Oblivion talk:Enchanting/Archive 1
|This is an archive of past Oblivion_talk:Enchanting discussions. Do not edit the contents of this page, except for maintenance such as updating links.|
I think the in game hints told me that a player's summoned monsters could be soul trapped (unlike morrowind).
That would mean your Summoned Lich is a grand soul. I added it to the site yesterday, but decided to remove it just in case I was wrong :-) — Unsigned comment by Thehankerchief (talk • contribs) on 29 March 2006
- You can definitely trap the souls of monsters you summon yourself. I've done it a few times with scamps for quick and easy recharging of magic items. --Quillan 10:10, 11 April 2006 (CDT)
- I'm pretty sure you could do this in Morrowind too, btw. --Arixx 9:28, 14 April 2006 (EST)
Leveled Sigil Stones
I retrieved a Transcendent Sigil Stone from inside an Oblivion Gateway just minutes ago so I suspect that either the Sigil Stones are levelled, like most loot, or that some Gateways have better stones than others. --Trithemius 22:44, 30 March 2006 (EST)
- Yes, the first two I got were Subjacent Sigil Stones, but I went and closed another gate tonight after a large gap of time and pulled out an Ascendant Sigil Stone. The first two I was about level 6-7, while this time I was level 15. --Quillan 00:02, 31 March 2006 (CST)
You can save right before picking up the stone, and reload if you don't like what you get. I've done it, so I can personally confirm that it isn't generated until you pick it up. Quillan 16:35, 26 April 2006 (EDT)
Cleaned up information on general soul gems and soul traping. Setup section for Azura's Star. Seperated Soul Strenghts from Soul Traping info (renamed to Soul Traping 101). --Gwydeon 05:36 4 April (PST)
Does anyone know if it is possible to enchant two or more effects into a single item? If so, how do you do it? Every time I enchant something, the list of effects vanishes once I've picked the first. --Quillan 10:10, 11 April 2006 (CDT)
- You can for weapons, but enchanting clothes...stick with the sigil stones. Bethseda hasn't gotten it in their heads that people want to create their own items rather than find the fat lute. — Unsigned comment by Ryvaken (talk • contribs) on 11 April 2006
- Would love to see some more info on multiple-effect enchanting. --Abovedust 00:54, 18 August 2006 (EDT)
- Don't think there is any more info. Weapons accept multiple effects limited only by the strength of your soul gem. Other items inexplicably accept only one. Important note: unlike spellmaking, multiple skill and attribute alterations can be placed on enchantments.--OGRastamon 22:58, 22 November 2006 (EST)
"...you also level up your Enchant skills"
There are Enchant skills in Oblivion? --Arixx 9:28, 14 April 2006 (EST)
- Heh, this is what I get for playing Morrowind so much. :) Garrett 03:46, 15 April 2006 (EDT)
Does the type of clothing or jewelry (different kinds of robes, armors, rings) affect how strong an effect can be? I think that was in Morrowind that way. — Unsigned comment by Spike (talk • contribs) on 16 April 2006
Shade of the Revenant
I guess the day of the week for the "Shade of the Revenant" event is inconsistant. I went back later to one I'd visited before, and it does not appear on the same day of the week as it did the first time. I don't know if the game keeps a moon phase calendar and bases it from that, or if it's simply random.--Quillan 13:03, 18 April 2006 (CST)
- It doesn't occur every week, but every 8 days. I could have missed it but I believe the weeks in Tamriel aren't 8 days too, so you can't tell whether the Shade of the Revenant is there based only on the 'name' of the day. — Unsigned comment by Korunox (talk • contribs) on 20 February 2008
Available effects for enchanting
I just tried enchanting a set of armor for myself and stumbled across something that seems to be wrong/misleading in the article. Didn't want to update it until someone confirms it though since it's the first time I'm enchanting something in Oblivion so could be me.
