Oblivion talk:End Game Optimizing

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Pages for Speedy Deleation[edit]

This page was just added and shows a total disregard for wiki or 2nd grade grammer standards. It uses first person and no capatilization. It is linked directly from the Oblivion main page and makes 3 links to other wiki pages, not even using the wiki link format ([[Oblivion:link]]). This should be deleated and the user made to understand the issue before something breaks out like at Swordplay or Console Command Tutorial. Even if not deleated, the user needs to ba made to undertand what the cleanup message means, as since the message was placed, the user has made more changes using first person (but with proper capitilization) and elaborated on even more useless detials. Information on almost all of these things (100% chameleon, 100% reflect spell, etc.). This is out of place and it feels as if you were to find a stone inside a beautiful cake. --Dylnuge 17:23, 28 October 2006 (EDT)

Thanks to recent improvements and attempts to convert the article to a wikified format, I withdraw my former comment. I will keep it here for archival purposes, but it no longer is true. Sorry I did not fix this earlier. Dylnuge 22:19, 7 November 2006 (EST)

Spells[edit]

I deleted the section on spells for a few reasons:

  • I don't see how it is related to the rest of the page; it has nothing to do with equipment.
  • It has nothing to do with "end game": you can create these spells at level 4 if you're a mage and focus on your destruction skill
  • The concept is already discussed on Spell Making, which is the more appropriate place for discussing custom spells.
  • The section really was not intelligible.

--Nephele 12:37, 3 November 2006 (EST)

Page restored to Namespace, but. still unavailable[edit]

This page has no links to it, excepting Aristeo's talk page and its own redirect. It essentially does not exist. Should be available somewhere on the Oblivion Main Page or under Hints or something. Dylnuge 23:11, 10 November 2006 (EST)

I just made a link to the page under the "In-Depth Guides" section. This should help. --Aristeo | Talk 23:15, 10 November 2006 (EST)

Resist Magic[edit]

Should both the Crown of Lindai and the Reflecting Helmet both be included? I don't know if this is an incorrect assumption on my part, but I assumed that that section was meant to be for a complete "set" rather than items that might have a high percentage of resist magic/reflect magic/&c. Th232 06:13, 26 February 2007 (EST)

Oops, sorry about that, you are right of course, you cannot wear The crown and helmet at the same time. I'll fix it at once, thx Bongo 06:35, 26 February 2007 (EST)

Ultimate character[edit]

With the risk of making this page too long, shouldn't there be *three* suggestions for ultimate characters? For light, heavy and no armor respectively. Bongo 04:03, 27 February 2007 (EST)

It doesn't seem to me that there's too much that would change between each case. The example given actually mixes light and heavy (the helmet is light armor... although I suppose that was a fairly recent change; the editor might not have stopped to think about that). The custom enchantments would change from daedric+sigil to glass+sigil (or clothing+sigil), and then each player would have to decide whether the shield and helmet are important enough to complete the set, or whether they'd rather customize those two slots.
But if you can think of more substantial ways that the three cases would differ, then go ahead and add them. --Nephele 00:46, 28 February 2007 (EST)

Weightless[edit]

There should be a section on a wieghtless set - I know that the broken shield from The Masters Son wieghs zero, and the is a hammer that is part of a quest that weighs zero, and having no encumbrance is uesfull (although the armor parts of the set are obsolete once you are master in heavy/ expert in light, the weapons and jewelry are worth noting)

Um.. i dont really think wearing weightless stuff would really make you an ultimate character.But if you must, simply use the bound item glitch to get a full weightless set--Willyhead 12:15, 17 June 2007 (EDT)

Help with a bow?[edit]

Just looking at the elemental dagger, does anyone have any good ideas for an amazing bow with or custom enchantments or are there better pre-set ones?

