The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

View Stats:
Best Enchantments
I've never used the Enchantment system in Oblivion before, so I want to make sure I'm doing things right in the remaster.

What are the best enchantments to apply to gear?

I looked at Feather vs Strength for carrying weight, and in the original Feather was apparently better because it gives more carrying weight. I've got max Alteration, so my Feather should be at max when enchanting right? But if I apply Feather or Strength it gives me the same carrying capacity increase. So then Strength is simply better because it boosts Melee attack damage as well, right?

I heard Chameleon is also very broken to put on yourself haha. But I'm here for tips and guidance :).
< >
Showing 1-14 of 14 comments
What you need to know about feather vs Strength for carryweight is that Strength allows you to carry MORE whereas Feather actually DECREASES the weight you have on you. Both will allow you to carry more in the end BUT it does factor in when stacking feather-effects as you eventually reach a "bare" load but you need to keep in mind this is still limited by your strength. IE; feather LIGHTENS your CURRENT load... it does NOT increase your maximum carrycapacity even though your inventory screen WILL say you can.
For your own enchanting, feather or fortifying strenght makes no difference, but sigil stones are always better to enchant your gear with, and the feather sigil stone will give you a better bang for your buck than the fortify strenght sigil stone. Your alteration skill does not come into play when enchanting. Fortifying strenght will only boost your meele damage up to 100 strenght, anything above 100 points will only increase carry limit.

Chameleon was OP in the original, it might still be.

So custom enchanting go for strenght, but transcendent sigil stones will have the better feather enchantment compared to fortify strenght you cannot produce.
Last edited by Readynailer; May 4 @ 3:31am
Chameleon can break the game so have fun with that. If you want to do magic stuff fortify Magicka is very nice to just stack on multiple pieces.

Shield and spell absorb/reflect are some top picks as well. On Adept I'd say they are unnecessary.

Having a feather necklace and ring set is nice for dungeon crawling. Soul Trap on a weapon is nice in case you get silenced as a mage.

Tons of stuff you can do just have fun with it.
CBlade May 4 @ 3:37am 
Originally posted by Overeagerdragon:
What you need to know about feather vs Strength for carryweight is that Strength allows you to carry MORE whereas Feather actually DECREASES the weight you have on you. Both will allow you to carry more in the end BUT it does factor in when stacking feather-effects as you eventually reach a "bare" load but you need to keep in mind this is still limited by your strength. IE; feather LIGHTENS your CURRENT load... it does NOT increase your maximum carrycapacity even though your inventory screen WILL say you can.
I had no idea it worked differently like that, thank you
CBlade May 4 @ 3:37am 
Originally posted by Readynailer:
For your own enchanting, feather or fortifying strenght makes no difference, but sigil stones are always better to enchant your gear with, and the feather sigil stone will give you a better bang for your buck than the fortify strenght sigil stone. Your alteration skill does not come into play when enchanting. Fortifying strenght will only boost your meele damage up to 100 strenght, anything above 100 points will only increase carry limit.

Chameleon was OP in the original, it might still be.

So custom enchanting go for strenght, but transcendent sigil stones will have the better feather enchantment compared to fortify strenght you cannot produce.
Ah awesome, so now I've got a reason to go into Oblivion gates to get those sigil stones haha. Thanx. I heard that you can save before picking up a sigil stone and keep on reloading until you get what you want. Is that true?
CBlade May 4 @ 3:39am 
Originally posted by thorin.hannahs:
Chameleon can break the game so have fun with that. If you want to do magic stuff fortify Magicka is very nice to just stack on multiple pieces.

Shield and spell absorb/reflect are some top picks as well. On Adept I'd say they are unnecessary.

Having a feather necklace and ring set is nice for dungeon crawling. Soul Trap on a weapon is nice in case you get silenced as a mage.

Tons of stuff you can do just have fun with it.
I was thinking on putting that Protect/Defend spell effect on a shield, but spell absorption also seems really good :)
Originally posted by CBlade:
Originally posted by Readynailer:
For your own enchanting, feather or fortifying strenght makes no difference, but sigil stones are always better to enchant your gear with, and the feather sigil stone will give you a better bang for your buck than the fortify strenght sigil stone. Your alteration skill does not come into play when enchanting. Fortifying strenght will only boost your meele damage up to 100 strenght, anything above 100 points will only increase carry limit.

Chameleon was OP in the original, it might still be.

So custom enchanting go for strenght, but transcendent sigil stones will have the better feather enchantment compared to fortify strenght you cannot produce.
Ah awesome, so now I've got a reason to go into Oblivion gates to get those sigil stones haha. Thanx. I heard that you can save before picking up a sigil stone and keep on reloading until you get what you want. Is that true?

