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These zones have a boss type mob that is either a Bandit ringleader or Maruader Warlord, which carry a random enchanted armor piece and can also carry a random enchanted weapon.
Sercen, North of the Imperial City
Doznot Cave, South of the Imperial City Arcane University
Rockmilk Cave, North of Leyawiin
Infested Mine, Far North of Kvatch
Fort Cedrian, Far South of Cheydinhal
Fort Homestead, South of the Imperial City
Fort Alessia, South East from Fort Homestead
Fort Wooden Hand, West of the Imperial City
You can often get something nice from visiting these area that you can also sell if you need money to buy a special armor or weapon from shops.
If you save your game before entering these zones the piece of gear is randomly generated, which means it will be different everytime you reload and enter, which can allow you to find a specific piece for your ideal set.
is it the same in skyrim??
IMO finding enchanted gear in Oblivion is one of the more enjoyable aspects of Oblivion. It gives you a sense of progress when finding cool gear, which is why I think those zones are so great. Its unfortunate however that mods like Oscuros Oblivion Overhaul really nerfs that part of Oblivion while adding so much other content.
but i don't actually like using mods (not till i finish the main story of the game)
Using Sigil Stones (more so Transcendent and Ascendent), it's easy to get a 100% Chameleon effect (save scumming the sigil stone makes this faster), which at that point you've basically won the game as you become essentially permanently invisible and most creatures will just stand still as you attack them. I believe spell effectiveness affects it so it's technically better on clothing than it is armour, if my memory serves correctly.
If you get chillrend at level 4, it's a ♥♥♥♥♥♥ weapon, if you get it at level 30, it's the best weapon in the game.
That's just how oblivion works.
i didnt know that thanks
It may also be worth bearing in mind that most of what you can do with enchantments can also be done with spells or potions, and since you don't usually need things like damage resistance outside of combat it could be argued that those kinds of effects are better obtained through spells or potions while enchantments provide things with more general utility.
Enchantments are unaffected by spell effectiveness.
Also, I would say that Soul Gem enchanting is generally a quicker and easier path to 100% or better Chameleon than Sigil Stone enchanting - each Sigil Stone you obtain is randomly chosen from thirty possible variants, of which only one offers Chameleon, and without getting into glitches and exploits you'll need to close an Oblivion Gate for every Sigil Stone you obtain, which quickly becomes tedious and repetitive even if all you're doing is dashing to the top of the tower and grabbing the stone. Getting to 100% Chameleon using Soul Gems may take more item slots, but you can reach 100% or better with a mix of Petty, Lesser, and Common Souls on eight or nine items, you can learn the effect for enchanting at any level by activating the Shadow Stone even if you can't cast any of the standard Chameleon spells, and if you somewhat know what you're doing you can get Grand/Black Souls almost as soon as you're out of the tutorial dungeon, which will let you reach 100% Chameleon in five items - only one more than the four items needed with Ascendant and Transcendant Sigil Stones that can only be obtained starting at level 13 or level 17, respectively.
If you're considering doing something like this, I would recommend just using the console to give it to yourself instead; it's exactly the same result, but you'll very likely waste less of your own time with the console than you would reloading the game until you get the one Sigil Stone out of thirty possible that you actually want.
Chillrend is a good weapon at level 4 by the standards of the weapons available at level 4, and the assertion that it's the "best weapon in the game" at level 30 is dubious - particularly if we're including custom enchantments made with Soul Gems, which if done properly will wildly outclass any of the standard weapon enchantments.
It also bears mentioning that there are a number of items which are not level-scaled, either intentionally or not. Redwave, for instance, is technically a level-scaled reward, but all versions of it have the same statistics and so the version you can obtain at level one is as good as the version you get at level 30; Umbra, meanwhile, is unscaled, arguably the best weapon obtainable at game start, and at least competitive with other standard weapons at high level even if by that point it can no longer really be said to be "the best."
for encantments, you probably want to have some rings with constant utility effects like, night eye, water breathing, water walking, light etc. .these can be done even with petty souls. (you can get a water breathing ring from the "fishing" quest at lake rumare, just outside imerial on the way to chorrol, early in the game)
the annoyance with custom enchantments is you don't have access right away. You have to go on the grand tour of every town and do a quest for each mage guild for the recommendations to get access to arcane university for enchanting altars.
alternately, if you can to go into oblivion gates, sigil stones can have some of the best enchantments. you need to be levl 17+ to get the best stones. they can have stuff like +25% frost shield or fire shield or shock shield.
sigil stones can be used imediately, don't need an ecnhanting altar, don't need access to the arcane uiversity.
there's a total of 9 slots you can enchance, head, hands, body, legs, feet, shield, 2 rings, amulet.
the "shield" effect is uber strong, because it imrpoves armor by 25 in addition to 25% resistance to that element. get one of each element and you pretty much have maxed out armor and 25% to each element using up 3 of those slots. . of which you can then add more sigil stones of "resist element" which have 35% resistance from "resist element and put those into the other slots, but i prefer adding some fortify strength to a couple slots for the extra carry weight.
I always get the sigil stone for 75' light and put that on one slot.
you can save scum sigil stones, by just saving the game in front of the stone, grab it, wait a couple seconds till the message sats "stone was added to inventory", open up and look at it, if it's one you want, keep it, or else just reload and try again, yeah, it's exploity, you don't have to do that, you could just try your luck spending 2-3 hours per gate clearing them. ..i choose to scum it.
You can't make anything comparable with the transcendent sigil stone or with enchanting.
I just discovered that the paralyze enchantment only appears on random loot. the player can not add it themself. I remeber using a paralyze weapon back in 2013, it was essntial to combat the high level mobflation.
I'm using a mod nowadays that rebalances creature stats. . .