Oblivion talk:Useful Enchantments

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Bow of the Eternal[edit]

The Bow of the Eternal:

Weakness to poison 100% for 10 secs. on strike

Drain Health 100 pts for 1 sec. on strike

Weakness to Shock 100% for 3 secs on strike

Shock Damage 6 pts for 1 sec on strike

Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage. — Unsigned comment by MadWithCat (talkcontribs) at 03:38 on 18 May 2010

Not only is this unsigned, but I cant really see how useful that is. Toxins applied in the same shot as weakness to poison effects are not multiplied, And the Weakness to shock would only be good if sustained fire with arrows were provided. Heck, the damage wont begin to stack due to the low duration. Something like
WtM 100% 4 Secs
DrainH 100Pts 1 Sec
WtS 100% 4 Sec
Shock damage 3 points for 4 secs

Would be less clunky and far more damaging
Order matters on enchantments, both of these weapons would be wasting a lot of enchantment as written. Weakness to magic needs to be the very last thing on the list, with weakness to shock right above it, so the first one should actually be drain, shock, WtP, WtS, and the latter weapon would become drain, shock, WtS, WtM.
There is also a rather cryptic note about not using poison on a weapon that uses WtP... But it is not very well explained other than saying it "lowers the effectiveness of the poison"... Would be nice to know why it does that, as I was also looking to construct a wicked alchemists bow... But there is no point without clarity on why WtP does what the article says it does.

I recomend that one should create a dagger, bow, or any sort of weapon, and put a Weakness to Shock 100% for 5 seconds, Weakness to Frost 100% for 5 seconds, Weakness to Fire 100% for 5 seconds, and Weakness to Magic 100% for 5 seconds, then create a spell thats either touch or target depending on how close u are to ur enemy Weakness to Shock 100% for 4 seconds, Weakness to Frost 100% for 4 seconds, Weakness to Fire 100% for 4 seconds, and Weakness to Magic 100% for 4 seconds, and then finally create a spell like, shock damage 100pts for 1 sec, frost damage 100pts for 1 sec, and fire damage 100pts. the time for each gives u time to use the next spell, and then use them in that order, (weapon, weakness spell, then damage spell) and it does obsene amounts of damage. i know it sounds like a lot of work, and tricky to do all of those things when attacking an enemy, but if u put them on ur hotkey its quite simple and 1 hit kill for everything

Drain Agility[edit]

I'm trying to make a bow with increased chance of "staggering" the target.
Would Drain Agility 100 pts for 1 second work on every hit?
Or should I set more seconds for it to work on subsequent hits?
--Wizy 17:36, 11 September 2010 (UTC)

Base Ring of Feather[edit]

I thought it might be worth changing this to suggest a full suit of fur armour enchanted with feather instead of just 2 rings.-- 06:40, 25 October 2010 (UTC)

Sleeping Clothes[edit]

A full set, preferably as low weight as possible, enchanted with Fortify Endurance. When about to level, equip the full set and go to sleep. Doing so, you will increase your HP more while levelling. Faceshifter 14:37, 30 October 2010 (UTC)

This will not work because the HP increase is based on the base endurance, it can be modified by constant effects (e.g. Mara's Blessing) but not by active effects (enchantments). --Wizy 10:40, 20 November 2010 (UTC)
You're right, tested it, and it didn't work. I did waste three Grand Soul Gems, bah. Faceshifter 13:16, 26 February 2011 (UTC)

Multi-Enchantment Daggers[edit]

I was experimenting with multiple enchantments on a weapon. I did find something that worked, and recorded a demo video.

The weapon I use in the demo doesn't match what I found in the article, though.


IN this video I set a timber wolf's hp to 4000 -- well beyond any 'normally killable' entity in the game. 22:37, 11 December 2010 (UTC)

Enchantments Not Up to Standards[edit]

I'm trimming this page a bit, sorry if its presumptuous of me as a new member, but I'll explain. One of the stated rules of this page is:

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)

Things like "Fortify Strength ring because it adds to your strength" and "Water Breathing ring that I literally state is useless and is found in leveled loot" definitely don't fit this description at all.

