Oblivion talk:Sigil Stone

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[edit] Pickup multiple sigil stones.

It is truly possible to pickup multiple sigil stones from one sigillum sanguis. however, this can only be done in the Kvatch oblivion gate.84.80.16.245 05:36, 13 July 2008 (EDT)

I've picked up multiple sigil stones from one sigillum sanguis and it wasn't fron the Kvatch gate, it was from the gate used in the quest The Wayward Knight--BigRussian 00:28, 15 July 2008 (EDT)
See the posts above for more info, but I can confirm that you can get several stones in other oblivion worlds. I've done it in the Cheydinhal world with Farwil Indarys with me and in oblivion world 2 while just walking around hunting for sigil stones before doing the Defense of Bruma quest.--Crapulax 20:40, 17 July 2008 (EDT)

[edit] Is it possible to combine sigil stone

I was just wondering is there anything any has done to try to combine sigil stone affects on weapons or items. —The preceding unsigned comment was added by Mrmarty13 (talkcontribs) on 29 July.

In a word, no. One stone per item. –RpehTCE 12:34, 29 July 2008 (EDT)

[edit] Great sigil stone

i have a question; does the great sigil stone from the main quest defence of bruma have any special effects? is it more powerfull? —The preceding unsigned comment was added by 213.125.158.224 (talkcontribs) on 3 February 2009.

Nope. You can't do anything with it except hand it over to Martin. –RpehTCE 07:20, 3 February 2009 (EST)

[edit] Sigil stone effect on stolen items

Is it noted somewhere that if you use a Sigil stone to enchant a stolen item, it no longer registers as stolen and can be sold to any merchant with enough cash? I just ran across this effect and it seems very useful for those characters who don't want to become thieves. Wordmama 13:23, 15 March 2009 (EDT)

Nope, it's not noted anywhere that I could find. It should go on Oblivion:Glitches, so I've proposed it here. Nice catch! - Game LordTalk|Contribs 13:37, 15 March 2009 (EDT)
It's noted in the Enchanting article, as a Sigil Stone is just one method of enchanting apparel, weapons or armor. If you enchant an item, its ownership is reset and it will lose its stolen status. Automatically repairs a broken item to 100%, too. —Dark Spark 13:53, 16 March 2009 (EDT)

[edit] all impossible effects

It would be nice if there was a list of all effects that aren't possible before the effects that are. Looking through the table is not very convenient. I noticed that one is mentioned as an example. —The preceding unsigned comment was added by 67.183.28.2 (talkcontribs) on 30 May 2009.

All that is required is for someone to do a "Find" action to see if it is on the list. I don't think both are necessary. --Mr. Oblivion(T-C) 02:57, 30 May 2009 (EDT)


[edit] Disintigration Sigil Stone

When I grabbed the sigil stone and used it to enchant a weapon (obviously saving before hand) it made the weapon disappear... I loaded the game and looked at the effects (something I should have done anyways) and it said disintigrate. Is it because I wasn't really a magical character, or is that a glitch? I've never heard of that before... 66.188.255.145 05:53, 23 July 2009 (UTC)TM

Did you check all through your inventory? Of course, the item is renamed to what you choose, and it's automatically unequipped from you, too. Sometimes, certain mods (like Bag of Holding) make items (most notably weapons and armor, mostly repairable things) disappear, but they reappear once the inventory is altered a bit. 207.171.199.19 01:28, 30 November 2009 (UTC)

[edit] Damage

(moved from the article)

It is also worth noting the platry damage effects from any of the elementry stones, likewise with the shield rating, fortify attribute effects and absorb health effects. One can only surmise Bethesda did intend for greater effects but simply neglected to compare the results with those obtainable via Soul gem enchanting. Either that or at one time intended for sigil stones to be stackable. Example I have a sword [Bound sword from the doomstone close to layawin] enchanted with a stolen grand soul gem [chorral mages guild] close to the beginning of the game. Not only is this sword obtainable within the first level of the game. It will remain one of the dealiest right till the end. It has: - weakness to shock 25% for 6 seconds - weakness to frost 25% for 5 seconds - weakness to fire 25% for 5 seconds - shock damage 14 points - frost damage 12 points - fire damage 12 points - weakness to magicka 25% for 5 seconds.

The total damage this provides is: on first strike: 66 points of damage. [with sword at 100% health and blade skill at 100] - 28 [base damage of weapon] + 38 [magicks] = 66 points of damage done [obviously not including birth star effects etc]

on the second strike this blade would do: 77.875 points of damage. [with sword at 100% health and blade skill at 100] - 28 [base] + 18.375 shock [1% of 14 = 0.14 * 31.25 [weakness to shock altered by the weakness to magicka effect from previous strike [since weakness to magicka improves the 25% weakness to element by 25% which equals 0.25 decimal or 1/4 imperial. 25 / 4 = 6.25% ,25% [weakness to element base rate] + 6.25% = 31.25%] = 4.375 + 14 [base shock damage] = 18.375 + 15.75 frost [1% of 12 = 0.12 * 31.25 = 3.75 + 12 [base frost damage] = 15.75 + 15.75 fire [1% of 12 = 0.12 * 31.25 = 3.75 + 12 [base fire damage] = 15.75 = (15.75 * 2) + 18.375 = 49.875 [total magicka damage]. Total magicka damage [49.875] + base weapon damage [28] = 49.875 + 28 = 77.875

As you can see 77.875 is Immensly better than the pathetic 25 points of elemental damage, the 25 points of absorb health, or the 30 points of damage health provided by transcendent sigil sontes [For a maximum of 58 damage]. In my opinion the only useful sigil stones are those that offer fotify magicka, Detect life or feather [125 points improves speed and offers more encumberance capacity than the comparable [again paltry] fortify strength 12 points [an extra encumbarance of 60 points].

