Oblivion:Useful Enchantments

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This page summarizes some useful enchantments that players may wish to create or use as inspiration for their own enchantments. Other related pages are:

  • Enchanting: Details on how to use the enchanting altar to create enchanted items
  • Souls: The souls available to create filled soul gems
  • Sigil Stones: Information on using Sigil Stones for enchanting.

Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones.

We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.

  • Please place your enchantment in the correct place. Alphabetical order in the appropriate category.
  • 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)
  • Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. ("Mega-Bomb" or "Powerstriker" does not give you much information about what the enchantment will do.)
  • Please make sure that this enchantment works as you have labeled it.
  • Please refrain from adding attributions or anything in first person. This is against the site's policy.

Thank you for your cooperation.


Contents

[edit] Simple Enchantments

Once you have access to the arcane university, some mundane items, and some filled soul gems you can begin making your own enchanted items. However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create.

  • Please note the following are all listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.


[edit] Atronach's Amulet of Magicka

Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.

Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka while empty. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that further fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)

Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.

[edit] Base Ring of Feather

Whilst most guides will tell you (quite rightly) that Fortify Strength is more useful than Feather, at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your encumbrance. There is an odd quirk with the Feather effect however that means 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 ring(s). See Feather vs. Fortify Strength for more details.

[edit] Elemental Armor 1

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. It will not only provide some protection from all three elements it will also increase your overall armor rating by 18 points (6 points each). 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.

When you begin to use stronger souls (Lesser to Grand) the Shield enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing steel or chainmail armor.

This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.

[edit] Glowring

Use a Lesser soul to enchant a ring with Light. Generally considered to be less useful than Night-Eye but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.

[edit] Owl's Eye

With a Petty soul you can create a Ring of Night-Eye that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just a useful as a Grand soul and is incredibly cheap to make.

[edit] Ring of Strength

Fortify Strength is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of Blade and Blunt attacks. You may want to add this to some sort of armor instead.

[edit] Suit of Detecting

Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.

[edit] Water Breathing

With a Petty soul you can create a Ring of Water Breathing so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time.

[edit] Water Walking

Very Similar to Water Breathing in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall. Can be useful because lava is treated like water, with waterwalking you can cut across the lava in oblivion easier (and therefore take less damage).

[edit] Powerful Enchantments

Some of these enchantments may be seen as cheating by some, certainly enchantments like the Chameleon Suit makes the game incredibly easy. You may want to consider the effect they have on the game experience before making them.

[edit] Chameleon Suit

Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% Chameleon suit. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor. Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to Sneak. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.

[edit] Elemental Armor 2

As above, enchant your armor and shield with Fire Shield, Frost Shield and Shock Shield using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.

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%. In that case you may want to consider using a different enchantment on some parts of your armor.

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. See the table on the Sigil Stones page for more information.

[edit] Mages Clothing of Protection

It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage. Be careful not to use anything labeled "outfit" or "robes" as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor; the Wrist Irons that you're wearing at the beginning of the game, if you still have them enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. 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).

[edit] Almost Invulnerable Suit

It is possible to achieve 101% Reflect Damage and at least 100% of Resist Magic, Reflect Spell, or Spell Absorption by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate Sigil Stone. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic don’t affect you at all.

[edit] Cursed Enchantments

Because it is possible to reverse pickpocket zero weight items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. 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. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects.

If you retrieve such an item through pickpocketing it will then be marked as stolen. 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. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.

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).

[edit] Garb of Slumber

Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with Restore Fatigue. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not react to the theft in any way.

[edit] Hood of Silence

Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.

[edit] Hood of Torture

  • Damage Health 5 points
  • 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. This is a great way to complete assassinations, and one more thing is- try not to wear the hood yourself....

Also note that if you replace the Damage Health effect with something like Shock Damage instead, you get a very attractive visual effect while your victim dies.

[edit] Custom Weapons

Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:

  • Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use Fire Damage 10 points for 1 second, Frost Damage 10 points for 1 second, and Shock Damage 10 points for 1 second than Fire Damage 30 points for 1 second.
  • Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.
  • You can use Weakness to Magic and Weakness to Fire/Weakness to Frost/Weakness to Shock to increase damage of the next strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.
  • To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to magicka should be the last effect placed on the weapon. Other kind of damage (fatigue, health) can be placed anywhere as long as weakness to magicka remain last.
  • Adding Soul trap for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with Azura's Star
  • Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.

[edit] Atronach Blade

This blade was meant for those who don't want to use Alchemy and have the Atronach sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add Soul Trap in that case however it can be incredibly useful for magic using characters.

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. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.

[edit] Blade of Death

Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty). On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.

  • Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.

[edit] Blade of Elements

Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the Soul Trap it practically regenerates itself at higher levels with Azura's Star. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell. The boss at the end of the Shivering Isles storyline, Jyggalag, can be killed in 4 hits with this weapon.

[edit] Blood price

Useful for archers, when the enemy gets a little too close for comfort. Best if used w/ a weapon that swings just about perfectly at once per second.

*A good rule of thumb is to put the Absorb Health value at about three quarters of your level.

[edit] Blade of Rejuvenation

Best if enchanted on a longsword. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!

[edit] Crowd Control

Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies. 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 incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.

[edit] Demon Shredder

Very effective against Oblivion monsters.

[edit] Dragon Blade

This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.

