Oblivion:End Game Optimizing
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This is a guide on how to properly equip your character with proper armor, weapons, and spells during the higher levels of the game.
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[edit] Attributes and Skills Past 100
One of the most important things to remember is that skills (except Acrobatics and Athletics) will not show any additional effect if you magically raise them past 100. On the other hand, most attributes will provide some benefits when increased past 100:
- For Endurance, your Health and Fatigue will both increase.
- For Intelligence, the amount of base Magicka you have will continue to go up.
- For Luck, effective skill levels will continue to be increased (up to the skill cap of 100).
- For Speed, your character's movement speed will continue to go up.
- For Strength, your maximum Encumbrance and fatigue will continue to rise, but your melee damage will not increase.
- For Willpower, your Magicka regeneration rate and fatigue will continue to increase.
- For Agility, your fatigue will continue to rise, but your damage done by bows will not increase.
[edit] Armor Enchantments
There are two armor skills: Light Armor and Heavy Armor. The strongest unenchanted light armor is Glass Armor, and the strongest heavy armor is Daedric Armor. If you have the Shivering Isles, that changes to Amber Armor and Madness Armor respectively. Unless you will be adding a 100% Reflect Damage enchantment, Glass or Daedric armor is recommended to provide maximum armor rating and armor health. Alternatively, the permanent bound items glitch will allow the creation of zero weight items (boots, gauntlets, helmet and shield are light; greaves and cuirass are heavy). The following are different ways to enchant your items to become immune to different attacks:
[edit] 100% Chameleon
There are multiple ways to acquire 100% Chameleon, and therefore be completely undetectable by other NPCs and creatures. One way is:
- 2 Transcendent Sigil Stones that give Chameleon (each gives 30%)
- 2 Grand Soul enchants (each gives 20%)
These can, for instance, be used on four of the six pieces in the glass armor set.
To see more about this enchant: 100% Chameleon.
[edit] 100% Reflect Damage
To get 100+% Reflect Damage and be immune to physical attacks, you will need the following:
- 1 Ring of the Iron Fist (gives 33%)
- 1 Necklace of Swords or Amulet of Axes (both give 33%)
- 1 Escutcheon of Chorrol (gives up to 35%)
These three items will provide you with 101% Reflect Damage.
[edit] 100% Resist Magic
To get 100+% Resist Magic and be invulnerable to magic, the best items to use are:
- Mundane Ring (gives 50%)
- Crown of Lindai (gives up to 35%)
- Saviour's Hide (gives 25%)
These three items will provide you with 110% Resist Magic. Should any of the aforementioned items be unavailable you can instead use:
- transcendent sigil stones (providing 20% each)
- Various random Generic Magic Items that provide up to 15% Resist Magic.
- As a Breton, you have natural 50% resistance, so the Mundane Ring alone is enough to reach 100% Resist Magic.
- The Morag Tong Cuirass obtained by killing the Assassin NPC in the Unearthing Mehrunes Razor Expansion Pack provides up to 25% Resist Magic and 25% Resist Normal Weapons at higher levels (20+).
100% Resist Magic can be combined with 100% Reflect Damage.
[edit] 100% Reflect Spell
To get 100+% Reflect Spell and be invulnerable to magic, you will need any four of the following:
- 1 Mundane Ring (gives 35%)
- 1 Ring of Sunfire (gives up to 25%)
- 1 Spell Breaker (gives 30%)
- 1 Amulet of Reflection (gives 20%)
- 1 Ayleid Crown of Nenalata (gives up to 25%)
[edit] 100 pts Spell Absorption
Some players find Spell Absorption to be more effective than Reflect Spell. Not only are you invulnerable to magic, but magical attacks will recharge your own magicka reserves. Here's what you need for 100+ pts:
- 1 Spelldrinker Amulet (gives up to 26 pts)
- 1 Sorcerer's Ring (gives 25 pts + 25 Fortify Magicka)
- 1 Greaves of Purity, Magebane Greaves or Mankar Camoran's Robe (either of the greaves gives 20 pts; the robe gives 20 pts + 10 Reflect Damage but takes up both the greaves and cuirass armor slots)
- 1 Helmet of the Mage (gives 14 pts + 20 Fortify Magicka)
- 1 other item (ring, cuirass, gauntlets or boots) enchanted by Transcendent level Spell Absorption Sigil Stone (gives 15 pts)
These items will provide you with 100 pts of Spell Absorption.