Hey Mate there are a few Bow ideas on the Usefull Enchantments page.--Willyhead 13:38, 10 June 2007 (EDT)

Mages set[edit]

Ive just added a set of enchanted clothing for a Mage.If anyone would like to enhance it feel free to!--Willyhead 13:36, 10 June 2007 (EDT)

Character Immune to (just about) Everything[edit]

I've devised an equipment list for a mage character to make him immune to just about everything. The catch is the character must use the Atronach birthsign, which is why I hesitate to post it on this page instead of on the Atronach page. Anyway, here's the equipment list:

  • Head: A cowl enchanted with a Transcendent Fortify Magicka sigil stone.
  • Body/Legs: Mankar Camoran's Robe (after level 18).
  • Shoes: Shoes enchanted with a Transcendent Spell Absorption sigil stone.
  • Hands: Wrist Irons enchanted with a Transcendent Spell Absorption sigil stone.
  • Ring: Ring of Vitality
  • Ring: Ring of the Iron Fist
  • Amulet: Necklace of Swords/Amulet of Axes
  • Shield: Escutcheon of Chorrol (after level 25).
  • Weapon: some 2-handed weapon (Mage's Staff, Permanent Bound Sword w/ enchantment, etc.)
  • Alt Weapon: Enchanted dagger (Like the Ultimate Weapon or an Absorb Magicka+Weakness to Magicka dagger)

This set will give:

  • 100% Spell Absorption
  • 111% Reflect Damage
  • 100% Resist Disease
  • 100% Resist Poison
  • 100% Resist Paralysis
  • 50 pts Fortify Magicka
  • 100% Spell Effectiveness (when using primary weapon)

In addition, a character could get higher ratings in Resist Disease/Poison/Paralysis if they have a racial bonus (or vampirism). I would also suggest that a player grind their Heavy Armor skill high enough that if they were to switch to their alternate weapon, their spell effectiveness would only drop to 95% on account of the shield.Xeagle51 20:59, 6 July 2007 (EDT)

Nice set--Willyhead 06:54, 7 July 2007 (EDT)

- I'm not sure what the right place to ask this is, but I can't find daedric gauntlets or helmets anywhere. I'm high enough of a level that all enemies are carrying around daedric boots, greaves, and curiasses, but they all wear ebony gauntlets and helmets. Does anyone know if there is a reason for this?

Also, I know this isn't exactly a place to ask questions like this, but it would be useful information and should thus be present somewhere in the wiki.

You just have to keep looking. Both Helmet and Gauntlets are relatively rare because they don't appear in many leveled lists. You may get lucky with Marauder Warlords for the helmet (though the chance isn't great). Vampire Monks and Knights may have the gauntlets. Improving the information on leveled lists is on my to-do list, but it's difficult as there are so darn many of them! –RpehTCE 15:43, 14 January 2008 (EST)

175% Chameleon[edit]

Note: Prerequisites for this are: Entrance to the Arcane Universtiy, A Hood(Mage's Hood Is Best), Pants(Black Wide Pants Are Best), a Shirt(Dark Shirt is the best), Shoes(i don't have a suggestion here...just whatever shoes are fine), Wrist Irons(the ones you start the game with), A Ring(Brass is Fine), A Necklace/Amulet(The lightest one you can find), The Ring of Khajiiti(do the Daedric Quest for Meridia), 7 Grand Soul Gems that are filled with Grand Souls.

It is actually possible to get 175% chameleon(that is the highest I have gotten so far). I am not sure that it offers any more benefit than 100%, but it is possible. To do it, just get a chameleon spell(the easiest is to go to the Birthstone of the Shadow and get the spell it offers), go to the Arcane University and enchant all of the above mentioned clothes (the hood, shirt, pants, wrist irons, shoes, ring, and necklace/amulet, and by the way, the ones I reccomended are weightless)and enchant all of them to chameleon self using the 7 grand soul gems, then Equip all of them including the Ring of Khajiiti and now you should have 175% chameleon. The only Difference I have noticed, is you are actually completely see-through. What I mean is your character doesn't have the solid water effect(where you can tell he is there, but he is see-through...it just reminds me of a person made entirely of water). My character has a very high sneak skill, and therefore, I can actually run through forts, ayelid ruins, etc. and nobody has any idea that i'm there.--Blktiger0 17:13, 7 April 2008

