Semi Protection

Oblivion talk:Useful Enchantments/Archive 1

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
This is an archive of past Oblivion talk:Useful Enchantments discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Article Improvements

Well I better put something up here considering it was my suggestion... Grandmaster z0b 18:03, 14 February 2007 (EST)

I've added quite a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be more than happy for any contributions. Grandmaster z0b 02:01, 18 February 2007 (EST)

jus changed usefull to useful,

Ooops, thanks Grandmaster z0b 02:25, 28 February 2007 (EST)

The "Useful Enchantments" article would greatly benefit by being broken up into two separate articles titled: "Useful Weapon Enchantments" and "Useful Worn Enchantments". As of right now its a mess. I've tried to bring the Weapons Enchantments section up to par, but I feel the page in this format with both sections combined is a lost cause. It looks terribly unprofessional overall, hosting some enchantments that aren't possible, others without effective descriptions, and many others that offer absolutley no "new gimmick or trick that would not otherwise be noticed". I don't want to attempt to break this into 2 pages (or 3, using "Useful Enchantments" as a guideline and launching pad to the individual weapon and worn enchantments pages, in order to save the links to this article that appear all over the website) because I have no experience breaking up wiki pages and because I'm not sure exactly how to do it. However, I think the site overall would benefit from this. I have spent hours trying to re-vamp the weapons section by providing weapon damage charts to the basic enchanted weapons designs, and clearing off simliar, ineffectictive, or useless enchantments from the main article, but in the end there is still a lot of other "junk", for lack of a better term, on here. --Reznor Ramirez 18:50, 23 January 2010 (UTC)

Feather

I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? Pappasmurf 18:21, 1 March 2007 (EST)

Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. Grandmaster z0b 22:26, 1 March 2007 (EST)
You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL
Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. Grandmaster z0b 20:44, 4 March 2007 (EST)
The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. Bongo 17:28, 9 March 2007 (EST)
I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. 65.185.70.120 16:27, 22 June 2008 (EDT)

Ok I'm certain enough to put that back up; see Encumbrance for the note that "total weight carried effects your speed". As feather reduces the weight of your inventory; logically feather would make you run faster if your carrying any significant load. I'll also update the Feather page. Grandmaster z0b 17:46, 5 March 2007 (EST)

Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. — Unsigned comment by 71.227.147.154 (talk)
Despite what it says on your screen, feather really does act by reducing the weight of your inventory. The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after. In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches. What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying no weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200). Now if you pick up all the equipment you'll be at 1200/600 and unable to move. But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move. --Nephele 01:26, 10 March 2007 (EST)
Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the Console, specifically TDT and SDT 1. My untested guess is that it only counts the strongest Feather effect towards your movement rate. A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --Robin Hood (TalkE-mailContribs) 18:00, 25 June 2008 (EDT)


Clean up/Formatting

I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. Grandmaster z0b 18:03, 1 March 2007 (EST)

Changes to Main Page Custom Weapons

I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --Reznor Ramirez 05:53, 20 January 2010 (UTC)

FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --Reznor Ramirez 06:09, 20 January 2010 (UTC)

Bow Enchantments

I've removed the weakness effects that were originally included with the ranged weapon enchantments. The weakness effects will only increase the magnitude of subsequent attacks. With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge. The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --Nephele 22:16, 1 March 2007 (EST)

Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. Grandmaster z0b 22:29, 1 March 2007 (EST)

Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding "This is NOT a bow for nice people" It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.

I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --Reznor Ramirez 06:14, 20 January 2010 (UTC)

A question

Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? Pappasmurf 10:29, 9 March 2007 (EST)

Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --Nephele 16:06, 9 March 2007 (EST)
Hmm. In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --Greggbert 19:40, 14 June 2007 (EST)

Vampiric Tooth

Is this supposed to be a bow weapon? The first sentence is confusing in this regard. Grandmaster z0b 23:15, 12 March 2007 (EDT)

I fixed this entry to replace "should be" to "could be" and deleted the first person references. Grandmaster z0b 18:42, 14 March 2007 (EDT)

I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single obvious effect, I had feared if this is allowed to remain we will run into the same problems we had with Oblivion:Useful Spells. This are my reasons for deleting it. If anyone has any objections please feel free to restore it.

Yeah agreed, it wasn't necessary. Grandmaster z0b 19:04, 15 March 2007 (EDT)

Regulations

I propose we set the same standards for Useful enchantments as the standards for the Useful Spells| page. Grandmaster z0b 19:08, 15 March 2007 (EDT)

Vampiric Weapon

While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you need a Grand soul? Grandmaster z0b 21:42, 15 March 2007 (EDT)

Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL

Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. Pappasmurf 09:26, 16 March 2007 (EDT)

Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. Grandmaster z0b 02:16, 19 March 2007 (EDT)

Elemental armor

Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides less actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. Grandmaster z0b 21:20, 19 March 2007 (EDT)

However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. Grandmaster z0b 21:32, 19 March 2007 (EDT)

Resist Elemental Damage as well as Magic?

Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --Saint 10:37, 26 March 2007 (EDT)

You may want to look through Oblivion:Resist Magic and Oblivion Talk:Resist Magic. The basic answer is that resist magic resists elemental damage that comes from spells. It does not have any effect on elemental damage from poisons. And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --Nephele 11:09, 26 March 2007 (EDT)
Thanks, that's cleared up a lot of confusion --Saint 11:43, 26 March 2007 (EDT)

Almost Invulnerable Suit-?

