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Oblivion talk:Magic Items/Archive 1

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This is an archive of past Oblivion talk:Magic Items discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Discussion moved from Findable Magic Items Article

  • BTW, I went to the location given above for Ring of Block and no ring. No goblin either. Just some gold and a mug in the chest on top of the waterfall! My character is level 5. I wonder if this list makes no sense, because some of the items/locations may be totally random.
  • Some of the items listed above are Leveled Items, they may have different stats with same name or a player may never see them.

Yeah that might be true considering you find better items at higher levels unlike Morrowind. This is of no use I'm afraid.

I tend to think that the only items that will be constant are the ones connected with certain quests, like the Daedric shrines. Umbra is always there. The rest probably not, as I went through Wendir long ago and those gauntlets are definitely a random drop.

  • I have noticed as you level up, there seems to be better stuff avalible like for level 1, you get iron or steel and for level 20, its elven and glass and daedric (if you know where to look hence plains of oblivion) and form a chest, it is random. also the apperance of people is also random. like bandits and stuff, not important people. Quality is still determined by level.
  • Not going to edit it but only the named items like Umbra and Redweave are static. Anything with the word 'Base' in it is a random item rolled by the system. Just about anything in a non-static dungeon (there are few of these) is randomly rolled within parameters when the chest contents are generated (either when you enter the dungeon or the first time you search the chest and then until Cell Reset - apx 72 hours after you leave).
  • ya I left that out that's also correct. I called thoes Easter Egg items. Stuff that can't have the name changed I was sayin' stuff like "Iron" turns to "Steel" depending on level. Not stuff like Ebony Blade or Sufferthorn. And thats a good way to get the random item you want: to save, then enter a cave, and check the chest and depending of how lazy you are, the creatures and if you dont like it then reload before going in and try again.

Please note: I have replaced the location text for every item for which I am sure it's random with "Random loot". This section will get really crowded by the way, so I suggest the following things:

  1. subdividing the sections in: Armor, Shields, Clothing, Weapons, Jewelry
  2. sort the items alphabetically
  3. separate quest items from non-quest items

Otherwise, this will become a mess, since there are hundreds of magic items which can be found. Any comments?

  • I split the buyable magic items into 3 sections, armor weapons and everything else. This might be appropriate for the findable stuff too. I included shields in the armor section, since that is how the game classifies them. The original [[Oblivion:Buyable Magic Items]] section remains as it was if people don't like the new organization. I left jewelry in armor as well, since that's the tab it shows up under, but it's probably different enough from armor to justify a separate section.
  • my ring of dectect life was 65ft and its worth 1115
  • I'd like to list static items only on this page and get rid of random loot entirely. Maybe a comprehensive list of item types and effects available on each somewhere else?

Please try to keep the article side devoid of discussion and personal notes. That's what this page is for. In other news, this page's contents should be folded into my planned overhauling of the whole set of items pages. User:TheHankerChief/ItemPageRevamp

--Thehankerchief 17:43, 25 April 2006 (EDT)


Are these the enchanted items you find in cave and such?- Joh777nny 11:20, 12 May 2006 (EDT)
As in the title, this page is for the random magic items you can find. The idea is that these magic items are not unique in any way - it is totally feasible to find two "Boots of the Eel" in one game of Oblivion. In contrast, the Unique Items page lists items that there are no more than one of in all of Cyrodiil. The other pages: Leveled Items and Artifacts also describe unique items, simply categorized due to special properties and tradition, respectively.
So in short, yes these are items you will most likely find in caves and on foes. However, since the location of every unique item hasn't been recorded, it is possible that there are some that are found just lying around in the wilderness or in caves.
If you are looking for the right place to add an item, the easiest method to determine that it is a random item is that its Editor ID starts with "Ench" like "EnchChainmailBootsFortSneak" (You'll need the Construction Set to see this).
If the Editor ID doesn't fit this pattern, the best thing to do is right-click the entry and select Use Info. Analyzing this info becomes more difficult to explain. In short, LVLI denotes a leveled list. This is usually a good indicator that the item is randomized (exception: Leveled Items, but I've already recorded all the armor/weapons of this type). Many items will be used in CONT (container) objects with an Editor ID that starts with "TestQA". These instances of the item can be ignored when determining if the item is unique in the world. Try to use your best judgement when looking at the Use Info dialog to determine if the item can only be found once. If it can be found more than once, then it belongs on this page. If it can only be found once, put it on the Unique Items page.
--Thehankerchief 23:47, 12 May 2006 (EDT)'
Thanks a lot, that helped a bunch. I think I have a lot of items to add.
I don't know if these are unique or randomly generated, but I can't these on any page: Boots of the Jument, which give me 65 points of feather, and Waterwalking Boots, which let me walk on water. Jbfballrb 14:06, 9 July 2006 (EDT)
I believe the page you are looking for is [[Oblivion:Generic_Magic_Items|Generic Magic Items]]. --Scxe 23:56, 27 February 2008 (EST)