You get the completely see-through effect at 100% chameleon. There's no increase in stealthiness going about 100%. –RpehTCE 00:41, 8 April 2008 (EDT)
When you go over 100%, then go back (but not under, so from 120% to 100% for example) you have the solid water effect at 100%--Blktiger0 17:02, 9 April 2008 (EDT)
So... don't do that then! And I'm betting that if you went down to, say, 80% and then back up again you'd be completely invisible again. –RpehTCE 17:06, 9 April 2008 (EDT)
You are correct, you are completely invisible again, I just suggested this in case it did offer more benefit, and honestly, i don't think you can be 100% sure that it doesn't offer SOME kind of advantage.--Blktiger0 14:38, 10 April 2008 (EDT)
If you were to use Transcendent Sigil Stones instead of Grand Soul Gems, your total Chameleon magnitude would be higher (since the Sigil Stones give 30% as opposed to the Soul Gems' 20%). 200-some-odd percent Chameleon would be ridiculous. Maybe at that level your character should start displaying like a film negative.Xeagle51 20:12, 10 May 2008 (EDT)
Well since chameleon is simply the percent of light that no longer reflects off the player and also effects the distance that NPC's could spot you I would think having higher than 100% would provide no advantage. However if you were to be 100% chameleon and rather raise your agility it would provide benefit to not being seen since Agility effects the chance of detection in sneak mode.

Argonians[edit]

Argonians happen to make the best characters overall post-optimization. This is only due to the fact that they include Poison Immunity and an inherent Water Breathing ability. With the right combination of items and such you can create the best character which cannot be duplicated with any other race. To make the character you need...

  • Head: Any Helm or Hood enchanted with a Transcendent Spell Absorption sigil stone.
  • Body: Any Cuirass or Shirt enchanted with a Transcendent Spell Absorption sigil stone.
  • Hands: Any Gauntlets/Bracers or Wrist Irons enchanted with a Transcendent Spell Absorption sigil stone.
  • Legs: Any Greaves or Pants enchanted with a Transcendent Spell Absorption sigil stone.
  • Feet: Any Boots or Shoes enchanted with a Transcendent Spell Absorption sigil stone.
  • Shield: Escutcheon of Chorrol(after level 25).
  • Ring: Ring of the Iron Fist
  • Ring: Sorcerer's Ring
  • Amulet: Necklace of Swords/Amulet of Axes
  • Weapon: Anything including Staves, Fists, Bows, Etc.
  • You MUST be a Vampire.

This will result in:

  • 100% Spell Absorption
  • 100% Reflect Damage
  • 100% Disease Resistance
  • 100% Poison Resistance
  • 100% Paralysis Resistance
  • Constant Water Breathing

It is impossible to get the same combination of effects on any other character and the only other races that come close are Breton which can have all Immunities but only the less effective 100% Resist Magic(But it also leaves 1 piece of Equipment open for Night-Eye/Light, Detect Life or Fortify Magicka), or Orc which is the equivalent to a Breton without the extra piece of Equipment. Also, in this case you can use the Apprentice Birthsign which I think cannot be used with 100% Resist Magic as they cancel each other(Confirmation?). Of course there are also the Lady/Warrior and Thief Birthsigns which the first pair contribute to your overall health and the latter contributes to lowering the minimum level in which you can max your stats. Also, once your are maxed for stats, health and skills a full out jump off of Dive Rock won't kill you so you can say you have Falling Damage Immunity too I suppose.

