Oblivion talk:Increasing Attributes
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[edit] Felldew Addiction
From this page:
In the Shivering Isles expansion pack, the quest Addiction will require you to become addicted to an ingredient called Felldew for the duration of the mission. At its most extreme level, this addiction results in lowering all of your attributes between 10 and 15 points.
My Comments:
I think this needs some clarification. Which attributes are lowered 10 and which are lowered 15? Shouldn't it be changed to "either 10 or 15"? Doing a google search wasn't particulary clear either, but it doesn't appear that an attribute would ever be lowered 11-14 points as a result of the felldew withdrawl.
Also, there needs to be distinction made between the STR, END, WIL, AGL, PER, SPD, LCK, and INT attributes and the derived attributes of Health, Magicka, and Fatigue.
The pertinent information I'm looking for is the total (maximum) number of attribute points lowered on major attributes as the result of the most extreme withdrawl. The way the entry is currently written, I am not sure if it is 10, 15, or somewhere in between.
I'd post the info myself, but I haven't yet purchased the expansion (tested it), and I need to ammend a level planning guide I am writing to include this exploit, as well as plan the level caps for my own character. It would be nice to know in advance. Maybe someone out there would be kind enough to clean up the note in this entry, making it perfectly clear for all those who plan to "feldew glitch" their characters.
-KW 71.98.137.14 01:31, 3 July 2007 (EDT)
- At the most severe stage of withdrawal (Ruinous Felldew Withdrawal), Felldew causes 15 points Drain Attribute on each of seven primary attributes (i.e., all of the eight primary attributes except for Personality), plus 15 points Drain Health. --NepheleTalk 02:09, 3 July 2007 (EDT)
Thanks for the response. I'm not sure you are correct, but it still helped. Your take on it is what I had assumed originally, but refining my search with the word 'ruinous' (that you provided) has revealed several sources reporting differently, including a similar wiki at: http://oblivion.gamewikis.org/wiki/Felldew
Eventually, I'll get to testing it myself, but given the imprecise language used in the original article here, the gamewiki post, and an independent gamer guide, I conclude that {STR, AGL, INT, LCK, and Health} -15 AND {WIL, SPD, END} -10 is most likely the correct answer. In which case, the article in this section should be ammended as follows:
In the Shivering Isles expansion pack, the quest Addiction will require you to become addicted to an ingredient called Felldew for the duration of the mission. At its most extreme level (Ruinous), this addiction results in lowering STR, AGL, INT, LCK, and Health by 15 points and WIL, SPD, END by 10 points. Whilst in effect, this lowering extends the attribute cap on gaining class levels.
It would probably be a good idea to list the levels of withdrawal (somewhere, maybe Feldew page) and assert that the stages are NOT cummulative in effect.
Does anyone disagree with what is written here in italics? Is there a consensus maintaining -15 to all but personality and the other wiki is just wrong? Testing will tell for certain.
-KW 71.98.136.98 00:00, 11 July 2007 (EDT)
- Oops, sorry about that, I didn't notice that the three values in the middle of the list only had -10 values. For good measure this time, I pulled up a game save, too, and double checked against what I got there. So, yes, what you've written in italics seems accurate. Eventually I'm sure we'll end up with a full table on the effects at every level of withdrawal, but we just need someone who's willing to volunteer and do it ;) --NepheleTalk 00:35, 11 July 2007 (EDT)
NP. The "gamer guide" I mentioned went into detail: http://www.gamefaqs.com/console/xbox360/file/924363/43238 I plan on testing it for verification, but it's probably correct:
- Felldew Euphoria (INT +20, STR +20, AGI +20)
- Felldew Euphoria (INT +10, STR +10, AGI +10)
- Felldew Withdrawal (LUC -5, INT -5, STR -5, AGI -5)
- Painful Felldew Withdrawal (LUC, INT, STR, AGI, SPE, WIL, END -5)
- Wounding Felldew Withdrawal (LUC, INT, STR, AGI -10, SPE, WIL, END -5)
- Crippling Felldew Withdrawal (LUC, INT, STR, AGI, SPE, WIL, END, Health -10)
- Ruinous Felldew Withdrawal (LUC, INT, STR, AGI, Health -15, SPE, WIL, END -10)
- Felldew Euphoria (if you have Chalice of Reversal) (INT +5, STR +5, AGI +5, Health +20, Magicka +20)
I also read somewhere that the stages occur within 20 seconds or so (real time) of each other.
