good enchantments

Post » Sat Aug 27, 2011 7:11 am

Just thought id set this up so that I could hear about some of your favourite enchanted weapons that you make as i want to create some cool ones
By the the way im new to this so go easy on me
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Melissa De Thomasis
 
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Post » Fri Aug 26, 2011 6:07 pm

I would check UESP wiki for suggestions and tips about how enchantments work, particularly the order of effects.

I don't enchant weapons much because my characters do not use weapons much, or sometimes at all. Bows are about the only thing, and that's not constant (spells are easier and don't weigh anything). :)

For clothing:
100% Chameleon outfit is important for avoiding the endless repetitive combat which gets very boring after facing the same enemies for umpteen million times.

Fortify Luck is extremely good to boost all skills except Athletics and Acrobatics, and it's cheap compared to many other enchantments.

Water Walking, Water Breathing, and Night-Eye are essential.

Resist Magic is very helpful especially at higher levels (get Transcendent Sigil Stones for this).

Detect Life (get Sigil Stones as they are much more powerful) is very helpful, as is Light (again, Sigil Stones are more powerful).
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naana
 
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Post » Sat Aug 27, 2011 8:14 am

I would check UESP wiki for suggestions and tips about how enchantments work, particularly the order of effects.

I don't enchant weapons much because my characters do not use weapons much, or sometimes at all. Bows are about the only thing, and that's not constant (spells are easier and don't weigh anything). :)

For clothing:
100% Chameleon outfit is important for avoiding the endless repetitive combat which gets very boring after facing the same enemies for umpteen million times.

Fortify Luck is extremely good to boost all skills except Athletics and Acrobatics, and it's cheap compared to many other enchantments.

Water Walking, Water Breathing, and Night-Eye are essential.

Resist Magic is very helpful especially at higher levels (get Transcendent Sigil Stones for this).

Detect Life (get Sigil Stones as they are much more powerful) is very helpful, as is Light (again, Sigil Stones are more powerful).

I may try these out. Have 100% chameleon and its really cool :flamethrower:
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Keeley Stevens
 
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Post » Fri Aug 26, 2011 11:43 pm

My mystic archer only carries a few enchanted items:

1. Slayer. A bow enchanted with drain speed, shock and soul trap - each for 1 second.
2. Azura's Star. Keeps Slayer charged.
3&4. A pair of rings enchanted with detect life that combine to a range of 360 feet. These keep her safe, help her stalk her prey and avoid surprises. The extreme range is very handy when riding her mare.

The next ones are purely for roleplay and have no actual impact on her gameplay:
5. A ring of fireshield so she doesn't get so hot when on the plains of Oblivion.
6. A ring of frostshield that she wears in the snow to keep from freezing.
7. A saddlepad for her mare enchanted with frostshield. It hurts nothing when its warm, but comes in very handy in the cold weather.

Other things like water walking/breathing, etc are handled by spells.
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Ashley Tamen
 
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Post » Fri Aug 26, 2011 8:50 pm

There are enough enchanted weapons in the game already so I rarely ever make one myself.
Clothing is another matter.
I have made a fortify health cuirass, fortify intelligence helmet, fortify strength boots. These might exist in the game already but I needed to match a particular set of armor.
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Jon O
 
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Post » Sat Aug 27, 2011 10:06 am

Thanks for your ideas everyone
I will be trying out your suggestions :goodjob:
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P PoLlo
 
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Post » Fri Aug 26, 2011 7:41 pm

Once I got the hang of enchanting weapons, I got a bound daedric claymore from one of those stones in the wilderness, and did the bound item glitch so it became my own...

Then I enchanted it with damage health 15 points, and soul trap.

Then I called it Havok. After Karsa Orlong's horse in the Malazan Book of the Fallen.

And then I used it for, like, ever... until I started a new char. It was a very effective weapon, and as it is zero weighted it could be swung like a dagger. :foodndrink:

Other very good enchanted weapon that's not home-made is called Hatred's Soul. Only found in one of the random oblivion worlds, it is the best bow I think I've ever had. It has a drain speed and fire damage enchantment and is incredibly effective... enemies just get slower and slower as they come towards you. Definitely worth the aggro to find...
http://www.uesp.net/wiki/Oblivion:Hatreds_Soul

It's the MOST fun creating new and interesting weapons... great way to get rid of all those pesky septims too!
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Pete Schmitzer
 
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Post » Sat Aug 27, 2011 12:33 am

I posted in other threads, on my favorite enchantment. It still ends up the same. I don't use bows that much anymore. So for melee, it's...

Soul Trap 1 sec
Drain health 100 pts 1 sec
WtM 100% 5 sec

It's basically, comes down to 100 pts per strike, plus weapon damage. No other, single weapon enchantment, can do that.
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claire ley
 
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Post » Fri Aug 26, 2011 8:06 pm

I posted in other threads, on my favorite enchantment. It still ends up the same. I don't use bows that much anymore. So for melee, it's...

Soul Trap 1 sec
Drain health 100 pts 1 sec
WtM 100% 5 sec

It's basically, comes down to 100 pts per strike, plus weapon damage. No other, single weapon enchantment, can do that.




This is going to sound like a really dumb question I can feel it, but doesn't he get the 100 health points back after 1 sec? As you might have noticed i have never used a drain weapon before.
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Angus Poole
 
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Post » Sat Aug 27, 2011 4:25 am

This is going to sound like a really dumb question I can feel it, but doesn't he get the 100 health points back after 1 sec? As you might have noticed i have never used a drain weapon before.