I wasn't sure if this would fit better in the Argonian article or the End Game Optimizing article so I decided to put it here... Anyway, it is information that should help this article in some way... --Manifesto 15:42, 9 July 2008 (EDT)

Added mage set[edit]

Added a playable mage set - by playable I mean powerful yet still challenging - it doesn't give you 100% immunity to anything, which totally breaks the game IMO. Obviously it's not the ultimate set of items one could assemble, but it's very good, hope you like it. Feel free to edit any typos too... 24.5.161.81 05:59, 23 November 2008 (EST)

To be honest, I'm inclined to take it off again. If we start including one person's favourite sets we'll end up with dozens. The existing set is notable because it's so powerful and gives so many immunities and powers. This one doesn't give anything like the same protection. If it can be modified to approach the same power then it could stay. –RpehTCE 06:37, 23 November 2008 (EST)
Well. I just saw that set for armored classes and wanted to throw something in for mages, but if someone can come up with a set with 100% magic and damage immunity for mages (ie. 0 armor, 100% spell effectiveness) I wouldn't object to that. 24.5.161.81 16:54, 23 November 2008 (EST)

End Game Equipment Example Set #2 (Mage)[edit]

This set uses only items that do not count as "armor" so spell effectiveness remains 100%. It uses the Elemental Armor idea (Fire, Frost, Shock Shield enchantments) for 75AC, nearly as much as a full set of heavy armor but without the spell effectiveness penalty.

Set Results

This set will make you about 90% completely immune to magic (71% absorb then 35% reflect) and reduce the damage that does get through by at least 50% (pure magic damage, like Damage Health) or 87% of elemental damage (fire, frost, shock) for an average magic resistance of about 97%. More importantly Spell Absorption will refill your magicka constantly when spells are cast on you, more than worth giving up that last few percent of magic immunity.

It will also protect you from physical damage very well with 75AC (the max is 85) and 10% Reflect Damage.

You can obviously swap in different kinds of shoes, hoods or shields purely for looks, (a Fur Shield will save 2 stones, it's ugly but you'll never see it if you only use a staff). The Arch-Mage's Hood is nice because it matches Mankor Camoran's Robe, though you can use a different enchant than Fortify Magicka on it, perhaps another 15% Spell Absorption (Transcendent Sigil Stone).

Just so you're aware, you are not 90 % immune to magic. Absorb and Reflect Spell enchantments are a percent chance that 100 % of the magic will be reflected or absorbed. So they either are, or they aren't. If Reflect Spell fails (and it has a 2/3 chance of failing because of the 35 % Reflect), then the game will move on to the Absorb Spell (which has a 1/3 chance of failing in this case). If both fail, it will move on to Resist Magic last, in which case it does not work as the other two enchantments as Resist enchantments will resist X % of damage, 100 % of the time. Hope this helps. --173.181.104.160 01:34, 7 July 2011 (UTC)

After some consideration I've moved this entire section onto the talk page until it's improved. There's nothing clever or unusual about this set: if it granted 100% in any of its effects it would be worth mentioning. –RpehTCE 05:36, 29 November 2008 (EST)


How about this...

  • Weapon - Any thing you like.
  • Shield - Escutcheon of Chorral (You had the Mithril up there, but you can just equip this when things start to get personal.) - Reflect Damage 35%
  • Helmet - Mage's Hood/Black Hood - Shock Shield 25%
  • Body - Any shirt (weightless?...) - Resist Magic 20%
  • Legs - Any pants (weightless?...) - Resist Magic 20%
  • Gauntlets - Wrist Irons - Fire Shield 25%
  • Shoes - Shoes [From jail] (or any if weight doesn't matter to you) - Frost Shield 25%
  • Ring - Mundane Ring - Resist Magic 50%/Reflect Spell 35%
  • Ring - Ring of the Iron Fist - Reflect Damage 33%
  • Amulet - The usual Necklace of Blades/Amulet of Axes - Reflect Damage 33%

Set Results

  • Armor Class - 75
  • Reflect Damage - 101% (66% without Shield)
  • Resist Magic - 90% (115% Elemental Damage)
  • Reflect Spell - 35%

Not complete immunity, but it's still pretty high and still balanced. Keep the shield unequipped at a distance (Reflect Damage doesn't matter with spells and arrows anyway). When/if your willing to sacrifice 5% Spell Effectiveness, grab the shield.