Yes, it used to be done that way in the original, too.
For savescumming sigil stones:save your game, grab the sigil stone, check its enchantments, and if you are not happy with it, reload the save.
Originally posted by CBlade:
Originally posted by thorin.hannahs:
Chameleon can break the game so have fun with that. If you want to do magic stuff fortify Magicka is very nice to just stack on multiple pieces.

Shield and spell absorb/reflect are some top picks as well. On Adept I'd say they are unnecessary.

Having a feather necklace and ring set is nice for dungeon crawling. Soul Trap on a weapon is nice in case you get silenced as a mage.

Tons of stuff you can do just have fun with it.
I was thinking on putting that Protect/Defend spell effect on a shield, but spell absorption also seems really good :)
That is what I used to do and then my character became unkillable so I stopped. At least Spell Absorption has a lower proc chance I believe and gives you Magicka to help avoid Welkynd stone/potion spam.
xPEDx May 4 @ 3:56am 
depends on youre play. i Enchanted for Spell absorption.
I play close range sword /mace mostly with stun and destruction, i use summon as backup or aggro,
So i Feel i NEED the immune to spell attack , infact is more than just immune, it also Keeps my magic Full so i can spam as long as i want :)
Which lits me get on with it.
I have spells when i use my bow, for archery sneak and Luck so i can insta change tactics.
EMDream May 4 @ 4:11am 
Originally posted by CBlade:
I've never used the Enchantment system in Oblivion before, so I want to make sure I'm doing things right in the remaster.

What are the best enchantments to apply to gear?

I looked at Feather vs Strength for carrying weight, and in the original Feather was apparently better because it gives more carrying weight. I've got max Alteration, so my Feather should be at max when enchanting right? But if I apply Feather or Strength it gives me the same carrying capacity increase. So then Strength is simply better because it boosts Melee attack damage as well, right?

I heard Chameleon is also very broken to put on yourself haha. But I'm here for tips and guidance :).

In The Elder Scrolls IV: Oblivion Remastered, two enchantments stand out as the most powerful in the entire game: Spell Absorption and Reflect Damage. These effects fundamentally change how your character interacts with combat. With Spell Absorption, incoming magical attacks are negated and often converted into Magicka, giving you fuel to cast even more powerful spells. Reflect Damage, on the other hand, causes any melee or physical damage dealt to you to be returned directly to the attacker—meaning that enemies essentially harm themselves trying to fight you.

The most efficient path to reaching 100% Spell Absorption begins by choosing The Atronach birthsign, which grants a base 50% Spell Absorption but, stops regular Magicka regeneration a minor inconvenience at the start of the game meaningless as you level up though. To complete the build, you’ll need four Sigil Stones with the Spell Absorption enchantment, each offering 15% at maximum power—these begin appearing from level 17 onward and are obtained from closing Oblivion Gates quicksave before taking the stone to farm them. With these enchanted on your armor, you can easily reach 110% spell absorption making you nearly invulnerable to any magical damage.

Reflect Damage is similarly broken when fully stacked. The ideal setup includes the following items:

Ring of the Iron Fist – 33% Reflect Damage

Necklace of Swords or Amulet of Axes – 33% Reflect Damage

Escutcheon of Chorrol (unique shield) – 35% Reflect Damage

Together, these give you 101% Reflect Damage, meaning every point of melee damage is sent back to enemies—and often more than they originally dealt. With this build, enemies kill themselves just by trying to hit you.

The challenge is that the Ring of the Iron Fist, the Necklace of Swords, and the Amulet of Axes are all random leveled loot, making them unreliable through normal exploration. However, there is a reliable workaround: a specific loot exploit in Fyrelight Cave, located just southwest of Skingrad along the road. This cave contains a repeatedly lootable boss-level chest, allowing players to farm high-level loot including these powerful items without needing to rely on pure chance or long dungeon crawls.

Once you've assembled this gear and hit 100% in both Spell Absorption and Reflect Damage, your character becomes virtually untouchable. Magic can't hurt you, and melee attackers destroy themselves trying. In practical terms, you are now immune to nearly everything the game can throw at you, turning you into an unstoppable force across Cyrodiil.
Last edited by EMDream; May 4 @ 4:13am
xPEDx May 4 @ 4:16am 
HMm . Reflect damage is a USE WITH CAUTION, Any friendly hits you with arrow or accident sword, then you are acting as attacking them, this has lead many times to fines and accusations of murder . Fallouts with all sorts, Be careful you know where you are and what you doing with reflect.
Last edited by xPEDx; May 4 @ 4:17am
Dyna May 4 @ 4:35am 
I got 90% spell reflection and 120% chameleon at this point.

