Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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.
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.
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.
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.)
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.