Specifically, the article says "These magical effects must be spell effects to spells you have [...]" but it would seem that just knowing a spell with the desired effect isn't sufficient, you also must be able to actually cast it.
I wanted to add a chameleon effect to my cuirass and even though I do know two spells with that effect (that I cannot cast yet because my illusion skill isn't high enough), the effect didn't show up.
The same seems to be true for spellmaking (I tried to make a spell with said effect that I could cast but it didn't show up)
Can anyone confirm this?
- Fixed now. Seems logical, seeing as it works that way for spell making (which is very similar to enchanting). --MiSP 14:47, 9 May 2006 (EDT)
New discussion under same subject. There is no such thing as a "Base set of spells" when referring to spell effects. A spell effect is something like "Fire damage" or "Shield", and all a spell is, is simply a collection of spell effect(s) and parameters. Flare, for example, is simply Fire Damage on Target, 6 points for 1 second. That's it, nothing more. Enemies Explode is also Fire Damage, but with a lot more magnitude, area, and duration. Assuming you can cast both spells, but only had one, each would give you the Fire Damage effect for enchantment purposes. You have to possess the spell effect in castable form in order to make a new spell anyway. QuillanTalk 17:33, 26 October 2006 (EDT)
Weakness to Poison
I am thinking if a bow is enhanced with Weaknes to Poison, does it increase poison damage on the first shot? Or this spell has to be already on the victim when the arrow hits, like in the case of spells?
--sziszko 11:53, 30 May 2006 (CET)
The latter would be the only logical explanation, seeing that poisons actually are spell effects (I think). Though I'm not 100 % sure. --MiSP 15:53, 31 May 2006 (EDT)
Decreased damage/armor rating?
I just noticed that enchanting an item reduces its damage or armor rating (depending on the type of item you enchant). I don't have the manual, so maybe this is common knowledge and I'm just being a noob :) Anyway, I was wondering if the reduction is fixed or dependent on other factors (level, skill rating, etc.). Also, it might be helpful to make a note about this on the enchanting page. --Shnoogah 08:21, 8 July 2006 (EDT)
- He's right. I enchanted all my armor with various effects, and the armor rating on each piece shows up as smaller than it was before I enchanted it. I can't tell you if my final total armor also decreased, because I actually put the "shield" spell on several of the armor pieces. I'll see if I can test it sometime -- or if someone else can, please post your result here. --Krep 08:21, 25 Oct 2006 (EDT)
- My guess is that you are both enchanting items that were originally repaired past 100% health by the expert armorer perk. Enchanting always sets the health of the item to 100%, which would appear to be a reduction if the health had previously been 125% (for armor, the armor rating goes down; for weapons, the damage goes down). But all you need to do is repair the item back to 125% and the ratings are restored. Otherwise, I can't see any evidence that enchanting ever decreases the actual quality of the enchanted item. --Nephele 23:43, 26 October 2006 (EDT)
- Good guess, but my armorer skill is well below expert, so that's not it. . --Krep 26 Oct 2006 (EDT)
- Could you provide more details then on what exactly is happening? Because when I've enchanted items I haven't noticed any decrease in the armor rating or damage. And I just did a set of tests last night to be sure, and in enchanting a dozen different items there was no change. For example, what exact type of armor/weapon are you enchanting? What is the health and rating before and after? What enchantments are you adding? Have your skill levels, attribute levels, or luck changed in the process (i.e., did a fortify luck spell expire? Or did you take off an item with a fortify heavy armor enchantment?) --Nephele 13:34, 27 October 2006 (EDT)
- I went back and tested this specifically... Ok so, on the items I tested this on, their armor factor remained unchanged before and after the enchant. I think one of two things is happening: 1. there is some glitch, whereby, sometimes, but not ALL the time (perhaps rarely), when you enchant armor or weapons the armor factor or weapon damage is reduced, -or- 2. there is in fact, no glitch; myself and Shnoogah are both wrong.