Ultimate set (in my humble opinion)[edit]

For me, the ultimate equipment set would have to be-

This build will grant you:

  • Over 100% resist magic.
  • Over 100% reflect damage.
  • Immunity to drowning.
  • Immunity to poison, disease and paralysis.
  • 100% spell effectiveness (shield effect on this is rejected thanks to the two handed bound claymore being equipped).
  • The lowest possible weight (0 from most of the items such as black clothes, wrist irons, the bound sword etc).
  • And some other juicy effects.

People tend to think that the ultimate character is a daedric armoured tank, however this is not true. As little as 5% reduced magic effectiveness seems, it renders 100 point command/frenzy etc spells useless against most enemies. This is the ultimate set in my opinion.--81.158.17.120 15:47, 8 March 2009 (EDT)

Light End Game Equipment Example Set pt 2[edit]

I just thought it was worth adding, when using the Crown of Lindai and Saviour's Hide, another piece of armor can open up to enchant -- like with water-breathing. With only a loss of 2 armor class (although I guess 4 for a master and using glass for the rest) considering being immune to pretty much everything the matters with (excluding only bows, maybe some traps, from what I can tell) it seems like a pretty fair trade-off.

Maximum Health[edit]

I thought it may be worth adding a maximum health section for any given race, if people thought it made sense. It is actually harder than it sounds since you would need to complete the KOTN at level one, to recieve Dibella's blessing, as well as some trickery with the Felldew Exploit by turning Dibella's blessing on and off. Nordickie 04:09, 4 September 2009 (UTC)

Given the nature of the page, I think that makes perfect sense. While I'm only a single editor, you've at least got my blessing. Go nuts! :) —Robin Hood (TalkE-mailContribs) 20:54, 10 September 2009 (UTC)
ok sorry for not following up on that RobinHood70 but I think I have made literally the "perfect" character at this point. By using the 100% telekensesis and spell absorption glitch, I can can cast spells of 425 magicka or less literally continuisally, without the need to cast them in a certain time. My spells literally absorb themselves with a 533.72 base cost telekinesis spell leaving me 425 magicka to do whatever I want. I actually may just post this in useful spells when I am done with them. But my question is to editiors with more experience than me, is this sorta thing apporpiate for the site?
I'm not sure that extent is appropiate, especially if you are exploiting glitches. --Timenn-<talk> 15:55, 3 December 2009 (UTC)
Yeah, I second what Timenn said. If we have a "best possible character" page of some kind (I'm not familiar with one, but we do have some 60,000 pages on this site), it might be appropriate there, but otherwise, it only applies to min-maxers (or power-levelers or whatever term you wanna use), which are only a small percentage of gamers. —Robin Hood (TalkE-mailContribs) 20:07, 3 December 2009 (UTC)

Read this if you want your stuff to be 100% Reflect Damage and 100% Resist Magic! :)[edit]

For the Xbox 360 (works for PC, but you can console cheat)

Physical Damage Immunity

Now, in terms of being a god, you need to have the following:

100% Reflect Damage: All melee attacks will deal zero points of damage with 100% damage reflected back on attacker

100% Resist Magic: All Magic Fails against you. This includes Lightning, Fireball, etc.

You can substitute 100% REFLECT Magic but that does require glitching. But you can be REFLECT Damage and RESIST magic 100% legitimately. Here's how:

To get 100% Reflect Damage, 1/3 of the puzzle is easy. Simply complete the quest "Sins of the Father" and return the HonorBlade of Chorral to the Steward of Chorral instead of the thief to get the ESCUTCHEON OF CHORRAL which is certainly the best shield in the game. It automatically gives you 35% Reflect Damage right there.