The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? Grandmaster z0b 19:40, 27 March 2007 (EDT)

This may fit into the end-game outfitting guide. Pappasmurf 18:01, 29 March 2007 (EDT)

Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --Saint 00:58, 29 April 2007 (EDT)

The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that. Second paragraph removed. --Deathbane27 01:23, 29 April 2007 (EDT)

Cleaning up - Another Attempt

I've posted a section over at the Community Portal on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --RpehTalk 06:30, 19 July 2007 (EDT)

Atronach's Amulet of Magicka

I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach "refreshing magicka" means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells

Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be. -Waytoomuch

Weakness to Magic/elements

On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--Willyhead 11:24, 3 September 2007 (EDT)

Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --Saruuk 19:00, 3 September 2007 (EDT)
You can attack about twice in a second with a dagger.--Willyhead 07:54, 4 September 2007 (EDT)
The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--Willyhead 08:00, 4 September 2007 (EDT)
Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --Saruuk 08:40, 4 September 2007 (EDT)
Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--Willyhead 08:43, 4 September 2007 (EDT)
Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --Saruuk 08:49, 4 September 2007 (EDT)
Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--Willyhead 11:10, 4 September 2007 (EDT)
I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--Willyhead 11:46, 4 September 2007 (EDT)
Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --Saruuk 18:05, 4 September 2007 (EDT)
The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--Willyhead 05:52, 5 September 2007 (EDT)

Elsewhere on this site, it indicates that a "Weakness to..." effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects. So the "Weakness to..." effects should be put at the end of the effects for each item. Is this not true? If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: P.S.: I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for "Oblivion:Enchanting" under the heading "The order you place magical effects on a weapon can make a huge difference in some cases."

On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a "fortify restoration to 100, restore massive amounts of health on self". I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)
Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--Willyhead 11:56, 10 December 2007 (EST)
I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)Bongo 14:00, 10 December 2007 (EST)
Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) Bongo 15:57, 10 December 2007 (EST)
Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the "damage-first-weakness-second-order", but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)
Sorry. I forgot to sign the above. ;) MadGizmo 19:22, 4 January 2008 (EST)

Possible Useful Enchantments, Need Testing

Tho following Enchanments were removed from the main article because they have not been verified. Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.

Practice Weapon

Not playtested! Please remove this warning after you have tested the enchantment.

Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a summoned skeleton to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty soul gems are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.

Sparring Sword

Not playtested! Please remove this warning after you have tested the enchantment.

Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, Charm them and yield so you don't need to kill them.

Yeah so, I checked and located the place where this was mentioned: Under Oblivion:Magical_Effects it states that "Restorative effects are never available as enchantments." Nuts. It was a brilliant idea! --Nocturnal 15:33, 11 November 2007 (EST)

Weakness to Magic/Drain Health Combo

Hi. I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?


  • Soul Trap for 1 sec on strike
  • Drain Health 100 pts for 1 sec on strike
  • Weakness to Magic 100% for 1 sec on strike

What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first. So, basically, the strike progression looks like this, so long as they're done rapidly:

Strike 1: Drain Health 100 pts, Weakness to Magic 100%

Strike 2: Drain Health 200 pts, Weakness to Magic 200%

Strike 3: Drain Health 300 pts, Weakness to Magic 300%

and so on…

The weapon I made was a dagger, and it did in fact kill things within just a few strokes. I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake. What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely? If so, it would seem this might actually be the ultimate weapon....

Anyway, if someone could test it out and get back to me on it, I'd really appreciate it. Love the site, btw!!! — Unsigned comment by Tedesche (talkcontribs)

The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,

Strike one: Drain health 100pts, Weakness to Magic 100% for one second

Strike two: Drain health 200pts, Weakness to Magic 100% for one second

Strike three: Drain health 200pts, Weakness to Magic 100% for one second

and so on…

also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. — Unsigned comment by 72.179.196.77 (talk)


Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:


Weakness: 0% Damage:10 points

Weakness: 200% Damage:40 points

Weakness: 400% Damage:90 points

Weakness: 600% Damage:160 points

Weakness: 800% Damage:250 points

Weakness: 1000%Damage:360 points

(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)

EB 20:57, 21 October 2009 (UTC)EB

Cursed equipment & NPCs that never sleep

Does the cursed-equipment trick work on all NPCs? In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for six fricking hours. He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him. Any ideas?

Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway. Needless to say, he never put the hood on either.

So, as a test, I stole the hood back and put it on Sakeepa while he was sleeping. He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see).

Update 2: I just re-read Oblivion:Enchanting and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen. I'll have to go back and try it again with a fresh hood. Still curious how to deal with an NPC who never sleeps. — Unsigned comment by 67.174.121.228 (talk)

Sometimes they don hoods when they sit. I gave a hood to Oblivion:Countess Alessia Caro (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --12.42.51.28 07:15, 9 April 2008 (EDT)

Enchanting quest items

can you enchant quest items such as boots of spring heel jak? — Unsigned comment by 84.68.244.32 (talk)

No, you cannot add a new enchantment to any items that are already enchanted. --NepheleTalk 19:50, 19 April 2008 (EDT)
Prev: None Up: Oblivion talk:Useful Enchantments Next: Archive 2