-KW 71.98.136.98 01:33, 11 July 2007 (EDT)
[edit] Greenmote Rapture
I just noticed that the Greenmote Rapture effect from Shivering Isles is also implemented as an ability rather than just a spell, fortifying Personality, Endurance, and Speed while draining Intelligence, Agility, and Strength, although it is an ability with only a 60 second duration. Because it's an ability, leveling up while it is active should modify the base values of your attributes, just like Felldew Withdrawal. Has anyone tested this to see whether it's possible to level up while Greenmote Raptue is effective, and if so, what happened to your attributes? --NepheleTalk 09:56, 7 September 2007 (EDT)
[edit] Greenmote Glitching Test Results
I just tried leveling up while Greenmote Rapture was active. Prior to this I had already Felldew glitched my character to the maximum possible stats (I haven't yet obtained the Oghma Infinium). My stats are as follows: STR, INT, AGL, LCK all at 115, WIL & SPD @ 110, and PER = 100. This is as high as possible with the Felldew exploit. I had well over 10+ skill increases in skills governing STR, AGL, and WIL before hitting the final point in my major skill for the extra level up. I took 2 consecutive doses of greenmote right before the final point, expecting this to lower my STR, INT, & AGL each by 20 pts, taking them down from 115 to 95 so that I could add 5 to each(3) of them. Therein lays the first problem, which is that greenmote rapture does NOT stack. Barring death at 3 doses, 2 doses is the same as 1 dose and so I was only able to lower my base attributes to 105, not the required 95. The other thing I noticed, which may pose a second and more serious cause of failure, is that UNLIKE felldew withdrawl which persists upon waking, the rapture wears off. (I have seen certain abilities whose duration is unaffected by sleep and the rapture is not one of them). So, even with sufficiently lower stats, pushing past 100 in this fashion may not be possible. I cannot test this without reverting to an very OLD save followed by a lot of replay, but my hunch is that the ability goes away as soon as you sleep. I don't plan on taking the time to find out because the third, and more obvious problem with Greenmote Glitching (even if possible), is that unless you can get 2 doses to stack in effect, Felldew glitching is still superior in terms of how far past 100 you can push your attributes. The only utility would be a lesser effect for characters that did not take advantage of Felldew Glitching prior to retrieving the Chalice. Since you must first complete Quest:Addiction prior to gaining access to the Greenmote Silo, this renders Greenmote glitching, even if possible, of little consequence for most. [Be sure to do all your attribute glitching prior to acquiring the chalice of reversal.] The only tangible result of my greenmote rapture test is that I now recieve the "Cannot improve upon perfection" message whenever my character sleeps, along with the persistent level up icon.
It was a nice idea, but unless there is some way, somehow that 2 (or more) greenmote rapture ability/effects can be made to stack AND it can register in the level-up execution as in the case of an ability, there's no way to go beyond STR, INT, AGL, and LCK 115, WIL & SPD 110, & PER = 100, BASE in the game (without console command/cheats). I even thought of making a poison out of the refined greenmote, reverse pickpocketing a poisoned weapon to an NPC and getting them to attack me with it while I take a dose to get the effects to stack, but then it's no longer an ability, it's a poison and an ability. I don't suppose master level alchemy 1 ingredient potion will help here, will it? I'm open to suggestions, but this is likely the absolute limit.
On a side note, I'm not sure why, but I cannot seem to obtain either the Blessing of Dementia or Mania in the Cold Flame of Agnon quest as described elsewhere in the wiki entries. This site claims you can walk from one side to the other and change the decoration in the Sacellum. I never have this option as opening the fire grates is mutually exclusive in my game (agreeing to light torch for one side ends dialogue options for other faction). Does anyone know if I'm missing some simple action, was it the manner in which I did the quest, etc? (I talked to Ulfri first, then led the Saints through the Underdeep.) I've already completed the next two quests, the Mania flame is lit, I can walk into it, but No Blessing of any kind, nor an ability to move or even "take on" the flame again. Perhaps the latest patch removed it or the UESP quest description is incomplete in its explanation.
-KW 71.98.142.56 19:00, 9 October 2007 (EDT)
[edit] Personality
I would like to dispute the comments made about personality. I have not changed them, but I wonder if personality is really as useless as the author claims? I use invisibility all the time and I think Paralyze might also be illusion. I'm not certain how the computation works, but I assume that having a high personality lowers the cost of casting illusion spells. There really is no other spell I cast more than invisibility. In my previous game, my character was invincible using a combination of invisibility and paralyze. Please correct me if I'm wrong, because I would like a better understanding of how this works.
- Illusion is undoubtedly a useful skill but even though it is governed by personality, it is not affected by it. The Personality and Magic Overview pages go into a bit more detail but essentially, personality only affects your disposition with NPCs. The spell cost for Illusion spells drops as your Illusion skill increases - it's nothing to do with your personality. The comments about personality on the page stray fairly close to the boundary of being opinion rather than fact, but then again there really can't be much argument. --Rpeh•T•C•E• 06:22, 2 November 2007 (EDT)

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