchantment Glitch[edit]

Read "What about" above for earlier information:

The permanent enchantment glitch can be used with any regular clothing item that can be enchanted. It doesnt have to be rings. The bow and arrow glitch or the scroll glitch can be used. Scroll Glitch works better on PS3 and the bow and arrow is better on Xbox. What you do is enchant a clothing item with fortify *skill* then dupe that same clothing item to make exactly 2. After its duped equip 1 of the clothing items. Then go to your scrolls (must be the same scroll you used to dupe the enchanted item i.e. burning touch) and press X (for PS3) or A (for Xbox) twice. Then go back to enchanted item and drop the unequipped one. You will notice that both are removed from your inventory. Howwever, the fortify effect remains. Also each new item you choose must have a different name even when your choosing a different skill to fortify so i went a, b, c, d etc. then A, B, C, D and so on. I repeat, no items' name can ever be used again. I did this for magicka, strength, and health.

            • CAUTIONARY NOTE*******

If you do this, with whatever item you choose can't be equipped ever again. You can carry it but that will weigh you down so I chose to sell them. So if you choose to do a helmet with a fortify health 100 effect. That helmet can't be worn again. However, you will have the fortify health effect still.

Remove the Felldew exploit from #Maximizing_Magicka[edit]

Should it really be included? It's possible to get a much larger Magicka pool using other glitches eg. permanent enchantment effects. In fact I'm not sure if there's any limit to how far it goes if we allow that one. Including the Felldew exploit but not including others seems misleading, as if this was the only exploit that can raise the PC's Magicka. I think the article should list the maximum of 1042 that can be achieved with expansions, but not glitches. --Boots of the swift merchant (talk) 22:09, 6 January 2019 (UTC)

The Felldew exploit is a legitimate exploit, its taking advantage of an effect that was deliberately designed the way it works. It differs from the other exploits in that way, as those things were not designed to work the way they do. Its the same as exploiting some of the permanent ability gains to gain permanent points over 100, like the Oghma Infinium, which is also on the page. Silence is GoldenBreak the Silence 22:20, 6 January 2019 (UTC)
Thanks for the answer! I think there are two possible meanings of 'intentional' in this context. It's either 'Bethesda wanted it to be this way' or 'Bethesda didn't want to/couldn't fix it'. The fact that the Felldew effect is an Ability looks like a deliberate shortcut taken by Bethesda. They had to permanently lower the PC's Attributes, but couldn't do it any of the standard ways - Damage Attribute can be countered with Restore Attribute, a long-duration spell can be dispelled, a disease can be cured. An un-removable enchanted item (like the Dreamworld amulet that Silences the PC) could work, but is hard to justify - why would an addiction prevent one from wearing a necklace? It's hard to implement an incurable disease in Oblivion and the only other example - Vampirism - also works through Abilities. The linearity of Dunroot Burrow and the bug where the first Felldew-bearing Elytra fails to respawn hint that Bethesda didn't expect the player to leave the dungeon mid-quest and come back later. There aren't any beds in the dungeon up until the final zone, so it's impossible to level in Dunroot Burrow without having reached the Chalice. So I think it's a bug they left in not because they wanted the game to have it, but because it was too hard to fix, making it very similar to the Telekinesis absorption/reflection bugs. I guess all of this would fit better on the Felldew page, but it might be relevant to this article. I want to add a section about maximizing magicka regeneration per second. It would be either here or on the Willpower page. I made a spreadsheet of this earlier and have everything needed to write it, but it doesn't include the bonuses from Felldew. So I was wondering if and where could I write the section. --Boots of the swift merchant (talk) 22:26, 12 January 2019 (UTC)