I did start out with +10 to Str on all armor to just carry and unload at merchant at the start.

I have a base magicka of 424 as a high elf and apprentice which meant that pretty much any spell that would hit me would take my hp from 100% to 0% instant.

All my spells have a willpower bonus of 100% for 10 to 120 seconds so the regen is just massive.

All my buffs add fortify magicka 100 also. this means that once i am done pressing 3-7 my total magicka is 993 and willpower around 500.

My heal spell gives 20Hp for 10 seconds and fortify magic 100 for 120 seconds and willpower 100 for 30sec (+ invisibility, but i have chameleon armor now and reached a point where i should stop playing this character)

Next spell cost nearly 500 and boost willpower again for the regen 30 seconds +str (anything else) 50 and fortify magic 100 for 120 seconds again. (this had invisibility added also before)

Then spell number 5 is more willpower 100 and intelligence 50 plus a small amount of shock armor which is cheap on mana and gives a visual indicator that i just hit that button 5

Number 6 is the big fortification for 120 of 100 willpower + intelligence 50 for 120 seconds 100 mana 120 + a little bit of fire shield to give me another indicator that i just hit that 6 button......

7 is willpower for a short duration to booot the regen of these expensive spells very fast as i am now hitting 993 mana. It gives Dremora Lord 120s which is the best summon by far in this game for dps and getting into the fight.

That was my button 3-7 and i can now do a very fast refresh of 3-7 at that point with the 500+ willpower.

I can now hit something with my spell on button 2 which gives willpower 100 for 10 seconds and plenty of damage/weakness + soultrap.

1 Is my weapon of choice and 8 is repair hammer.


Lvl 41.
Last edited by Dyna; May 4 @ 5:08am
Generally speaking for generic enchantments your character stats (IE: Strength and the like) are better than parameter increases (IE: Health, Magicka, Weight).

For use it really depends on what you need them for. Elemental shield is better than normal shield and if you're playing a mage (or even a warrior and don't want to repair gear all the time) lets your plain clothes armor rating equal daedric (in fact right from the start of the game enchanting clothes with elemental shield will be better than wearing armor). I tend to keep a set of strength clothes on hand along with 100% chameleon whenever i need to run to the store and sell loot. Then a set of clothes with 3 elemental shield 25% (one of each), along with the Escutcheon of Chorrol easily overcaps Defense for my main gear.

One thing to really keep in mind is how you handle magic attacks. Bretons have it the easiest as just a Mundane Ring is all it will take to get your magic resist to 100%. Atronachs can get 100% absorb with a Spelldrinker Amulet (Mage's Guild Questline Level 30+) and Sorcerer's Ring (extremely rare generic loot at Level 20+). Spell Absorb is one to consider if playing a mage as you can easily recharge your magicka with Telekinesis spells (no, this is not in fact a bug, they've actually patched this version so Telekinesis actually works while still giving you your magicka back).

Magic Reflect is by far the hardest to manage as you will need very specific level threshold loot but can be rather fun to agro the whole imperial city on master difficulty and watch them struggle in vein to get through 100% spell reflect and damage reflect (arrows can still kill you though, as can poison unless you're an Argonian.)
Last edited by drakeloreroar; May 4 @ 4:59am
EMDream May 4 @ 5:16am 
Originally posted by xPEDx:
HMm . Reflect damage is a USE WITH CAUTION, Any friendly hits you with arrow or accident sword, then you are acting as attacking them, this has lead many times to fines and accusations of murder . Fallouts with all sorts, Be careful you know where you are and what you doing with reflect.

Reflect Damage is generally not something to worry about getting a bounty over because the few follower-dependent moments are typically isolated (e.g., Mages Guild or escort quests, The Retaking of Kavach, etc,.) The risk of acquiring a bounty due to harming a friendly NPC is not possible because it's only reported upon death. Accidentally killing followers via reflect damage is uncommon, especially if you use proper follower management by telling them to "Wait Here" until you've scouted out the area and then simply fast travel with them to the location they want to be. The AI in this game can be absurd at times and it's best not to let the NPCs wonder around with the player too much anyway as they may simply disappear completely into the eternal void making quest progression including in the main quest impossible. I personally have had zero issues with this and do not expect to have any in the future. I would however strongly advise against the use of "reflect spell" it's not really dangerous just annoying and pointless if you have spell absorption anyway.
Last edited by EMDream; May 4 @ 6:00am
< >
Showing 1-14 of 14 comments
Per page: 1530 50