Now where are you going to get the other 65%? Unfortunately Reflect Damage is too powerful an effect for you to enchant an item. You have to find the other magic items fair and square. In the game there are only THREE items that give you a large enough Reflect Damage effect to be worthwhile. They are:

1. Ring of the Iron Fist: 33% Reflect Damage 2. Amulet of Axes: 33% Reflect Damage 3. Necklace of Swords: 33% Reflect Damage

You can wear TWO rings and only ONE amulet. So after getting the Ring of the Iron Fist, you can wear either the Amulet of Axes OR the Necklace of Swords. Either is fine but you can't wear both. For the mathematically challenged out there, the total Reflect Damage when wearing the Ring of the Iron Fist, an Amulet of Axes or Necklace of Swords, and the Escutcheon of Chorral is 101% Reflect Damage.

So there you have it ... all melee damage reflects back on the attacker. The consequences of this are far-reaching. For one thing, not only do you not get damaged at all but your enemies essentially murder themselves. Also you armor hit points never go down so you never really need to repair your armor at all!


Levels and Item Proficiency

The tricky part is in GETTING the Ring of the Iron Fist and an Amulet of Axes or Necklace of Swords. For one thing, treasure in ES4O is LEVELLED so you won't get any of these goodies until you are AT LEAST level 25. To be safe, you may have to level up to 30. Even at the right level, treasures found in dungeons are RANDOM. That means in any given dungeon your chance of finding one of thes bad boys is very low. There ARE a few places in the game where it is more likely you will succeed.

For instance I found a Necklace of Swords fair and square in a treasure chest in Rockmill Cave. Once you take a treasure, you have to wait 72 hours for the contents of the dungeon to respawn. Often by saving outside the entrance to the dungeon you can continously load and reload your save until you get an item you want. The contents of any dungeon's treasure chests are set WHEN YOU OPEN THE DOOR to the dungeon. Hence save outside the door and keep trying.

This is most assuredly VERY frustrating because there are SO MANY items in the game. You are looking really for 3/100 possible magic items which gets down to either 1/100 or 2/100 after you find either the Ring or one of the Amulet or Necklaces.


Fast Item Randomizing

The Temple of the Ancestor Moths provides the much needed solution to this random treasure problem.

This is part of the Thieves' Guild quest Turning a Blind Eye. It is the first quest the Gray Fox hands to you.

In it you are charged with stealing Savilla's Stone from the Temple of the Ancestor Moths. After a pretty standard dungeon crawl you will end up outside a door which leads into a cavern. Inside the cavern is the item Savilla's Stone and stone's guardian: A Blind Monk Prelate.

Normally you go in, kill the Blind Monk, and jet out of there with Savilla's Stone to complete the quest and advance in the Thieves' Guild storyline.

In doing so, many will miss out on the most important trick in the game. Why? Because the Blind Monk Prelate ALWAYS carries a high powered ring or amulet.

Now WHICH ring or amulet you get is completely random. But it will ALWAYS BE A RING OR AMULET. Once again, for the mathematically challenenged, let me explain. The chances of getting a RING or AMULET you want is obviously A LOT higher when the target ONLY gives a ring or amulet rather than ANY item in the game.

Even better, the item that the Blind Monk Prelate carries is determined when you open the door to the cavern, NOT the door to the dungeon. That means you can save right outside the door. Then rush in, kill the monk, check his body to see which ring or amulet he is carrying and then reset if you don't like what you see. True the weaker rings and amulets will tend to show up at a more frequent clip than a powerful one but not by much. You WILL score very powerful rings and amulets if you do this.

Obviously once you get a ring or amulet that you want (say an Amulet of Axes or Necklace of Swords or Ring of the Iron Fist) take the loot and exit the cavern via the OTHER exit: up the ladder and you'll be outside the Temple of the Ancestor Moths.

Now ... are you ready for this? The Blind Monk Prelate and Savilla's Stone are NOT unique. If you wait 72 hours, both regenerate. More importantly the LOOT on the Prelate Priest also regenerates.

