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		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588265</id>
		<title>Oblivion talk:Useful Enchantments</title>
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		<updated>2010-07-21T03:29:24Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Details, how weakness to magic is capped */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 - Apr 2008&lt;br /&gt;
|Archive 2||May 2008 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Moved Entries}}&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:&lt;br /&gt;
 Drain Fatigue 50 points for 1 second&lt;br /&gt;
 Weakness to Magicka 75% for 3 seconds&lt;br /&gt;
 &lt;br /&gt;
I'll test this as soon as I get the chance. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:08, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think he means that enemies may accidentally hit the target in question. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:10, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
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::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
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===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
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::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
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I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just &amp;quot;draw&amp;quot; the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.[[Special:Contributions/206.53.58.90|206.53.58.90]] 06:51, 22 February 2010 (UTC)&lt;br /&gt;
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===Vampiric Weapon===&lt;br /&gt;
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*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
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This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
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::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
== Weakness to magicka Stacking and also drain fatigue ==&lt;br /&gt;
&lt;br /&gt;
'''Weakness to Magicka:'''&lt;br /&gt;
I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example &amp;quot;assassination&amp;quot; 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.&lt;br /&gt;
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'''Drain Fatigue:'''&lt;br /&gt;
Also something that should be mentioned but is not is '''drain fatigue''' this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others)  the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.&lt;br /&gt;
&lt;br /&gt;
A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger  called &amp;quot;Moment of Silence&amp;quot; or &amp;quot;Magicka's End&amp;quot; with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this. &lt;br /&gt;
&lt;br /&gt;
Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon. &lt;br /&gt;
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NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.&lt;br /&gt;
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Please update or respond. &lt;br /&gt;
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[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:09, 22 February 2010 (UTC)&lt;br /&gt;
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== Enchantment is too strong for this soul gem. ==&lt;br /&gt;
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Sorry for my poor english.&lt;br /&gt;
I go with Oblivion with latest official and unofficial patches.&lt;br /&gt;
Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull.&lt;br /&gt;
For example, i try to enchant my sword with:&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Magicka for 4sec.&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Shock 1sec.&lt;br /&gt;
&lt;br /&gt;
-10 Shock Damage 1s.&lt;br /&gt;
&lt;br /&gt;
When i click create i get a message saying that &amp;quot;This enchantment is too strong for this soul gem&amp;quot;. I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).&lt;br /&gt;
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Any suggestions how to get rid of this problem?&lt;br /&gt;
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[[Special:Contributions/78.8.60.147|78.8.60.147]] 00:29, 22 February 2010 (UTC)&lt;br /&gt;
zir&lt;br /&gt;
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How many charges does it show you using for that?&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 01:04, 22 February 2010 (UTC)&lt;br /&gt;
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Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:&lt;br /&gt;
&lt;br /&gt;
276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.&lt;br /&gt;
&lt;br /&gt;
10 next to the candle icon (normal color)&lt;br /&gt;
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and then cost and total cash i have.&lt;br /&gt;
I start getting the &amp;quot;Enchantment is too strong[...]&amp;quot; message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. [[Special:Contributions/62.87.167.107|62.87.167.107]] 18:28, 22 February 2010 (UTC) zir&lt;br /&gt;
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That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -&amp;gt; Games -&amp;gt; Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:00, 23 February 2010 (UTC)&lt;br /&gt;
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== Hood of Slow ==&lt;br /&gt;
&lt;br /&gt;
Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? [[Special:Contributions/206.53.58.90|206.53.58.90]] 20:04, 25 February 2010 (UTC)&lt;br /&gt;
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: Agreed. That's a good example of a &amp;quot;useful&amp;quot; enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:11, 25 February 2010 (UTC)&lt;br /&gt;
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== Is damage stacking capped? ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with &amp;quot;*damage health 3 pts *weakness to magic 100% for '''8''' secs&amp;quot; and another shortsword &amp;quot;*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for '''7''' secs&amp;quot;. My math by the posted rules seems to say that with damage health and weakness to magic for '''8''' secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for '''7''' secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:27, 27 February 2010 (UTC)&lt;br /&gt;
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== 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt  ==&lt;br /&gt;
&lt;br /&gt;
Complaints re: 1,2 &amp;amp; 3 Element Blade/Blunts and explanation of damage. The text explaining the weapons says that the drain health effect will be carried over to consecutive hits i.e. &amp;quot;''The Longsword/War Axe version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total''&amp;quot;. The numbers for the first 4 hits are right however 6 hits = 10+30+50+90+90+590 = 860 negative hp as base damage to hp is the only thing that carries over. 1 second per hit and drain health 100 pts for 1 second means that on the 5th hit the 500 pts drain health from hit 4 will expire and be restored while an additional 500 is added from the 5th hit keeping the total amount drained constant at 500 hp but adding 90 more base damage, rinse and repeat for hit 6 and you still only get 500 pts drain health the first 3 hits 10+30+50 Base damage and the next three 90x3 base damage = 10+30+50+90+90+590 so total 860 negative hp. I respect someone did lots of good work on these but think some things need to be fixed. Ir's basically just a error, otherwise they are okay weapons at least on default difficulty.&lt;br /&gt;
&lt;br /&gt;
1. The numbers for total negative hp on the slower weapons are wrong. The drain health will cap and cancel at the end of each second, not continue to add to itself like real damage. The correct number of negative hp for 6 hits with a longsword is 860 = 10+30+50+500+(90x3) for the 1 element, 860 = 10+30+50+500+(90x3) for the 2 element, 660 = 15+45+300+(75x4) for the 3 element. Also see my post about damage stack capping above.&lt;br /&gt;
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2. For a weapon other than a shortsword or dagger the drain health effect is probably too expensive to justify, 26 charge if I remember right, specially on hardest difficulty setting where it will cap doing less than 100 negative hp and you will need lots more damage and swings. Better to just add more damage, specially with the multi-element type of these weapons as diverse damage is cheaper, or remove it and either add more uses or longer duration weakness to magic and of course soultrap.&lt;br /&gt;
&lt;br /&gt;
3. Drain fatigue and or or some sort of note about how your victim will need to be paralyzed for you to actually be able to complete the stack against any opponents who can block should be added.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:02, 27 February 2010 (UTC)&lt;br /&gt;
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Note: in my original post I got the numbers wrong also. I originally forgot to add the first three hits base damage for the 1 &amp;amp; 2 element and the first 2 hits base damage for the 3 element. I had to come back and edit it. '''IMPORTANT:''' The dagger/shortsword numbers for the 3 element are also wrong, on hit 6 you get negative hp of 1040 = 15+45+75+500+(135x3).  [[Special:Contributions/206.53.58.90|206.53.58.90]] 03:12, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: '''Response:''' After reading most of the comments and calculations by &amp;quot;206.53.58.90&amp;quot;, I decided to recalculate a chart for the 3 Element enchantment. My results for the chart are as follows, assuming Drain Health continues stacking:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (600)&lt;br /&gt;
| (700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(710)'''&lt;br /&gt;
| '''(930)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(960)'''&lt;br /&gt;
| '''(1290)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::While I might agree, after console confirmation by someone else, that weakness enchantments may stack additionally and are not multiples, I disagree with the statement that Drain Health is somehow capped. After attacking Ogres on mulitple reloads with the &amp;quot;1 Element&amp;quot; longsword, my-in game testing shows very different results than these: &amp;quot;10+30+50+90+90+590 so total 860 negative hp.&amp;quot; At level 45 a standard Ogre's health is calculated as 26 x (player's level - 3) = 1092 HP. According to the above statement that Drain Health doesn't continue to stack, and that 6 consecutive longsword strikes from this blade results in 860 Total Negative Hit Points isn't consistent. On default difficulty I can't consistently reach a sixth hit before said Ogres are very dead and on the ground, and when I do reach hit six, the sixth hit always seems to be a delayed hit in the queue with no effect beyond the fifth. According to the chart I recalculated, assuming that weaknesses are not multiples, but are additionally stacked on each other, it should take 7 hits to kill an Ogre at my level, however they are often dead after hit 5. At first I saw this and thought all three calculations were wrong, but after taking into consideration the base damage from the blade itself, 6 consecutive hits is doing over 1000 HP damage. If that's the case, I should have to hit said Ogres at least 6 times with a powerful longsword (Daedric) or 7 times with an iron longsword. If that is correct, explain five hits killing Ogres at my level on default setting. &lt;br /&gt;
::This is the second version of the chart that I redid, assuming Drain Health caps at 500, but the weaknesses continue to stack (this makes no sense to me, as previously stated by &amp;quot;206.53.58.90&amp;quot; weakness to magic does not need to be more than 1 second in duration to achieve stacking, if thats the case why then is Drain Health &amp;quot;capped&amp;quot; after 5 hits on an enchantment of 4 seconds and wouldn't that mean any enchantment with Weakness to Magic 100/1sec would never stack above 200?):&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(610)'''&lt;br /&gt;
| '''(630)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(880)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::If this is in fact correct, At level 45 an Ogre would require at least 7 hits from this enchantment. I strongly encourage '''EVERYONE''' who took the time to read this post to test this both in-game as well as through the PC console, then report your findings back here and adjust the main page accordingly. I honestly don't care if I'm wrong, that happens a lot with me, I just want to make sure the main article shows the correct explanation and calculations. As of right now, the article shows that 5 smacks drops an Ogre, which is the result I consistently get, but that is contrary to the discussions in the talk page. As far as Weakness to anything reaching 500% on a 4 second enchantment then being &amp;quot;capped&amp;quot;, but also stating elsewhere that only a Weakness to Magic 100/1sec is needed to stack enchantments is contradictory, don't you think? [[User:Reznor Ramirez|Reznor Ramirez]] 03:16, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit to 1,2,3 element weapons ==&lt;br /&gt;
&lt;br /&gt;
'''1 element blade/blunt''' &lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''2 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''3 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 375 ''per hit'' on the third hit and () every consecutive hit thereafter; 6 hits = ''1560''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 ''per hit'' on the fourth hit and () every consecutive hit thereafter; 6 hits = ''2040''() total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 375 on the third hit and an additional 75 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+300+75+75+75 = 660 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 on the fourth hit and an additional 135 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+135+500+135+135 = 1040 total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Question re: other text in 3 element blade/blunt. Does weakness to poison actually stack with weakness to magic? I remember seeing somewhere that it did not. Also ran the test myself and it did not seem to. Also &amp;quot;The Weakness to Poison effect must be active before the poison for it to have an effect. In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon. The effect will last for the entire duration of any poison. Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).&amp;quot; from the weakness to poison article. I think the suggestion for variation on the enchantment needs editing also. [[Special:Contributions/206.53.58.90|206.53.58.90]] 15:09, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Complaint ==&lt;br /&gt;
&lt;br /&gt;
Several weapons on this page seem to state that the drain health effect is permanent damage once it is capped stacking. I think this is a mathematical error in calculating &amp;quot;max negative HP&amp;quot; because they do not add previous hits drain health, only after it is capped and &amp;quot;max negative HP '''''per hit'''''&amp;quot; is calculated. This should not actually be '''''per hit''''' as once drain health is capped the only per hit addition is base damage. I have already fixed, 1,2,3 element blade/blunt weapons. At least 2 others need to be fixed. [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:17, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Blade of Imperatives ==&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;quot;Blade of Imperatives&amp;quot;. It does not work for above lvl 1 because it costs too much charge, over 85. At lvl 25 the max time you can have if using both effects is 1 and 2 seconds either way, enough time for them to turn and look at the others then turn back and hit you. Maybe they will fight for you anyway if you keep hitting them with this because it refreshes with each hit so never adds up to a 3 hit provoke? This is not mentioned in the enchantment and on hard your weapon would run out of charge far before 1 kill.&lt;br /&gt;
&lt;br /&gt;
Original Enchantment is as follows:&lt;br /&gt;
&lt;br /&gt;
Blade of Imperatives&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
I will replace with a &amp;quot;Bow of Frenzy&amp;quot;. Never fight more than one NPC again! [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:40, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stacking cap ==&lt;br /&gt;
&lt;br /&gt;
After experiments with the console and Damage Fatigue stacking I am 100% sure that stacking weakness to magicka IS capped. I am uncertain as to the mechanism or equation for it but it is DEFINITELY limited to a certain maximum which may or may not be influenced by other weaknesses to elements or a weakness from another source, i.e. two separate weakness to magicka spells. This is absolutely relevant to enchanting and spellmaking. I will add a comment to the page mentioning that there is a unknown limit. [[Special:Contributions/206.53.58.90|206.53.58.90]] 12:31, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to Magic Stacking - Experimental Results ==&lt;br /&gt;
&lt;br /&gt;
Some of the numbers I've seen in the little grids people have posted regarding their weapon enchants seemed a bit off to me, so I decided to run some experiments to determine how weaknesses and magic effects are applied. There is a &amp;quot;Too long, didn't read&amp;quot; summary at the end.&lt;br /&gt;
&lt;br /&gt;
All of these experiments were run on Delmar in the Chironasium because, well, he was convenient. For all of my experiments, I paralyzed him using the standard 10 seconds on touch spell. Where necessary, I re-paralyzed him to extend the duration of my test. The notable exception is during my poison tests, in which I paralyzed him only once, and tried to time my strikes so as to apply the poison as close to the end of the touch spell as possible. These experiments were performed on an XBox with Knights of the Nine, Shivering Isles, and Thieves' Den installed.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 1 - No Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Absorb Intelligence 3 points for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I picked Absorb Int because it allowed me to see hard numbers, and Delmar was likely to have Int to spare. I struck Delmar repeatedly, as fast as I could. At no point did my own intelligence rise above 103. (My natural int is 100. Yeah, I'm a power-gamer. Sue me.) This was an important control for my next experiment.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 2 - Weakness to Magic Stacking. ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A - Absorb Intelligence 3 points for 1 second, Weakness to Magic 100 for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I lowered the duration of the absorb effect so I could check my character sheet in between swings to verify that each previous absorb expired before applying the next. I kept my swings spaced at about 3 seconds. This is important, because conventional wisdom on this site seems to hold that each swing applies a new Weakness to Magic effect, and that it will only stack until the first expires. On the first hit, my Int rose to a predictable 103. My second swing, 106. The third, 109. The trend continued, with each swing adding another 3 points of intelligence, up to the 13th swing giving me 139. Delmar fell unconscious on the 14th swing, ending the experiment.&lt;br /&gt;
&lt;br /&gt;
This experiment shows two very critical points about Weakness to Magic. First, it shows that each swing overwrites the previous weakness effect, but each new effect is boosted by the previous one before it goes. My experiment took almost a full minute for 14 swings of my dagger. If conventional wisdom held true, I should never have gotten above 106. Second, it shows that the bonus effects are not multiplicative. They work, instead, like bonus damage in Dungeons and Dragons. In D&amp;amp;D, and apparently Oblivion, an effect that causes you to deal double damage is not merely multiplying your result by 2. Instead, it is adding your damage to itself. If you have two effects that each double your damage, they each add the base value to the original, resulting in triple damage, not quadruple.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 3 - Weakness to Magic + Weakness to Poison ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 8 secs&lt;br /&gt;
   Dagger B: Weakness to Poison 100 for 8 secs&lt;br /&gt;
   Dagger C: Mundane&lt;br /&gt;
&lt;br /&gt;
I didn't come prepared properly for this experiment, and didn't feel like going back to my sunken pirate ship to retrieve my master alchemy gear. Fortunately, the Chironasium had all four novice apparatuses... Apparati... Things. I made a single dose of Paralyze for 2 secs poison from some daedra venom. I paralyzed Delmar with the 10 secs on touch spell, then slashed him 8 times with Dagger A, as quickly as I could. I then hit him once with Dagger B. I then loaded the poison onto Dagger C and waited for Delmar to get back up, signaling the end of the spell paralysis. I hit him, and he stayed down for ~18 seconds, which is consistent with the additive nature of weaknesses. Eight slashes with Dagger A should have given him an 800% weakness to magic. One slash with Dagger B gives him 900% weakness to Poison. The two second poison kept him down for 9 times its' normal duration.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 4 - Weaknesses on the same weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Poison 100 for 6 seconds, Weakness to Magic 100 for 2 seconds&lt;br /&gt;
   Dagger B: Mundane&lt;br /&gt;
&lt;br /&gt;
A repeat of the previous experiment, this one simply combines the weaknesses into one weapon. Slashing eight times with Dagger A, then applying the poison with Dagger B resulted in the same 18 second paralysis as before. I then ran the experiment with the weaknesses applied to Dagger A in reverse order. The paralysis was barely noticeable. It seems conventional wisdom got some of it right, at least. The Weakness to Magic effect doesn't apply to any effects that follow it in a single strike. I checked to see how poison factored in by running the experiment with the original, properly ordered Dagger A. This time, I slashed eight times, then applied the poison to Dagger A for the ninth strike. The paralysis was even less noticeable than before: It faded before Delmar even hit the ground. It seems Poisons are applied after all of the inherent weapon enchantments have gone into effect.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 5 - Weakness Durations vs Damage Durations ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