A combination of Spell Absorption and Reflect Damage is particularly powerful.
104 pts Spell Absorption can be combined with 101% Reflect Damage if you forgo the Spelldrinker's Amulet and use two additional Sigil Stones. This is harder to achieve than the Reflect Damage/Resist Magic combo, but more effective.
If you have Shivering Isles installed, you can also replace two Sigil Stones with either Cursed Absorbing Gauntlets or Cursed Magebane Gauntlets. This will give you 98% Spell Absorption and still give you an armor slot to use for additional effects.
[edit] Obtaining Magic Jewelry
If you have started the Turning a Blind Eye quest for the Thieves Guild, you can easily collect high level magic amulets and rings by killing the monk that guards the stone. Regardless of whether or not you have completed the quest, he will still re-spawn in that same spot every 73 hours. The monk is in the Shrine of the Moth area. Also you must wait 73 hours from exiting the door. if you leave, wait 1-72 hrs and re-enter the monk will still be dead and you will have to leave and wait another 73 hrs.
Raven Camoran, whether you kill him in the Sunken Sewers or in Paradise, is carrying a high-quality enchanted ring. See Raven's article for details on exactly what rings you can expect to get from him.
[edit] Weapon Enchantments
If you do not have access to the Arcane University, or if you don't want to customize your weapons, the Goldbrand is one of the best available weapons. You can use it in collaboration with the Umbra sword for soul trap, and trap creatures in the Azura's Star to keep your weapons recharged.
If you do have access to the university, you can make very powerful daedric weapons. One good general setup is as follows:
- Elemental Damage
- Elemental Weakness
- Weakness to Magic
Every additional hit with this weapon will be stronger against an enemy. Although the effects do not stack, the weakness to magic effect on secondary hits will become stronger because of the weakness to magic that you gave to the enemy on the first hit. When you decide on the duration of the weakness spell for your weapon, make sure it lasts until your next hit so that you will be able to chain your attacks as mentioned.
The following is an example of a daedric dagger that was properly enchanted with elemental damage, elemental weakness, and weakness to magic:
- Fire Damage 14/1sec
- Frost Damage 14/1sec
- Shock Damage 14/1sec
- Soul Trap 1 sec
- Weakness to Fire 100% 1/sec
- Weakness to Frost 100% 1/sec
- Weakness to Shock 100% 1/sec
- Weakness to Magic 100% 1/sec
If you are low on health, the following daedric dagger can be used in emergencies:
- Absorb Health 25 points (from a Transcendent Sigil Stone)
[edit] End Game Equipment Example Set
- Weapon - Daedric - See Custom Weapons
- Shield - Escutcheon of Chorrol (Received after level 25)
- Helmet - Ayleid Crown of Lindai (Received after level 25)
- Cuirass - Daedric/Glass - Resist Magic 20% (Transcendent Sigil Stone)
- Gauntlets - Daedric/Glass - Resist Magic 20% (Transcendent Sigil Stone)
- Greaves - Daedric/Glass - Resist Magic 20% (Transcendent Sigil Stone)
- Boots - Daedric/Glass - Resist Magic 20% (Transcendent Sigil Stone)
- Ring - Ring of the Iron Fist
- Ring - Ring of Vitality
- Amulet - Necklace of Swords/Amulet of Axes
Set Results
- Reflect Damage - 101%
- Resist Magic - 115%
- Resist Disease - 100%
- Resist Paralysis - 100%
- Resist Poison - 100%
- Fortify Hand to Hand and Blade/Blunt - 25 pts
- Fortify Endurance - 10 pts
This set will make you immune to most enemy damage, although some damage is not covered by these resistances (for example, arrows, most traps, lava, falling, and drowning). Also any enemies with some form of reflect damage or an elemental shield will damage you when you attack them.
One other option for Atronach characters is to use four pieces of Transcendent Sigil Stone Enchanted Armor to get 60% Spell Absorption. Coupled with the 50% Spell Absorption you get from the Atronach Birthsign, it adds up to a total of 110% Spell Absorption, which is more useful to Atronach characters than Resist Magic, and also leaves an extra piece of armor to enchant with Water Breathing. That way you have an immunity to drowning.

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