So far this field has been filled out using TESCS's number for the item, but without testing in-game. It turns out that enchanted items increase in value based on the enchantment strength. I've updated the Spell Effects to list the increases for Constant Effect Enchantments. Enchanted weapons also increase in value as follows:

+ .4 * ( Enchantment Cost + Item Charge )

I propse that until all items have been updated with their proper cost, the base cost be left in parentheses, as I have done with the Necklace of Swords. This will help remind us which items have been updated. Once all the items are updated, the base costs can be deleted.
--Thehankerchief 17:28, 15 May 2006 (EDT)

Umm, oops. I just editted all the weapons and I put the estimated value in parentheses, and got rid of the base costs. I guess it has the same effect, really. The parentheses still let you know it's not verified, and there's no real good reason to want to know the base-cost. On the few staves I had access to in my game, I tried your formula and it worked. Hopefully the same system works for weapons as well. -- TheRealLurlock 20:01, 18 June 2006 (EDT)
There are two types of enchantments: charged, and constant effect. Armor is always enchanted with constant effect, so you'd look up the effect in the table I mentioned above. --Thehankerchief 00:41, 21 June 2006 (EDT)


I have split the Magic Armour into categories, as the table was starting to get too large. Apologies for any errors and ommissions - I have the Xbox360 version so can't get item codes, nor check if something is Levelled/Unique etc. Any corrections are hugely appreciated.

I also think it could be useful to do this for the Magic Clothing section: split it up into Robes/Pants/Rings/Necklaces. --istara 03:23, 27 May 2006 (GMT+4)

Magic Strength Levels?

Shouldn't this be moved to the Enchanting page? Seems to have little to do with the rest of the stuff on this page.-- TheRealLurlock 14:38, 11 June 2006 (EDT)

These enchantments are the exact enchantments shared by many random magic items. For example, "Cuirass of Health", "Cuirass of Lifeblood", "Battle Medic's Cuirass" and "Ferocious Cuirass" all use the same "EnAppFortifyHealthCommon" enchantment. This table is a great way to simplify our layout. It would be better if the item name actually used a suffix/prefix system like Diablo, but we'll have to make do with what we have. --Thehankerchief 18:02, 11 June 2006 (EDT)
I was going to make the same suggestion. All considered this table is useful here as mod resource. It still feel amiss in the Enchantig page, though, a similar table (accompanied by, maybe, another one with Magic Strength Levels for enchanted weapons) in the section "Enchanting by altars". I don't know the policy about duplicated material, but I think it should be duplicated there, or at least there should be a link to this section there. Because surely (or at least imho) this table is more properly concerning Enchanting issue than Magical Items found in the world. --Gara 06:34, 26 June 2006 (EDT)
Another thought. Seeing by mod point of view, should it be useful to have also bad effects listed in the same table? Like burden or drain skill. Surely not useful in an enchanting point of view, but it could be useful for quest items (like the ring of burden in one of the Mage's Guild Quest). --Gara 06:41, 26 June 2006 (EDT)
Bit late on this comment, but I just wanted to point out that the Ring of Burden in the Mages Guild quest is not enchanted at all. It's just very heavy. You could even enchant it yourself, though I can't imagine why anybody would want to. --TheRealLurlock 09:20, 14 July 2006 (EDT)

Okay, now that the [[Oblivion:Generic Magic Items]] page pretty much covers all of this in much greater detail, does anyone think this chart is still necessary? And if so, is there maybe a better place for it? I think maybe the Oblivion:Spell_Effects page might be a better place for this information. I'd say put it on the Generics page, but that page is already too large as it is. (Considering splitting it between weapons and apparel, and maybe another one for generic staves, which aren't listed anywhere at the moment.) Just, as this page stands now, the chart seems out of place here. Anyone have any problem with moving it to the Spell Effects page? --TheRealLurlock 22:35, 13 July 2006 (EDT)