- If the case is actually #2, then perhaps what is happening is as follows: when you look at the displayed armor factor for a given piece of armor, the game is actually showing you your modified armor stat based on your armor skill, luck, etc. according to a formula (that is discussed elsewhere on this site) and then rounded off. A side effect of this is, if you compare two pieces of armor at a low level of armor skill, they may appear the same, but later at a higher level of armor skill you may see a difference in their armor rating, because the displayed rating is dependent on your skill, luck, etc. This can make one appear "lower" because before they compared as the same, and then later you go back and now the "weaker" armor now actually compares as 1 or 2 points lower. Krep 11:22, 30 October 2006 (EST)
Sigil Stones vs Gravity
I dropped a sigil stone and noticed that I wasn't able to move it as we can with any other object. After a while i came back to take it and suddenly it was not touching the floor anymore, it was flying at 1 feet or so above the floor. Does anyone have any explanation for that? Or am I experiencing a bug? Thanks --Skadar 17:17, 6 August 2006 (EDT)
- You're not the only one. I think the physics on sigil stones is a little weird because they're supposed to float in place when in the towers. -- Marbx 17:44, 6 August 2006 (EDT)
- Aren't the Sigil Stones classified as a mechanism (denoted by the mechanism hand icon) or something like that? It's not a normal object that you pick up, but you activate it, and after a few seconds it disappears and gets added to your inventory. Another fact supporting this is that the effect is picked randomly when it is added to your inventory, not when you enter the Sigil Stone room. Having a floating object disappearing and getting replaced instantly by another identic model with different properties several times a second would be to much of a load, and it would be easier just to make the Sigil Stone an activator. However, this reveals another problem/question: Why didn't Bethesda just make it so that when it is added to your inventory, it acts as a normal object? Hmm... --MiSP 10:32, 7 August 2006 (EDT)
- You're right that there are two different sigil stones: there's an "activator" that you see in the tower, which appears to be a kind of static object, and then there's the item. I'd forgotten that you don't pick them up (it's been a while since I went into a gate). So I guess the weird physics isn't due to any need to hover. Maybe it's just to make the stones stand out from normal objects? -- Marbx 23:27, 7 August 2006 (EDT)
- Just an experiment: Have you tried manipulating them (the object ones) with Telekinesis? --MiSP 10:17, 8 August 2006 (EDT)
- It works exactly the same as a regular grab, as far as I can tell. -- Marbx 21:46, 17 August 2006 (EDT)
Can Sigil Stones be reused?
Having acquired my first Sigil stone, I came to the Enchanting page specifically to find out if it is reusable as an enchanting tool. I was disappointed to find nothing there about this. Can I enchant one item with each Sigil stone or as many as I like? --FMan 10:29, 13 August 2006 (EDT)
- The Sigil Stones can not be reused. I have added the necessary information to the article now. And by the way - if you aquired it, you could only save your game and try. It isn't that hard. =) --MiSP 11:30, 13 August 2006 (EDT)
- It should be noted that Sigil Stones are subject to the duplicate item cheat. Just be prepared to grab them all before they roll away. :p--OGRastamon 23:14, 22 November 2006 (EST)
Black Soul Gems VS Grand Soul Gems