A list of the ones I deleted and why:

Fortify Strength Ring: The person states its good because more strength means you can carry more items? It's overly simplistic and in no way inventive or gimmicky.

Water Breathing Ring: Same as above

Glow Ring: Same as above

Owl Ring: Same as above

Water Walking Ring: Same as above

A great example of an enchantment that should go on this page is any of the weakness to element % magic stack weapons, or elemental armor.

If you state in your description that the enchantment isnt very good, it shouldnt be here in the first place.

I'd trim a few more, like stacking an entire armor set with detect life, and what not, but im new, someone should look into those. --Sagebeat 10:59, 24 January 2011 (UTC)

Im ok with that, last time I tried to trim useless info off of a page it was undone and I was told that "While useless, it is still a method of travel" though :-D--Catmaniac66 10:41, 24 January 2011 (UTC)

Blade of Elements?[edit]

I've seen a lot of people referring to a "Blade of Elements" on several forums as the best weapon you can make, but I can't seem to find the method for making it anywhere. I'm not sure if this is the right place to ask, but I'd appreciate any help you guys can give me on how to make one. Is it simply adding the strongest Fire/Frost/Shock spells you can to a sword or is there more to it? — Unsigned comment by (talk) at 05:41 on 12 February 2011 (UTC)

No, that's it. We used to include it here but it's so obvious it was taken off. rpeh •TCE 08:11, 12 February 2011 (UTC)
Actually, that's not quite true. Due to the nature of wikis, we may be talking about more than one "blade of elements" but there was a blade of elements which was NOT just Fire/Frost/Shock. It also incorporated weaknesses to each element and weakness to magic as well. What made it so powerful was the stacking of the weaknesses not the power of the elemental damage. It was listed on this page for quite a long time till it was removed by Reznor Ramirez on 18:45, 20 January 2010. See the talk section for that date to see discussion regarding it's removal. It was much like the blade illustrated in the "Multi-Enchantment Daggers" section above. — Unsigned comment by (talk) at 19:06 on May 12, 2011
I'm confused as to how weaknesses stack and how not... If I enchant this: Axe (speed 0.9, dmg 20) with Fire 10 for 1s + WtF 61% for 1s + WtM 61% for 1s, would it do 30 damage on the first swing, then 46, then 60, 60, 60, ...? Would a Mace (speed 1.1) with weakness for 2s be an option, since it would allow the damage to 'tick' between strikes, thus not wasting ticks/not queuing ticks? Andrew Red 11:02, 1 August 2011 (UTC)

Marksmans Delight[edit]

A good combination i discovered recently is great for bow users.

Enchant several pieces of armour and rings etc with fortify strength and acrobatics, then a bow (preferably a strong one but light so not daedric) and add a simple soul trap 1sec. Then when you meet enemies you can jump out out combat range (even jumping on water surfaces with big enough acrobatics bonus) and constantly firing, with enough soul gems or asura's star you can add other effects to the bow but i usually find just soul trap to be enough as most melee enemies can no longer hit you at all, and arrows and spells are far easier to dodge using this method!! 13:23, 7 April 2011 (UTC)Collins254

The biggest and most obvious problem with this is that the fortify strength enchant has no purpose, given that ranged damage is influenced by Agility, not Strength. Shadowrose6663 19:36, 21 May 2011 (UTC)

Base Ring of Feather[edit]