[edit] Elemental Fury

Add these effects to a weapon, preferably with a Grand Soul Gem. Not only will you get more uses each charge than the same damage with a single effect, but most creatures will have a weakness to at least one of its effects and very few will be able to resist them all.

[edit] Glamdring

[ turn any dagger or short sword into a death reaper! ]

To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.

This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.


[edit] Human-slaughter

This enchantment should keep those nasty human melees off you.

Notes:

  • for Longswords or 2H-weapons you may want to use 2 seconds instead of 1 second
  • you may want to adjust the strength of the Command Humanoid spell to your lvl+5 (cost per hit)
  • if no damage effect are applied you should chose a weapon with high base damage
  • in crowds your enemies "help" you to kill your victim
  • it is a quite cheap enchantment (even useful with 300 point souls!) -> good amount of charges!

[edit] Mage-Bane (Weapon)

The Weakness to Poison effect should be combined with Damage Willpower poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the Silence effect will stop them from curing the poison!

[edit] Mind Reaper

In similar fashion to the Atronach Blade above, this knife is also intended for quick magicka recharging by characters using the Atronach birthsign, but could find a place with any magic-focused character.

Since this weapon will only be doing its normal damage to an enemy, the Soul Trap enchantment is a bit less useful than it would be on something like the Ultimate Weapon below. A player could remove the Soul Trap enchantment and push Absorb Magicka up to 37 points. Beware of using this weapon against foes with Reflect Spell as you may inadvertently give your magicka to them.

[edit] Overpowered Blade/"Spectral Warp"

This weapon can be customized through the addition of "Soul Trap for 1 second" to capture souls for recharging. Note that this will lower the total number of uses from 22 to 21; however simply by lowering two of the "X Damage" from 7 to 6 you will restore the weapon to 22 uses with a minuscule loss of damage.

It is possible to use "Drain Health: 91" instead of 90 since both cost the same and the weapon still ends up at 22 uses. Purists may object to the uneven number, but it is largely a non-issue since the Drain Health effect is not shown when hovering over the weapon; that's because the game only lists the first seven enchantments.

As a final customization, lower two of the "X Damage" from 7 to 6 to get a magic cost of 69 instead of 72. That gives you a charge of 1600 / 69 = ~23, meaning that the blade has one extra use for a minuscule loss of damage.

Best used with dagger or short blade. EDIT:: The number of charges seems to only apply to an enchantment mod.

[edit] Powersap

  • Drain Health100 points 1 seconds (Two for two handed weapons)
  • Drain Magicka 100 points for 1 second (Two for two handed weapons)
  • Drain Fatigue 100 points for 1 second (Two for two handed weapons)

This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty

[edit] SoulReaper

This enchanted weapon makes almost any enemy in the game trivial to defeat.

  • For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect. Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.
  • The Demoralize effect makes the enemy not fight back.

[edit] Training Weapons

Best if used on a rusty iron or other low damage weapon.

All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.

[edit] Vampiric Weapon

This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a Sigil Stone can be used to get a similar effect.

[edit] Vampire Killer

If you want to kill vampires fast this is VERY useful. New vampires already have a "Weakness to Fire" 20% and full vampire has a 50% weakness. This will add to that another 80% "Weakness to Fire" and 100% "Weakness to Magic" times the 26 points of "Fire Damage".

[edit] Magical Vengeance

Similar to the Elemental Fury, this also implements Weapon and Armor Disintegration and Damage Health. Useful on just about everything. A Grand Soul Gem is recommended. Experimental Variations are also recommended - less elemental damage and more health damage/disintegration effect. Most effective used on Daedric Longsword at higher blade skills (29 damage + effects). Drain Health is NOT recommended, however; must be damage. Should also consider damage Magicka.

[edit] Useful Enchantments for Bows

Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a "demoralize" or "turn" weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.

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. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.

[edit] Bow of the Assassin

Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.

[edit] Bow of Morale Degradation

(Affects NPCs and living creatures only)

[edit] Dragon Bow

This is a bow meant for those who need to rely on one bow constantly. With a grand soul gem, it has 40 uses.

[edit] Frailty

(Affects NPCs only)

High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures). The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained). Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy. Note, however, that drain endurance has no effect on NPC Health, and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.

*The Drain Attribute spell is not readily available. Please see the notes section on Drain Attribute for how this spell can be obtained.

[edit] Slow Bow

(Affects creatures and some NPCs)

The ability of enemies to detect you appears to be based on their Speed. When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the "eye" glow briefly and then fade. They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time. Note that other enemies in the vicinity may take notice.

Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.

  • note* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment. Lure your opponent to the water, so he/she falls in. Then, peg 'em with the slow bow while they flop around in the water.

[edit] Undead 180

(Affects undead creatures only)

Alternatively you can add both "Demoralize" and "Turn Undead" to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.

Most undead are resistant, if not immune, to Frost so you may want to leave that out.

[edit] Stopping Bow

(Affects NPCs only)

One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get to close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a Weakness to Magic for an amplified effect.

[edit] Wizard's Companion

An incredibly useful bow to use in conjunction with Wizard's Fury that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai. Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly.. at 3 secs I hit it 90% of the time), and/or increasing the duration on the Weakness to Fire to get more "burn time".

[edit] Mind Control Bow

A stealthy character can use their Sneak skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.

The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.

Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.

A similar weapon can be crafted to Command Creatures, or both effects can be combined on one bow.

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