I paralyzed Delmar with the 10 seconds on touch spell, as usual. I then hit him once with Dagger B. The fire damage steadily reduced his health ring by approximately 1 pixel per second. I reloaded from save, paralyzed him again, and hit with Dagger A first. This time, upon striking with Dagger B, his health dropped by approx. 2 pixels per second, and did not slow down after the weakness to magic effect ended. Conclusion: The magnitude and duration of spell effects are determined when cast, and are not influenced by the expiration or application of any other effects while they are running.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 6 - Multiple Weaknesses on the Same Effect ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Fire 100 for 5 secs, Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
For my first run, I simply attacked Delmar with Dagger B. I allowed the fire damage to run its' full course before striking again. He survived two dagger strikes and their fire effects. The third dagger strike disabled him immediately, without the fire. I then ran the test again, slashing once with Dagger A, then with Dagger B. He was disabled by the fire in approximately 8 seconds. (The 10 second paralysis spell expired just moments before the &amp;quot;unconscious&amp;quot; message popped up.) This is inconclusive, since the additive system would have Delmar expire in around 9 seconds (1/3 of the 28 seconds it took to disable him alone) while the multiplicative system would have him expire in 7 (1/4 of the time). The next result was much clearer. I struck twice with Dagger A, then once with Dagger B. Delmar went down in ~3.5 seconds, which is 1/8 of the time without weaknesses.&lt;br /&gt;
&lt;br /&gt;
It seems that multiple weaknesses applied to the same effect ARE multiplicative. With two dagger strikes, Delmar had 200% weakness to fire, and 200% weakness to Magic. The Fire multiplied his damage by 3 - X + X + X (Base damage plus another X for each 100% weakness). Weakness to Magic was then applied to the full result of the fire equation, meaning the base X delivered to the Magic function was the full (X + X + X) from fire. In total, he took 9 times the damage.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 7 - Realistic Weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Shock Damage 5 for 1 seconds, Weakness to Shock 100 for 3 second, Weakness to Magic 100 for 3 second&lt;br /&gt;
&lt;br /&gt;
Just to combine all of the previous bits of information into one, I tested this on Delmar. I hit him three times, waiting for the shock damage to run its' course before hitting him again. I hit him three times, which according to the results I've gotten so far suggest he should take 1 + 4 + 9, or 14 seconds of damage, which is exactly how long that basic fire dagger did in the last two experiments. Three dagger hits plus 14 seconds of damage brought him to just about a quarter of his health.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions (TLDR) ===&lt;br /&gt;
&lt;br /&gt;
#Weakness to Magic will stack with itself indefinitely so long as each swing arrives before the expiration of the previous one.&lt;br /&gt;
#Weaknesses apply their bonuses by addition, not multiplication. So striking an enemy with a 100% weakness to Magic weapon when it already has 500% weakness to magic will result in 600% weakness.&lt;br /&gt;
#Weaknesses do not apply to any effects that follow them in the same swing, even if a lesser version was in effect before the swing. Poisons are applied after all enchantments.&lt;br /&gt;
#Magnitudes and durations are fixed when an effect is applied, and is not influenced by the expiration or application of weaknesses after the fact.&lt;br /&gt;
#Multiple weaknesses applied to the same effect ARE multiplicative. Each individual weakness is additive, but the total result is sent on to the next weakness as if it were the base damage.&lt;br /&gt;
&lt;br /&gt;
The most important thing to take from this is that Weakness to Magic will stack with itself for as long as you keep swinging, even if the duration is 1 second. {{unsigned|98.227.9.9|15:08, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:I just added sub-headings and a little minor formatting to your post to make it a bit easier to read. I'll print out this section and verify your experiments on the PC where I have the benefit of being able to see a lot of these effects numerically in the [[Oblivion:Console|Console]]. It sounds like you've done some pretty good work, though. Assuming my observations match yours, the information on this page, and perhaps other applicable pages, should be updated accordingly. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:31, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you. This is the first time I've contributed anything to a wiki, so I have no clue how to go about formatting anything. I also didn't feel like running around the main page, declaring from out of nowhere that everybody else was wrong. Please, if you can verify my results using the console, feel free to make the updates to the main pages. On the plus side, no more &amp;quot;4 second weakness to magic&amp;quot; weapons!&lt;br /&gt;
&lt;br /&gt;
::I'm quite satisfied with the practical results I've gotten from the weapons I've enchanted after running these experiments. Soul trap, 10 points of elemental damage, and double weaknesses, all for 2 seconds. Four to five hits will kill anything at level 40, barring absorption or reflection. I made one for each element, since daggers are light enough to carry a dozen without encumbrance problems. You can swing fast enough to work with just one second, but two gives you some room for errors.&lt;br /&gt;
&lt;br /&gt;
::It just really sucks about the poisons... Poisons don't seem worth the effort, by comparison. I really liked some of the formulas that I saw in the alchemy calculator. A poison that damages strength by 36 points, on top of a 45 point burden doesn't seem like much. Hit the enemy with Weakness to Poison first, even just 100%, and that poison will cripple anything. 72 points of strength damage, on top of a 90 point burden for three minutes. Or &amp;quot;Magebane&amp;quot; which, with weakness, silences for over 50 seconds, damages magicka by 30 points per second for a minute, and damages Willpower by 72 points. They'll never cast a spell again. I could see some limited use if, for some strange reason, you wanted to take one target alive, but for not for regular combat. The triple-damage poisons sound nice, ~30 damage per second, but you can exceed that in two swings of a normal blade. {{unsigned|OmniscientQ|21:10, 6 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:::We've had long-standing errors before, especially when it comes to game mechanics which are hard to verify, so it's not really a surprise that there are still some floating around. I haven't had a chance yet to check your results...I made the mistake of having two projects on the go at once, plus your 7 experiments to verify. They're printed out and nagging at me on my desk, though, so it won't be long. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:34, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Sorry it took so long, but I've now been able to sit down and verify all of your experiments, and you were bang on for every last one of them. A couple of notes: for Experiment 4, in the final section of the experiment, the Weakness to Poison effect is reset to 100% after applying poison only if the Weakness to Magic had expired. If both were still active, they were additive as expected. As you observed, there's a more serious bug if you add poison to Dagger A instead of Dagger B in that one, though. Specifically, the damage or duration (whichever one is normally multiplied) will be ''reduced'' to 1 it would seem. In my experiment, a combined damage/paralysis poison applied to Dagger A were '''reduced''' from Paralyze 3 sec, Damage 7 for 30 sec down to Paralyze 1 sec, Damage 1 for 30 sec, despite Delmar being at 700% weakness to both poison and magic at the time I hit! That was a bit of a surprise, to say the least.&lt;br /&gt;
&lt;br /&gt;
::::Along those lines, in Experiment 5, I confirmed that a weaker version of the same effect '''will override''' the stronger version. For example, while the Fire Damage 10 for 14 was still active, I hit him again with no Weakness effects active and the Fire Damage effect immediately got reduced to 5 for 14.&lt;br /&gt;
&lt;br /&gt;
::::Another thing that these experiments brought to light is that behind the scenes, potion damages and durations may be fractional. I often got multiples that were a little higher than expected. For example, at 9x duration, my Paralyze for 3 secs poison went to 28 seconds and the 7 damage went to 64.&lt;br /&gt;
&lt;br /&gt;
::::Finally, just to confirm, your numbers were bang on in Experiment 7. A got a power sequence of &amp;lt;tt&amp;gt;3 × x²&amp;lt;/tt&amp;gt; for my Paralyze potion, where x is the number of times I struck him. In other words, the duration of the paralysis went 3, 12, 27, 48, 75. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:52, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Okay, I've made some of the changes, though not all, which I'll get to in a moment. First, though, I don't understand what the last bullet is saying at all. Does anybody else? If so, it needs to be explained a little better.&lt;br /&gt;
&lt;br /&gt;
:::::Now, as to why I haven't made all of the changes: in testing some of the tips mentioned on the page, I discovered that more testing needs to be done with the effects at less than 100% to make sure the above assumptions still hold. I've done ''some'' testing and Weakness to Magic, for instance, isn't as additive as we thought. It actually follows a mathematical series that I'm sure I would've had a name for back in high school. At less than 100% WtM, it provides decreasing returns. This is why there was a bullet point in the original text stating that there was an undetermined maximum effect: whoever added it was testing at less than 100%.&lt;br /&gt;
&lt;br /&gt;
:::::If ''x'' is the WtM amount (keeping in mind that 50% = 0.5, not 50) and ''n'' is the number of hits, the formula for the total Weakness applied on any given hit looks to be: &amp;lt;tt&amp;gt;x + x² + x³ ... + xⁿ&amp;lt;/tt&amp;gt;, give or take a little rounding error or some such thing (at x = 75%, n = 4, the formula works out to 205.1% but I got 204% displayed). So at 25%, the advantage of even a second hit is almost negligible. At x = 100%, this becomes simple addition, since 1ⁿ = 1 (except maybe in Calculus class), which is why it appeared to be additive at first. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:42, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::The word you can't remember is &amp;quot;Polynomial&amp;quot;  :)&lt;br /&gt;
::::::This is exactly the behavior you'd expect: WtM is itself a magic effect, so you'll get an asymptotic progression on any fractional values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- While that's certainly a word, I'm not sure if it's the one I was looking for. As it's been more years than I'd care to remember since I learned this stuff, I'm not gonna try to figure out what I was thinking of. You have a point about WtM being a magic effect and essentially affecting itself. This means that in reality, it's ''not'' stacking with itself directly, rather it's making the person more susceptible to itself and then each re-application of the effect is overriding the previous one, but at a higher value due to the previous effect. That also explains the unusually quick (in terms of number of iterations) rounding errors: it's not computing a sequence, it's taking the previous (presumably slightly rounded) result and then calculating based on that. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:16, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Geometric&amp;quot; then?, which is this particular case. {{unsigned|24.180.46.112|22:44, 18 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:: That might have been what I was looking for, yeah. Oh and get an account, Ali! ;) &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wheat from Chaff==&lt;br /&gt;
&lt;br /&gt;
The article page has really gotten out of control. There are *5* &amp;quot;THIS WEAPON BETTAR!&amp;quot; entries taking up 5 entire pages of space that are ALL nothing but exactly what the section is NOT supposed to be about: utterly generic &amp;quot;Soul Trap, Drain H, Damage ABCD, Weakness ABCD, WtM&amp;quot;, KEWL NAEM!!1!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bows&amp;quot; is basically just Melee Weapons all over again, but with the durations bumped up to 3s.&lt;br /&gt;
&lt;br /&gt;
The other items aren't generally much better: some are simply wrong, several are useless and appear to have been added solely because the effect was one of the few still missing from the page at the time, others have huge downsides that are conspicuously absent, and the whole thing is just YUCK. A 100% Chameleon suit doesn't qualify as a &amp;quot;powerful enchantment&amp;quot;, but a set of Orcish with 25%/Elemental does? The whole page should be Nuked From Orbit.&lt;br /&gt;
&lt;br /&gt;
I was going to suggest splitting it into separate pages by type (say, Weapons and Apparel like most &amp;quot;generic&amp;quot; stuff: the number of ''actually useful'' Cursed Items is *1*, and it's already covered in the appropriate place on the wiki) but I worry that people who felt the ''current'' version of the page needed the same weapon added 6 times would just see a less crowded version as an invitation to add several more copies of it.&lt;br /&gt;
&lt;br /&gt;
I'd be willing to help out if someone felt like trying to make it &amp;quot;'''Useful''' Enchantments&amp;quot; and guidelines again, rather than &amp;quot;look how many effects I can put on a weapon and how many times I can copypaste it!&amp;quot;. If Robin can come up with a TLDR version of his TLDR notes :P and we got rid of all the super-samey weapons, that alone would halve the size of the article without losing anything of actual value, and it would make it a lot harder for any other dross to hide with so much less cover.&lt;br /&gt;
&lt;br /&gt;
Semi-protection at some point (okay, fine, I'll look for it right after this!) would stop every &amp;quot;new&amp;quot; discovery that you can put multiple effects on a weapon (or even that the Enchantment X entry that uses a Longsword actually works on Shortswords too) from adding yet another MyUbarKillzAllWeppon that needs to be patrolled and deleted. How many genuinely useful, genuinely new enchantments do we think are still yet to be found?&lt;br /&gt;
&lt;br /&gt;
- Ali&lt;br /&gt;
&lt;br /&gt;
:Cleaning up this article is a good idea. If you are seeking guidelines, you may want to check out the [[Oblivion:Useful Spells|Useful Spells]] article. I cleaned that article some time ago and updated its guidelines. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:03, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to poison-bow ==&lt;br /&gt;
&lt;br /&gt;
A bow enchanted with weakness to poison sounds like a great idea. And since I've heard that the multiplied effect doesn't stop when the weakness runs out, one should be able to make the enchantment &amp;quot;weakness to poison 100% for 1 sec&amp;quot; with devastating results combined with some sweet poisons, and still have a lot of spare charge.&lt;br /&gt;
But now I hear that the weakness will never affect a poison added on the same attack? :S Is this true?&lt;br /&gt;
If so it totally ruins the entire purpose of this kind of a bow &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
..Thought I'd just put this up here as a question, just to make the thread messy :p&lt;br /&gt;
Please write here if you know the answer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:It's not useless, but yes, it's &amp;quot;clunky&amp;quot; to the point of being of less value than you'd like. You MUST use at least two shots: one to apply the Weakness effect (though that shot can also include other effects, including poison), then a second to apply the poison itself. Since it takes very nearly 2 seconds to reach full draw on a bow, the Weakness needs to last for at least that long, and 3 is considered the bare minimum. The second shot will be at 200% (assuming you used a 100% Weakness, and there's very little point using anything less) for the entire length of the ''poison'', provided it hits before the Weakness runs out, regardless of how much (or little) &amp;quot;extra&amp;quot; time the Weakness lasts.&lt;br /&gt;
:Essentially: your first shot will always be at 100% effectiveness, but additional shots will be at 200% (or higher, if you use the WtM exploit).&lt;br /&gt;
&lt;br /&gt;
:Realistically though, it barely matters. High-level poisons are damaging enough that two doses of them will kill anything susceptible before it reaches you even if the second dose isn't doubled (especially if you're getting Sneak Attack bonuses as well), unless you have to make the shot at close range and have nowhere to run, in which case you probably shouldn't be using a bow anyway. :P&lt;br /&gt;
:--[[User:Aliana|Aliana]] 19:57, 22 April 2010 (UTC)&lt;br /&gt;
== Details, how weakness to magic is capped == &lt;br /&gt;
&lt;br /&gt;
* If a target is hit repeatedly by a weapon enchanted with 100% weakness to magic, then the resulting overall weakness to magic of the target builds up in steps of 100%, it will be 100%, 200%, 300% and so on, if each hit arrives and re-applies the effect before the previous effect times out. This leads to the assumption, that this spell effect stacks, meaning that the magnitudes of successive hits are added up.&lt;br /&gt;
&lt;br /&gt;
* However, this assumption is probably wrong, and this is obvious, if one examines this effect at lower magnitudes: At 80 % it builds up as 80%, 144%, 195%, … or 80%, 80%+64%, 80%+64%+51%, … which are the terms of a geometric series x+x²+x³+… with x=0.80=80%, and the misleading stack above is just 100%+100%²+100%³+…=1+1²+1³+... &lt;br /&gt;
&lt;br /&gt;
* This is, what Robin Hood found, and verified ingame.&lt;br /&gt;
&lt;br /&gt;
* Instead, the general rule, that governs the interaction of weakness or resistance with another spell effect, applies to the interaction of weakness to magic with itself: Add 100% to the currently active weakness effect and multiply the result with the magnitude of the applied spell (simplified for this case). Therefore with successive hits of a weapon enchanted with x (i.e. 80%=0.8) weakness to magic and a target with no initial weakness to magic the active effect will grow like this:&lt;br /&gt;
&lt;br /&gt;
* 1.Hit: (100%+0%)*x=x, 2.Hit: (100%+x)*x = x+x², 3.Hit: (100%+(x+x²))*x = x+x²+x³, ...&lt;br /&gt;
&lt;br /&gt;
* No doubt, weakness to magic simply interacts with itself, there is no &amp;quot;spell stacking&amp;quot; involved. Rounding down after each iteration will complicate things a bit, but this is essentially the geometric series, Robin Hood found. It can be derived from the general rule. Now mathematics kicks in.&lt;br /&gt;
&lt;br /&gt;
* A result is, there has to be a limit or a cap, if the weapon is enchanted with weakness to magic &amp;lt; 100%, because the geometric series x+x²+x³+... converges, if x &amp;lt; 1. Therefore x=100% is really the only case, where weakness to magic grows unlimited with the number of hits. The limit of the geometric series is in this case x/(1-x), this would be 400% for x= 80% and the limit experienced ingame is expected to be lower, because the game engine rounds down to an integer value in percent after each iteration (verified ingame).&lt;br /&gt;
&lt;br /&gt;
I made a spreadsheet + program with these assumptions, and could reproduce the numbers seen on the active effects debug text screen (console SDT 8) in detail. Then I tried to predict the ingame limit for weakness to magic and the required number of hits for different magnitudes of the spell effect:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchanted WtM&lt;br /&gt;
! Hits required&lt;br /&gt;
! Max. WtM&lt;br /&gt;
|-&lt;br /&gt;
| 76% &lt;br /&gt;
| 18&lt;br /&gt;
| 313%&lt;br /&gt;
|-&lt;br /&gt;
| 77% &lt;br /&gt;
| 19&lt;br /&gt;
| 331%&lt;br /&gt;
|-&lt;br /&gt;
| 78%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 351% &lt;br /&gt;
|-&lt;br /&gt;
| 79%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 372% &lt;br /&gt;
|-&lt;br /&gt;
| 80%	&lt;br /&gt;
| 23	&lt;br /&gt;
| 396% &lt;br /&gt;
|-&lt;br /&gt;
| 81%	&lt;br /&gt;
| 25	&lt;br /&gt;
| 422% &lt;br /&gt;
|-&lt;br /&gt;
| 82%	&lt;br /&gt;
| 26	&lt;br /&gt;
| 451% &lt;br /&gt;
|-&lt;br /&gt;
| 83%	&lt;br /&gt;
| 28	&lt;br /&gt;
| 483% &lt;br /&gt;
|-&lt;br /&gt;
| 84%	&lt;br /&gt;
| 29	&lt;br /&gt;
| 519% &lt;br /&gt;
|-&lt;br /&gt;
| 85%	&lt;br /&gt;
| 32	&lt;br /&gt;
| 561% &lt;br /&gt;
|-&lt;br /&gt;
| 86%	&lt;br /&gt;
| 34	&lt;br /&gt;
| 608% &lt;br /&gt;
|-&lt;br /&gt;
| 87%	&lt;br /&gt;
| 37	&lt;br /&gt;
| 662% &lt;br /&gt;
|-&lt;br /&gt;
| 88%	&lt;br /&gt;
| 40	&lt;br /&gt;
| 726% &lt;br /&gt;
|-&lt;br /&gt;
| 89%	&lt;br /&gt;
| 45	&lt;br /&gt;
| 801% &lt;br /&gt;
|-&lt;br /&gt;
| 90%	&lt;br /&gt;
| 49	&lt;br /&gt;
| 891% &lt;br /&gt;
|-&lt;br /&gt;
| 91%	&lt;br /&gt;
| 55	&lt;br /&gt;
| 1001% &lt;br /&gt;
|-&lt;br /&gt;
| 92%	&lt;br /&gt;
| 61	&lt;br /&gt;
| 1138% &lt;br /&gt;
|-&lt;br /&gt;
| 93%	&lt;br /&gt;
| 71	&lt;br /&gt;
| 1315% &lt;br /&gt;
|-&lt;br /&gt;
| 94%	&lt;br /&gt;
| 83	&lt;br /&gt;
| 1551% &lt;br /&gt;
|-&lt;br /&gt;
| 95%	&lt;br /&gt;
| 100	&lt;br /&gt;
| 1881% &lt;br /&gt;
|-&lt;br /&gt;
| 96%	&lt;br /&gt;
| 126	&lt;br /&gt;
| 2376% &lt;br /&gt;
|-&lt;br /&gt;
| 97%	&lt;br /&gt;
| 170	&lt;br /&gt;
| 3201% &lt;br /&gt;
|-&lt;br /&gt;
| 98%	&lt;br /&gt;
| 256	&lt;br /&gt;
| 4851% &lt;br /&gt;
|-&lt;br /&gt;
| 99%	&lt;br /&gt;
| 515	&lt;br /&gt;
| 9801% &lt;br /&gt;
|-&lt;br /&gt;
| 100%	&lt;br /&gt;
| infinite	&lt;br /&gt;