Someone just started a very similar table over at the Enchanting page, which I suppose reading back through this discussion is where you first proposed putting this table. I definitely think the tables need to be merged. And to me, Enchanting is the page that makes the most sense: when you're playing the game, you're most likely to care about the information when you are enchanting your own items. It's trivial to put links on this page or anywhere else there is related info, so anyone looking for it in other situations can find it. I suppose Spell_Effects would also make sense -- that table already has the barter factor that is related info. And with the cross-links from that table to Magical Effects, it would even be possible to remove the Description column and stuff everything in to one table if you're feeling ambitious. So to try to summarize my confused thoughts: moving makes sense; definitely merge all the related info; I'll leave it up to you to pick the destination.--Nephele 23:38, 13 July 2006 (EDT)
The table no longer serves a purpose. I've deleted it. The Oblivion:Enchanting page covers the enchantments that the player can use, my table covered the enchantments used by the random magic items, which are different. --Thehankerchief 00:56, 14 July 2006 (EDT)

Proposal for Item Categories

One of the biggest gaps in the sites coverage of items is in the generic magical items section. I propose a new page: Generic_Magic_Items. The distinctions between these and other items will be as follows:

  • Mundane Items - Unenchanted regular items: Iron Shortsword, Silver Cuirass, Copper Pearl Ring, etc.
  • Generic Magic Items - Items with enchantments shared by several different items: Steel Shortsword of Flames, Boots of Insulation, etc.
  • Special Magic Items - Items which are still random loot, but have enchantments not shared by other items. Pretty much what this page is now.
  • Leveled Items - Items which vary in enchantment and attributes based on your level when you find them.
  • Unique Items - Items which you can only find one of, which have the same attributes every time, and which are unlike any other items.
  • Artifacts - Items which are unique not only in enchantment but also in appearance. Mostly this refers only to those items related to or given as rewards from the Daedric quests, though there are a few others.

The only new page that needs to be created would be the Generic page, which I can put together. I'm thinking to sort them first by enchantment type, then by strength, then item type. Thus, a section might be "Fire Damage Weapons", with sub-sections for each of the different grades of fire damage weapons (based on which enchantment, and thus how much fire damage they do), and then within those, each of the items bearing that enchantment, including name, ID, type, and individual stats for the weapon. The Magic Strengths Levels chart on this page would be moved over to the Generic page, since it basically refers to generic enchanted armor by this definition, and thus we'd leave this page only for items which do not share their enchantments with other items. I won't move anything until I've got a good framework set up on the Generics page. (This will also help with the organization of this page, as it's sometimes hard to tell what does and does not belong here, so if we make "unique enchantments" the defining factor, it will be a much clearer distinction.) --TheRealLurlock 18:07, 30 June 2006 (EDT)

Thehankerchief might be doing something similar, so you might want to talk to him or at least check on his user page so there isn't a conflict. I also haven't particapated very much in the items section of Oblivion. Other than that, I support your proposal, as it looks like a good idea. --Aristeo 18:48, 30 June 2006 (EDT)

Just starting out: [[Oblivion:Generic_Magic_Items|Proof of Concept]]. Won't go too much further until I find out if Thehankerchief is already working on this. --TheRealLurlock 19:33, 30 June 2006 (EDT)

Originally I was thinking this page would be exactly the generic page plus the special page that you propose. I don't really have the time anymore to be crawling through 100s of entries in TESCS and copying to the wiki, so I left it open for the community to add all those items a few at a time. I wouldn't be completely opposed to splitting this page up into the generic/special categories, but I'm not sure how many special items there are, and whether or not they warrant their own page. --Thehankerchief 20:08, 1 July 2006 (EDT)
There's actually quite a few, I've found. After I finish the generic categories, I may look into adding more of them to this page. There's also several generic ones on this page that should be removed, but I'll get to that later. This generics page promises to keep me busy for a little while at least. --TheRealLurlock 00:51, 2 July 2006 (EDT)

All of the [[Oblivion:Generic_Magic_Items|Generic Magic Items]] have been entered, at least in name. (Many of the stats are missing, but will be added later.) Any items on this page which also appear on the Generic page should be removed, as they do not have unique enchantments. I will be working on that some as well, though any help is appreciated. --TheRealLurlock 01:50, 9 July 2006 (EDT)

Here is a list of everything that should be on this page:

  • Axe of Hazards
  • Axe of Icy Darkness
  • Blade of Fiery Light
  • Blizzard Bow
  • Boreal
  • Dagger of Pacification
  • Defiler
  • Dragon's Bow
  • Mace of Legion
  • Mage's Mace
  • Naked Axe
  • Pounder
  • Shortsword of the Fang
  • Storm Bow
  • Sword of Submission
  • Sword of Wounding
  • Thieve's Dagger [sic]
  • Voltag