As far as I can tell there isn't any advantage to creating and a black soul gem and traping an NPC, over just using a Grand Soul gem. I'm trying to enchant a weapon, and I've tried using all kinds of different NPC souls, but no matter what (who) they are I still can't make my weapon anymore powerful, namely the Energy can't go past 85 which means that the fire damage can't be more than 40 pts, which is only about 40% up the slider, and then forget about adding any duration or area of effect. It seems wierd to me that they include all those options and sliders and you can barely even use them! Is there a way to increase the energy past 85? I know it says on the page that NPCs are leveled and thus their souls are leveled, but I can't see that when using them for enchanting or recharging. They all just seems the same. Is there a skill I can increase to make my enchantments more powerful? Does the level of spell matter(for instance if I have a 6pt fire damage spell vs having a 20 pt fire damage spell) in determing how much energy is used to cause a pt of damage? I remember being alot less limited (and frustrated) in marrowind. — Unsigned comment by Emanth (talk • contribs) on 18 October 2006
- NPC souls I'm pretty sure are NOT leveled. It's some creature souls that will be leveled. NPCs will be Grand every time, provided you have a Black Soul Gem to put them in. This is the main advantage of them. Finding creatures with Grand Souls at low levels is virtually impossible, but since every NPC has a Grand Soul, this allows you to get larger enchantments much earlier than you could using just Grands. --TheRealLurlock 16:51, 18 October 2006 (EDT)
- I couldn't get passed 85 either, and I was a level 41 high elf apprentice with all magick thingies as my major skills. :( (the only skills that weren't a hundred were restoration and destruction) Wizard 23:10, 12 June 2008 (EDT)
Possible error in the Armor Buff Table
I just used a Lesser Soul to put Feather on a Black Robe and it gave me 23pts. While 23 is a lot more than the 11 listed on the table, it's still not more than the extra encumbrance you'd get from putting +7str (35 encumb) on it. Not sure why these Feather Enchants are so low and why anyone would get them over Strength. --Ruyen 15:21, 1 November 2006 (EST)
- Thanks for pointing out the mistake. Hopefully the values are a bit more accurate (and a bit more complete) now. And I added a note about feather vs fortify strength; it's also discussed at some length at the Feather page. --Nephele 02:16, 3 November 2006 (EST)
- The limitation is on base cost of the effect. 40 fire damage for 1 second is a base cost of 84.27 magicka. If you wanted to deal more damage, you would need to spread it out over time or add other damage elements like frost. For example: 14 fire damage for 2 seconds and 13 shock damage for 2 seconds would deal 54 damage altogether and cost roughly the same but take twice as long. Hope this helps. --Nocturnal 22:46, 8 November 2007 (EST)
Is Azuras star the answer?
Having only enchanted one weapon using a grand soul gem and ending up rather annoyed at how little you can do due to energy restrictions I gave up. Then I remembered the Azuras star. Could this be the answer to getting past the 85 point energy restriction? — Unsigned comment by 18.104.22.168 (talk) on 11 February 2007
- Azura's Star (at least in Oblivion) is no more powerful than a Grand or Black soulgem in terms of the size of soul it can contain. Its only real advantage is that it can be re-used. (This is a slight different from Morrowind, where there were two souls that could ONLY be captured in Azura's Star.) So, no, you will not be able to make more powerful enchantments with Azura's Star than you can with a Grand. --TheRealLurlock Talk 18:02, 11 February 2007 (EST)
- This limitation could be easily lifted by a mod for the capacity of Grand soulGems, granting it any capacity.
Just open TESCS. Gameplay -> Settings
- EditorID: iSoulLevelValueCommon, iSoulLevelValueGrand, iSoulLevelValueGreater, iSoulLevelValueLesser, iSoulLevelValuePetty
- just change the numeric values to whatever you like (Azuras is a Grand Soul gem), save (give it a name you remember) activate it in your favorite mod manager and your are done.
- Have fun
- Quasim 23:56, 3 May 2008 (EDT)
Useful Enchantments Page
I think it maybe useful to create a page for specifically listing useful enchantments, similar to the useful spells to create list. I've have found some good ideas by looking through here but I think it would be better to have a definative list. As there is some discussion about making a specific page for "Useful Spells to Create" maybe we could combine that with "Useful Enchantments"? Grandmaster z0b 22:09, 13 February 2007 (EST)
Black Soul Gems and Necromancy?