| infinite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now I paralysed a mage, set his health to 10000 hitpoints, and started to hit him with a weapon enchanted with weakness to magic. The highest limit I could reach until now was for 95% WtM 1 second duration (the only effect on weapon) and the limit seen ingame was 1880%. The sum of the geometric series would be 1900%.&lt;br /&gt;
&lt;br /&gt;
If other gamers are able to verify this cap, especially on Xbox too, it should be added to the description of weakness to magic. There are additional interesting consequences, because there is no real &amp;quot;spell stacking&amp;quot; when using a weapon (I could not see any on the SDT displays) and some of the weapons on the &amp;quot;Useful Enchantments&amp;quot; page will not work as expected, i.e. Drain Health magnitude would just increase linear with the WtM magnitude. &lt;br /&gt;
&lt;br /&gt;
Hope the formatting is acceptable. I registered a new account some days ago. --[[User:Bendoril|Bendoril]] 02:25, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The formatting looks fine. In fact, I find as a really broad general guideline, if you know enough to create a table on your own, I don't need to check the rest of the formatting, so you pass! ;) Just a quick comment on the 1880% vs. 1900%: I noticed when doing my own testing that there was some rounding going on between iterations. It may be cumulative rounding errors that are leading to that difference of 20% between the two. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:04, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Great stuff. Verifying 99% in game must have been fun... :P This fits with (crucially) Rob's observations, my own theories and rough testing from way back, and, aside from a couple of special cases that were misinterpreted as general ones, the anon's epic testing and conclusions in (12). Rob: I'm not sure I'd call it &amp;quot;20%&amp;quot; - that's a bit confusing. It's really 20''pts'' (19, to be pedantic: it's 1881 vs), which is a 1% difference, and I think we can all agree that's within an expected margin of error for 100 iterations with rounding. Bendoril: if you'd like to try your hand at a &amp;quot;TLDR&amp;quot; version of that and/or the TLDR section of (12), I'm sure it would be appreciated. (Ultimately it belongs elsewhere on the site, since it isn't really enchantment-specific and both this article and its talk page get flooded with updates, but don't worry about that). --[[User:Aliana|Aliana]] 08:43, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Can someone check out the post on &amp;quot;1 Element Blade/Blunt&amp;quot; on the talk page and address the issues there? Both the first comments and the response by me? [[User:Reznor Ramirez|Reznor Ramirez]] 03:29, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Devil Bow: Too Strong for this Soul Gem. ==&lt;br /&gt;
&lt;br /&gt;
I tried this Bow in Oblivion as I thought it would be useful, but it will not work, I have a Grand Soul Gem filled with a Grand Soul but it will not create with a message &amp;quot;Enchantment is too strong for this soul gem.&amp;quot; You have to lower the Fire Damage to 5 pts for 2 sec everything work fine after that. Just thought I would ost this to let others know about what I found out.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, I tried to do this in the Frostcrag Spire.&lt;br /&gt;
&lt;br /&gt;
Ok, after some playing around, here's mine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Soul Trap - 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frost Damage - 5 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shock Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Health - 8 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Fire - 25% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Magic - 20% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That's 1600/1600 with 19 uses.&lt;br /&gt;
&lt;br /&gt;
I am a member of Wiki, but I can't sign in to this site. [[Special:Contributions/60.240.6.211|60.240.6.211]] 09:32, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bow of the Eternal ==&lt;br /&gt;
&lt;br /&gt;
The Bow of the Eternal:&lt;br /&gt;
&lt;br /&gt;
Weakness to poison 100% for 10 secs. on strike&lt;br /&gt;
&lt;br /&gt;
Drain Health 100 pts for 1 sec. on strike&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock 100%  for 3 secs on strike&lt;br /&gt;
&lt;br /&gt;
Shock Damage 6 pts for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588264</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588264"/>
		<updated>2010-07-21T03:23:49Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 - Apr 2008&lt;br /&gt;
|Archive 2||May 2008 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Moved Entries}}&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:&lt;br /&gt;
 Drain Fatigue 50 points for 1 second&lt;br /&gt;
 Weakness to Magicka 75% for 3 seconds&lt;br /&gt;
 &lt;br /&gt;
I'll test this as soon as I get the chance. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:08, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think he means that enemies may accidentally hit the target in question. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:10, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just &amp;quot;draw&amp;quot; the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.[[Special:Contributions/206.53.58.90|206.53.58.90]] 06:51, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
== Weakness to magicka Stacking and also drain fatigue ==&lt;br /&gt;
&lt;br /&gt;
'''Weakness to Magicka:'''&lt;br /&gt;
I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example &amp;quot;assassination&amp;quot; 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.&lt;br /&gt;
&lt;br /&gt;
'''Drain Fatigue:'''&lt;br /&gt;
Also something that should be mentioned but is not is '''drain fatigue''' this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others)  the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.&lt;br /&gt;
&lt;br /&gt;
A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger  called &amp;quot;Moment of Silence&amp;quot; or &amp;quot;Magicka's End&amp;quot; with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this. &lt;br /&gt;
&lt;br /&gt;
Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon. &lt;br /&gt;
&lt;br /&gt;
NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.&lt;br /&gt;
&lt;br /&gt;
Please update or respond. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchantment is too strong for this soul gem. ==&lt;br /&gt;
&lt;br /&gt;
Sorry for my poor english.&lt;br /&gt;
I go with Oblivion with latest official and unofficial patches.&lt;br /&gt;
Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull.&lt;br /&gt;
For example, i try to enchant my sword with:&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Magicka for 4sec.&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Shock 1sec.&lt;br /&gt;
&lt;br /&gt;
-10 Shock Damage 1s.&lt;br /&gt;
&lt;br /&gt;
When i click create i get a message saying that &amp;quot;This enchantment is too strong for this soul gem&amp;quot;. I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).&lt;br /&gt;
&lt;br /&gt;
Any suggestions how to get rid of this problem?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/78.8.60.147|78.8.60.147]] 00:29, 22 February 2010 (UTC)&lt;br /&gt;
zir&lt;br /&gt;
&lt;br /&gt;
How many charges does it show you using for that?&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 01:04, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:&lt;br /&gt;
&lt;br /&gt;
276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.&lt;br /&gt;
&lt;br /&gt;
10 next to the candle icon (normal color)&lt;br /&gt;
&lt;br /&gt;
and then cost and total cash i have.&lt;br /&gt;
I start getting the &amp;quot;Enchantment is too strong[...]&amp;quot; message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. [[Special:Contributions/62.87.167.107|62.87.167.107]] 18:28, 22 February 2010 (UTC) zir&lt;br /&gt;
&lt;br /&gt;
That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -&amp;gt; Games -&amp;gt; Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:00, 23 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hood of Slow ==&lt;br /&gt;
&lt;br /&gt;
Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? [[Special:Contributions/206.53.58.90|206.53.58.90]] 20:04, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. That's a good example of a &amp;quot;useful&amp;quot; enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:11, 25 February 2010 (UTC)&lt;br /&gt;
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== Is damage stacking capped? ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with &amp;quot;*damage health 3 pts *weakness to magic 100% for '''8''' secs&amp;quot; and another shortsword &amp;quot;*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for '''7''' secs&amp;quot;. My math by the posted rules seems to say that with damage health and weakness to magic for '''8''' secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for '''7''' secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:27, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt  ==&lt;br /&gt;
&lt;br /&gt;
Complaints re: 1,2 &amp;amp; 3 Element Blade/Blunts and explanation of damage. The text explaining the weapons says that the drain health effect will be carried over to consecutive hits i.e. &amp;quot;''The Longsword/War Axe version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total''&amp;quot;. The numbers for the first 4 hits are right however 6 hits = 10+30+50+90+90+590 = 860 negative hp as base damage to hp is the only thing that carries over. 1 second per hit and drain health 100 pts for 1 second means that on the 5th hit the 500 pts drain health from hit 4 will expire and be restored while an additional 500 is added from the 5th hit keeping the total amount drained constant at 500 hp but adding 90 more base damage, rinse and repeat for hit 6 and you still only get 500 pts drain health the first 3 hits 10+30+50 Base damage and the next three 90x3 base damage = 10+30+50+90+90+590 so total 860 negative hp. I respect someone did lots of good work on these but think some things need to be fixed. Ir's basically just a error, otherwise they are okay weapons at least on default difficulty.&lt;br /&gt;
&lt;br /&gt;
1. The numbers for total negative hp on the slower weapons are wrong. The drain health will cap and cancel at the end of each second, not continue to add to itself like real damage. The correct number of negative hp for 6 hits with a longsword is 860 = 10+30+50+500+(90x3) for the 1 element, 860 = 10+30+50+500+(90x3) for the 2 element, 660 = 15+45+300+(75x4) for the 3 element. Also see my post about damage stack capping above.&lt;br /&gt;
&lt;br /&gt;
2. For a weapon other than a shortsword or dagger the drain health effect is probably too expensive to justify, 26 charge if I remember right, specially on hardest difficulty setting where it will cap doing less than 100 negative hp and you will need lots more damage and swings. Better to just add more damage, specially with the multi-element type of these weapons as diverse damage is cheaper, or remove it and either add more uses or longer duration weakness to magic and of course soultrap.&lt;br /&gt;
&lt;br /&gt;
3. Drain fatigue and or or some sort of note about how your victim will need to be paralyzed for you to actually be able to complete the stack against any opponents who can block should be added.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:02, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note: in my original post I got the numbers wrong also. I originally forgot to add the first three hits base damage for the 1 &amp;amp; 2 element and the first 2 hits base damage for the 3 element. I had to come back and edit it. '''IMPORTANT:''' The dagger/shortsword numbers for the 3 element are also wrong, on hit 6 you get negative hp of 1040 = 15+45+75+500+(135x3).  [[Special:Contributions/206.53.58.90|206.53.58.90]] 03:12, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: '''Response:''' After reading most of the comments and calculations by &amp;quot;206.53.58.90&amp;quot;, I decided to recalculate a chart for the 3 Element enchantment. My results for the chart are as follows, assuming Drain Health continues stacking:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (600)&lt;br /&gt;
| (700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(710)'''&lt;br /&gt;
| '''(930)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(960)'''&lt;br /&gt;
| '''(1290)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::While I might agree, after console confirmation by someone else, that weakness enchantments may stack additionally and are not multiples, I disagree with the statement that Drain Health is somehow capped. After attacking Ogres on mulitple reloads with the &amp;quot;1 Element&amp;quot; longsword, my-in game testing shows very different results than these: &amp;quot;10+30+50+90+90+590 so total 860 negative hp.&amp;quot; At level 45 a standard Ogre's health is calculated as 26 x (player's level - 3) = 1092 HP. According to the above statement that Drain Health doesn't continue to stack, and that 6 consecutive longsword strikes from this blade results in 860 Total Negative Hit Points isn't consistent. On default difficulty I can't consistently reach a sixth hit before said Ogres are very dead and on the ground, and when I do reach hit six, the sixth hit always seems to be a delayed hit in the queue with no effect beyond the fifth. According to the chart I recalculated, assuming that weaknesses are not multiples, but are additionally stacked on each other, it should take 7 hits to kill an Ogre at my level, however they are often dead after hit 5. At first I saw this and thought all three calculations were wrong, but after taking into consideration the base damage from the blade itself, 6 consecutive hits is doing over 1000 HP damage. If that's the case, I should have to hit said Ogres at least 6 times with a powerful longsword (Daedric) or 7 times with an iron longsword. If that is correct, explain five hits killing Ogres at my level on default setting. &lt;br /&gt;
::This is the second version of the chart that I redid, assuming Drain Health caps at 500, but the weaknesses continue to stack (this makes no sense to me, as previously stated by &amp;quot;206.53.58.90&amp;quot; weakness to magic does not need to be more than 1 second in duration to achieve stacking, if thats the case why then is Drain Health &amp;quot;capped&amp;quot; after 5 hits on an enchantment of 4 seconds and wouldn't that mean any enchantment with Weakness to Magic 100/1sec would never stack above 200?):&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(610)'''&lt;br /&gt;
| '''(630)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(880)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::If this is in fact correct, At level 45 an Ogre would require at least 7 hits from this enchantment. I strongly encourage '''EVERYONE''' who took the time to read this post to test this both in-game as well as through the PC console, then report your findings back here and adjust the main page accordingly. I honestly don't care if I'm wrong, that happens a lot with me, I just want to make sure the main article shows the correct explanation and calculations. As of right now, the article shows that 5 smacks drops an Ogre, which is the result I consistently get, but that is contrary to the discussions in the talk page. As far as Weakness to anything reaching 500% on a 4 second enchantment then being &amp;quot;capped&amp;quot;, but also stating elsewhere that only a Weakness to Magic 100/1sec is needed to stack enchantments is contradictory, don't you think? [[User:Reznor Ramirez|Reznor Ramirez]] 03:16, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit to 1,2,3 element weapons ==&lt;br /&gt;
&lt;br /&gt;
'''1 element blade/blunt''' &lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''2 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''3 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 375 ''per hit'' on the third hit and () every consecutive hit thereafter; 6 hits = ''1560''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 ''per hit'' on the fourth hit and () every consecutive hit thereafter; 6 hits = ''2040''() total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 375 on the third hit and an additional 75 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+300+75+75+75 = 660 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 on the fourth hit and an additional 135 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+135+500+135+135 = 1040 total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Question re: other text in 3 element blade/blunt. Does weakness to poison actually stack with weakness to magic? I remember seeing somewhere that it did not. Also ran the test myself and it did not seem to. Also &amp;quot;The Weakness to Poison effect must be active before the poison for it to have an effect. In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon. The effect will last for the entire duration of any poison. Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).&amp;quot; from the weakness to poison article. I think the suggestion for variation on the enchantment needs editing also. [[Special:Contributions/206.53.58.90|206.53.58.90]] 15:09, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Complaint ==&lt;br /&gt;
&lt;br /&gt;
Several weapons on this page seem to state that the drain health effect is permanent damage once it is capped stacking. I think this is a mathematical error in calculating &amp;quot;max negative HP&amp;quot; because they do not add previous hits drain health, only after it is capped and &amp;quot;max negative HP '''''per hit'''''&amp;quot; is calculated. This should not actually be '''''per hit''''' as once drain health is capped the only per hit addition is base damage. I have already fixed, 1,2,3 element blade/blunt weapons. At least 2 others need to be fixed. [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:17, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Blade of Imperatives ==&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;quot;Blade of Imperatives&amp;quot;. It does not work for above lvl 1 because it costs too much charge, over 85. At lvl 25 the max time you can have if using both effects is 1 and 2 seconds either way, enough time for them to turn and look at the others then turn back and hit you. Maybe they will fight for you anyway if you keep hitting them with this because it refreshes with each hit so never adds up to a 3 hit provoke? This is not mentioned in the enchantment and on hard your weapon would run out of charge far before 1 kill.&lt;br /&gt;
&lt;br /&gt;
Original Enchantment is as follows:&lt;br /&gt;
&lt;br /&gt;
Blade of Imperatives&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
I will replace with a &amp;quot;Bow of Frenzy&amp;quot;. Never fight more than one NPC again! [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:40, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stacking cap ==&lt;br /&gt;
&lt;br /&gt;
After experiments with the console and Damage Fatigue stacking I am 100% sure that stacking weakness to magicka IS capped. I am uncertain as to the mechanism or equation for it but it is DEFINITELY limited to a certain maximum which may or may not be influenced by other weaknesses to elements or a weakness from another source, i.e. two separate weakness to magicka spells. This is absolutely relevant to enchanting and spellmaking. I will add a comment to the page mentioning that there is a unknown limit. [[Special:Contributions/206.53.58.90|206.53.58.90]] 12:31, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to Magic Stacking - Experimental Results ==&lt;br /&gt;
&lt;br /&gt;
Some of the numbers I've seen in the little grids people have posted regarding their weapon enchants seemed a bit off to me, so I decided to run some experiments to determine how weaknesses and magic effects are applied. There is a &amp;quot;Too long, didn't read&amp;quot; summary at the end.&lt;br /&gt;
&lt;br /&gt;
All of these experiments were run on Delmar in the Chironasium because, well, he was convenient. For all of my experiments, I paralyzed him using the standard 10 seconds on touch spell. Where necessary, I re-paralyzed him to extend the duration of my test. The notable exception is during my poison tests, in which I paralyzed him only once, and tried to time my strikes so as to apply the poison as close to the end of the touch spell as possible. These experiments were performed on an XBox with Knights of the Nine, Shivering Isles, and Thieves' Den installed.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 1 - No Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Absorb Intelligence 3 points for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I picked Absorb Int because it allowed me to see hard numbers, and Delmar was likely to have Int to spare. I struck Delmar repeatedly, as fast as I could. At no point did my own intelligence rise above 103. (My natural int is 100. Yeah, I'm a power-gamer. Sue me.) This was an important control for my next experiment.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 2 - Weakness to Magic Stacking. ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A - Absorb Intelligence 3 points for 1 second, Weakness to Magic 100 for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I lowered the duration of the absorb effect so I could check my character sheet in between swings to verify that each previous absorb expired before applying the next. I kept my swings spaced at about 3 seconds. This is important, because conventional wisdom on this site seems to hold that each swing applies a new Weakness to Magic effect, and that it will only stack until the first expires. On the first hit, my Int rose to a predictable 103. My second swing, 106. The third, 109. The trend continued, with each swing adding another 3 points of intelligence, up to the 13th swing giving me 139. Delmar fell unconscious on the 14th swing, ending the experiment.&lt;br /&gt;
&lt;br /&gt;
