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Oblivion talk:Useful Enchantments/Archive 3

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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.

Working: Blade of Paralysis

I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.

Notes:

  • The blade will have 20 charges with a grand soul
  • Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.
  • 2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.

EB 11:48, 22 October 2009 (UTC)EB

This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements do not stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the first weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --Reznor Ramirez 18:21, 20 January 2010 (UTC)
Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it "Command and Freeze Enchantment" would be the most appropriate, then making a note in its description stating the creator's prefered name of "Blade of Paralysis" --Reznor Ramirez 18:25, 20 January 2010 (UTC)

Weapon Enchantments moved from the main article

I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being DESCRIPTIVELY named, they need to stay off of the main page. Example of a Descriptive title: ===Training Weapons===, with Weapon Name: "Iron Training Dagger" or Weapon Name: "Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever" appearing in the description of the enchantment. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Please Remember:
general guidelines we would like you to follow when adding your useful enchantment.
  • Please place your enchantment in the correct place. Alphabetical order in the appropriate category.
  • Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)
  • Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. ("Mega-Bomb" or "Powerstriker" does not give you much information about what the enchantment will do.)
  • Please make sure that this enchantment works as you have labeled it.
  • Please refrain from adding attributions or anything in first person. This is against the site's policy.
Thank you for your cooperation.
Additional Note: If you're wondering what type of enchanment would constitute a "new gimmick or trick that would not normally be noticed", review "Training Weapons" or "Crowd Control." Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players.
  • I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your "user" page, that way you can briefly mention them and post a link to your user page when appropriate.
Moved Entries

2 Element Blade/Blunt #2

The Longsword/War Axe version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The Dagger/Shortsword versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. Weakness to Poison effect will increase the effects of Poisons the player "dips" his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. Weapon Name: Blade of Shocking Flame.

  • Weakness to Posion can be removed and other effect(s) slightly altered to compensate for an added Soul Trap for 1 second effect if preferred.
2 Element Enchantment #2 Pt/Sec Hit 1 Hit 2 Hit 3
Drain Health 100/1 (100) (200) (300)
Element Damage 1 10/1 10 10 10
Element Damage 2 10/1 10 10 10
Weakness to Poison 62/1 x x x
Weakness to Element 1 100/1 x 10 20
Weakness to Element 2 100/1 x 10 20
Weakness to Magic 100/2 x 20 40
Base Damage HP 20 60 100
Combined Negative HP (120) (280) (400)
Total Negative HP x (280) (480)
2 Element Blade/Blunt #2
  • Redundant and not needed on main article as it is too similar to "2 Element Blade/Blunt #1"

Blade of Death

Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty). On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.

  • Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.
Blade of Death
  • Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Blade of Elements

Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the Soul Trap it practically regenerates itself at higher levels with Azura's Star. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.

Blade of Elements
  • I've tested this. It is a far ineffective use of enchantment compared to the other 2 & 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --Reznor Ramirez 18:28, 23 January 2010 (UTC)
Orignial Blade of Elements Pt/Sec Hit 1 Hit 2 Hit 3 Hit 4
Soul Trap x/1 x x x x
Element Damage 1 14/1 14 14 14 14
Element Damage 2 14/1 14 14 14 14
Element Damage 3 14/1 14 14 14 14
Weakness to Element 1 100/1 x 14 14 14
Weakness to Element 2 100/1 x 14 14 14
Weakness to Element 3 100/1 x 14 14 14
Weakness to Magic 100/1 x 42 42 42
Damage HP 42 126 126 126
Total Negative HP x (168) (294) (420)
  • As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ continuous hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the "3 Element Enchantment" have nearly identical effects, with the "3 Element" being the one that shows the most significant "new gimmick or trick that would not normally be noticed." For that very reason, all of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --Reznor Ramirez 18:48, 25 January 2010 (UTC)

Blade of Paralysis

  • Command Humanoid lvl25 for 1 second on strike
  • Command Creature lvl25 for 1 second on strike
  • Weakness to fire 100% for 2 second on strike
  • Weakness to shock 100% for 2 second on strike
  • Weakness to Magic 100% for 2 seconds on strike

"The blade will have 20 charges with a grand soul gem"

This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.

Blade of Paralysis
  • See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Daedra's bane

The weapon is very effective against Daedra (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the Main Quest or simply likes exploring Oblivion Gates. Because of the Weakness to Magic effect lasting longer than 1 second, every 2-3 consecutive strikes "stack" in effect, doing more and more damage. Because of this, the spell can even take down a Storm Atronach, who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock. For example, using Fire Damage instead of Shock Damage (and Weakness to Fire instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example Undead.

Daedra's Bane
  • Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Dragon Blade

This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.

