The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Atronach Stone Tips
thinking about going full mage with Atronach, going to start on Expert.
Any tips for managing the mana, never played this sign in the original when i was but a kid.

Assuming potions and stones will restore mana fine, can i craft a self damage spell to regen mana or does that not fly?
what about turning my summons against me, will their spells restore me?
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Showing 1-15 of 16 comments
maestro Apr 24 @ 1:50pm 
Git Gud with Alchemy.

Level it ASAP.

Buy lots of food so that you can spam lots and lots and lots of Restore Fatigue potions to level your alchemy with (you also get Mercantile for buying the food).

It's very cheap, 1-5 coins for food so each potion costs <10g to make and you can oftentimes sell the potion back for more than you spent making it once you get high enough. Just go around everywhere buying up all the food to make restore fatigue potions.

Once you get enough of that, then you can make the heal and magicka potions you need to circumvent the atronach penalty.
Jaevwyn Apr 24 @ 1:51pm 
Originally posted by maestro:
Git Gud with Alchemy.

Level it ASAP.

Buy lots of food so that you can spam lots and lots and lots of Restore Fatigue potions to level your alchemy with (you also get Mercantile for buying the food).

It's very cheap, 1-5 coins for food so each potion costs <10g to make and you can oftentimes sell the potion back for more than you spent making it once you get high enough. Just go around everywhere buying up all the food to make restore fatigue potions.

Once you get enough of that, then you can make the heal and magicka potions you need to circumvent the atronach penalty.
noted thanks! i remember as a kid doing laps around the mages guild picking flowers and eating them to level that but im sure actually making the potions is probably more efficient xD
Usa hechizos personalizados que te aumenten la int o el mana. Así siempre tendrás mana aunque no lo regeneres pero conseguirás mas del que gastas.
maestro Apr 24 @ 1:56pm 
Originally posted by Jaevwyn:
noted thanks! i remember as a kid doing laps around the mages guild picking flowers and eating them to level that but im sure actually making the potions is probably more efficient xD

Yeah, that was one of the few things I missed when Skyrim came out, they severely nerfed food and potions.

In Oblivion, pretty much every plant-based food (and cheese!) has Restore Fatigue in its #1 slot. Meats are usually either damage health (rat meat, zombie flesh, etc) or restore health (venison, mutton, etc).

But in Skyrim, only a few of them do and so you can't just make gazillions of those potions to level your alchemy. But as a tradeoff, they let you experiment and discover traits so you can level super fast with anything that has Invisibility on it (vampire dust, nirnroot, etc) since Invisibility potions are insanely expensive.
Last edited by maestro; Apr 24 @ 1:56pm
Jaevwyn Apr 24 @ 1:56pm 
Originally posted by AnzonyKaiser:
Usa hechizos personalizados que te aumenten la int o el mana. Así siempre tendrás mana aunque no lo regeneres pero conseguirás mas del que gastas.
interesting tip! never played around much with the fortify abilities and I have all schools except myst as major schools so defo doable, thanks!
Trvor Apr 24 @ 1:57pm 
atronach signed breton mages are considered meta, alchemy has been busted in every ES title, definitely take it as a major. ingredients are relatively cheap and can be virtually free with potion profits.
Jaevwyn Apr 24 @ 1:58pm 
Originally posted by Trvor:
atronach signed breton mages are considered meta, alchemy has been busted in every ES title, definitely take it as a major. ingredients are relatively cheap and can be virtually free with potion profits.
yup, am also breton xD
maestro Apr 24 @ 1:59pm 
Originally posted by Trvor:
atronach signed breton mages are considered meta, alchemy has been busted in every ES title, definitely take it as a major. ingredients are relatively cheap and can be virtually free with potion profits.

I would actually NOT major it.

Alchemy is easy enough to level you don't need the faster leveling, and it might cause you to levelup TOO fast to where enemies will get too strong too quickly.

in Remastered, you do not have to worry about multipliers upon levelup, so you will want to major the hard to level skills like Athletics to make them more reasonable to levelup. I would argue DON'T major your main damage source, so that you levelup slower.

If you're gonna be a mage, NOT majoring Destruction means you get to use Destruction way more. Being Level 5 with 100 in Destruction is better than being Level 20 with 100 in Destruction.