This experiment shows two very critical points about Weakness to Magic. First, it shows that each swing overwrites the previous weakness effect, but each new effect is boosted by the previous one before it goes. My experiment took almost a full minute for 14 swings of my dagger. If conventional wisdom held true, I should never have gotten above 106. Second, it shows that the bonus effects are not multiplicative. They work, instead, like bonus damage in Dungeons and Dragons. In D&amp;amp;D, and apparently Oblivion, an effect that causes you to deal double damage is not merely multiplying your result by 2. Instead, it is adding your damage to itself. If you have two effects that each double your damage, they each add the base value to the original, resulting in triple damage, not quadruple.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 3 - Weakness to Magic + Weakness to Poison ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 8 secs&lt;br /&gt;
   Dagger B: Weakness to Poison 100 for 8 secs&lt;br /&gt;
   Dagger C: Mundane&lt;br /&gt;
&lt;br /&gt;
I didn't come prepared properly for this experiment, and didn't feel like going back to my sunken pirate ship to retrieve my master alchemy gear. Fortunately, the Chironasium had all four novice apparatuses... Apparati... Things. I made a single dose of Paralyze for 2 secs poison from some daedra venom. I paralyzed Delmar with the 10 secs on touch spell, then slashed him 8 times with Dagger A, as quickly as I could. I then hit him once with Dagger B. I then loaded the poison onto Dagger C and waited for Delmar to get back up, signaling the end of the spell paralysis. I hit him, and he stayed down for ~18 seconds, which is consistent with the additive nature of weaknesses. Eight slashes with Dagger A should have given him an 800% weakness to magic. One slash with Dagger B gives him 900% weakness to Poison. The two second poison kept him down for 9 times its' normal duration.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 4 - Weaknesses on the same weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Poison 100 for 6 seconds, Weakness to Magic 100 for 2 seconds&lt;br /&gt;
   Dagger B: Mundane&lt;br /&gt;
&lt;br /&gt;
A repeat of the previous experiment, this one simply combines the weaknesses into one weapon. Slashing eight times with Dagger A, then applying the poison with Dagger B resulted in the same 18 second paralysis as before. I then ran the experiment with the weaknesses applied to Dagger A in reverse order. The paralysis was barely noticeable. It seems conventional wisdom got some of it right, at least. The Weakness to Magic effect doesn't apply to any effects that follow it in a single strike. I checked to see how poison factored in by running the experiment with the original, properly ordered Dagger A. This time, I slashed eight times, then applied the poison to Dagger A for the ninth strike. The paralysis was even less noticeable than before: It faded before Delmar even hit the ground. It seems Poisons are applied after all of the inherent weapon enchantments have gone into effect.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 5 - Weakness Durations vs Damage Durations ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
I paralyzed Delmar with the 10 seconds on touch spell, as usual. I then hit him once with Dagger B. The fire damage steadily reduced his health ring by approximately 1 pixel per second. I reloaded from save, paralyzed him again, and hit with Dagger A first. This time, upon striking with Dagger B, his health dropped by approx. 2 pixels per second, and did not slow down after the weakness to magic effect ended. Conclusion: The magnitude and duration of spell effects are determined when cast, and are not influenced by the expiration or application of any other effects while they are running.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 6 - Multiple Weaknesses on the Same Effect ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Fire 100 for 5 secs, Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
For my first run, I simply attacked Delmar with Dagger B. I allowed the fire damage to run its' full course before striking again. He survived two dagger strikes and their fire effects. The third dagger strike disabled him immediately, without the fire. I then ran the test again, slashing once with Dagger A, then with Dagger B. He was disabled by the fire in approximately 8 seconds. (The 10 second paralysis spell expired just moments before the &amp;quot;unconscious&amp;quot; message popped up.) This is inconclusive, since the additive system would have Delmar expire in around 9 seconds (1/3 of the 28 seconds it took to disable him alone) while the multiplicative system would have him expire in 7 (1/4 of the time). The next result was much clearer. I struck twice with Dagger A, then once with Dagger B. Delmar went down in ~3.5 seconds, which is 1/8 of the time without weaknesses.&lt;br /&gt;
&lt;br /&gt;
It seems that multiple weaknesses applied to the same effect ARE multiplicative. With two dagger strikes, Delmar had 200% weakness to fire, and 200% weakness to Magic. The Fire multiplied his damage by 3 - X + X + X (Base damage plus another X for each 100% weakness). Weakness to Magic was then applied to the full result of the fire equation, meaning the base X delivered to the Magic function was the full (X + X + X) from fire. In total, he took 9 times the damage.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 7 - Realistic Weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Shock Damage 5 for 1 seconds, Weakness to Shock 100 for 3 second, Weakness to Magic 100 for 3 second&lt;br /&gt;
&lt;br /&gt;
Just to combine all of the previous bits of information into one, I tested this on Delmar. I hit him three times, waiting for the shock damage to run its' course before hitting him again. I hit him three times, which according to the results I've gotten so far suggest he should take 1 + 4 + 9, or 14 seconds of damage, which is exactly how long that basic fire dagger did in the last two experiments. Three dagger hits plus 14 seconds of damage brought him to just about a quarter of his health.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions (TLDR) ===&lt;br /&gt;
&lt;br /&gt;
#Weakness to Magic will stack with itself indefinitely so long as each swing arrives before the expiration of the previous one.&lt;br /&gt;
#Weaknesses apply their bonuses by addition, not multiplication. So striking an enemy with a 100% weakness to Magic weapon when it already has 500% weakness to magic will result in 600% weakness.&lt;br /&gt;
#Weaknesses do not apply to any effects that follow them in the same swing, even if a lesser version was in effect before the swing. Poisons are applied after all enchantments.&lt;br /&gt;
#Magnitudes and durations are fixed when an effect is applied, and is not influenced by the expiration or application of weaknesses after the fact.&lt;br /&gt;
#Multiple weaknesses applied to the same effect ARE multiplicative. Each individual weakness is additive, but the total result is sent on to the next weakness as if it were the base damage.&lt;br /&gt;
&lt;br /&gt;
The most important thing to take from this is that Weakness to Magic will stack with itself for as long as you keep swinging, even if the duration is 1 second. {{unsigned|98.227.9.9|15:08, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:I just added sub-headings and a little minor formatting to your post to make it a bit easier to read. I'll print out this section and verify your experiments on the PC where I have the benefit of being able to see a lot of these effects numerically in the [[Oblivion:Console|Console]]. It sounds like you've done some pretty good work, though. Assuming my observations match yours, the information on this page, and perhaps other applicable pages, should be updated accordingly. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:31, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you. This is the first time I've contributed anything to a wiki, so I have no clue how to go about formatting anything. I also didn't feel like running around the main page, declaring from out of nowhere that everybody else was wrong. Please, if you can verify my results using the console, feel free to make the updates to the main pages. On the plus side, no more &amp;quot;4 second weakness to magic&amp;quot; weapons!&lt;br /&gt;
&lt;br /&gt;
::I'm quite satisfied with the practical results I've gotten from the weapons I've enchanted after running these experiments. Soul trap, 10 points of elemental damage, and double weaknesses, all for 2 seconds. Four to five hits will kill anything at level 40, barring absorption or reflection. I made one for each element, since daggers are light enough to carry a dozen without encumbrance problems. You can swing fast enough to work with just one second, but two gives you some room for errors.&lt;br /&gt;
&lt;br /&gt;
::It just really sucks about the poisons... Poisons don't seem worth the effort, by comparison. I really liked some of the formulas that I saw in the alchemy calculator. A poison that damages strength by 36 points, on top of a 45 point burden doesn't seem like much. Hit the enemy with Weakness to Poison first, even just 100%, and that poison will cripple anything. 72 points of strength damage, on top of a 90 point burden for three minutes. Or &amp;quot;Magebane&amp;quot; which, with weakness, silences for over 50 seconds, damages magicka by 30 points per second for a minute, and damages Willpower by 72 points. They'll never cast a spell again. I could see some limited use if, for some strange reason, you wanted to take one target alive, but for not for regular combat. The triple-damage poisons sound nice, ~30 damage per second, but you can exceed that in two swings of a normal blade. {{unsigned|OmniscientQ|21:10, 6 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:::We've had long-standing errors before, especially when it comes to game mechanics which are hard to verify, so it's not really a surprise that there are still some floating around. I haven't had a chance yet to check your results...I made the mistake of having two projects on the go at once, plus your 7 experiments to verify. They're printed out and nagging at me on my desk, though, so it won't be long. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:34, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Sorry it took so long, but I've now been able to sit down and verify all of your experiments, and you were bang on for every last one of them. A couple of notes: for Experiment 4, in the final section of the experiment, the Weakness to Poison effect is reset to 100% after applying poison only if the Weakness to Magic had expired. If both were still active, they were additive as expected. As you observed, there's a more serious bug if you add poison to Dagger A instead of Dagger B in that one, though. Specifically, the damage or duration (whichever one is normally multiplied) will be ''reduced'' to 1 it would seem. In my experiment, a combined damage/paralysis poison applied to Dagger A were '''reduced''' from Paralyze 3 sec, Damage 7 for 30 sec down to Paralyze 1 sec, Damage 1 for 30 sec, despite Delmar being at 700% weakness to both poison and magic at the time I hit! That was a bit of a surprise, to say the least.&lt;br /&gt;
&lt;br /&gt;
::::Along those lines, in Experiment 5, I confirmed that a weaker version of the same effect '''will override''' the stronger version. For example, while the Fire Damage 10 for 14 was still active, I hit him again with no Weakness effects active and the Fire Damage effect immediately got reduced to 5 for 14.&lt;br /&gt;
&lt;br /&gt;
::::Another thing that these experiments brought to light is that behind the scenes, potion damages and durations may be fractional. I often got multiples that were a little higher than expected. For example, at 9x duration, my Paralyze for 3 secs poison went to 28 seconds and the 7 damage went to 64.&lt;br /&gt;
&lt;br /&gt;
::::Finally, just to confirm, your numbers were bang on in Experiment 7. A got a power sequence of &amp;lt;tt&amp;gt;3 × x²&amp;lt;/tt&amp;gt; for my Paralyze potion, where x is the number of times I struck him. In other words, the duration of the paralysis went 3, 12, 27, 48, 75. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:52, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Okay, I've made some of the changes, though not all, which I'll get to in a moment. First, though, I don't understand what the last bullet is saying at all. Does anybody else? If so, it needs to be explained a little better.&lt;br /&gt;
&lt;br /&gt;
:::::Now, as to why I haven't made all of the changes: in testing some of the tips mentioned on the page, I discovered that more testing needs to be done with the effects at less than 100% to make sure the above assumptions still hold. I've done ''some'' testing and Weakness to Magic, for instance, isn't as additive as we thought. It actually follows a mathematical series that I'm sure I would've had a name for back in high school. At less than 100% WtM, it provides decreasing returns. This is why there was a bullet point in the original text stating that there was an undetermined maximum effect: whoever added it was testing at less than 100%.&lt;br /&gt;
&lt;br /&gt;
:::::If ''x'' is the WtM amount (keeping in mind that 50% = 0.5, not 50) and ''n'' is the number of hits, the formula for the total Weakness applied on any given hit looks to be: &amp;lt;tt&amp;gt;x + x² + x³ ... + xⁿ&amp;lt;/tt&amp;gt;, give or take a little rounding error or some such thing (at x = 75%, n = 4, the formula works out to 205.1% but I got 204% displayed). So at 25%, the advantage of even a second hit is almost negligible. At x = 100%, this becomes simple addition, since 1ⁿ = 1 (except maybe in Calculus class), which is why it appeared to be additive at first. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:42, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::The word you can't remember is &amp;quot;Polynomial&amp;quot;  :)&lt;br /&gt;
::::::This is exactly the behavior you'd expect: WtM is itself a magic effect, so you'll get an asymptotic progression on any fractional values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- While that's certainly a word, I'm not sure if it's the one I was looking for. As it's been more years than I'd care to remember since I learned this stuff, I'm not gonna try to figure out what I was thinking of. You have a point about WtM being a magic effect and essentially affecting itself. This means that in reality, it's ''not'' stacking with itself directly, rather it's making the person more susceptible to itself and then each re-application of the effect is overriding the previous one, but at a higher value due to the previous effect. That also explains the unusually quick (in terms of number of iterations) rounding errors: it's not computing a sequence, it's taking the previous (presumably slightly rounded) result and then calculating based on that. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:16, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Geometric&amp;quot; then?, which is this particular case. {{unsigned|24.180.46.112|22:44, 18 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:: That might have been what I was looking for, yeah. Oh and get an account, Ali! ;) &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:33, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wheat from Chaff==&lt;br /&gt;
&lt;br /&gt;
The article page has really gotten out of control. There are *5* &amp;quot;THIS WEAPON BETTAR!&amp;quot; entries taking up 5 entire pages of space that are ALL nothing but exactly what the section is NOT supposed to be about: utterly generic &amp;quot;Soul Trap, Drain H, Damage ABCD, Weakness ABCD, WtM&amp;quot;, KEWL NAEM!!1!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bows&amp;quot; is basically just Melee Weapons all over again, but with the durations bumped up to 3s.&lt;br /&gt;
&lt;br /&gt;
The other items aren't generally much better: some are simply wrong, several are useless and appear to have been added solely because the effect was one of the few still missing from the page at the time, others have huge downsides that are conspicuously absent, and the whole thing is just YUCK. A 100% Chameleon suit doesn't qualify as a &amp;quot;powerful enchantment&amp;quot;, but a set of Orcish with 25%/Elemental does? The whole page should be Nuked From Orbit.&lt;br /&gt;
&lt;br /&gt;
I was going to suggest splitting it into separate pages by type (say, Weapons and Apparel like most &amp;quot;generic&amp;quot; stuff: the number of ''actually useful'' Cursed Items is *1*, and it's already covered in the appropriate place on the wiki) but I worry that people who felt the ''current'' version of the page needed the same weapon added 6 times would just see a less crowded version as an invitation to add several more copies of it.&lt;br /&gt;
&lt;br /&gt;
I'd be willing to help out if someone felt like trying to make it &amp;quot;'''Useful''' Enchantments&amp;quot; and guidelines again, rather than &amp;quot;look how many effects I can put on a weapon and how many times I can copypaste it!&amp;quot;. If Robin can come up with a TLDR version of his TLDR notes :P and we got rid of all the super-samey weapons, that alone would halve the size of the article without losing anything of actual value, and it would make it a lot harder for any other dross to hide with so much less cover.&lt;br /&gt;
&lt;br /&gt;
Semi-protection at some point (okay, fine, I'll look for it right after this!) would stop every &amp;quot;new&amp;quot; discovery that you can put multiple effects on a weapon (or even that the Enchantment X entry that uses a Longsword actually works on Shortswords too) from adding yet another MyUbarKillzAllWeppon that needs to be patrolled and deleted. How many genuinely useful, genuinely new enchantments do we think are still yet to be found?&lt;br /&gt;
&lt;br /&gt;
- Ali&lt;br /&gt;
&lt;br /&gt;
:Cleaning up this article is a good idea. If you are seeking guidelines, you may want to check out the [[Oblivion:Useful Spells|Useful Spells]] article. I cleaned that article some time ago and updated its guidelines. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:03, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to poison-bow ==&lt;br /&gt;
&lt;br /&gt;
A bow enchanted with weakness to poison sounds like a great idea. And since I've heard that the multiplied effect doesn't stop when the weakness runs out, one should be able to make the enchantment &amp;quot;weakness to poison 100% for 1 sec&amp;quot; with devastating results combined with some sweet poisons, and still have a lot of spare charge.&lt;br /&gt;
But now I hear that the weakness will never affect a poison added on the same attack? :S Is this true?&lt;br /&gt;
If so it totally ruins the entire purpose of this kind of a bow &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
..Thought I'd just put this up here as a question, just to make the thread messy :p&lt;br /&gt;
Please write here if you know the answer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:It's not useless, but yes, it's &amp;quot;clunky&amp;quot; to the point of being of less value than you'd like. You MUST use at least two shots: one to apply the Weakness effect (though that shot can also include other effects, including poison), then a second to apply the poison itself. Since it takes very nearly 2 seconds to reach full draw on a bow, the Weakness needs to last for at least that long, and 3 is considered the bare minimum. The second shot will be at 200% (assuming you used a 100% Weakness, and there's very little point using anything less) for the entire length of the ''poison'', provided it hits before the Weakness runs out, regardless of how much (or little) &amp;quot;extra&amp;quot; time the Weakness lasts.&lt;br /&gt;
:Essentially: your first shot will always be at 100% effectiveness, but additional shots will be at 200% (or higher, if you use the WtM exploit).&lt;br /&gt;
&lt;br /&gt;
:Realistically though, it barely matters. High-level poisons are damaging enough that two doses of them will kill anything susceptible before it reaches you even if the second dose isn't doubled (especially if you're getting Sneak Attack bonuses as well), unless you have to make the shot at close range and have nowhere to run, in which case you probably shouldn't be using a bow anyway. :P&lt;br /&gt;
:--[[User:Aliana|Aliana]] 19:57, 22 April 2010 (UTC)&lt;br /&gt;
== Details, how weakness to magic is capped == &lt;br /&gt;
&lt;br /&gt;
* If a target is hit repeatedly by a weapon enchanted with 100% weakness to magic, then the resulting overall weakness to magic of the target builds up in steps of 100%, it will be 100%, 200%, 300% and so on, if each hit arrives and re-applies the effect before the previous effect times out. This leads to the assumption, that this spell effect stacks, meaning that the magnitudes of successive hits are added up.&lt;br /&gt;
&lt;br /&gt;
* However, this assumption is probably wrong, and this is obvious, if one examines this effect at lower magnitudes: At 80 % it builds up as 80%, 144%, 195%, … or 80%, 80%+64%, 80%+64%+51%, … which are the terms of a geometric series x+x²+x³+… with x=0.80=80%, and the misleading stack above is just 100%+100%²+100%³+…=1+1²+1³+... &lt;br /&gt;
&lt;br /&gt;
* This is, what Robin Hood found, and verified ingame.&lt;br /&gt;
&lt;br /&gt;
* Instead, the general rule, that governs the interaction of weakness or resistance with another spell effect, applies to the interaction of weakness to magic with itself: Add 100% to the currently active weakness effect and multiply the result with the magnitude of the applied spell (simplified for this case). Therefore with successive hits of a weapon enchanted with x (i.e. 80%=0.8) weakness to magic and a target with no initial weakness to magic the active effect will grow like this:&lt;br /&gt;
&lt;br /&gt;
* 1.Hit: (100%+0%)*x=x, 2.Hit: (100%+x)*x = x+x², 3.Hit: (100%+(x+x²))*x = x+x²+x³, ...&lt;br /&gt;
&lt;br /&gt;
* No doubt, weakness to magic simply interacts with itself, there is no &amp;quot;spell stacking&amp;quot; involved. Rounding down after each iteration will complicate things a bit, but this is essentially the geometric series, Robin Hood found. It can be derived from the general rule. Now mathematics kicks in.&lt;br /&gt;
&lt;br /&gt;
* A result is, there has to be a limit or a cap, if the weapon is enchanted with weakness to magic &amp;lt; 100%, because the geometric series x+x²+x³+... converges, if x &amp;lt; 1. Therefore x=100% is really the only case, where weakness to magic grows unlimited with the number of hits. The limit of the geometric series is in this case x/(1-x), this would be 400% for x= 80% and the limit experienced ingame is expected to be lower, because the game engine rounds down to an integer value in percent after each iteration (verified ingame).&lt;br /&gt;
