The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

Oblivion - Help with mage.
Hi i just wanted to ask a question about mage, i read that for the most powerful mage is best to enchant all your gear with fortifiy magicka sigil stones but i wanna keep wearing a robe so the most pieces i can think of.
1. Hood +50
2. Robe +50
3. Amulet +50
4. 2 Rings + 100
5. Boots +50
6. Wrist Irons +50 - For 100% spell effectiveness.
At most leading up to 350+ Magicka, if i can get any better with robes correct me, which kinda sucks cus i dont wanna look lame lol.

I also wanted to ask what the best way to manage spells are? Do i make cheap spam spells that cost like 25 magicka, or large ones that cost 100? I just find it abit annoying to constantly have to cast weakness on them then attack, i tried putting weakness effect in the same spell but it dosnt work.
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Ursprünglich geschrieben von temporarymanwastaken:
I just put fortify magicka & absorb magicka on my spells to cover the cost.

So I have two of these, hotkeyed:
  • Paralyze (in 20') for 1 second on touch
  • Fortify Magicka 100 pts for 1 second on touch
  • Absorb Magicka 20 pts for 1 second on touch
  • Weakness to Magic 100% (in 20') for 4 seconds on touch

One pair with the 20' radius, and one pair without. Add in spells (or enchanted daggers) that drain health 100pts for 1 second with either a soul trap or a 20' radius and you're set for most adversaries. The trouble is these spells will cost 25 and 52 magicka when all your magic skills are 100, so they will cost closer to 125 and 260 for a novice. You'll probably need to start with just bare minimum Weakness to Magic 100% for 4 seconds until your skills are good enough to chain the more complicated versions sustainably. In that regard, chaining cheap spells is definitely better than burning out your whole magicka supply at once, since weakness stacking gives so much damage for a low cost.

The only things that combo doesn't work on is enemies with high magic resistance, absorb, reflect, detection, and immunity to paralysis. In practice, that means vampires and undead (paralysis immunity) and especially liches and xivilai (all of the above). My preferred method for those targets is to use 100% chameleon and repeated sneak attacks with a bound mace, but that isn't always an option.

For liches I use the standard "optimally enchanted weapon":
  • Soul Trap 1 second
  • Fire/Frost/Shock 14 pts for 1 second
  • Weakness to Fire/Frost/Shock 100% for 1 second
  • Weakness to Magic 100% for 1 second
With so many effects, some are bound to bypass absorption, and it usually uses 6/18 charges to kill one lich. It more or less requires Azura's Star to use effectively and is a lot of hassle to recharge after every 2 or 3 kills, which is why I don't use it as a primary method of killing things. (Plus sentient targets tend to drink their potions and use their scrolls; part of the appeal of paralysis and weakness stacking with a drain health finisher is the instant kill prevents them from doing so, netting more loot.)

For Xivilai, I have another spell:
  • Bound Sword for 30 seconds
  • Shield 25% for 30 seconds
  • Restore Fatigue 3 pts for 30 seconds
  • Restore Health 3 pts for 30 seconds
For all their strengths, Xivilai seem to have either a low agility or a low weight, since they stagger very easily. The best option seems to be just flailing a large weapon at them so that they're too stunned to react. Trouble is, this spell costs 125 magicka with 100 skill, but on the other hand, you won't likely need to cast any other spells for a while. You may also need a high strength and blade skill to make this work.

Or, you could just use chain lightning. I carry a staff for use when I get silenced. You will eventually find or create weapons that are far more powerful than bound weapons.

You can stack shield and feather spells, if you load from low to high effect. You will also discover that some deadra/creatures/undead are more vulnerable to certain effects, like fire frost or lightning.

Consider carrying 'restore' potions. And save the soul trap for last, in case it takes longer for the creature to die than the length of the soul trap spell.

Sometimes being able to cough up a magicka reserve for a 'big gaping chest wound' restore health spell can make the difference between victory and a dirt nap.

You should also use sneak ranged attacks to either thin out the herd, or weaken the creature before you actually engage hand-to -hand.

Enchanted weapons are very useful, since they don't drain your magicka reserves. You can even use poison on an enchanted weapon.

And don't forget to use shield bashing and the special attack moves you eventually unlock.

I'm currently playing as an Imperial sorcerer. I've played as mixed magick/warrior classes before, and fighting mages and such, you start to feel like you've been going to school on the short yellow bus. At least until your magicka skills improve.

Although heavy armor is a primary skill, I usually wear flip-flops or something for the light armor skil increases. Somtimes you'll find a piece of enchanted light armor that is really useful, so you need to try and increase all of your skills.

It helps to have a home before you do the main quest. That way, you can dump off the non-essentials like alchemy ingredients and equipment.. You can also exit the Gate before you close it and dump off the ridiculously heavy Daedra weapons then go back and finish.

It also helps to have a high armorer skill. I was using 20-25 repair hammers per gate during one game. Then I'd have to spend a lot of time running around trying to either find some in containers or go looking for a fight to raise cash.


Eh, at this point I have item combos for 97% chameleon, 100% reflect damage, or magic immunity, and nearly every unique item. I'm not using bound weapons because they're the best I have; I'm using them because they're more convenient than repairing and recharging enchanted weapons, and lighter and less tiring than Dawnfang/Duskfang. Restore fatigue 3 pts per second is enough to keep fatigue - and the portion of damage based upon it - at the maximum. With better weapons with 40+ weight, I'd need 15 points of fatigue per second.

There's little or no reason for a mage to use 20-25 repair hammers. Just make a fortify armorer spell that lasts a second or two and never break a hammer again. Usually, fortify skill doesn't grant perks, but master armorer is one of the exceptions.
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Geschrieben am: 7. Mai 2017 um 7:01
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