The only tradeoff is that you start with 10 less skill, but c'mon, rats and goblins die in 2 hits by pretty much anything and can't hardly hurt you even if you're naked.
Last edited by maestro; Apr 24 @ 2:02pm
Jaevwyn Apr 24 @ 2:01pm 
Originally posted by maestro:
Originally posted by Trvor:
atronach signed breton mages are considered meta, alchemy has been busted in every ES title, definitely take it as a major. ingredients are relatively cheap and can be virtually free with potion profits.

I would actually NOT major it.

Alchemy is easy enough to level you don't need the faster leveling, and it might cause you to levelup TOO fast to where enemies will get too strong too quickly.
Also a fair point, i suppose if it is majored its leveling to a point where you can still cast regularly and not going too far beyond too quickly... could be a bit of a balancing game.

I intend to stick with expert so fast leveling will absolutely ruin me i would expect
Kasa Apr 26 @ 12:22pm 
Originally posted by Trvor:
atronach signed breton mages are considered meta, alchemy has been busted in every ES title, definitely take it as a major. ingredients are relatively cheap and can be virtually free with potion profits.

Actually this is a bad combo.

Brentons have already have 50% magic resist giving you access to the magic resistance enchantment off the bat after the Mage Guild quest line.

Similarly having the Atronach birthsign gives you access to absorb magic enchantment after the mages guild.

Those are 2 separate ways to get 100% immunity and they don't synergies with each other at all.

Brenton Systres also have a WIll power bonus that becomes far less useful if you take Atronach as you can't regenerate MP anymore.

You are far better off going Altimer and using the Atronach + spelldrinker enchantment to get 100% spell absorption to cover their elemental weakness.

Or going Mage sign on a Brenton for a 100 magic bonus (50 bonus from Brenton and 50 from mage sign) and then making resist magic enchanted equipment for 100% magic resistance.

Then there is also always the re-worked Lord sign which gives 15 Armor rating and an additional 15% resistance to magic, letting you out of the gate with 65% base magic resistance on your Brenton with an additional bonus Armor stacks with everything else.
Last edited by Kasa; Apr 26 @ 12:25pm
Grimnir Apr 26 @ 12:39pm 
Aylied ruins are literally full of glowing blue rocks called Welkynd Stones and using them will fill up your magicka bar (at least I've never had a bar so big it didn't 100% fill it.) One jaunt through the first ruin you see upon exiting the sewers and you'll be set for awhile on top of all the Sorcery potions you'll likely find with them.
Jaevwyn Apr 26 @ 4:29pm 
Originally posted by Grimnir:
Aylied ruins are literally full of glowing blue rocks called Welkynd Stones and using them will fill up your magicka bar (at least I've never had a bar so big it didn't 100% fill it.) One jaunt through the first ruin you see upon exiting the sewers and you'll be set for awhile on top of all the Sorcery potions you'll likely find with them.
yes they have been very useful! just wish they werent so damn heavy
In the original, telekinesis spells could get absorbed for their base cost. Base cost is higher than what you cast it at if you're good enough at Mysticism. No clue if they patched that or not. I usually use apprentice sign for mages and atronach sign for a poisoner, since the only spell I'll need is weakness to poison.
Jaevwyn Apr 26 @ 4:40pm 
Originally posted by halcionjoy7:
In the original, telekinesis spells could get absorbed for their base cost. Base cost is higher than what you cast it at if you're good enough at Mysticism. No clue if they patched that or not. I usually use apprentice sign for mages and atronach sign for a poisoner, since the only spell I'll need is weakness to poison.
mind elaborating? is it as simple as using telekinesis?
i didnt take myst past 25 for soul trapping but if its good il start leveling it!
Kasa Apr 26 @ 5:09pm 
Originally posted by Jaevwyn:
Originally posted by halcionjoy7:
In the original, telekinesis spells could get absorbed for their base cost. Base cost is higher than what you cast it at if you're good enough at Mysticism. No clue if they patched that or not. I usually use apprentice sign for mages and atronach sign for a poisoner, since the only spell I'll need is weakness to poison.
mind elaborating? is it as simple as using telekinesis?
i didnt take myst past 25 for soul trapping but if its good il start leveling it!

In the original game telekinesis was a self targeted spell that tripped the absorb of the sign, by master rank mysticism you cast the spell for 20 mp, the spell originally needs 100 mp.

So you would absorb a surplus 80 mp.
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