&lt;br /&gt;
I made a spreadsheet + program with these assumptions, and could reproduce the numbers seen on the active effects debug text screen (console SDT 8) in detail. Then I tried to predict the ingame limit for weakness to magic and the required number of hits for different magnitudes of the spell effect:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchanted WtM&lt;br /&gt;
! Hits required&lt;br /&gt;
! Max. WtM&lt;br /&gt;
|-&lt;br /&gt;
| 76% &lt;br /&gt;
| 18&lt;br /&gt;
| 313%&lt;br /&gt;
|-&lt;br /&gt;
| 77% &lt;br /&gt;
| 19&lt;br /&gt;
| 331%&lt;br /&gt;
|-&lt;br /&gt;
| 78%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 351% &lt;br /&gt;
|-&lt;br /&gt;
| 79%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 372% &lt;br /&gt;
|-&lt;br /&gt;
| 80%	&lt;br /&gt;
| 23	&lt;br /&gt;
| 396% &lt;br /&gt;
|-&lt;br /&gt;
| 81%	&lt;br /&gt;
| 25	&lt;br /&gt;
| 422% &lt;br /&gt;
|-&lt;br /&gt;
| 82%	&lt;br /&gt;
| 26	&lt;br /&gt;
| 451% &lt;br /&gt;
|-&lt;br /&gt;
| 83%	&lt;br /&gt;
| 28	&lt;br /&gt;
| 483% &lt;br /&gt;
|-&lt;br /&gt;
| 84%	&lt;br /&gt;
| 29	&lt;br /&gt;
| 519% &lt;br /&gt;
|-&lt;br /&gt;
| 85%	&lt;br /&gt;
| 32	&lt;br /&gt;
| 561% &lt;br /&gt;
|-&lt;br /&gt;
| 86%	&lt;br /&gt;
| 34	&lt;br /&gt;
| 608% &lt;br /&gt;
|-&lt;br /&gt;
| 87%	&lt;br /&gt;
| 37	&lt;br /&gt;
| 662% &lt;br /&gt;
|-&lt;br /&gt;
| 88%	&lt;br /&gt;
| 40	&lt;br /&gt;
| 726% &lt;br /&gt;
|-&lt;br /&gt;
| 89%	&lt;br /&gt;
| 45	&lt;br /&gt;
| 801% &lt;br /&gt;
|-&lt;br /&gt;
| 90%	&lt;br /&gt;
| 49	&lt;br /&gt;
| 891% &lt;br /&gt;
|-&lt;br /&gt;
| 91%	&lt;br /&gt;
| 55	&lt;br /&gt;
| 1001% &lt;br /&gt;
|-&lt;br /&gt;
| 92%	&lt;br /&gt;
| 61	&lt;br /&gt;
| 1138% &lt;br /&gt;
|-&lt;br /&gt;
| 93%	&lt;br /&gt;
| 71	&lt;br /&gt;
| 1315% &lt;br /&gt;
|-&lt;br /&gt;
| 94%	&lt;br /&gt;
| 83	&lt;br /&gt;
| 1551% &lt;br /&gt;
|-&lt;br /&gt;
| 95%	&lt;br /&gt;
| 100	&lt;br /&gt;
| 1881% &lt;br /&gt;
|-&lt;br /&gt;
| 96%	&lt;br /&gt;
| 126	&lt;br /&gt;
| 2376% &lt;br /&gt;
|-&lt;br /&gt;
| 97%	&lt;br /&gt;
| 170	&lt;br /&gt;
| 3201% &lt;br /&gt;
|-&lt;br /&gt;
| 98%	&lt;br /&gt;
| 256	&lt;br /&gt;
| 4851% &lt;br /&gt;
|-&lt;br /&gt;
| 99%	&lt;br /&gt;
| 515	&lt;br /&gt;
| 9801% &lt;br /&gt;
|-&lt;br /&gt;
| 100%	&lt;br /&gt;
| infinite	&lt;br /&gt;
| infinite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now I paralysed a mage, set his health to 10000 hitpoints, and started to hit him with a weapon enchanted with weakness to magic. The highest limit I could reach until now was for 95% WtM 1 second duration (the only effect on weapon) and the limit seen ingame was 1880%. The sum of the geometric series would be 1900%.&lt;br /&gt;
&lt;br /&gt;
If other gamers are able to verify this cap, especially on Xbox too, it should be added to the description of weakness to magic. There are additional interesting consequences, because there is no real &amp;quot;spell stacking&amp;quot; when using a weapon (I could not see any on the SDT displays) and some of the weapons on the &amp;quot;Useful Enchantments&amp;quot; page will not work as expected, i.e. Drain Health magnitude would just increase linear with the WtM magnitude. &lt;br /&gt;
&lt;br /&gt;
Hope the formatting is acceptable. I registered a new account some days ago. --[[User:Bendoril|Bendoril]] 02:25, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The formatting looks fine. In fact, I find as a really broad general guideline, if you know enough to create a table on your own, I don't need to check the rest of the formatting, so you pass! ;) Just a quick comment on the 1880% vs. 1900%: I noticed when doing my own testing that there was some rounding going on between iterations. It may be cumulative rounding errors that are leading to that difference of 20% between the two. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:04, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Great stuff. Verifying 99% in game must have been fun... :P This fits with (crucially) Rob's observations, my own theories and rough testing from way back, and, aside from a couple of special cases that were misinterpreted as general ones, the anon's epic testing and conclusions in (12). Rob: I'm not sure I'd call it &amp;quot;20%&amp;quot; - that's a bit confusing. It's really 20''pts'' (19, to be pedantic: it's 1881 vs), which is a 1% difference, and I think we can all agree that's within an expected margin of error for 100 iterations with rounding. Bendoril: if you'd like to try your hand at a &amp;quot;TLDR&amp;quot; version of that and/or the TLDR section of (12), I'm sure it would be appreciated. (Ultimately it belongs elsewhere on the site, since it isn't really enchantment-specific and both this article and its talk page get flooded with updates, but don't worry about that). --[[User:Aliana|Aliana]] 08:43, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Devil Bow: Too Strong for this Soul Gem. ==&lt;br /&gt;
&lt;br /&gt;
I tried this Bow in Oblivion as I thought it would be useful, but it will not work, I have a Grand Soul Gem filled with a Grand Soul but it will not create with a message &amp;quot;Enchantment is too strong for this soul gem.&amp;quot; You have to lower the Fire Damage to 5 pts for 2 sec everything work fine after that. Just thought I would ost this to let others know about what I found out.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, I tried to do this in the Frostcrag Spire.&lt;br /&gt;
&lt;br /&gt;
Ok, after some playing around, here's mine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Soul Trap - 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frost Damage - 5 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shock Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Health - 8 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Fire - 25% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Magic - 20% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That's 1600/1600 with 19 uses.&lt;br /&gt;
&lt;br /&gt;
I am a member of Wiki, but I can't sign in to this site. [[Special:Contributions/60.240.6.211|60.240.6.211]] 09:32, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bow of the Eternal ==&lt;br /&gt;
&lt;br /&gt;
The Bow of the Eternal:&lt;br /&gt;
&lt;br /&gt;
Weakness to poison 100% for 10 secs. on strike&lt;br /&gt;
&lt;br /&gt;
Drain Health 100 pts for 1 sec. on strike&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock 100%  for 3 secs on strike&lt;br /&gt;
&lt;br /&gt;
Shock Damage 6 pts for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588263</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588263"/>
		<updated>2010-07-21T03:21:30Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 - Apr 2008&lt;br /&gt;
|Archive 2||May 2008 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Moved Entries}}&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:&lt;br /&gt;
 Drain Fatigue 50 points for 1 second&lt;br /&gt;
 Weakness to Magicka 75% for 3 seconds&lt;br /&gt;
 &lt;br /&gt;
I'll test this as soon as I get the chance. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:08, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think he means that enemies may accidentally hit the target in question. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:10, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just &amp;quot;draw&amp;quot; the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.[[Special:Contributions/206.53.58.90|206.53.58.90]] 06:51, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
== Weakness to magicka Stacking and also drain fatigue ==&lt;br /&gt;
&lt;br /&gt;
'''Weakness to Magicka:'''&lt;br /&gt;
I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example &amp;quot;assassination&amp;quot; 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.&lt;br /&gt;
&lt;br /&gt;
'''Drain Fatigue:'''&lt;br /&gt;
Also something that should be mentioned but is not is '''drain fatigue''' this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others)  the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.&lt;br /&gt;
&lt;br /&gt;
A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger  called &amp;quot;Moment of Silence&amp;quot; or &amp;quot;Magicka's End&amp;quot; with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this. &lt;br /&gt;
&lt;br /&gt;
Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon. &lt;br /&gt;
&lt;br /&gt;
NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.&lt;br /&gt;
&lt;br /&gt;
Please update or respond. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchantment is too strong for this soul gem. ==&lt;br /&gt;
&lt;br /&gt;
Sorry for my poor english.&lt;br /&gt;
I go with Oblivion with latest official and unofficial patches.&lt;br /&gt;
Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull.&lt;br /&gt;
For example, i try to enchant my sword with:&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Magicka for 4sec.&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Shock 1sec.&lt;br /&gt;
&lt;br /&gt;
-10 Shock Damage 1s.&lt;br /&gt;
&lt;br /&gt;
When i click create i get a message saying that &amp;quot;This enchantment is too strong for this soul gem&amp;quot;. I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).&lt;br /&gt;
&lt;br /&gt;
Any suggestions how to get rid of this problem?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/78.8.60.147|78.8.60.147]] 00:29, 22 February 2010 (UTC)&lt;br /&gt;
zir&lt;br /&gt;
&lt;br /&gt;
How many charges does it show you using for that?&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 01:04, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:&lt;br /&gt;
&lt;br /&gt;
276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.&lt;br /&gt;
&lt;br /&gt;
10 next to the candle icon (normal color)&lt;br /&gt;
&lt;br /&gt;
and then cost and total cash i have.&lt;br /&gt;
I start getting the &amp;quot;Enchantment is too strong[...]&amp;quot; message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. [[Special:Contributions/62.87.167.107|62.87.167.107]] 18:28, 22 February 2010 (UTC) zir&lt;br /&gt;
&lt;br /&gt;
That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -&amp;gt; Games -&amp;gt; Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:00, 23 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hood of Slow ==&lt;br /&gt;
&lt;br /&gt;
Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? [[Special:Contributions/206.53.58.90|206.53.58.90]] 20:04, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. That's a good example of a &amp;quot;useful&amp;quot; enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:11, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is damage stacking capped? ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with &amp;quot;*damage health 3 pts *weakness to magic 100% for '''8''' secs&amp;quot; and another shortsword &amp;quot;*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for '''7''' secs&amp;quot;. My math by the posted rules seems to say that with damage health and weakness to magic for '''8''' secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for '''7''' secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:27, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt  ==&lt;br /&gt;
&lt;br /&gt;
Complaints re: 1,2 &amp;amp; 3 Element Blade/Blunts and explanation of damage. The text explaining the weapons says that the drain health effect will be carried over to consecutive hits i.e. &amp;quot;''The Longsword/War Axe version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total''&amp;quot;. The numbers for the first 4 hits are right however 6 hits = 10+30+50+90+90+590 = 860 negative hp as base damage to hp is the only thing that carries over. 1 second per hit and drain health 100 pts for 1 second means that on the 5th hit the 500 pts drain health from hit 4 will expire and be restored while an additional 500 is added from the 5th hit keeping the total amount drained constant at 500 hp but adding 90 more base damage, rinse and repeat for hit 6 and you still only get 500 pts drain health the first 3 hits 10+30+50 Base damage and the next three 90x3 base damage = 10+30+50+90+90+590 so total 860 negative hp. I respect someone did lots of good work on these but think some things need to be fixed. Ir's basically just a error, otherwise they are okay weapons at least on default difficulty.&lt;br /&gt;
&lt;br /&gt;
1. The numbers for total negative hp on the slower weapons are wrong. The drain health will cap and cancel at the end of each second, not continue to add to itself like real damage. The correct number of negative hp for 6 hits with a longsword is 860 = 10+30+50+500+(90x3) for the 1 element, 860 = 10+30+50+500+(90x3) for the 2 element, 660 = 15+45+300+(75x4) for the 3 element. Also see my post about damage stack capping above.&lt;br /&gt;
&lt;br /&gt;
2. For a weapon other than a shortsword or dagger the drain health effect is probably too expensive to justify, 26 charge if I remember right, specially on hardest difficulty setting where it will cap doing less than 100 negative hp and you will need lots more damage and swings. Better to just add more damage, specially with the multi-element type of these weapons as diverse damage is cheaper, or remove it and either add more uses or longer duration weakness to magic and of course soultrap.&lt;br /&gt;
&lt;br /&gt;
3. Drain fatigue and or or some sort of note about how your victim will need to be paralyzed for you to actually be able to complete the stack against any opponents who can block should be added.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:02, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note: in my original post I got the numbers wrong also. I originally forgot to add the first three hits base damage for the 1 &amp;amp; 2 element and the first 2 hits base damage for the 3 element. I had to come back and edit it. '''IMPORTANT:''' The dagger/shortsword numbers for the 3 element are also wrong, on hit 6 you get negative hp of 1040 = 15+45+75+500+(135x3).  [[Special:Contributions/206.53.58.90|206.53.58.90]] 03:12, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: '''Response:''' After reading most of the comments and calculations by &amp;quot;206.53.58.90&amp;quot;, I decided to recalculate a chart for the 3 Element enchantment. My results for the chart are as follows, assuming Drain Health continues stacking:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (600)&lt;br /&gt;
| (700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(710)'''&lt;br /&gt;
| '''(930)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(960)'''&lt;br /&gt;
| '''(1290)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::While I might agree, after console confirmation by someone else, that weakness enchantments may stack additionally and are not multiples, I disagree with the statement that Drain Health is somehow capped. After attacking Ogres on mulitple reloads with the &amp;quot;1 Element&amp;quot; longsword, my-in game testing shows very different results than these: &amp;quot;10+30+50+90+90+590 so total 860 negative hp.&amp;quot; At level 45 a standard Ogre's health is calculated as 26 x (player's level - 3) = 1092 HP. According to the above statement that Drain Health doesn't continue to stack, and that 6 consecutive longsword strikes from this blade results in 860 Total Negative Hit Points isn't consistent. On default difficulty I can't consistently reach a sixth hit before said Ogres are very dead and on the ground, and when I do reach hit six, the sixth hit always seems to be a delayed hit in the queue with no effect beyond the fifth. According to the chart I recalculated, assuming that weaknesses are not multiples, but are additionally stacked on each other, it should take 7 hits to kill an Ogre at my level, however they are often dead after hit 5. At first I saw this and thought all three calculations were wrong, but after taking into consideration the base damage from the blade itself, 6 consecutive hits is doing over 1000 HP damage. If that's the case, I should have to hit said Ogres at least 6 times with a powerful longsword (Daedric) or 7 times with an iron longsword. If that is correct, explain five hits killing Ogres at my level on default setting. &lt;br /&gt;
::This is the second version of the chart that I redid, assuming Drain Health caps at 500, but the weaknesses continue to stack (this makes no sense to me, as previously stated by &amp;quot;206.53.58.90&amp;quot; weakness to magic does not need to be more than 1 second in duration to achieve stacking, if thats the case why then is Drain Health &amp;quot;capped&amp;quot; after 5 hits on an enchantment of 4 seconds and wouldn't that mean any enchantment with Weakness to Magic 100/1sec would never stack above 200?):&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(610)'''&lt;br /&gt;
| '''(630)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(880)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::If this is in fact correct, At level 45 an Ogre would require at least 7 hits from this enchantment. I strongly encourage EVERYONE who took the time to read this post to test this both in-game as well as through the PC console, then report your findings back here and adjust the main page accordingly. I honestly don't care if I'm wrong, that happens a lot with me, I just want to make sure the main article shows the correct explanation and calculations. As of right now, the article shows that 5 smacks drops an Ogre, which is the result I consistently get, but that is contrary to the discussions in the talk page. As far as Weakness to anything reaching 500% on a 4 second enchantment then being &amp;quot;capped&amp;quot;, but also stating elsewhere that only a Weakness to Magic 100/1sec is needed to stack enchantments is contradictory, don't you think? [[User:Reznor Ramirez|Reznor Ramirez]] 03:16, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit to 1,2,3 element weapons ==&lt;br /&gt;
&lt;br /&gt;
'''1 element blade/blunt''' &lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''2 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''3 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 375 ''per hit'' on the third hit and () every consecutive hit thereafter; 6 hits = ''1560''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 ''per hit'' on the fourth hit and () every consecutive hit thereafter; 6 hits = ''2040''() total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 375 on the third hit and an additional 75 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+300+75+75+75 = 660 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 on the fourth hit and an additional 135 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+135+500+135+135 = 1040 total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Question re: other text in 3 element blade/blunt. Does weakness to poison actually stack with weakness to magic? I remember seeing somewhere that it did not. Also ran the test myself and it did not seem to. Also &amp;quot;The Weakness to Poison effect must be active before the poison for it to have an effect. In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon. The effect will last for the entire duration of any poison. Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).&amp;quot; from the weakness to poison article. I think the suggestion for variation on the enchantment needs editing also. [[Special:Contributions/206.53.58.90|206.53.58.90]] 15:09, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Complaint ==&lt;br /&gt;
&lt;br /&gt;
Several weapons on this page seem to state that the drain health effect is permanent damage once it is capped stacking. I think this is a mathematical error in calculating &amp;quot;max negative HP&amp;quot; because they do not add previous hits drain health, only after it is capped and &amp;quot;max negative HP '''''per hit'''''&amp;quot; is calculated. This should not actually be '''''per hit''''' as once drain health is capped the only per hit addition is base damage. I have already fixed, 1,2,3 element blade/blunt weapons. At least 2 others need to be fixed. [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:17, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Blade of Imperatives ==&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;quot;Blade of Imperatives&amp;quot;. It does not work for above lvl 1 because it costs too much charge, over 85. At lvl 25 the max time you can have if using both effects is 1 and 2 seconds either way, enough time for them to turn and look at the others then turn back and hit you. Maybe they will fight for you anyway if you keep hitting them with this because it refreshes with each hit so never adds up to a 3 hit provoke? This is not mentioned in the enchantment and on hard your weapon would run out of charge far before 1 kill.&lt;br /&gt;
&lt;br /&gt;
Original Enchantment is as follows:&lt;br /&gt;
&lt;br /&gt;
Blade of Imperatives&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
I will replace with a &amp;quot;Bow of Frenzy&amp;quot;. Never fight more than one NPC again! [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:40, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stacking cap ==&lt;br /&gt;
&lt;br /&gt;
After experiments with the console and Damage Fatigue stacking I am 100% sure that stacking weakness to magicka IS capped. I am uncertain as to the mechanism or equation for it but it is DEFINITELY limited to a certain maximum which may or may not be influenced by other weaknesses to elements or a weakness from another source, i.e. two separate weakness to magicka spells. This is absolutely relevant to enchanting and spellmaking. I will add a comment to the page mentioning that there is a unknown limit. [[Special:Contributions/206.53.58.90|206.53.58.90]] 12:31, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to Magic Stacking - Experimental Results ==&lt;br /&gt;
&lt;br /&gt;
Some of the numbers I've seen in the little grids people have posted regarding their weapon enchants seemed a bit off to me, so I decided to run some experiments to determine how weaknesses and magic effects are applied. There is a &amp;quot;Too long, didn't read&amp;quot; summary at the end.&lt;br /&gt;
&lt;br /&gt;