I cleaned up this section a bit for several reasons. First off, the grammar was a bit off. Secondly, whoever wrote it seems to have a strong bias for Strength over Feathering. In the section, I rightfully described that a Feather effect is more useful if a character is looking ONLY for a feathering effect, as the maximum feathering that Feather can provide is 125 points whereas the maximum for Fortify Strength is 60. When Strength is level 100, the only thing Fortify Strength would have would be increasing the player's fatigue slightly, but this is extremely negligible when it's compared to an extra 65 points of feathering that could be obtained from the Feather spell. Even below level 100, many players would still take the extra 65 points of feather over the slight increase of damage dealt AND fatigue. Finally, whoever wrote that adding feathering will increase a player's speed is incorrect; the amount of items carried by the player does not affect his movement speed, it is only the items that he is currently equipping that do (example: armor, weapon). This is even further trimmed down if the player's Light Armor and Heavy Armor skill are 75 and 100, respectively, as the armor won't encumber them at all. See the movement formulae for more details on this. -- 00:27, 23 June 2011 (UTC)

Edit: On more analysis, it seems that apparently the game codes Feathering to specifically raise the movement rate of the player. I have not looked at the coding or the formula myself, so I will edit the article back to mention that feathering does increase speed; if anyone confirms that it is actually incorrect and doesn't increase movement rate, they can always edit the article again. -- 00:33, 23 June 2011 (UTC)

This is all great, but not relevant here. The page already directs people to the "Feather vs. Fortify Strength" section for more info, so that doesn't need rehashing, and it's solely about the use of the effect at low levels, so information about a 125 point maximum is irrelevant as it's only obtainable with a Transcendent Sigil Stone. Movement rates are explained here, so that's not relevant either. rpeh •TCE 08:37, 23 June 2011 (UTC)
That sounds fair, but I do believe some work needs to be done on the "Feather vs. Fortify Strength" page then, as it still has a non-objective perspective on the issue and I feel that many people would read it feeling as if Fortify Strength would serve a greater purpose as a feathering enchantment when it's not the case. I'll see if I can get around to cleaning up that page soon. -- 14:38, 23 June 2011 (UTC)

moved from main page[edit]

Static (X)[edit]

This is just a fun piece to own. The "X" can be replaced by whatever you want, it doesn't have to be zero weight since this is more of a aesthetic piece for yourself. Its too bad restore health can't be used for enchanting, or you could balance it out and reverse pickpocket the items. Basically, if you keep a sharp eye on your health and just take a good amount of restore potions wherever you go, you can just keep a neat looking effect. Whenever you are just running errands (dropping off loot at a smith, non-combat quests, etc) you can keep a nifty looking storm. Of course, fire could be used too (Smoke Ring, etc) if you want to run around on fire.

Seriously? "This is just a fun piece to own". So, by definition not a Useful Enchantment, even without counting the fact that it, yknow, kills the player... --ali


This is a surprisingly cheap weapon with a fair amount of charges for the amount of damage it does. This can, of course, also work well with other Damage or Absorb effects, but stick to health for the most basic rendition.

This is practically the example weapon put at the start of the section specifically in the hope that it would stop people adding things like this. --ali

Drain skill[edit]

What about a weapon that drains heavy or light armour skills 100 points for Y seconds? It should allow you to do more damage to the target, especially when enemies wear glass or daedric armour. 16:47, 31 August 2011 (UTC)

You would deal more damage if, as I am going to presume, the Armor Rating formula works in exactly the same way for NPCs as it does for the PC. The game works it out as 'ArmorRating = ( 0.35 + 0.0065 * Skill ) * BaseArmorRating' So if the skill level drops so will there Armor rating. If you really wanted to drain there protection why not combine the Drain Skill with a Disintegrate Armor? Just a thought? Although either of those spells 'Drain' or 'Drain and Disintegrate' will presumably require a high destruction skill level. -- Thanks --KizC ·•· Talk ·•· Contribs ·•· Mail ·•· 19:59, 3 September 2011 (UTC)
Draining Armor skill definitely helps. Disintegrate effects have the potential to be better, but only if they are broken or very damaged. A 10 second Drain of 100 points has a base cost of 236 and requires Expert of Destruction. A Disintegrate Armor of 500 points, which would take 14 casts to destroy a Daedric Cuirass, has a base cost of 1766 and requires Master of Destruction. I would definitely recommend the Drain, as it is more more cost effective. --DKong27 Tk Ctr Em 21:41, 3 September 2011 (UTC)
Thanks for confirming that I'll add it to the list soon 11:29, 4 September 2011 (UTC)
Weird, there's no option for adding a new section... 11:32, 4 September 2011 (UTC)
(Replied on IP's talk page) -- Kitkat1749 TalkContribE-mail 11:40, 4 September 2011 (UTC)