So here's the sequence: Go through the dungeon, stop outside the door to the cavern, SAVE, go through the cavern and kill the Blind Monk Prelate, check loot. Continue until finding item you want. Took me about 15 minutes to get an Amulet of Axes. Exit, save the game, wait 72 hours, go back into dungeon, go to the door to the cavern, SAVE again, and then go in and kill the Blind Priest and check loot. Reload and do this over and over until you get the Ring of the Iron Fist (Necklace of Swords of course would be useless as I already had an Amulet of Axes). It took me about a half hour to do that. In less than ONE HOUR, I had 100% Reflect Damage.

In less than FOUR hours I had every powerful ring and amulet in the game including:

Mundane Ring Ring of Perfection Ring of Vitality Ring of Skimming Ring of Wizardry Ring of War Ring of Treachery Ring of Stamina Frost, Flame, AND Storm Rings (100% resistance to frost, flame, and shock respectively) etc.


Magicka Damage Immunity

Now for Resist Magic 100%, this is actually pretty easy. For one thing since you only need the Escutcheon of Chorral and then one ring and one amulet to get to 101% Reflect Damage, that means you have one hand left to put a ring on. I chose the incredibly powerful MUNDANE RING which gives you 35% Reflect Spell and 50% Resist Magic.

The rest of the 50% you can get in any manner you wish. There is actually a SIGIL stone which has the effect RESIST MAGIC on it and if you get one at level 17 or above the Sigil Stone will be Transcendent Level meaning that using it on any piece of armor or clothing will enchant it with Resist Magic 20%. Get 3 Sigil Stones with Resist Magic and enchant 3 pieces of armor of clothing and you will get 60 percent Resist Magic. Add that to the 50% Resist Magic you get from wearing the Mundane Ring and you have 110% Resist Magic.

How do you get 3 Sigil Stones with Resist Magic on it? Well first of all, you obviously have to be level 17 or higher when you close an Oblivion Gate. The sigil stone you get when you close an Oblivion Gate is random so I just save right before picking it up and then reset and reload if it isn't what I wanted. Do this 3 times. Alternatively do it ONCE and then just duplicate with the scrolls glitch it to get the other ones necessary.

And THAT is how you get a character with 101% Reflect Damage and 110% Resist Magic at the same time ... essentially making you "UNkillable" by anyone in the game short of a Bow and Arrow. Problem with that is that it is neither magical (at least the base damage of the bow and arrow) nor melee based damage so it still affects you. Bowmen are also about 350,000 easier to kill than high level opponents. :) There you go! --GoodUser:) 04:25, 30 December 2009 (UTC)

thank you for the reflect and magic immune its a cool guide--Robak 19:54, 31 December 2009 (UTC)

This page is extremely hard to find![edit]

This entire website has been a huge help to me, but man was this section hard to find!! I love this article, but the only way I happened upon was from Items -> Best High Level Items (which is not very clear). I have now found that it is also included under "In-Depth Guides", but that section is also extremely hard to find! I would recommend putting a link to BOTH sections under the "Hints" section, which easy to find and linked off the main Oblivion page. Thanks!

Added. Since Best High Level Items relinks to this page already, I didn't bother with that one. rpeh •TCE 01:07, 20 March 2010 (UTC)

How do I get more magicka?[edit]

I have my intelligence at 100 but I still want more. I am using a level 33 Breton but I still cannot use many of the games spells because I do not have enough magicka. What do I do? How do I get more permanently? — Unsigned comment by 98.84.17.76 (talk)

Besides intelligence, there's no other way to permanently raise magicka. However, you can enchant clothes or accessories with Fortify Magicka spells and wear them. Vesna 17:33, 11 July 2010 (UTC)
Doesn't the game sometimes say "You don't have enough magicka" when it really means "Your Destruction/Illusion/&c skill is too low"? Increasing skills also decrease magicka cost. Andrew Red 10:46, 1 August 2011 (UTC)
When your skill level is too low, you get a message saying that your skill level is too low. You don't have enough magicka can either mean:

A) You're out of magicka and you need to wait for it to regenerate.