All of these experiments were run on Delmar in the Chironasium because, well, he was convenient. For all of my experiments, I paralyzed him using the standard 10 seconds on touch spell. Where necessary, I re-paralyzed him to extend the duration of my test. The notable exception is during my poison tests, in which I paralyzed him only once, and tried to time my strikes so as to apply the poison as close to the end of the touch spell as possible. These experiments were performed on an XBox with Knights of the Nine, Shivering Isles, and Thieves' Den installed.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 1 - No Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Absorb Intelligence 3 points for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I picked Absorb Int because it allowed me to see hard numbers, and Delmar was likely to have Int to spare. I struck Delmar repeatedly, as fast as I could. At no point did my own intelligence rise above 103. (My natural int is 100. Yeah, I'm a power-gamer. Sue me.) This was an important control for my next experiment.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 2 - Weakness to Magic Stacking. ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A - Absorb Intelligence 3 points for 1 second, Weakness to Magic 100 for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I lowered the duration of the absorb effect so I could check my character sheet in between swings to verify that each previous absorb expired before applying the next. I kept my swings spaced at about 3 seconds. This is important, because conventional wisdom on this site seems to hold that each swing applies a new Weakness to Magic effect, and that it will only stack until the first expires. On the first hit, my Int rose to a predictable 103. My second swing, 106. The third, 109. The trend continued, with each swing adding another 3 points of intelligence, up to the 13th swing giving me 139. Delmar fell unconscious on the 14th swing, ending the experiment.&lt;br /&gt;
&lt;br /&gt;
This experiment shows two very critical points about Weakness to Magic. First, it shows that each swing overwrites the previous weakness effect, but each new effect is boosted by the previous one before it goes. My experiment took almost a full minute for 14 swings of my dagger. If conventional wisdom held true, I should never have gotten above 106. Second, it shows that the bonus effects are not multiplicative. They work, instead, like bonus damage in Dungeons and Dragons. In D&amp;amp;D, and apparently Oblivion, an effect that causes you to deal double damage is not merely multiplying your result by 2. Instead, it is adding your damage to itself. If you have two effects that each double your damage, they each add the base value to the original, resulting in triple damage, not quadruple.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 3 - Weakness to Magic + Weakness to Poison ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 8 secs&lt;br /&gt;
   Dagger B: Weakness to Poison 100 for 8 secs&lt;br /&gt;
   Dagger C: Mundane&lt;br /&gt;
&lt;br /&gt;
I didn't come prepared properly for this experiment, and didn't feel like going back to my sunken pirate ship to retrieve my master alchemy gear. Fortunately, the Chironasium had all four novice apparatuses... Apparati... Things. I made a single dose of Paralyze for 2 secs poison from some daedra venom. I paralyzed Delmar with the 10 secs on touch spell, then slashed him 8 times with Dagger A, as quickly as I could. I then hit him once with Dagger B. I then loaded the poison onto Dagger C and waited for Delmar to get back up, signaling the end of the spell paralysis. I hit him, and he stayed down for ~18 seconds, which is consistent with the additive nature of weaknesses. Eight slashes with Dagger A should have given him an 800% weakness to magic. One slash with Dagger B gives him 900% weakness to Poison. The two second poison kept him down for 9 times its' normal duration.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 4 - Weaknesses on the same weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Poison 100 for 6 seconds, Weakness to Magic 100 for 2 seconds&lt;br /&gt;
   Dagger B: Mundane&lt;br /&gt;
&lt;br /&gt;
A repeat of the previous experiment, this one simply combines the weaknesses into one weapon. Slashing eight times with Dagger A, then applying the poison with Dagger B resulted in the same 18 second paralysis as before. I then ran the experiment with the weaknesses applied to Dagger A in reverse order. The paralysis was barely noticeable. It seems conventional wisdom got some of it right, at least. The Weakness to Magic effect doesn't apply to any effects that follow it in a single strike. I checked to see how poison factored in by running the experiment with the original, properly ordered Dagger A. This time, I slashed eight times, then applied the poison to Dagger A for the ninth strike. The paralysis was even less noticeable than before: It faded before Delmar even hit the ground. It seems Poisons are applied after all of the inherent weapon enchantments have gone into effect.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 5 - Weakness Durations vs Damage Durations ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
I paralyzed Delmar with the 10 seconds on touch spell, as usual. I then hit him once with Dagger B. The fire damage steadily reduced his health ring by approximately 1 pixel per second. I reloaded from save, paralyzed him again, and hit with Dagger A first. This time, upon striking with Dagger B, his health dropped by approx. 2 pixels per second, and did not slow down after the weakness to magic effect ended. Conclusion: The magnitude and duration of spell effects are determined when cast, and are not influenced by the expiration or application of any other effects while they are running.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 6 - Multiple Weaknesses on the Same Effect ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Fire 100 for 5 secs, Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
For my first run, I simply attacked Delmar with Dagger B. I allowed the fire damage to run its' full course before striking again. He survived two dagger strikes and their fire effects. The third dagger strike disabled him immediately, without the fire. I then ran the test again, slashing once with Dagger A, then with Dagger B. He was disabled by the fire in approximately 8 seconds. (The 10 second paralysis spell expired just moments before the &amp;quot;unconscious&amp;quot; message popped up.) This is inconclusive, since the additive system would have Delmar expire in around 9 seconds (1/3 of the 28 seconds it took to disable him alone) while the multiplicative system would have him expire in 7 (1/4 of the time). The next result was much clearer. I struck twice with Dagger A, then once with Dagger B. Delmar went down in ~3.5 seconds, which is 1/8 of the time without weaknesses.&lt;br /&gt;
&lt;br /&gt;
It seems that multiple weaknesses applied to the same effect ARE multiplicative. With two dagger strikes, Delmar had 200% weakness to fire, and 200% weakness to Magic. The Fire multiplied his damage by 3 - X + X + X (Base damage plus another X for each 100% weakness). Weakness to Magic was then applied to the full result of the fire equation, meaning the base X delivered to the Magic function was the full (X + X + X) from fire. In total, he took 9 times the damage.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 7 - Realistic Weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Shock Damage 5 for 1 seconds, Weakness to Shock 100 for 3 second, Weakness to Magic 100 for 3 second&lt;br /&gt;
&lt;br /&gt;
Just to combine all of the previous bits of information into one, I tested this on Delmar. I hit him three times, waiting for the shock damage to run its' course before hitting him again. I hit him three times, which according to the results I've gotten so far suggest he should take 1 + 4 + 9, or 14 seconds of damage, which is exactly how long that basic fire dagger did in the last two experiments. Three dagger hits plus 14 seconds of damage brought him to just about a quarter of his health.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions (TLDR) ===&lt;br /&gt;
&lt;br /&gt;
#Weakness to Magic will stack with itself indefinitely so long as each swing arrives before the expiration of the previous one.&lt;br /&gt;
#Weaknesses apply their bonuses by addition, not multiplication. So striking an enemy with a 100% weakness to Magic weapon when it already has 500% weakness to magic will result in 600% weakness.&lt;br /&gt;
#Weaknesses do not apply to any effects that follow them in the same swing, even if a lesser version was in effect before the swing. Poisons are applied after all enchantments.&lt;br /&gt;
#Magnitudes and durations are fixed when an effect is applied, and is not influenced by the expiration or application of weaknesses after the fact.&lt;br /&gt;
#Multiple weaknesses applied to the same effect ARE multiplicative. Each individual weakness is additive, but the total result is sent on to the next weakness as if it were the base damage.&lt;br /&gt;
&lt;br /&gt;
The most important thing to take from this is that Weakness to Magic will stack with itself for as long as you keep swinging, even if the duration is 1 second. {{unsigned|98.227.9.9|15:08, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:I just added sub-headings and a little minor formatting to your post to make it a bit easier to read. I'll print out this section and verify your experiments on the PC where I have the benefit of being able to see a lot of these effects numerically in the [[Oblivion:Console|Console]]. It sounds like you've done some pretty good work, though. Assuming my observations match yours, the information on this page, and perhaps other applicable pages, should be updated accordingly. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:31, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you. This is the first time I've contributed anything to a wiki, so I have no clue how to go about formatting anything. I also didn't feel like running around the main page, declaring from out of nowhere that everybody else was wrong. Please, if you can verify my results using the console, feel free to make the updates to the main pages. On the plus side, no more &amp;quot;4 second weakness to magic&amp;quot; weapons!&lt;br /&gt;
&lt;br /&gt;
::I'm quite satisfied with the practical results I've gotten from the weapons I've enchanted after running these experiments. Soul trap, 10 points of elemental damage, and double weaknesses, all for 2 seconds. Four to five hits will kill anything at level 40, barring absorption or reflection. I made one for each element, since daggers are light enough to carry a dozen without encumbrance problems. You can swing fast enough to work with just one second, but two gives you some room for errors.&lt;br /&gt;
&lt;br /&gt;
::It just really sucks about the poisons... Poisons don't seem worth the effort, by comparison. I really liked some of the formulas that I saw in the alchemy calculator. A poison that damages strength by 36 points, on top of a 45 point burden doesn't seem like much. Hit the enemy with Weakness to Poison first, even just 100%, and that poison will cripple anything. 72 points of strength damage, on top of a 90 point burden for three minutes. Or &amp;quot;Magebane&amp;quot; which, with weakness, silences for over 50 seconds, damages magicka by 30 points per second for a minute, and damages Willpower by 72 points. They'll never cast a spell again. I could see some limited use if, for some strange reason, you wanted to take one target alive, but for not for regular combat. The triple-damage poisons sound nice, ~30 damage per second, but you can exceed that in two swings of a normal blade. {{unsigned|OmniscientQ|21:10, 6 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:::We've had long-standing errors before, especially when it comes to game mechanics which are hard to verify, so it's not really a surprise that there are still some floating around. I haven't had a chance yet to check your results...I made the mistake of having two projects on the go at once, plus your 7 experiments to verify. They're printed out and nagging at me on my desk, though, so it won't be long. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:34, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Sorry it took so long, but I've now been able to sit down and verify all of your experiments, and you were bang on for every last one of them. A couple of notes: for Experiment 4, in the final section of the experiment, the Weakness to Poison effect is reset to 100% after applying poison only if the Weakness to Magic had expired. If both were still active, they were additive as expected. As you observed, there's a more serious bug if you add poison to Dagger A instead of Dagger B in that one, though. Specifically, the damage or duration (whichever one is normally multiplied) will be ''reduced'' to 1 it would seem. In my experiment, a combined damage/paralysis poison applied to Dagger A were '''reduced''' from Paralyze 3 sec, Damage 7 for 30 sec down to Paralyze 1 sec, Damage 1 for 30 sec, despite Delmar being at 700% weakness to both poison and magic at the time I hit! That was a bit of a surprise, to say the least.&lt;br /&gt;
&lt;br /&gt;
::::Along those lines, in Experiment 5, I confirmed that a weaker version of the same effect '''will override''' the stronger version. For example, while the Fire Damage 10 for 14 was still active, I hit him again with no Weakness effects active and the Fire Damage effect immediately got reduced to 5 for 14.&lt;br /&gt;
&lt;br /&gt;
::::Another thing that these experiments brought to light is that behind the scenes, potion damages and durations may be fractional. I often got multiples that were a little higher than expected. For example, at 9x duration, my Paralyze for 3 secs poison went to 28 seconds and the 7 damage went to 64.&lt;br /&gt;
&lt;br /&gt;
::::Finally, just to confirm, your numbers were bang on in Experiment 7. A got a power sequence of &amp;lt;tt&amp;gt;3 × x²&amp;lt;/tt&amp;gt; for my Paralyze potion, where x is the number of times I struck him. In other words, the duration of the paralysis went 3, 12, 27, 48, 75. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:52, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Okay, I've made some of the changes, though not all, which I'll get to in a moment. First, though, I don't understand what the last bullet is saying at all. Does anybody else? If so, it needs to be explained a little better.&lt;br /&gt;
&lt;br /&gt;
:::::Now, as to why I haven't made all of the changes: in testing some of the tips mentioned on the page, I discovered that more testing needs to be done with the effects at less than 100% to make sure the above assumptions still hold. I've done ''some'' testing and Weakness to Magic, for instance, isn't as additive as we thought. It actually follows a mathematical series that I'm sure I would've had a name for back in high school. At less than 100% WtM, it provides decreasing returns. This is why there was a bullet point in the original text stating that there was an undetermined maximum effect: whoever added it was testing at less than 100%.&lt;br /&gt;
&lt;br /&gt;
:::::If ''x'' is the WtM amount (keeping in mind that 50% = 0.5, not 50) and ''n'' is the number of hits, the formula for the total Weakness applied on any given hit looks to be: &amp;lt;tt&amp;gt;x + x² + x³ ... + xⁿ&amp;lt;/tt&amp;gt;, give or take a little rounding error or some such thing (at x = 75%, n = 4, the formula works out to 205.1% but I got 204% displayed). So at 25%, the advantage of even a second hit is almost negligible. At x = 100%, this becomes simple addition, since 1ⁿ = 1 (except maybe in Calculus class), which is why it appeared to be additive at first. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:42, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::The word you can't remember is &amp;quot;Polynomial&amp;quot;  :)&lt;br /&gt;
::::::This is exactly the behavior you'd expect: WtM is itself a magic effect, so you'll get an asymptotic progression on any fractional values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- While that's certainly a word, I'm not sure if it's the one I was looking for. As it's been more years than I'd care to remember since I learned this stuff, I'm not gonna try to figure out what I was thinking of. You have a point about WtM being a magic effect and essentially affecting itself. This means that in reality, it's ''not'' stacking with itself directly, rather it's making the person more susceptible to itself and then each re-application of the effect is overriding the previous one, but at a higher value due to the previous effect. That also explains the unusually quick (in terms of number of iterations) rounding errors: it's not computing a sequence, it's taking the previous (presumably slightly rounded) result and then calculating based on that. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:16, 15 April 2010 (UTC)&lt;br /&gt;
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: &amp;quot;Geometric&amp;quot; then?, which is this particular case. {{unsigned|24.180.46.112|22:44, 18 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:: That might have been what I was looking for, yeah. Oh and get an account, Ali! ;) &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:33, 18 April 2010 (UTC)&lt;br /&gt;
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==Wheat from Chaff==&lt;br /&gt;
&lt;br /&gt;
The article page has really gotten out of control. There are *5* &amp;quot;THIS WEAPON BETTAR!&amp;quot; entries taking up 5 entire pages of space that are ALL nothing but exactly what the section is NOT supposed to be about: utterly generic &amp;quot;Soul Trap, Drain H, Damage ABCD, Weakness ABCD, WtM&amp;quot;, KEWL NAEM!!1!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bows&amp;quot; is basically just Melee Weapons all over again, but with the durations bumped up to 3s.&lt;br /&gt;
&lt;br /&gt;
The other items aren't generally much better: some are simply wrong, several are useless and appear to have been added solely because the effect was one of the few still missing from the page at the time, others have huge downsides that are conspicuously absent, and the whole thing is just YUCK. A 100% Chameleon suit doesn't qualify as a &amp;quot;powerful enchantment&amp;quot;, but a set of Orcish with 25%/Elemental does? The whole page should be Nuked From Orbit.&lt;br /&gt;
&lt;br /&gt;
I was going to suggest splitting it into separate pages by type (say, Weapons and Apparel like most &amp;quot;generic&amp;quot; stuff: the number of ''actually useful'' Cursed Items is *1*, and it's already covered in the appropriate place on the wiki) but I worry that people who felt the ''current'' version of the page needed the same weapon added 6 times would just see a less crowded version as an invitation to add several more copies of it.&lt;br /&gt;
&lt;br /&gt;
I'd be willing to help out if someone felt like trying to make it &amp;quot;'''Useful''' Enchantments&amp;quot; and guidelines again, rather than &amp;quot;look how many effects I can put on a weapon and how many times I can copypaste it!&amp;quot;. If Robin can come up with a TLDR version of his TLDR notes :P and we got rid of all the super-samey weapons, that alone would halve the size of the article without losing anything of actual value, and it would make it a lot harder for any other dross to hide with so much less cover.&lt;br /&gt;
&lt;br /&gt;
Semi-protection at some point (okay, fine, I'll look for it right after this!) would stop every &amp;quot;new&amp;quot; discovery that you can put multiple effects on a weapon (or even that the Enchantment X entry that uses a Longsword actually works on Shortswords too) from adding yet another MyUbarKillzAllWeppon that needs to be patrolled and deleted. How many genuinely useful, genuinely new enchantments do we think are still yet to be found?&lt;br /&gt;
&lt;br /&gt;
- Ali&lt;br /&gt;
&lt;br /&gt;
:Cleaning up this article is a good idea. If you are seeking guidelines, you may want to check out the [[Oblivion:Useful Spells|Useful Spells]] article. I cleaned that article some time ago and updated its guidelines. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:03, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to poison-bow ==&lt;br /&gt;
&lt;br /&gt;
A bow enchanted with weakness to poison sounds like a great idea. And since I've heard that the multiplied effect doesn't stop when the weakness runs out, one should be able to make the enchantment &amp;quot;weakness to poison 100% for 1 sec&amp;quot; with devastating results combined with some sweet poisons, and still have a lot of spare charge.&lt;br /&gt;
But now I hear that the weakness will never affect a poison added on the same attack? :S Is this true?&lt;br /&gt;
If so it totally ruins the entire purpose of this kind of a bow &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
..Thought I'd just put this up here as a question, just to make the thread messy :p&lt;br /&gt;
Please write here if you know the answer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:It's not useless, but yes, it's &amp;quot;clunky&amp;quot; to the point of being of less value than you'd like. You MUST use at least two shots: one to apply the Weakness effect (though that shot can also include other effects, including poison), then a second to apply the poison itself. Since it takes very nearly 2 seconds to reach full draw on a bow, the Weakness needs to last for at least that long, and 3 is considered the bare minimum. The second shot will be at 200% (assuming you used a 100% Weakness, and there's very little point using anything less) for the entire length of the ''poison'', provided it hits before the Weakness runs out, regardless of how much (or little) &amp;quot;extra&amp;quot; time the Weakness lasts.&lt;br /&gt;
:Essentially: your first shot will always be at 100% effectiveness, but additional shots will be at 200% (or higher, if you use the WtM exploit).&lt;br /&gt;
&lt;br /&gt;
:Realistically though, it barely matters. High-level poisons are damaging enough that two doses of them will kill anything susceptible before it reaches you even if the second dose isn't doubled (especially if you're getting Sneak Attack bonuses as well), unless you have to make the shot at close range and have nowhere to run, in which case you probably shouldn't be using a bow anyway. :P&lt;br /&gt;
:--[[User:Aliana|Aliana]] 19:57, 22 April 2010 (UTC)&lt;br /&gt;
== Details, how weakness to magic is capped == &lt;br /&gt;
&lt;br /&gt;
