Semi Protection

Oblivion talk:Useful Enchantments/Archive 2

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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.

Detect Life Stacking

It says on the main page that you can stack detect life enchantments. I never knew that, is this true?--Imperial Scum 14:35, 10 May 2008 (EDT) yes. try going out into the wild with 1000+ detect life.Koschei 11:50, 20 November 2008 (EST)

Cursed Armor With Damage Fatigue

OK, while I'm here I wanted to ask a question. One day, I was bored and I enchanted a whole set of bound armor with damage fatigue. I then pickpocketed into a named NPC's inventory. An hour or so later, I came back to find them lying on the ground, alive, but not able to get up. However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue. So, a couple weeks later I came back to find that the body was gone. What I think happened was his fatigue got so low that the game somehow removed him from world. This was on 360 so there couldn't have been any mods affecting this.--Imperial Scum 14:43, 10 May 2008 (EDT)

Infinite Paralysis

Would Weakness to magicka double the effect of the Paralyze spell? Like:

(Dagger) (Paralyze 1 sec) (Weakness to Magicka 100% 4 seconds)

If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:

(Weakness to Fire 100% 3 seconds) (Weakness to Shock 100% 3 seconds) (Weakness to Frost 100% 3 seconds) (Weakness to Magicka 100% 3 seconds)

Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))

I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.

-ravemastaj-

Isn't it impossible to add paralyze to a weapon

I thought it was impossible... but some of the enchantments list it... — Unsigned comment by 24.20.45.254 (talk) on 26 July 2008

Good point. Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible. I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --NepheleTalk 02:32, 27 July 2008 (EDT)
Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-
HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... Ravemastaj 14:05, 2 August 2008 (EDT)
The general concept that weakness would change a paralyze duration was already known (see, for example, here). The correct place to document the information is on the effect pages, so I've now added notes to Paralyze and Weakness to Magic. Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for Blade of Elements. --NepheleTalk 16:57, 4 August 2008 (EDT)
Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker...

Ravemastaj 22:56, 5 August 2008 (EDT)

That also should be possible with weakness to poison, weakness to magic and a poison of paralysis 206.53.58.90 10:08, 22 February 2010 (UTC)

Removed unnecessary spoiler

I removed an unnecessary spoiler from Blade of Elements. Dr. Morbius 22:10, 2 August 2008 (EDT)

Water Walking and Lava

Does lava affect you when you walk on it or not? Helper Unknown 18:03, 4 November 2008 (EST)

See the article on Water Walking. --NepheleTalk 17:11, 10 November 2008 (EST)

Help with reverse-pickpocketing....?

Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? 71.115.148.67 17:35, 9 November 2008 (EST) One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.

Garb of Slumber useful for Vampires?

I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? DaedryonTCE 23:42, 5 December 2008 (EST)

Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.
As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be 'sleeping', just immobile, so no it could not really be used in this manner. The-manta 10:02, 6 December 2008 (EST)

Debaser sword

So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. MeBetter87 18:27, 25 March 2009 (EDT)

"Charge 0" means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; "Uses" is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there). Information on how to recharge weapons is provided at Oblivion:Enchanting#Recharging_Weapons. --NepheleTalk 18:56, 25 March 2009 (EDT)

Bow of True Flame

Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course). Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects. Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234

Tested some weapons out...

So I tested some weapons out and...

Blade of Elements: It's pretty useless, the low duration on the weakness effects gives this weapon only a slight advantage over a weapon where the person just added fire, frost, and shock effects.

Claymore of Dementia: This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a "boss killer" and useful for "high level players".--Ovais 12:00, 16 May 2009 (EDT)

Claymore of dementia

Removed the line about "using a madness claymore... equates to 29 damage at 100 blade blah blah blah" -> obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore. Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?

I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. 68.34.222.24 22:14, 29 May 2009 (EDT)

Blade of Paralysis

The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. 68.32.250.200 00:57, 9 June 2009 (EDT)

I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --Timenn < talk > 07:33, 12 June 2009 (EDT)

You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.

EB 20:38, 21 October 2009 (UTC)EB

Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --Timenn-<talk> 08:48, 22 October 2009 (UTC)
The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.

EB 01:04, 23 October 2009 (UTC)EB

And just to mention a few possible edits to this page:
-Glamdring (drain fatigue effect serves no real purpose, just as in previous "BoP", so at least ::::the effect should be removed)
-Atronach Blade (sane people would find this obvious imo)
-Blade of Death (useless past a certain level, runs low on charges even with azura's star)
-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)
-Blade of rejuvenation (description needs changing)
-Crowd control (one effect only, obvious)
-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)

EB 01:04, 23 October 2009 (UTC)EB

\=> The article is indeed quite a mess. I did manage to cleanup the similar Useful Spells article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas.

Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --Timenn-<talk> 12:51, 24 October 2009 (UTC)

Enchantment Clarification

I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka 3 secs?— Unsigned comment by REAL DEADGUT (talkcontribs) on 13 July 2009


It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)

EB 20:42, 21 October 2009 (UTC)EB

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