You are correct. But 100 hp will kill low level foes with the one hit. For stronger foes, it is the weakness to magic (wtm) stacking which is the secret. The first strike temp drains 100 hp and inflicts the foe with wtm. The second strike finds the foe with his magic reistance lowered by 100% so the strike temp drains 200 hp (killing a foe with less than 200 hp). The third strke (if necessary) builds upon the wtm (since wtm is unique in that it stacks on itself unlike other weaknesses) and its strike temp drains even a larger chunk. Soon, even a powerful foe will find one of those strikes will take his red bar from full to dead in one hit. I may not have explained it all that well, but it works pretty well and perhaps someone else may be able to explain it a little better.
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Daniel Lozano
 
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Post » Fri Aug 26, 2011 8:54 pm

This is going to sound like a really dumb question I can feel it, but doesn't he get the 100 health points back after 1 sec? As you might have noticed i have never used a drain weapon before.

Acadian is right. The Weakness to Magic is the kicker. The Drain Health is only there for the killing blow. As is the Soul Trap. Not only does the WtM stack, the timmer resets with each strike. This gives you up to 5 sec to land another strike. Pending on the weapon you could get by with less on the timer. A dagger enchanted with 2 sec, can take down a lvl 39 Orge, which has well over 900 hp, striking 10 times in about 4 sec. This was done with a blade skill of 27 and a strength of 47. I like the extra time, for foes that like to run and jump a lot.

The down side is the same as all magic attacks. Enemies that have Resist, or even worse, Reflect, are different. You could easily be killing yourself, but those are rare.
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Tiffany Castillo
 
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Post » Sat Aug 27, 2011 12:58 am

I know the subject is enchantments, but the weakness to magic lends itself to spells very well also. My mystic archer only uses bow and some magic, so she has a touch spell mostly for underwater combat:

Paralyze x 1 sec
Absorb magicka 15 x 1 sec
Absorb health 10 x 1 sec
Fire damage 5 x 1 sec
Frost damage 5 x 1 sec
Shock damage 5 x 1 sec
Soul trap x 1 second
Weakness to magic (wtm) 100 x 5 sec

It is an illusion spell and she is a master illusionist (it is her magical specialty). It costs her only 32 to cast and she recoups a good deal of that back due to the wtm enhanced absorb magicka. Just playing around with it, she can sneak up behind a minotaur lord or goblin warlord and safely take them down in quick order and have most of her blue bar left at the end.

Those who combine a wtm spell with a damage weapon or combine a wtm weapon with a damage spell to complement each other can do even better.
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glot
 
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Post » Fri Aug 26, 2011 8:06 pm

Wow that's interesting, that's one bad-ass blade you got there! I didn't know the timer resets itself, I have a wtm spell 100% for 15 secs, does the timer reset on spells too?
Thanks for explaining both, that is a naughty blade I might have to make one tomorrow :)

Edit: that touch spell is naughty too
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Ellie English
 
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Post » Fri Aug 26, 2011 8:58 pm

Wow that's interesting, that's one bad-ass blade you got there! I didn't know the timer resets itself, I have a wtm spell 100% for 15 secs, does the timer reset on spells too?
Thanks for explaining both, that is a naughty blade I might have to make one tomorrow :)

Edit: that touch spell is naughty too

Yes, the same magic mechanics apply. WtM is the only one that stacks. The resetting of the timer is the same as the resetting of an enchantment with a magic duration. If you have a weapon enchanted with10 fire damage for 3 sec. You must wait for the full 3 sec to tick, to get the full effect of 30. Or in some cases, even 1 full sec to get 10 damage. I would have to check, but I know Shock delivers the damage over 1 full sec. I think the other elements do as well. As opposed to the instant delivery of a spell or enchantment like Drain or Damage Health.

That's why I feel like enchanting with elements, over a duration, are a waist of points. A dagger will be resetting the element's timer with each strike. The same with a spell. Although, you are not going to cast 2 spells in 1 sec anyway.

The cost is another factor. 100 damage for 1 sec, be it spell or enchantment, is a LOT higher than Drain. I don't even think you can enchant a weapon with 100 damage. That's all I use. So, I'm running off of memory for the rest of that. Which isn't saying much...
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Laura Elizabeth
 
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Post » Fri Aug 26, 2011 10:17 pm

Yes, the same magic mechanics apply. WtM is the only one that stacks. The resetting of the timer is the same as the resetting of an enchantment with a magic duration. If you have a weapon enchanted with10 fire damage for 3 sec. You must wait for the full 3 sec to tick, to get the full effect of 30. Or in some cases, even 1 full sec to get 10 damage.
I would have to check, but I know Shock delivers the damage over 1 full sec. I think the other elements do

as well. As opposed to the instant delivery of a spell or enchantment like Drain or Damage Health.


That's why I feel like enchanting with elements, over a duration, are a waist of points. A dagger will be resetting the element's timer with each strike. The same with a spell. Although, you are not going to cast 2 spells in 1 sec anyway.

The cost is another factor. 100 damage for 1 sec, be it spell or enchantment, is a LOT higher than Drain. I don't even think you can enchant a weapon with 100 damage. That's all I use. So, I'm running off of memory for the rest of that. Which isn't saying much...




Thanks for explaining, I use only bows and daggers in my current character, I'm definitely making one of those daggers!

Edit: hang on, just to really dumb it down, sorry for sounding like an idiot, if u hit them 5 times the damage is 500? 500% weakness to magic so 1 it will be 5 x the 100 drain health?
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Leticia Hernandez
 
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Post » Sat Aug 27, 2011 7:26 am

Edit: hang on, just to really dumb it down, sorry for sounding like an idiot, if u hit them 5 times the damage is 500? 500% weakness to magic so 1 it will be 5 x the 100 drain health?

Yes...If an enemy has a health between 401 and 500, he will die on the 5th strike. That's not counting the weapon damage, or poison. Although they will die before the poison has a chance to take full effect. A paralyze poison will work well.
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Marcia Renton
 
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