* If a target is hit repeatedly by a weapon enchanted with 100% weakness to magic, then the resulting overall weakness to magic of the target builds up in steps of 100%, it will be 100%, 200%, 300% and so on, if each hit arrives and re-applies the effect before the previous effect times out. This leads to the assumption, that this spell effect stacks, meaning that the magnitudes of successive hits are added up.&lt;br /&gt;
&lt;br /&gt;
* However, this assumption is probably wrong, and this is obvious, if one examines this effect at lower magnitudes: At 80 % it builds up as 80%, 144%, 195%, … or 80%, 80%+64%, 80%+64%+51%, … which are the terms of a geometric series x+x²+x³+… with x=0.80=80%, and the misleading stack above is just 100%+100%²+100%³+…=1+1²+1³+... &lt;br /&gt;
&lt;br /&gt;
* This is, what Robin Hood found, and verified ingame.&lt;br /&gt;
&lt;br /&gt;
* Instead, the general rule, that governs the interaction of weakness or resistance with another spell effect, applies to the interaction of weakness to magic with itself: Add 100% to the currently active weakness effect and multiply the result with the magnitude of the applied spell (simplified for this case). Therefore with successive hits of a weapon enchanted with x (i.e. 80%=0.8) weakness to magic and a target with no initial weakness to magic the active effect will grow like this:&lt;br /&gt;
&lt;br /&gt;
* 1.Hit: (100%+0%)*x=x, 2.Hit: (100%+x)*x = x+x², 3.Hit: (100%+(x+x²))*x = x+x²+x³, ...&lt;br /&gt;
&lt;br /&gt;
* No doubt, weakness to magic simply interacts with itself, there is no &amp;quot;spell stacking&amp;quot; involved. Rounding down after each iteration will complicate things a bit, but this is essentially the geometric series, Robin Hood found. It can be derived from the general rule. Now mathematics kicks in.&lt;br /&gt;
&lt;br /&gt;
* A result is, there has to be a limit or a cap, if the weapon is enchanted with weakness to magic &amp;lt; 100%, because the geometric series x+x²+x³+... converges, if x &amp;lt; 1. Therefore x=100% is really the only case, where weakness to magic grows unlimited with the number of hits. The limit of the geometric series is in this case x/(1-x), this would be 400% for x= 80% and the limit experienced ingame is expected to be lower, because the game engine rounds down to an integer value in percent after each iteration (verified ingame).&lt;br /&gt;
&lt;br /&gt;
I made a spreadsheet + program with these assumptions, and could reproduce the numbers seen on the active effects debug text screen (console SDT 8) in detail. Then I tried to predict the ingame limit for weakness to magic and the required number of hits for different magnitudes of the spell effect:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchanted WtM&lt;br /&gt;
! Hits required&lt;br /&gt;
! Max. WtM&lt;br /&gt;
|-&lt;br /&gt;
| 76% &lt;br /&gt;
| 18&lt;br /&gt;
| 313%&lt;br /&gt;
|-&lt;br /&gt;
| 77% &lt;br /&gt;
| 19&lt;br /&gt;
| 331%&lt;br /&gt;
|-&lt;br /&gt;
| 78%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 351% &lt;br /&gt;
|-&lt;br /&gt;
| 79%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 372% &lt;br /&gt;
|-&lt;br /&gt;
| 80%	&lt;br /&gt;
| 23	&lt;br /&gt;
| 396% &lt;br /&gt;
|-&lt;br /&gt;
| 81%	&lt;br /&gt;
| 25	&lt;br /&gt;
| 422% &lt;br /&gt;
|-&lt;br /&gt;
| 82%	&lt;br /&gt;
| 26	&lt;br /&gt;
| 451% &lt;br /&gt;
|-&lt;br /&gt;
| 83%	&lt;br /&gt;
| 28	&lt;br /&gt;
| 483% &lt;br /&gt;
|-&lt;br /&gt;
| 84%	&lt;br /&gt;
| 29	&lt;br /&gt;
| 519% &lt;br /&gt;
|-&lt;br /&gt;
| 85%	&lt;br /&gt;
| 32	&lt;br /&gt;
| 561% &lt;br /&gt;
|-&lt;br /&gt;
| 86%	&lt;br /&gt;
| 34	&lt;br /&gt;
| 608% &lt;br /&gt;
|-&lt;br /&gt;
| 87%	&lt;br /&gt;
| 37	&lt;br /&gt;
| 662% &lt;br /&gt;
|-&lt;br /&gt;
| 88%	&lt;br /&gt;
| 40	&lt;br /&gt;
| 726% &lt;br /&gt;
|-&lt;br /&gt;
| 89%	&lt;br /&gt;
| 45	&lt;br /&gt;
| 801% &lt;br /&gt;
|-&lt;br /&gt;
| 90%	&lt;br /&gt;
| 49	&lt;br /&gt;
| 891% &lt;br /&gt;
|-&lt;br /&gt;
| 91%	&lt;br /&gt;
| 55	&lt;br /&gt;
| 1001% &lt;br /&gt;
|-&lt;br /&gt;
| 92%	&lt;br /&gt;
| 61	&lt;br /&gt;
| 1138% &lt;br /&gt;
|-&lt;br /&gt;
| 93%	&lt;br /&gt;
| 71	&lt;br /&gt;
| 1315% &lt;br /&gt;
|-&lt;br /&gt;
| 94%	&lt;br /&gt;
| 83	&lt;br /&gt;
| 1551% &lt;br /&gt;
|-&lt;br /&gt;
| 95%	&lt;br /&gt;
| 100	&lt;br /&gt;
| 1881% &lt;br /&gt;
|-&lt;br /&gt;
| 96%	&lt;br /&gt;
| 126	&lt;br /&gt;
| 2376% &lt;br /&gt;
|-&lt;br /&gt;
| 97%	&lt;br /&gt;
| 170	&lt;br /&gt;
| 3201% &lt;br /&gt;
|-&lt;br /&gt;
| 98%	&lt;br /&gt;
| 256	&lt;br /&gt;
| 4851% &lt;br /&gt;
|-&lt;br /&gt;
| 99%	&lt;br /&gt;
| 515	&lt;br /&gt;
| 9801% &lt;br /&gt;
|-&lt;br /&gt;
| 100%	&lt;br /&gt;
| infinite	&lt;br /&gt;
| infinite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now I paralysed a mage, set his health to 10000 hitpoints, and started to hit him with a weapon enchanted with weakness to magic. The highest limit I could reach until now was for 95% WtM 1 second duration (the only effect on weapon) and the limit seen ingame was 1880%. The sum of the geometric series would be 1900%.&lt;br /&gt;
&lt;br /&gt;
If other gamers are able to verify this cap, especially on Xbox too, it should be added to the description of weakness to magic. There are additional interesting consequences, because there is no real &amp;quot;spell stacking&amp;quot; when using a weapon (I could not see any on the SDT displays) and some of the weapons on the &amp;quot;Useful Enchantments&amp;quot; page will not work as expected, i.e. Drain Health magnitude would just increase linear with the WtM magnitude. &lt;br /&gt;
&lt;br /&gt;
Hope the formatting is acceptable. I registered a new account some days ago. --[[User:Bendoril|Bendoril]] 02:25, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The formatting looks fine. In fact, I find as a really broad general guideline, if you know enough to create a table on your own, I don't need to check the rest of the formatting, so you pass! ;) Just a quick comment on the 1880% vs. 1900%: I noticed when doing my own testing that there was some rounding going on between iterations. It may be cumulative rounding errors that are leading to that difference of 20% between the two. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:04, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Great stuff. Verifying 99% in game must have been fun... :P This fits with (crucially) Rob's observations, my own theories and rough testing from way back, and, aside from a couple of special cases that were misinterpreted as general ones, the anon's epic testing and conclusions in (12). Rob: I'm not sure I'd call it &amp;quot;20%&amp;quot; - that's a bit confusing. It's really 20''pts'' (19, to be pedantic: it's 1881 vs), which is a 1% difference, and I think we can all agree that's within an expected margin of error for 100 iterations with rounding. Bendoril: if you'd like to try your hand at a &amp;quot;TLDR&amp;quot; version of that and/or the TLDR section of (12), I'm sure it would be appreciated. (Ultimately it belongs elsewhere on the site, since it isn't really enchantment-specific and both this article and its talk page get flooded with updates, but don't worry about that). --[[User:Aliana|Aliana]] 08:43, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Devil Bow: Too Strong for this Soul Gem. ==&lt;br /&gt;
&lt;br /&gt;
I tried this Bow in Oblivion as I thought it would be useful, but it will not work, I have a Grand Soul Gem filled with a Grand Soul but it will not create with a message &amp;quot;Enchantment is too strong for this soul gem.&amp;quot; You have to lower the Fire Damage to 5 pts for 2 sec everything work fine after that. Just thought I would ost this to let others know about what I found out.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, I tried to do this in the Frostcrag Spire.&lt;br /&gt;
&lt;br /&gt;
Ok, after some playing around, here's mine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Soul Trap - 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frost Damage - 5 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shock Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Health - 8 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Fire - 25% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Magic - 20% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That's 1600/1600 with 19 uses.&lt;br /&gt;
&lt;br /&gt;
I am a member of Wiki, but I can't sign in to this site. [[Special:Contributions/60.240.6.211|60.240.6.211]] 09:32, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bow of the Eternal ==&lt;br /&gt;
&lt;br /&gt;
The Bow of the Eternal:&lt;br /&gt;
&lt;br /&gt;
Weakness to poison 100% for 10 secs. on strike&lt;br /&gt;
&lt;br /&gt;
Drain Health 100 pts for 1 sec. on strike&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock 100%  for 3 secs on strike&lt;br /&gt;
&lt;br /&gt;
Shock Damage 6 pts for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588262</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588262"/>
		<updated>2010-07-21T03:20:39Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 - Apr 2008&lt;br /&gt;
|Archive 2||May 2008 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Moved Entries}}&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:&lt;br /&gt;
 Drain Fatigue 50 points for 1 second&lt;br /&gt;
 Weakness to Magicka 75% for 3 seconds&lt;br /&gt;
 &lt;br /&gt;
I'll test this as soon as I get the chance. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:08, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think he means that enemies may accidentally hit the target in question. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:10, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just &amp;quot;draw&amp;quot; the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.[[Special:Contributions/206.53.58.90|206.53.58.90]] 06:51, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
== Weakness to magicka Stacking and also drain fatigue ==&lt;br /&gt;
&lt;br /&gt;
'''Weakness to Magicka:'''&lt;br /&gt;
I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example &amp;quot;assassination&amp;quot; 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.&lt;br /&gt;
&lt;br /&gt;
'''Drain Fatigue:'''&lt;br /&gt;
Also something that should be mentioned but is not is '''drain fatigue''' this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others)  the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.&lt;br /&gt;
&lt;br /&gt;
A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger  called &amp;quot;Moment of Silence&amp;quot; or &amp;quot;Magicka's End&amp;quot; with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this. &lt;br /&gt;
&lt;br /&gt;
Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon. &lt;br /&gt;
&lt;br /&gt;
NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.&lt;br /&gt;
&lt;br /&gt;
Please update or respond. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchantment is too strong for this soul gem. ==&lt;br /&gt;
&lt;br /&gt;
Sorry for my poor english.&lt;br /&gt;
I go with Oblivion with latest official and unofficial patches.&lt;br /&gt;
Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull.&lt;br /&gt;
For example, i try to enchant my sword with:&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Magicka for 4sec.&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Shock 1sec.&lt;br /&gt;
&lt;br /&gt;
-10 Shock Damage 1s.&lt;br /&gt;
&lt;br /&gt;
When i click create i get a message saying that &amp;quot;This enchantment is too strong for this soul gem&amp;quot;. I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).&lt;br /&gt;
&lt;br /&gt;
Any suggestions how to get rid of this problem?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/78.8.60.147|78.8.60.147]] 00:29, 22 February 2010 (UTC)&lt;br /&gt;
zir&lt;br /&gt;
&lt;br /&gt;
How many charges does it show you using for that?&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 01:04, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:&lt;br /&gt;
&lt;br /&gt;
276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.&lt;br /&gt;
&lt;br /&gt;
10 next to the candle icon (normal color)&lt;br /&gt;
&lt;br /&gt;
and then cost and total cash i have.&lt;br /&gt;
I start getting the &amp;quot;Enchantment is too strong[...]&amp;quot; message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. [[Special:Contributions/62.87.167.107|62.87.167.107]] 18:28, 22 February 2010 (UTC) zir&lt;br /&gt;
&lt;br /&gt;
That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -&amp;gt; Games -&amp;gt; Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:00, 23 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hood of Slow ==&lt;br /&gt;
&lt;br /&gt;
Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? [[Special:Contributions/206.53.58.90|206.53.58.90]] 20:04, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. That's a good example of a &amp;quot;useful&amp;quot; enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:11, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is damage stacking capped? ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with &amp;quot;*damage health 3 pts *weakness to magic 100% for '''8''' secs&amp;quot; and another shortsword &amp;quot;*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for '''7''' secs&amp;quot;. My math by the posted rules seems to say that with damage health and weakness to magic for '''8''' secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for '''7''' secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:27, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt  ==&lt;br /&gt;
&lt;br /&gt;
Complaints re: 1,2 &amp;amp; 3 Element Blade/Blunts and explanation of damage. The text explaining the weapons says that the drain health effect will be carried over to consecutive hits i.e. &amp;quot;''The Longsword/War Axe version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total''&amp;quot;. The numbers for the first 4 hits are right however 6 hits = 10+30+50+90+90+590 = 860 negative hp as base damage to hp is the only thing that carries over. 1 second per hit and drain health 100 pts for 1 second means that on the 5th hit the 500 pts drain health from hit 4 will expire and be restored while an additional 500 is added from the 5th hit keeping the total amount drained constant at 500 hp but adding 90 more base damage, rinse and repeat for hit 6 and you still only get 500 pts drain health the first 3 hits 10+30+50 Base damage and the next three 90x3 base damage = 10+30+50+90+90+590 so total 860 negative hp. I respect someone did lots of good work on these but think some things need to be fixed. Ir's basically just a error, otherwise they are okay weapons at least on default difficulty.&lt;br /&gt;
&lt;br /&gt;
1. The numbers for total negative hp on the slower weapons are wrong. The drain health will cap and cancel at the end of each second, not continue to add to itself like real damage. The correct number of negative hp for 6 hits with a longsword is 860 = 10+30+50+500+(90x3) for the 1 element, 860 = 10+30+50+500+(90x3) for the 2 element, 660 = 15+45+300+(75x4) for the 3 element. Also see my post about damage stack capping above.&lt;br /&gt;
&lt;br /&gt;
2. For a weapon other than a shortsword or dagger the drain health effect is probably too expensive to justify, 26 charge if I remember right, specially on hardest difficulty setting where it will cap doing less than 100 negative hp and you will need lots more damage and swings. Better to just add more damage, specially with the multi-element type of these weapons as diverse damage is cheaper, or remove it and either add more uses or longer duration weakness to magic and of course soultrap.&lt;br /&gt;
&lt;br /&gt;
3. Drain fatigue and or or some sort of note about how your victim will need to be paralyzed for you to actually be able to complete the stack against any opponents who can block should be added.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:02, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note: in my original post I got the numbers wrong also. I originally forgot to add the first three hits base damage for the 1 &amp;amp; 2 element and the first 2 hits base damage for the 3 element. I had to come back and edit it. '''IMPORTANT:''' The dagger/shortsword numbers for the 3 element are also wrong, on hit 6 you get negative hp of 1040 = 15+45+75+500+(135x3).  [[Special:Contributions/206.53.58.90|206.53.58.90]] 03:12, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: '''Response:''' After reading most of the comments and calculations by &amp;quot;206.53.58.90&amp;quot;, I decided to recalculate a chart for the 3 Element enchantment. My results for the chart are as follows, assuming Drain Health continues stacking:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (600)&lt;br /&gt;
| (700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(710)'''&lt;br /&gt;
| '''(930)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(960)'''&lt;br /&gt;
| '''(1290)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::While I might agree, after console confirmation by someone else, that weakness enchantments may stack additionally and are not multiples, I disagree with the statement that Drain Health is somehow capped. After attacking Ogres on mulitple reloads with the &amp;quot;1 Element&amp;quot; longsword, my-in game testing shows very different results than these: &amp;quot;10+30+50+90+90+590 so total 860 negative hp.&amp;quot; At level 45 a standard Ogre's health is calculated as 26 x (player's level - 3) = 1092 HP. According to the above statement that Drain Health doesn't continue to stack, and that 6 consecutive longsword strikes from this blade results in 860 Total Negative Hit Points isn't consistent. On default difficulty I can't consistently reach a sixth hit before said Ogres are very dead and on the ground, and when I do reach hit six, the sixth hit always seems to be a delayed hit in the queue with no effect beyond the fifth. According to the chart I recalculated, assuming that weaknesses are not multiples, but are additionally stacked on each other, it should take 7 hits to kill an Ogre at my level, however they are often dead after hit 5. At first I saw this and thought all three calculations were wrong, but after taking into consideration the base damage from the blade itself, 6 consecutive hits is doing over 1000 HP damage. If that's the case, I should have to hit said Ogres at least 6 times with a powerful longsword (Daedric) or 7 times with an iron longsword. If that is correct, explain five hits killing Ogres at my level on default setting. &lt;br /&gt;
This is the second version of the chart that I redid, assuming Drain Health caps at 500, but the weaknesses continue to stack (this makes no sense to me, as previously stated by &amp;quot;206.53.58.90&amp;quot; weakness to magic does not need to be more than 1 second in duration to achieve stacking, if thats the case why then is Drain Health &amp;quot;capped&amp;quot; after 5 hits on an enchantment of 4 seconds and wouldn't that mean any enchantment with Weakness to Magic 100/1sec would never stack above 200?):&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(610)'''&lt;br /&gt;
| '''(630)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(880)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::If this is in fact correct, At level 45 an Ogre would require at least 7 hits from this enchantment. I strongly encourage EVERYONE who took the time to read this post to test this both in-game as well as through the PC console, then report your findings back here and adjust the main page accordingly. I honestly don't care if I'm wrong, that happens a lot with me, I just want to make sure the main article shows the correct explanation and calculations. As of right now, the article shows that 5 smacks drops an Ogre, which is the result I consistently get, but that is contrary to the discussions in the talk page. As far as Weakness to anything reaching 500% on a 4 second enchantment then being &amp;quot;capped&amp;quot;, but also stating elsewhere that only a Weakness to Magic 100/1sec is needed to stack enchantments is contradictory, don't you think? [[User:Reznor Ramirez|Reznor Ramirez]] 03:16, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit to 1,2,3 element weapons ==&lt;br /&gt;
&lt;br /&gt;
'''1 element blade/blunt''' &lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''2 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''3 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 375 ''per hit'' on the third hit and () every consecutive hit thereafter; 6 hits = ''1560''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 ''per hit'' on the fourth hit and () every consecutive hit thereafter; 6 hits = ''2040''() total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 375 on the third hit and an additional 75 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+300+75+75+75 = 660 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 on the fourth hit and an additional 135 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+135+500+135+135 = 1040 total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Question re: other text in 3 element blade/blunt. Does weakness to poison actually stack with weakness to magic? I remember seeing somewhere that it did not. Also ran the test myself and it did not seem to. Also &amp;quot;The Weakness to Poison effect must be active before the poison for it to have an effect. In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon. The effect will last for the entire duration of any poison. Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).&amp;quot; from the weakness to poison article. I think the suggestion for variation on the enchantment needs editing also. [[Special:Contributions/206.53.58.90|206.53.58.90]] 15:09, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Complaint ==&lt;br /&gt;
&lt;br /&gt;
Several weapons on this page seem to state that the drain health effect is permanent damage once it is capped stacking. I think this is a mathematical error in calculating &amp;quot;max negative HP&amp;quot; because they do not add previous hits drain health, only after it is capped and &amp;quot;max negative HP '''''per hit'''''&amp;quot; is calculated. This should not actually be '''''per hit''''' as once drain health is capped the only per hit addition is base damage. I have already fixed, 1,2,3 element blade/blunt weapons. At least 2 others need to be fixed. [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:17, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Blade of Imperatives ==&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;quot;Blade of Imperatives&amp;quot;. It does not work for above lvl 1 because it costs too much charge, over 85. At lvl 25 the max time you can have if using both effects is 1 and 2 seconds either way, enough time for them to turn and look at the others then turn back and hit you. Maybe they will fight for you anyway if you keep hitting them with this because it refreshes with each hit so never adds up to a 3 hit provoke? This is not mentioned in the enchantment and on hard your weapon would run out of charge far before 1 kill.&lt;br /&gt;
