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oc on adept it will last longer since you one-tap mobs, but on expert or master, if you need let's say to hit a mob 5 times to kill him, the weapon's empty after 3 mobs.
if you need 10 hits to kill a mob, the weapon is empty after 2 kills.
this is why i don't even bother recharging my weapon anymore.
or maybe i missed something.
1. Azuras star functions just like any other soul gem. Only this one is refillable.
2. Azuras star can hold up to a grand level soul.
3. Can be used for both enchanting and filling up charges on a piece of gear.
I use azuras star for making a new enchanting weapon. Because it can hold a grand soul which is the highest, this is how you will get the most use out of it.
When it comes to refilling the charges on a weapon, the info screen will show you how many charges you have left out of your max. For example 400/1200. Depending on your weapon and what kind of enchantment you have on it, will depend on how quickly those charges are used up.
If it takes a grand soul gem to completely fill up your charges then by all means use azuras star to fill it. And then use whatever means that you have, either spell or enchantment to soul trap something else. Rinse and repeat.
The way that soul trapping works is that the soul will always go into the lowest appropriate gem. So if all you have is the 1 azuras star and you soul trap and kill a petty level enemy like a rat...then you just put a petty soul into a gem that could have been a grand level.
You can find soul gems scattered all over. Best places are in the mages guild houses, vendors, and caves that have conjurers or necromancers. I always carry around a handful of each level so that no matter what I kill it will go into the right one.
The whole system has always been a bit awkward across the games since there's not much way of knowing which creature nets which soul level, and how the gems don't add up souls in a reasonable way. So, if you have a grand soul gem, and capture a common soul, that soulgem is effectively wasted since there's not really any way to fill it up; you'd think to just capture another common soul, but that's not how it works for some dumb reason, and there's no real way to know what is and isn't the right soul level creature in the first place in-game. It only gets easy at high level when almost every random mob is a grand soul so you don't have to worry about it.
The whole soul trap->recharge loop is something I've never enjoyed in TES, and it's really not good in Oblivion since attack speed is so fast(meaning enchantments deplete very fast)+passive over time charge regen isn't a thing.
Just wasn't if that is the way the game wants me to do it, but it seems that frequency is normal.
On Expert/Master you almost need magic to get through the game unless enjoying being a masochist.
Yeah the idea is that you'd mix weakness to X debuffs with 'weaker' enchantments on weapons to get more use out of them as opposed to a really strong enchant with only a few uses. That and it's to make uniques/artifacts generally better than self-enchanted weapons for non-magic users since their charge/uses tends to be much higher, whereas magic users have access to weakness to X type debuffs to amplify their own enchants.