B) Your base magicka is too low. This can be increased by boosting your willpower or using a fortify magicka spell or enchantment. Kitkat1749 11:26, 1 August 2011 (UTC)

... by boosting intelligence or ... Andrew Red 09:58, 2 August 2011 (UTC)
Oh yeah, sorry, thanks! Kitkat1749 12:40, 2 August 2011 (UTC)

Spell Absorption Over 100%? Why?[edit]

At the bottom of the wiki page there is a note for Atronach BS characters to enchant 4 items to achieve 130% Spell Absorption. What would be the point of this? Spell Absorption is chance based, meaning 100 pts = 100% chance. Seems to me you would be completely wasting two enchants, as you would not get any benefit whatsoever from the extra 30 pts.

Fireandnails 00:52, 7 October 2010 (UTC)

Looking at the history, that was changed by an anonymous user back in July and nobody ever caught it. Four sigil stones would only give you 60%, then add the 50% for being an Atronach and you come up with 110%, which makes more sense. I've reverted the edit back to the correct values. Robin Hoodtalk 03:07, 8 October 2010 (UTC)
Yeah, that makes more sense. I was assuming they had an additional 20 pt item to make up 130. Also worth noting for Atronach BS: Instead of using 4 sigil stone enchants for 60 pts, you can use 2 sigil stones for 30 pts and an item with 20 pts, such as Magebane Greaves or Mankar Camoran's Robe. Alternatively, you could forgo sigil stone enchanting completely and use the Spelldrinker Amulet (26 pts) with a Sorcerer's Ring (25 pts), though this would interfere with 100% Reflect Damage builds. Either way would give you 100% Spell Absorption and leave room for more enchantment slots.
Fireandnails 18:41, 8 October 2010 (UTC)
I've re-written the section. Any thoughts? I left out Mankar Camoran's Robe, as that takes up both upper- and lower-body slots, so you'd be sacrificing quite a lot just to wear it. Robin Hoodtalk 19:58, 8 October 2010 (UTC)
Looks good! I think you covered it nicely and the links certainly help. The only reason I included Mankar Camoran's Robe is that some people like to maintain the "mage look" when playing a mage, but I understand that it doesn't really fit on a page for maximizing gear enchants.
Fireandnails 04:40, 9 October 2010 (UTC)

Bladeturn Hood[edit]

Has both shield 17% and reflect damage 15%, but it's never mentioned? — Unsigned comment by 67.185.244.237 (talk) on 9 January 2011

You sure this isn't from a mod? There's no sign of it in the CS... --SerCenKing Talk 17:20, 9 January 2011 (UTC)
It's from the Mehrunes Razor plug-in. --Rigas Papadopoulos • TalkDeeds 18:15, 9 January 2011 (UTC)
Of course! *Bashes his head head on the table* Good call on that one Rigas. --SerCenKing Talk 20:35, 9 January 2011 (UTC)

Armor Enchantments[edit]

There was a line that I removed because it implied that having Daedric or Glass armor was detrimental when using Reflect Damage 100 %. However, Reflect Damage reflects damage BEFORE it is calculated with the user's defense rating, so the amount of armor worn is actually irrelevant to this. The armor will still protect the player from falls and traps. Furthermore, the armor is still beneficial because one can receive magic effects from it if pieces are enchanted; for example, one could put on a piece of armor with additional Reflect Damage %, and the Reflect Damage page on this wiki reveals that the multiplier for returned damage will actually increase over 100 %. The notion that "weight may become an issue" simply isn't valid because the same could hold for any other statement regarding "which armor is the best in the game?" and the answer would still be Glass/Daedric (or Amber/Madness with Shivering Isles) even though they are heavier than other pieces of armor. --173.181.104.160 14:17, 6 July 2011 (UTC)