Ah yes this is me sorry... Should I have posted this under enchantments and simply made a note in the sigil stones sections about how poor there effects are for the most part?...
Sarch Lalaith —The preceding unsigned comment was added by 90.213.53.89 (talkcontribs) on 11 August 2009.
It's far too detailed for our purposes. I'm not sure exactly what point you were trying to make, but it looks like a note saying that Grand Soul Gems can sometimes create more powerful enchantments than sigil stones would sum it up... but even that isn't necessary. –rpehTCE 04:56, 11 August 2009 (UTC)
uhm ok. the point i was making is that for the most part people neednt knock themselves out by sigil stone hunting which as mathamatically proved above [even with best sigil stone] will always yeild an inferior effect on weapon/armour than a well used soul gem with onlt the exceptions, which i stated above. This was designed to be a difinitve guide for a rokkie enchinting an item. —The preceding unsigned comment was added by 94.10.167.190 (talkcontribs) on 03:37, 18 January 2010 (UTC).
While it is true that you can create stronger weapon enchantments with soul gems, the armor enchantments are considerably stronger with sigil stones. Your opinion of useful enchantments is simply that, your Opinion
Another factor that you have failed to consider is the weapons charge, you will get a lot more uses out of a sigil stone enchanted weapon than you would from a soul gem weapon of comparible strength.--RhomphaiaTC 03:32, 18 January 2010 (UTC)
  • There is a notable difference between the magnitude and numbers of offensive and defensive effects available with Sigil Stones and Soul Gems.
  • Sarch's numbers are factual, and a non-PoV summary of their conclusion should be included. All statements containing or in the style of 'in my opinion' and 'one can only assume' would have to be removed, of course.
  • "would sum it up" and "isn't necessary", are unproven and possibly unprovable opinions.
  • Rhomphaia's facts, with a little bit of verification, should serve as an excellent counterpart to Sarch's.
  • Proposed:

"When enchanting armor, Sigil Stones' enchantments are of greater magnitude, and Soul Gems can only enchant armor with a single effect. The reverse is true of enchanting weapons; Grand Soul Gems allow the combination of effects (eg Weakness to Magicka + Weakness to Fire + Fire Damage) to achieve results not attainable with Sigil Stones, and the base value of single weapon enchantments are higher with Grand Soul Gems as well. Sigil Stones offer a larger amount of charge, for extended use of charged weapons."
...Assuming that it can be verified that Sigil stones offer a larger amount of charge, and that the base value of single enchantments are higher with Soul gems.Anarchangel 08:01, 18 January 2010 (UTC)

The charge values of the sigil stones are already listed on the article, here, under the effect with the formula (Charge/EnchantmentCost=Uses). The value of Enchantment Cost is the charge that you would need to enchant a weapon with that effect.
It is plain to see how much higher charge trancendant sigil stones offer compared to the 1600 from a grand soul gem (consider the burden trancendant sigil stone with a charge of 7980, it is an extreme example but most trancendants offer at least twice as much charge).
Enchanting with a soul gem is also limeted to a max Enchantment cost of 85 (18 uses), some sigil stones offer a stronger enchantment than this, namely;
  • Turn Undead
  • Silence
  • Dispel
  • Disintegrate Weapon/Armor
  • Demoralize
  • Damage Health
  • Burden
  • Absorb Attribute
  • Absorb Magicka
  • Absorb Health
  • Absorb Fatigue
--RhomphaiaTC 03:42, 19 January 2010 (UTC)
I should be wrong more often. When I am right, editors just blither at me until they realize they cannot intimidate me then go away rather than have to concede my points. When I am wrong, they write half an article's worth of useful information to prove me so. All of what you wrote is applicable to the subject in my opinion. I hope some place is found to put it.
So "Sigil Stones offer a larger amount of charge" is proven, and "the base value of single weapon enchantments are higher" is disproven (and should be values plural, now that I look at it again). Since all the (imo) useful weapon enchantments (damage) are entirely absent from the Enchanting article, I cannot yet say, although I suspect it is true, that "the values of damage-dealing enchantments (Damage Health, Fire Damage etc) on weapons are higher" Anarchangel 14:43, 19 January 2010 (UTC)
Damage Health is an exeption as I noted above, you can get 30pts with the sigil stone, only 28 with the grand soul gem.
for elemental damage you can have up to 40 for the GSG though, Damage Magicka and Soul trap are similar cases. That appears to be it though, for the most part Sigil stones actually offer higher enchantments than soul gems, the major advantage of soul gems is to create multiple effect enchantments as noted above (even if the premise above is flawed and factors in base weapon damage into soul gem but not sigil stone, should be 77 vs 53 rather than 77 vs 25).--RhomphaiaTC 03:52, 20 January 2010 (UTC)
Thank you, I think that about wraps it up, except that he did in fact mention the sword damage, albeit tardily: "(For a maximum of 58 damage)". Would you consider adding this research to the Enchanting page? Damage is Soul gems' strong point, yet the only enchantments listed are defensive and support. Anarchangel 04:18, 20 January 2010 (UTC)

[edit] sigil stone and game freeze

i realised that if i cant remove the sigil the game will freeze very soon. is it just due to cache?P90 user 12:19, 29 December 2009 (UTC)

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