The page says that carrying Black Soul Gems is evidence of Necromancy and can lead to "negative consequences" which I took to mean get you kicked out of the Mages Guild. I'm not sure if this is true, I've certainly walked in and out of the Arcane University many times and spoken to the Arch Mage carrying them and had no problems. How would you be caught? Maybe it only happens if you break the law and get caught by a guard or something. Either way this needs more clarification because at the moment it reads like you can make Black Soul Gems but they would be useless considering you couldn't carry them into the Chrionasium (sic.). Grandmaster z0b 20:21, 14 February 2007 (EST)
- This is only valid in the Cheydinhal Recommendation quest, when you find a few Black Soul Gems as evidence that the head of that branch is a necromancer. However, there are aspects of necromancy that will get you in trobule with the Guild. Show up in front of any Mages Guild member wearing one of the black robes you get off a Necromancer, and you will be attacked. Anyhow, there's no problem at all with carrying Black Soul Gems, so you don't need to worry. --TheRealLurlock Talk 23:20, 14 February 2007 (EST)
- In that case I will edit this page to reflect that, do you mind if I copy and paste some of your above statement into the page itself? As it certainly isn't clear at the moment. I may also add a link to the Black Sould Gems and Necromancy pages for more clarity. Grandmaster z0b 17:47, 15 February 2007 (EST)
I just deleted the two sentences, it was totally incorrect and not needed. Grandmaster z0b 22:18, 19 March 2007 (EDT)
What does a soul gem do?
I'm rather new to playing Oblivion and tried to look up what a soul gem did in the game. Maybe I'm just overlooking it, but there's no entry on the wiki which states clearly what a soul gem does. There's detailed explanation about how to trap a soul, there's information telling you that when you use a soul gem it's gone (but use it for what?), there's plenty of information about the different kinds of soul gems, but not a single line in the beginning of the text telling the inexperienced player what a soul gem can do. One can deduct the purpose of a soul gem because it's on the 'enchantment' page or when you read on it's stated better under 'recharging weapons: soul trapping' ("By far the cheapest method is to capture creatures' souls in Soul Gems and use their energy to recharge your weapons."), but shouldn't it just say in the first line of the text about soul gems what a soul gem is used for? It could almost be the same text as found in 'soul trapping'.
The more I read the Enchanting page, the more I believe it's better to split things up and make new pages for different methods. Like the item 'repairing equipment' in the subgroup 'recharging weapons': it doesn't belong there. The item about 'soul gems' should be in the subgroup 'recharging weapons' and not above that subgroup or better on a completely different page. — Unsigned comment by 22.214.171.124 (talk) on 5 March 2007
- I've added a couple introductory sentences to the Soul Gems section, and deleted the section on repairing equipment which I agree didn't belong there. However, I've left the "Soul Gems" section where it was since soul gems are used both to initially create any enchanted item and to recharge weapons, and therefore are more important than for just recharging. Thanks for pointing these problems out; some of these basic introductory facts get easily overlooked by most of the editors who take some of that info for granted. Let us know if you notice any other omissions! --Nephele 01:08, 6 March 2007 (EST)
- Thank's for your help! I'm very grateful this wiki exists, it's helping out a lot. And I can see why certain information is taken for granted by the more experienced players. The only thing I could use so far is a site-map or a wikipage with every Oblivion-related wikilink. Some interesting pages are hard to find. Saskia. — Unsigned comment by 126.96.36.199 (talk) on 6 March 2007
Custom >1600 soul value items possible?