  • Boots of the Atronach
  • Boots of the Olympian
  • Gauntlets of Blinding Speed
  • Gauntlets of the Battlemage
  • Gauntlets of the Pugilist
  • Gauntlets of the Weaponmaster
  • Gloves of the Caster
  • Greaves of Resilient Flesh
  • Greaves of the Sun
  • Greaves of Well-Being
  • Grounded Boots
  • Helmet of the Mage
  • Helmet of the Mind
  • Ice Cuirass
  • Mirror Shield
  • Shield of the Elements

  • Acrobat's Amulet
  • Amulet of Axes
  • Elemental Ring
  • Flame Ring
  • Frost Ring
  • Mundane Ring
  • Necklace of Swords
  • Ring of Perfection
  • Ring of Skimming
  • Ring of Stamina
  • Ring of the Iron Fist
  • Ring of Thieves
  • Ring of Treachery
  • Ring of Vitality
  • Ring of War
  • Ring of Wizardry
  • Robe of Glib Tongues
  • Sorceror's Ring
  • Storm Ring

All have unique enchantments not found on other items. (with the exception of Shield of the Elements and Elemental Ring, which have the same enchantment, but I think they can still be considered "almost" unique. Don't know, maybe grey area, and these should be placed on the Generics page, but they are still somewhat special, and over there they'd just get lost amid all the boring stuff.) And all can be found as random loot, so they don't belong on the Unique or Artifacts pages. Anything else that appears on this page is probably reproduced on the Generics page, and should be removed. --TheRealLurlock 10:26, 9 July 2006 (EDT)

Dremora Weapons

Does anybody know what the deal is with these? There's quite a few of them (30 in all), and they all seem to have unique enchantments (so definitely not Generic). Looks like they're only found on Dremoras, but they're randomized loot, so each is armed differently. I haven't played far enough into the game to know if there's something special about them. Can you actually acquire these weapons for yourself by killing Dremoras? And if so, can you get more than one of the same weapon? (This would be the determining factor for Magic page vs. Unique page.) If you can't get them for yourself, then there's probably no reason to list them, but I'd be surprised if that's the case, because they all have really cool names like "Quintessence of Remorse" and "Purging Flame". Why bother giving cool names to items the player will never see? Anyhow, let me know how these work, and I'll add them, maybe a seperate section just for the Dremora weapons, since there's so many. There's also a number of Dremora armors out there, though these are all unenchanted, and basically copies of regular unenchanted armor. --TheRealLurlock 12:27, 9 July 2006 (EDT)

I've picked some weapons that sound like what you're talking about, all of them taken from the corpses of Dremora I killed while in Oblivion: I have a longsword "Essence of Regret", a mace "Nearness of Evil", and a longsword "Oblivion's Caress". (There are also more mundane Dremora items like plain Dremora Maces, Dremora Longswords, and Dremora Arrows, all of which seem to be unusually heavy). The magical ones stand out primarily because of their dramatic names. They're surprsingly cheap, even when fully charged (160, 111, and 197 gold, respectively), although that may be just be because the enchantments are pretty weak. I got these at level 12-14. Just checked a higher level character: he found a claymore "Oblivion's Embrace" (873 gold) at level ~30. No idea whether you can collect more than one: so far I only have one of each of these items, but I really haven't spent enough time in Oblivion gates to have a chance at collecting multiples.--Nephele 13:38, 9 July 2006 (EDT)
What about armor? Ever gotten any armor off of a Dremora? I assume the armor in here is just what they automatically wear, and it can't be removed, just like you could never remove a Dremora's armor in Morrowind. The weird thing is that there are several grades of armor, Iron, Steel, Chainmail, Ebony, and Daedric, but all of them look like Daedric when worn. One more reason I assume that these cannot be seen in-game. There are also robes that go with it, which don't look like any other robes in the game. (They occupy the upper and lower body slots, as well as hands and feet, no other items do that.) I assume those are there only to complete the appearance of the Dremoras, and are not usable by the player or anyone else.
Anyhow, I'll add the weapons to this page for the time-being, and maybe move them to Unique if somebody knows more. As for being heavy, it's not surprising, since they're all based on Daedric weapons, which are the heaviest items in the game. They don't appear to be leveled, in that there aren't any multiples with the same name and different attributes. Which ones you get no doubt depends on level, but that's true of pretty much everything. --TheRealLurlock 17:23, 9 July 2006 (EDT)

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