Possible suggestion for the 'useful' pages.[edit]

I was checking this page out a long time ago and I realized that it merely makes suggestions based on what people used themselves. Has anyone thought of listing every effect, the usefulness based on armor|weapon? Like
Enchantment: Fire
Description: Does magical fire-based damage to your enemies
Weapon: Highly useful for aiding in damage, Works well with: See Damage Fire Resistance, Damage Magic Resistance
Armor: Not very useful on armor meant to be worn by the player See: Cursed items.
ect. I feel it would bring order to a highly opinionated page.Chronic 23:48, 2 April 2012 (UTC)

I don't know - that seems kind of, well, obvious. If you can't figure out that fire damage is something you want on a weapon and probably not on your armor, then you don't get video games at all. I can think of a few cases where it might be less clear, but most of the effects are clearly offensive (good for weapons) or defensive (good for armor). Doesn't seem like it should be necessary to say that. (Personally, I've always thought the "Useful" pages weren't really all that useful, and should be deleted, but some people seem to like them for some reason.) --TheRealLurlock Talk 12:03, 5 April 2012 (UTC)
I was not suggesting that someone couldn't figure out which effects they would like on their armor or weapons I was suggesting a way to bring order to an opinionated page. As I see it now it has nearly random jumbles of information when in reality it isn't ours or any other editors decision to decide what is best for an individuals playthrough. Though even now as I re-read what I posted all we would be doing is adding information about enchantable effects to a different page. I doubt that the "Useful" pages will ever reach a consensus that satisfies what all the editors would like and the guidelines that the wiki holds its pages to. Chronic 21:52, 5 April 2012 (UTC)

Will Breaker[edit]

First off I apologize for posting a "flawed" weapon on here, but I was hoping to get some helpful advice. I have a "role playing" redguard that is playerscaled to be a half giant. At first the idea was to find a way to enchant a Perfect Amber Hammer with the Gatekeeper's "throw enemies" spell. Since I couldn't make that work I've made a Perfect Amber Hammer with dmg/drain fatigue and weakness to magic, but annoyingly the effects seem to be minimal (taking the attack rate into consideration) and I can't seem to find an efficient recipe it get the enemy to -fatigue for a "crushing into the ground" effect. So if there are any theories on how achieve either one of these effects (throw or crush) I'd love the help. Recharge and gold aren't an issue as I've taken to cheating with the command prompt :) P.S. my current enchantment is as follows:

•Perfect Amber Warhammer

•Drain Fatigue 100pts for 5 sec

•Weakness to Magic 100% for 5 sec

•Dmg Fatigue 10pts for 1 sec --Tonyblitz1 (talk) 08:04, 6 March 2013 (GMT)

Cursed Equipment[edit]

Is there any way to take off cursed armor decreasing fatigue without murder and giving more armor? — Unsigned comment by (talk) at 04:17 on 6 June 2013

Training Weapons[edit]

It says that Rusty Iron or the Ruined Akiviry Katana are good but what if the Sparring Weapons , if its possible to enchant them, from Battlehorn Castle were used, since they Deal no damage they would be perfect. Its just a thought. Dunehelm (talk) 04:52, 25 November 2013 (GMT)

Order of enchantments[edit]

I was recently told by an Xbox player that the problem with order of enchantment on a weapon was a pc bug that was fixed in one of the patches (I play an unpatched GOTY on pc). The person claimed that by placing weakness before damage on a sword the weakness enhances the damage on the first strike. I have little reason to doubt him about the effect since we were discussing tests he had done. If this is true, both problem-bug and patch should be noted on the page and also on the pages dealing with weakness and stacking. Chicken Slayer (talk) 01:13, 27 September 2015 (UTC)