It looks like some of the items I am finding ready-made have higher than 1600 recharge value (3200, 7200). This would imply more than one grand soul gem were used to create them. Are these pre-made only, like the instant-effect potions you can find but not make? -thanks, DarkElf 23:22, 10 April 2007 (EDT)
- Yes many magical items have a greater than 1600 charge, I'm afraid the player can only create items with a charge of 1600 max with a Grand Soul, you cannot use more than one. Sigil Stones have more charge but are obviously limitied in what they can create. You cannot create many of the random items at all, like worn enchantments with multiple effects for example. Grandmaster z0b 02:16, 11 April 2007 (EDT)
Order of magical effects
Something I noticed tonight enchanting Katanas. This is probably for all blades slower than a dagger, but I only tested on Katanas, both 1h and 2h. If you enchant a Katana with the three elemental damages, the 3 elemental weaknesses, and weakness to magic (all with a 1 second duration) you had better place the Damage Attacks ahead of the Weakness Attacks or you'll never get the damage multiplier. I tested against Guards using two identically enchanted Akiviri Dai Katanas, the only difference being the order of the enchantments. Katana 1 had: Shock Damage 10, Frost Damage 10, Fire Damage 10, Weakness Shock 100, Weakness Frost 100, Weakness Fire 100, Weakness Magic 100, all 1 sec durtion. Katana 2 had the same, except with everything ordered in reverse. Every Guard took 3 strikes (in rapid succession) with Katana 1, and over 6 strikes with Katana 2 (they all survived my initial 3 strike fury). Katana 2's weaknesses must be wearing off before the next strike. I guess all enchantments don't exactly happen instantly.RumblePen 00:35, 2 July 2007 (EDT)RumblePen
I just did another test, this time placing the weakness spells first, but with a 3 second duration. Again, no damage multiplier. This looks like a bug. RumblePen 18:12, 2 July 2007 (EDT)RumblePen
Does anyone know how exactly enchantments get processed? I'm a console player, so my testing is limited, but it appears weakness spells are getting thrown away if they come before damage spells, even on successive strikes, despite the duration of the weakness spell. I'm wondering how this works out this way. Going to test with fewer spells, 30 Shock, Weakness to Shock, and Weakness to Magic. See if the order matters with only 3 enchantments. RumblePen 18:17, 2 July 2007 (EDT)RumblePen
Results where the same, when weakness spells come before damage spells they are not counted. Duration and number of enchantments doesn't factor into it. RumblePen 18:28, 2 July 2007 (EDT)RumblePen
- I searched google for "oblivion enchanting order of effects" when I noticed the same thing while playing and did not find much information. I had made an enchanted sword and wanted to make a copy of it as an axe to build up my blunt skill, but i noticed that the axe was far more powerful than the sword despite my blade skill being much higher. I was killing in about half the strokes with the axe version of the same weapon. The only difference was the ORDER of the effects on the weapons: I enchanted the sword in reverse alphabetical order, meaning "weakness to magic" was the first effect, and I enchanted the axe in alphabetical order, meaning weakness was the last effect. The difference is huge on the classic "absorb health/drain health/weakness to magic" enchanted weapon. I am surprised that no one else has a comment on this, either on this page, or google at large. Random forum chatter indicated that the game takes the effects in alphabetical order no matter what order is used to enchant originally, but based on testing I can only conclude that the order does in fact matter. "Weakness" effects must be listed after damage effects, no matter how many times you strike a target.
- The weakness effect also takes effect in the same strike as the damage effects as long as it is listed after, despite information on this wiki and elsewhere that amounts to "hit someone with weakness, and then the next blow will take advantage of the reduced resistences." No, in fact the weakness takes place intra-strike. You can test this by making a weapon with X fire damage and a weapon with X fire damage and -100% fire resistence over 1 second. Strike a single foe once every 10 seconds and you will see that you kill in fewer strikes with the weakness weapon, which proves that the weakness takes effect intra-strike, not just upon the next hit within the duration of the weakness. — Unsigned comment by 188.8.131.52 (talk) on 27 October 2008
looks like someones been vandalizing the page. We should contact one of the blockers and get rid of this guy.--Willyhead 05:58, 6 July 2007 (EDT)
- I've reverted the page. I wiped out all the edits by 184.108.40.206 as I couldn't tell if any of them were helpful. We'll need one of our friendly neighborhood admins to block that IP address. --RpehTalk 07:01, 6 July 2007 (EDT)
- Nice job--Willyhead 11:13, 6 July 2007 (EDT)
- Looking through the history it seems like all the bad stuff was done by 220.127.116.11; 18.104.22.168 was just trying to clean up the mess but was doing it the hard way.
