Aerothorn on 20/5/2006 at 03:36
Ok, so as far as I can tell, the maximum charge I can give a self-enchanted item is 1600. But I find items all over with much greater charges - Chilrend, for instance (a sword I got from some quest) has a charge of over 4000. Is there some way to give self-imbued items such a great charge, or is it only for found items?
And what do you folks recommend for enchanting items? Weapons, armor, etc. I just enchanted a Daedric Longsword with Absorb Health 22 points on strike, but it only has 19 uses - probably should have had it absorb less health so it last longer.
PeeperStorm on 20/5/2006 at 04:51
For trapping souls I recommend a dagger (or other low-weight weapon) with one second of Soul Trap and the bigggest damage effect that you can squeeze into it. Use your favorite general use weapon to thrash your target until they're almost dead, then switch to the dagger. It doesn't need to have a lot of uses since you'll probably only need it for one or two hits on any given creature.
If you're a poison-using marksman, consider putting a Silence effect on your bow to keep enemies from casting Cure Poison spells.
There are a number of clothing articles in the game that have no weight (Pants, shirts, etc). Get a complete set of them, and enchant them all with Feather or Fortify Strength. Do the same with a necklace and two rings while you're at it. The whole collection will hardly weigh anything, and is handy to have around after you finish clearing out a cavern full of loot. Just change out of your armor into the clothing to gain about 800 weight units of carrying capacity, or even more if you use Sigil stones.
WingedKagouti on 20/5/2006 at 07:40
For ingame selfmade enchantments 1600 is the max amount of charges. Transcendent Sigil Stones can get 4000 or so with the right type, but the effect is fixed and you only get one.
Chillrend and other found items are made with the CS which doesn't have any restrictions regarding max charges.
My favourite (for pure power) weapon enchantment is still:
Drain Health 100/1 sec
Soul Trap 2 sec
Weakness to Magic 100/3 sec
You can put it on a Rusty Iron Dagger and it will still be able to take out Storm Atronarchs in 4 hits on average difficulty (5 if you're unlucky).
For clothing/armor I prefer a few Elemental Shield effects, some Spell Absorption (you can find/quest some great gear with this) and Fortify Magicka or Luck.
Edit:
Note that with the item switch you risk losing part of the advantage if you have enough skill (75 Light/100 Heacy) for your armor to not encumber you while worn.
Aerothorn on 20/5/2006 at 15:31
I never figured out Drain Health - so, isn't is just the opposite of Fortify Health - after the duration is up, do they regain that 100 health? Or is it the same as Damage Health?
WingedKagouti on 20/5/2006 at 17:02
Quote Posted by Aerothorn
I never figured out Drain Health - so, isn't is just the opposite of Fortify Health - after the duration is up, do they regain that 100 health? Or is it the same as Damage Health?
It's the first. The reason that enchantment works so well is due to how Weakness to Magic interacts with itself.
First hit against a 0 Resist/Weak target is 100 DH/ 100 Weakness.
The effect from the second hit replaces the effect from the first hit
after being affected by WtM. So you end up with 200 DH/200 Weakness. Third hit 300 DH/400 Weakness total, and so on. The only caveat is that you have to press on and hit (being blocked is ok as you still trigger the enchantment) while WtM is still in effect.
Drain Health is much cheaper to use than damage effects of the same magnitude/duration/AoE, hence the ability to get so high DH and WtM on the same weapon.
This also works for spells. 100 DH/1 sec + 100 WtM/3 sec (both Target) costs only 17 Magicka at 100 effective Destruction. 12 for the Touch version.
Aerothorn on 20/5/2006 at 22:55
So is this an exploit in the system, then? Considering my non-power-gaming character already owns, maybe I shouldn't take advantage of this little quirk.
PeeperStorm on 21/5/2006 at 16:16
Interesting. It's basically an enchanted item version of the "chain casting" spell exploit.
Navyhacker006 on 25/5/2006 at 02:54
Anyone know if there's a mod in progress or already released that'll lift the restrictions on item enchantments? Namely, that'll let me make an item with spell absorption?
RyushiBlade on 25/5/2006 at 03:05
If you're looking to make just a one-time item, you can always create it in the Construction Set. It's fairly simple to do, though I'd be glad to run you through it if you're not familiary with the CS.
If not, there are several sources for mods. TESsource.com and Planet Elder Scrolls are pretty large databases, with the Oblivion Mod Wiki having a nice collection of good quality mods.
Google those sites, I'm very lazy :)
PeeperStorm on 25/5/2006 at 06:57
There's at least one mod at Planet Elder Scrolls that makes some additional effects available for enchantment, although I don't remember the name or which effects.