Dragon Blade
  • 25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:
  • "Please only place enchantments here that show a new gimmick or trick that would not normally be noticed." --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Glamdring (The FoeHammer)

To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.

Glamdring
  • Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. 206.53.58.90 06:59, 22 February 2010 (UTC)

This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it might have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:
Drain Fatigue 50 points for 1 second
Weakness to Magicka 75% for 3 seconds

I'll test this as soon as I get the chance. The WurmTalk 01:08, 8 July 2010 (UTC)

Human-slaughter

This enchantment should keep those nasty human melees off you.

Notes:

  • for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second
  • you may want to adjust the strength of the Command Humanoid spell to your lvl+5 (cost per hit)
  • if no damage effects are applied you should choose a weapon with high base damage
  • in crowds your enemies "help" you to kill your victim
  • it is a quite cheap enchantment (even useful with 300 point souls!) -> good amount of charges!
Human-Slaughter
  • "for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second" what needs changed to 2 seconds, and why would it if there are no weakness effects? "in crowds your enemies "help" you to kill your victim" For how long? 1 second? --Reznor Ramirez 18:28, 23 January 2010 (UTC)
I think he means that enemies may accidentally hit the target in question. The WurmTalk 01:10, 8 July 2010 (UTC)

Powersap

  • Drain Health 100 points 1 seconds (2 seconds for two handed weapons)
  • Drain Magicka 100 points for 1 second (2 seconds for two handed weapons)
  • Drain Fatigue 100 points for 1 second (2 seconds for two handed weapons)
  • Weakness to Magic 100% for 1 second (2 seconds for two handed weapons)

This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty

Powersap
  • Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Soul Reaper

This enchanted weapon makes almost any enemy in the game trivial to defeat.

  • For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect. Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.
  • The Demoralize effect makes the enemy not fight back.
Soul Reaper
  • "This enchanted weapon makes almost any enemy in the game trivial to defeat." How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Vampire Killer

If you want to kill vampires fast this is VERY useful. Full vampires have a 50% "Weakness to Fire". This will add to that another 80% "Weakness to Fire" and 100% "Weakness to Magic" times the 26 points of "Fire Damage".

Vampire Killer
  • The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just "draw" the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.206.53.58.90 06:51, 22 February 2010 (UTC)

Vampiric Weapon

This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a Sigil Stone can be used to get a similar effect.

Vampiric Weapon
  • First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --Reznor Ramirez 18:48, 20 January 2010 (UTC)

Vampire Blade

This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.

Vampire Weapon
  • Okay, first of all this enchantment offers nothing significant that the "Blade of Rejuvenation" doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, and the title of the enchantment needs to be descriptive. This title is misleading. Third, without combining some or all of the effects of the "Blade of Rejuvenation" with some or all of the effects of "Training Weapons", this version of enchantment is too similar to other enchantments listed, and does not "show a new gimmick or trick that would not normally be noticed", as per the guidleines of this article. --Reznor Ramirez 18:28, 23 January 2010 (UTC)

Weakness to magicka Stacking and also drain fatigue

Weakness to Magicka: I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example "assassination" 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.

Drain Fatigue: Also something that should be mentioned but is not is drain fatigue this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others) the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.

A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger called "Moment of Silence" or "Magicka's End" with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this.

Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon.

NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.

Please update or respond.


206.53.58.90 00:09, 22 February 2010 (UTC)

Enchantment is too strong for this soul gem.

Sorry for my poor english. I go with Oblivion with latest official and unofficial patches. Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull. For example, i try to enchant my sword with:

-100% Weakness to Magicka for 4sec.

-100% Weakness to Shock 1sec.

-10 Shock Damage 1s.

When i click create i get a message saying that "This enchantment is too strong for this soul gem". I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).

Any suggestions how to get rid of this problem?

78.8.60.147 00:29, 22 February 2010 (UTC) zir

How many charges does it show you using for that? 206.53.58.90 01:04, 22 February 2010 (UTC)

Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:

276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.

10 next to the candle icon (normal color)

and then cost and total cash i have. I start getting the "Enchantment is too strong[...]" message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. 62.87.167.107 18:28, 22 February 2010 (UTC) zir

That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -> Games -> Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does206.53.58.90 00:00, 23 February 2010 (UTC)

Hood of Slow

Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? 206.53.58.90 20:04, 25 February 2010 (UTC)

Agreed. That's a good example of a "useful" enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. rpeh •TCE 20:11, 25 February 2010 (UTC)

Is damage stacking capped?

I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with "*damage health 3 pts *weakness to magic 100% for 8 secs" and another shortsword "*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for 7 secs". My math by the posted rules seems to say that with damage health and weakness to magic for 8 secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for 7 secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? 206.53.58.90 00:27, 27 February 2010 (UTC)

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