- Willyhead, when you notice vandalism the best thing to do is clean it up. See Reverting Edits for instructions on the easiest way to just restore the page to an earlier version. And after that the best thing to do is place a warning on the editor's talk page. Any editor can do both of those steps. An admin is only necessary if the vandal continues to vandalize after being warned to stop, at which point an admin can block him. --NepheleTalk 13:32, 6 July 2007 (EDT)
- Okay if i see any more vandalizing i'll sort it out.--Willyhead 06:46, 7 July 2007 (EDT)
Right, I just wondered if there was a way to disenchant?? Cuz I enchanted my weps/armour, then I thought, why not dupe the Sigil stone (Silence& Chameleon) and then add Chameleon to differnent parts until it was 100% Chameleon?? That would be awsome. BUT !!!! Here is the CATCH, I have completed the main quest so all the Oblivion gates are shut :S !!
- Yes! it is possible.
- At http://www.tesnexus.com/downloads/file.php?id=10713 is a mod to do exactly that. It's called "Disenchant Spell" written by J3X (http://www.j3x.webb.se) • Quasim 22:57, 3 May 2008 (EDT)
- Although some people may find that useful, many people won't, because many readers are not able to use third-party mods. Therefore, we generally assume that people are asking what is possible in the game as distributed by Bethesda... in which case Rpeh's original answer was more relevant. --NepheleTalk 23:09, 3 May 2008 (EDT)
- You can find the answer to that on Enchanting but the key message is that you can use "...spells that you know and are able to cast...". In other words, you can't create an enchantment if you can't create the spell. For instance, if the only spell you own with Frost Damage requires Expert level Destruction to cast, you can't enchant anything with Frost Damage until a) You get Expert level Destruction skill or b) Get a lower-level version of the spell. --Rpeh•T•C•E• 17:47, 23 October 2007 (EDT)
"Effect Magnitude = (Base Cost * Constant Effect Enchantment Factor * Soul Level) + fMagicCEEnchantMagOffset" As written, the worn enchantment equation looks obviously wrong. Multiplying all terms would yield a stronger magnitude for more expensive effects (all else being equal,) which clearly isn't what's happening. In addition it refers to a constant "Constant Effect Enchantment Factor" but doesn't specify what it is. Does anyone know the actual equation? In any case that one should be clarified or removed to avoid confusion. — Unsigned comment by 22.214.171.124 (talk) on 13 November 2007
- If you look in the Magic Effect menu of the TESCS, there is a Constant Effect Enchantment Factor listed there. I tested a few effects, and the values from that formula matches the chart - assuming the chart was made from actual tests in game, rather than using that formula, this would indicate that the formula is correct.
- It works out because stronger effects have a lower Constant Effect Enchantment Factor than weaker effects.
- --DragoonWraith, 8:23 pm, EST. — Unsigned comment by 126.96.36.199 (talk) on 2 January 2008
- By the way, the "proper" equation, using GMSTs:
Enchantment Cost * fEnchantmentEffectPointsMult + Item Charge * fEnchantmentPointsMult
- Each of these is set to 0.4 by default, so that's where the distribution comes in and results in the observed formula.
- DragoonWraith 23:32, 13 January 2008 (EST)
Where to find Grand Soul gems?
I've looked everywhere for these things! Is there a map or something on the site that can show me where to find more? I already know about the Mages' guild halls by the way. It doesn't matter if I have to kill/steal to get 'em either. Cyrodillic Champion 14:19
- Oblivion:Vampire Cure#Melisande's Shopping Lists contains a list of guaranteed places where you can find empty grand soul gems. But mostly they are just randomly generated, as long as you are at least level 11. --NepheleTalk 00:55, 26 December 2007 (EST)
- There's one in the display case in the bottom floor of the Arcane University Tower. It already has a grand soul in it. This is the only grand soul gem I can think of that you can find at level one. You can always dupe it to get more.--Imperial Scum 21:51, 20 March 2008 (EDT)
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