Orcs only need 4 pieces of armor enchanted in this way, and Bretons only need 3, freeing another slot for other enchantments. Mage Hood 5. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place. Novice Hood 7. Helmet of the Old Gods 4. But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health. Tossing in Soul trap is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around). This is a significant increase and is the same as if you had enchanted your armor with the Shield effect but without the bonus resist fire, frost and shock for the same cost. Please place your enchantment in the correct place. If you threw them away, it might be possible to pick up a pair later in the Shivering Isles. Expert Hood 4. no spells cast against the target): This blade was meant for those who don't want to use Alchemy and have the Atronach sign (although anyone can use this). This is against the site's policy. As lower-grade weapons are lighter, using them means you will be less encumbered overall and be less fatigued when using them against a target. This requires only a petty soul gem, because the water breathing spell has no magnitude. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you. By hitting them repeatedly, you can kill targets without ever letting them get close to you. Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor, or clothes. To get the benefit of increasingly powerful hits, it is vitally important that effects be added in the right order. The obvious drawback to doing this is that you will actually be increasing the enemy's available magicka (if you have the Atronach birthsign, this may be a benefit rather than a drawback, as you can potentially absorb more spells). Where can I find the most powerful weapon and armour in oblivion? It may be a good idea to name this "A Hood of Torture". Not interested in the Constant Effect glitch. Please make sure that this enchantment works as you have labeled it. Fortify Magicka can be found in the forms of aspellin theskillset ofRestorationorEnchanting.It is used to enhance the overall amount of magicka one can posses at once. Thus, the more times you can hit an opponent without killing it the more you train. Fortify Magicka will not leave the player with negative magicka when the effect expires; because of this, un-equipping and re-equipping an item enchanted with this effect will replenish your magicka while empty (setting a hotkey will make this easier). The weapons bearing the Demoralize and Turn Undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets' own levels exceed 25. It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. See the table on the Sigil Stones page for more information. When hit with a "demoralize" or "turn" weapon, enemies will holster their weapons and run in fear. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Get a fortify magicka sigil stone. Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. For additional (and free; see below) magicka, enchant clothing with Fortify Magicka - best with a Sigil Stone (50 points) and when used on a full set of clothing. Fortify Health will no longer decrease health below maximum when it expires, preventing this effect from potentially killing the player. I would like a spell that doesn't need high restoration to cost, where could I buy it? However we cannot have an article that has every useful enchantment combination. Rather than list endless different combinations of weapons, here are a few guidelines to creating powerful magic weapons: These general rules apply for effects coming solely from an enchanted weapon (i.e. See Feather vs. Fortify Strength for more details. This amulet fortifies Magicka by 130 points and fortifies intelligence by 14 points. This is the most powerful possible custom Fortify Magicka enchantment. In order to have a cursed enchantment that spell effect must also be available for spell-making for yourself (since you can give yourself fire damage or whatnot, this counts), which these effects cannot do. I know there are "fortify magicka" spells but they seem rather inane. These two effects are less powerful together in this shared form than they would be otherwise in their single-effect state. Another important factor is that Sigil Stones always provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. Oblivion XP Update tells you what level something is after you kill it. They're better than ones made at the enchanting altar anyway. For a fractional extra casting cost, adding a Fortify Magicka 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. Spell Absorption 100% to absorb the magicka from spells cast on you; Enchant a weapon with an Absorb Magicka enchantment; Increase your magicka further so you don't have to worry about restoring magicka often. The obvious drawback to doing this is that you will actually be increasing the enemy's available magicka (if you have the Atronach birthsign, … Hoods, helms, and amulets allow a simple on/off switch for free magicka, while still letting you walk around more or less fully clothed and armored. Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add other effects in that case, however, it can be incredibly useful for magic using characters. If you choose a large magnitude (high Magicka cost) enchantment, you will need to recharge your weapon frequently, so being able to trap souls and carry multiple Soul Gems are recommended. Apprentice Hood 3. There is an odd quirk with the Feather effect, however: to get the best effect, it is better to pick up as much equipment as possible until you are over encumbered and then put on the rings. What are these symbols in the inventory menu? If you're using a fast enough weapon with a strong enough absorb magicka enchantment, you should be able to absorb all the extra magicka before the one second duration of the fortify spell is over. As above, one can use Transcendent Sigil Stones to enchant 5 pieces of heavy armor with a Resist Magic effect that will make a warrior invulnerable to magic attacks, which is incredibly useful later on in the game once you are around level 20 when most monsters have powers that cannot be silenced or when enemies commonly carry enchanted weapons, meaning that enemies such as Spider Daedra, Storm Atronachs, and Xivilai become easy prey. I think it was more a braino than a typo, but I knew that :), Also, menalaos, do you know of any rune stones that have fortify magicka greater powers? damage health 10 ft on strike) isn't practical if you have allies. You may consider adding 1 second of Soul Trap or any other immediate effect if you wish. Weakness to Magic should be the last effect placed on the weapon. Say, can you hear that? Fortify Magicka enchantment. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for Fortify Magicka or Resist Magic, particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the Mundane Ring found in random loot after level 20, or on Raven Camoran after level 22). It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters). It should also be noted that you cannot apply calm, frenzy, command humanoid, or charm cursed enchantments with the hope of gaining permanent allies or permanently timid foes. If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge. As an example, Arcane University mages have a tendency to go into a frenzy if provoked; this can counter that. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. Added an option to cap the max number of summons, when Dynamic Summon Limit is enabled. Weaknesses only apply to, Do not apply poison to a weapon enchanted with Weakness to Poison. You may want to consider the effect that they have on the game experience before making them. *Note: The "Fortify X+ Magicka Regeneration" effects are acquired from disenchanting items such as a mage's robe (novice-master level). The main benefit of this weapon though is the exploitation of a bug in the combat engine. I started this game not thinking I'd be using magicka that much, but now I'm level 22 and running into like 20 wraiths in every dungeon. Drain Health's X value should be around 50-100 points (100 for higher levels) and Drain Agility's Y value should be 70 or more, adjusted to accommodate Drain Health's value (3 seconds is more than enough to let a power attack in with the debuff still in). It is a single player game after all. Mage's Circlet 6. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards). This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness. Fortify Strength is more useful than Feather, but the spell is not as easy to acquire at low levels, and a Feather enchantment is cheaper to create. Names of vendors who sell fortify magicka spells would be nice. Other related pages are: Enchantments and items named here are only examples. Certainly enchantments such as the Chameleon Suit make the game incredibly easy. Everyone in the game will be oblivious to you and almost all of your actions for essentially permanent invisibility. For example; use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with Fire Shield, Frost Shield and Shock Shield. Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. More damage is dealt per charge used if each damage-dealing effect is allowed to tick. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. The Unofficial Oblivion Patch causes the Necromancer's Amulet and the Bloodworm Helm to appear in the Arch-Mage's night-stand after the Mages Guild quests are complete. Thanks for the ideas all. Alphabetical order in the appropriate category. Best if enchanted on a longsword or an akaviri katana. The level 25+ Necromancer's Amulet can be worn in place of one custom enchantment. I save... often! Many players find 100% too much; therefore, some only create an 80%-95% chameleon suit, which means that you still have to Sneak. Let's see, 228 Base Magicka with 780 Fortify Magicka gives 1008 total Magicka, lose 50 for regeneration and 100% Weakness to Magicka, but know how you'll be … Using Detect Life is useful in the early part of the game. While this might not be useful for every encounter, it can be useful if you're going up against a powerful mage (like Falcar, Celedaen or Caminalda, etc.). 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