&lt;br /&gt;
Original Enchantment is as follows:&lt;br /&gt;
&lt;br /&gt;
Blade of Imperatives&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
I will replace with a &amp;quot;Bow of Frenzy&amp;quot;. Never fight more than one NPC again! [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:40, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stacking cap ==&lt;br /&gt;
&lt;br /&gt;
After experiments with the console and Damage Fatigue stacking I am 100% sure that stacking weakness to magicka IS capped. I am uncertain as to the mechanism or equation for it but it is DEFINITELY limited to a certain maximum which may or may not be influenced by other weaknesses to elements or a weakness from another source, i.e. two separate weakness to magicka spells. This is absolutely relevant to enchanting and spellmaking. I will add a comment to the page mentioning that there is a unknown limit. [[Special:Contributions/206.53.58.90|206.53.58.90]] 12:31, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weakness to Magic Stacking - Experimental Results ==&lt;br /&gt;
&lt;br /&gt;
Some of the numbers I've seen in the little grids people have posted regarding their weapon enchants seemed a bit off to me, so I decided to run some experiments to determine how weaknesses and magic effects are applied. There is a &amp;quot;Too long, didn't read&amp;quot; summary at the end.&lt;br /&gt;
&lt;br /&gt;
All of these experiments were run on Delmar in the Chironasium because, well, he was convenient. For all of my experiments, I paralyzed him using the standard 10 seconds on touch spell. Where necessary, I re-paralyzed him to extend the duration of my test. The notable exception is during my poison tests, in which I paralyzed him only once, and tried to time my strikes so as to apply the poison as close to the end of the touch spell as possible. These experiments were performed on an XBox with Knights of the Nine, Shivering Isles, and Thieves' Den installed.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 1 - No Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Absorb Intelligence 3 points for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I picked Absorb Int because it allowed me to see hard numbers, and Delmar was likely to have Int to spare. I struck Delmar repeatedly, as fast as I could. At no point did my own intelligence rise above 103. (My natural int is 100. Yeah, I'm a power-gamer. Sue me.) This was an important control for my next experiment.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 2 - Weakness to Magic Stacking. ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A - Absorb Intelligence 3 points for 1 second, Weakness to Magic 100 for 5 seconds&lt;br /&gt;
&lt;br /&gt;
I lowered the duration of the absorb effect so I could check my character sheet in between swings to verify that each previous absorb expired before applying the next. I kept my swings spaced at about 3 seconds. This is important, because conventional wisdom on this site seems to hold that each swing applies a new Weakness to Magic effect, and that it will only stack until the first expires. On the first hit, my Int rose to a predictable 103. My second swing, 106. The third, 109. The trend continued, with each swing adding another 3 points of intelligence, up to the 13th swing giving me 139. Delmar fell unconscious on the 14th swing, ending the experiment.&lt;br /&gt;
&lt;br /&gt;
This experiment shows two very critical points about Weakness to Magic. First, it shows that each swing overwrites the previous weakness effect, but each new effect is boosted by the previous one before it goes. My experiment took almost a full minute for 14 swings of my dagger. If conventional wisdom held true, I should never have gotten above 106. Second, it shows that the bonus effects are not multiplicative. They work, instead, like bonus damage in Dungeons and Dragons. In D&amp;amp;D, and apparently Oblivion, an effect that causes you to deal double damage is not merely multiplying your result by 2. Instead, it is adding your damage to itself. If you have two effects that each double your damage, they each add the base value to the original, resulting in triple damage, not quadruple.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 3 - Weakness to Magic + Weakness to Poison ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 8 secs&lt;br /&gt;
   Dagger B: Weakness to Poison 100 for 8 secs&lt;br /&gt;
   Dagger C: Mundane&lt;br /&gt;
&lt;br /&gt;
I didn't come prepared properly for this experiment, and didn't feel like going back to my sunken pirate ship to retrieve my master alchemy gear. Fortunately, the Chironasium had all four novice apparatuses... Apparati... Things. I made a single dose of Paralyze for 2 secs poison from some daedra venom. I paralyzed Delmar with the 10 secs on touch spell, then slashed him 8 times with Dagger A, as quickly as I could. I then hit him once with Dagger B. I then loaded the poison onto Dagger C and waited for Delmar to get back up, signaling the end of the spell paralysis. I hit him, and he stayed down for ~18 seconds, which is consistent with the additive nature of weaknesses. Eight slashes with Dagger A should have given him an 800% weakness to magic. One slash with Dagger B gives him 900% weakness to Poison. The two second poison kept him down for 9 times its' normal duration.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 4 - Weaknesses on the same weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Poison 100 for 6 seconds, Weakness to Magic 100 for 2 seconds&lt;br /&gt;
   Dagger B: Mundane&lt;br /&gt;
&lt;br /&gt;
A repeat of the previous experiment, this one simply combines the weaknesses into one weapon. Slashing eight times with Dagger A, then applying the poison with Dagger B resulted in the same 18 second paralysis as before. I then ran the experiment with the weaknesses applied to Dagger A in reverse order. The paralysis was barely noticeable. It seems conventional wisdom got some of it right, at least. The Weakness to Magic effect doesn't apply to any effects that follow it in a single strike. I checked to see how poison factored in by running the experiment with the original, properly ordered Dagger A. This time, I slashed eight times, then applied the poison to Dagger A for the ninth strike. The paralysis was even less noticeable than before: It faded before Delmar even hit the ground. It seems Poisons are applied after all of the inherent weapon enchantments have gone into effect.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 5 - Weakness Durations vs Damage Durations ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
I paralyzed Delmar with the 10 seconds on touch spell, as usual. I then hit him once with Dagger B. The fire damage steadily reduced his health ring by approximately 1 pixel per second. I reloaded from save, paralyzed him again, and hit with Dagger A first. This time, upon striking with Dagger B, his health dropped by approx. 2 pixels per second, and did not slow down after the weakness to magic effect ended. Conclusion: The magnitude and duration of spell effects are determined when cast, and are not influenced by the expiration or application of any other effects while they are running.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 6 - Multiple Weaknesses on the Same Effect ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Weakness to Fire 100 for 5 secs, Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
For my first run, I simply attacked Delmar with Dagger B. I allowed the fire damage to run its' full course before striking again. He survived two dagger strikes and their fire effects. The third dagger strike disabled him immediately, without the fire. I then ran the test again, slashing once with Dagger A, then with Dagger B. He was disabled by the fire in approximately 8 seconds. (The 10 second paralysis spell expired just moments before the &amp;quot;unconscious&amp;quot; message popped up.) This is inconclusive, since the additive system would have Delmar expire in around 9 seconds (1/3 of the 28 seconds it took to disable him alone) while the multiplicative system would have him expire in 7 (1/4 of the time). The next result was much clearer. I struck twice with Dagger A, then once with Dagger B. Delmar went down in ~3.5 seconds, which is 1/8 of the time without weaknesses.&lt;br /&gt;
&lt;br /&gt;
It seems that multiple weaknesses applied to the same effect ARE multiplicative. With two dagger strikes, Delmar had 200% weakness to fire, and 200% weakness to Magic. The Fire multiplied his damage by 3 - X + X + X (Base damage plus another X for each 100% weakness). Weakness to Magic was then applied to the full result of the fire equation, meaning the base X delivered to the Magic function was the full (X + X + X) from fire. In total, he took 9 times the damage.&lt;br /&gt;
&lt;br /&gt;
=== Experiment 7 - Realistic Weapon ===&lt;br /&gt;
&lt;br /&gt;
   Dagger A: Shock Damage 5 for 1 seconds, Weakness to Shock 100 for 3 second, Weakness to Magic 100 for 3 second&lt;br /&gt;
&lt;br /&gt;
Just to combine all of the previous bits of information into one, I tested this on Delmar. I hit him three times, waiting for the shock damage to run its' course before hitting him again. I hit him three times, which according to the results I've gotten so far suggest he should take 1 + 4 + 9, or 14 seconds of damage, which is exactly how long that basic fire dagger did in the last two experiments. Three dagger hits plus 14 seconds of damage brought him to just about a quarter of his health.&lt;br /&gt;
&lt;br /&gt;
=== Conclusions (TLDR) ===&lt;br /&gt;
&lt;br /&gt;
#Weakness to Magic will stack with itself indefinitely so long as each swing arrives before the expiration of the previous one.&lt;br /&gt;
#Weaknesses apply their bonuses by addition, not multiplication. So striking an enemy with a 100% weakness to Magic weapon when it already has 500% weakness to magic will result in 600% weakness.&lt;br /&gt;
#Weaknesses do not apply to any effects that follow them in the same swing, even if a lesser version was in effect before the swing. Poisons are applied after all enchantments.&lt;br /&gt;
#Magnitudes and durations are fixed when an effect is applied, and is not influenced by the expiration or application of weaknesses after the fact.&lt;br /&gt;
#Multiple weaknesses applied to the same effect ARE multiplicative. Each individual weakness is additive, but the total result is sent on to the next weakness as if it were the base damage.&lt;br /&gt;
&lt;br /&gt;
The most important thing to take from this is that Weakness to Magic will stack with itself for as long as you keep swinging, even if the duration is 1 second. {{unsigned|98.227.9.9|15:08, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:I just added sub-headings and a little minor formatting to your post to make it a bit easier to read. I'll print out this section and verify your experiments on the PC where I have the benefit of being able to see a lot of these effects numerically in the [[Oblivion:Console|Console]]. It sounds like you've done some pretty good work, though. Assuming my observations match yours, the information on this page, and perhaps other applicable pages, should be updated accordingly. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:31, 3 April 2010 (UTC)&lt;br /&gt;
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::Thank you. This is the first time I've contributed anything to a wiki, so I have no clue how to go about formatting anything. I also didn't feel like running around the main page, declaring from out of nowhere that everybody else was wrong. Please, if you can verify my results using the console, feel free to make the updates to the main pages. On the plus side, no more &amp;quot;4 second weakness to magic&amp;quot; weapons!&lt;br /&gt;
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::I'm quite satisfied with the practical results I've gotten from the weapons I've enchanted after running these experiments. Soul trap, 10 points of elemental damage, and double weaknesses, all for 2 seconds. Four to five hits will kill anything at level 40, barring absorption or reflection. I made one for each element, since daggers are light enough to carry a dozen without encumbrance problems. You can swing fast enough to work with just one second, but two gives you some room for errors.&lt;br /&gt;
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::It just really sucks about the poisons... Poisons don't seem worth the effort, by comparison. I really liked some of the formulas that I saw in the alchemy calculator. A poison that damages strength by 36 points, on top of a 45 point burden doesn't seem like much. Hit the enemy with Weakness to Poison first, even just 100%, and that poison will cripple anything. 72 points of strength damage, on top of a 90 point burden for three minutes. Or &amp;quot;Magebane&amp;quot; which, with weakness, silences for over 50 seconds, damages magicka by 30 points per second for a minute, and damages Willpower by 72 points. They'll never cast a spell again. I could see some limited use if, for some strange reason, you wanted to take one target alive, but for not for regular combat. The triple-damage poisons sound nice, ~30 damage per second, but you can exceed that in two swings of a normal blade. {{unsigned|OmniscientQ|21:10, 6 April 2010}}&lt;br /&gt;
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:::We've had long-standing errors before, especially when it comes to game mechanics which are hard to verify, so it's not really a surprise that there are still some floating around. I haven't had a chance yet to check your results...I made the mistake of having two projects on the go at once, plus your 7 experiments to verify. They're printed out and nagging at me on my desk, though, so it won't be long. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:34, 6 April 2010 (UTC)&lt;br /&gt;
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::::Sorry it took so long, but I've now been able to sit down and verify all of your experiments, and you were bang on for every last one of them. A couple of notes: for Experiment 4, in the final section of the experiment, the Weakness to Poison effect is reset to 100% after applying poison only if the Weakness to Magic had expired. If both were still active, they were additive as expected. As you observed, there's a more serious bug if you add poison to Dagger A instead of Dagger B in that one, though. Specifically, the damage or duration (whichever one is normally multiplied) will be ''reduced'' to 1 it would seem. In my experiment, a combined damage/paralysis poison applied to Dagger A were '''reduced''' from Paralyze 3 sec, Damage 7 for 30 sec down to Paralyze 1 sec, Damage 1 for 30 sec, despite Delmar being at 700% weakness to both poison and magic at the time I hit! That was a bit of a surprise, to say the least.&lt;br /&gt;
&lt;br /&gt;
::::Along those lines, in Experiment 5, I confirmed that a weaker version of the same effect '''will override''' the stronger version. For example, while the Fire Damage 10 for 14 was still active, I hit him again with no Weakness effects active and the Fire Damage effect immediately got reduced to 5 for 14.&lt;br /&gt;
&lt;br /&gt;
::::Another thing that these experiments brought to light is that behind the scenes, potion damages and durations may be fractional. I often got multiples that were a little higher than expected. For example, at 9x duration, my Paralyze for 3 secs poison went to 28 seconds and the 7 damage went to 64.&lt;br /&gt;
&lt;br /&gt;
::::Finally, just to confirm, your numbers were bang on in Experiment 7. A got a power sequence of &amp;lt;tt&amp;gt;3 × x²&amp;lt;/tt&amp;gt; for my Paralyze potion, where x is the number of times I struck him. In other words, the duration of the paralysis went 3, 12, 27, 48, 75. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:52, 10 April 2010 (UTC)&lt;br /&gt;
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:::::Okay, I've made some of the changes, though not all, which I'll get to in a moment. First, though, I don't understand what the last bullet is saying at all. Does anybody else? If so, it needs to be explained a little better.&lt;br /&gt;
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:::::Now, as to why I haven't made all of the changes: in testing some of the tips mentioned on the page, I discovered that more testing needs to be done with the effects at less than 100% to make sure the above assumptions still hold. I've done ''some'' testing and Weakness to Magic, for instance, isn't as additive as we thought. It actually follows a mathematical series that I'm sure I would've had a name for back in high school. At less than 100% WtM, it provides decreasing returns. This is why there was a bullet point in the original text stating that there was an undetermined maximum effect: whoever added it was testing at less than 100%.&lt;br /&gt;
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:::::If ''x'' is the WtM amount (keeping in mind that 50% = 0.5, not 50) and ''n'' is the number of hits, the formula for the total Weakness applied on any given hit looks to be: &amp;lt;tt&amp;gt;x + x² + x³ ... + xⁿ&amp;lt;/tt&amp;gt;, give or take a little rounding error or some such thing (at x = 75%, n = 4, the formula works out to 205.1% but I got 204% displayed). So at 25%, the advantage of even a second hit is almost negligible. At x = 100%, this becomes simple addition, since 1ⁿ = 1 (except maybe in Calculus class), which is why it appeared to be additive at first. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:42, 13 April 2010 (UTC)&lt;br /&gt;
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::::::The word you can't remember is &amp;quot;Polynomial&amp;quot;  :)&lt;br /&gt;
::::::This is exactly the behavior you'd expect: WtM is itself a magic effect, so you'll get an asymptotic progression on any fractional values.&lt;br /&gt;
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&amp;lt;- While that's certainly a word, I'm not sure if it's the one I was looking for. As it's been more years than I'd care to remember since I learned this stuff, I'm not gonna try to figure out what I was thinking of. You have a point about WtM being a magic effect and essentially affecting itself. This means that in reality, it's ''not'' stacking with itself directly, rather it's making the person more susceptible to itself and then each re-application of the effect is overriding the previous one, but at a higher value due to the previous effect. That also explains the unusually quick (in terms of number of iterations) rounding errors: it's not computing a sequence, it's taking the previous (presumably slightly rounded) result and then calculating based on that. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:16, 15 April 2010 (UTC)&lt;br /&gt;
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: &amp;quot;Geometric&amp;quot; then?, which is this particular case. {{unsigned|24.180.46.112|22:44, 18 April 2010}}&lt;br /&gt;
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:: That might have been what I was looking for, yeah. Oh and get an account, Ali! ;) &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:33, 18 April 2010 (UTC)&lt;br /&gt;
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==Wheat from Chaff==&lt;br /&gt;
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The article page has really gotten out of control. There are *5* &amp;quot;THIS WEAPON BETTAR!&amp;quot; entries taking up 5 entire pages of space that are ALL nothing but exactly what the section is NOT supposed to be about: utterly generic &amp;quot;Soul Trap, Drain H, Damage ABCD, Weakness ABCD, WtM&amp;quot;, KEWL NAEM!!1!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bows&amp;quot; is basically just Melee Weapons all over again, but with the durations bumped up to 3s.&lt;br /&gt;
&lt;br /&gt;
The other items aren't generally much better: some are simply wrong, several are useless and appear to have been added solely because the effect was one of the few still missing from the page at the time, others have huge downsides that are conspicuously absent, and the whole thing is just YUCK. A 100% Chameleon suit doesn't qualify as a &amp;quot;powerful enchantment&amp;quot;, but a set of Orcish with 25%/Elemental does? The whole page should be Nuked From Orbit.&lt;br /&gt;
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I was going to suggest splitting it into separate pages by type (say, Weapons and Apparel like most &amp;quot;generic&amp;quot; stuff: the number of ''actually useful'' Cursed Items is *1*, and it's already covered in the appropriate place on the wiki) but I worry that people who felt the ''current'' version of the page needed the same weapon added 6 times would just see a less crowded version as an invitation to add several more copies of it.&lt;br /&gt;
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I'd be willing to help out if someone felt like trying to make it &amp;quot;'''Useful''' Enchantments&amp;quot; and guidelines again, rather than &amp;quot;look how many effects I can put on a weapon and how many times I can copypaste it!&amp;quot;. If Robin can come up with a TLDR version of his TLDR notes :P and we got rid of all the super-samey weapons, that alone would halve the size of the article without losing anything of actual value, and it would make it a lot harder for any other dross to hide with so much less cover.&lt;br /&gt;
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Semi-protection at some point (okay, fine, I'll look for it right after this!) would stop every &amp;quot;new&amp;quot; discovery that you can put multiple effects on a weapon (or even that the Enchantment X entry that uses a Longsword actually works on Shortswords too) from adding yet another MyUbarKillzAllWeppon that needs to be patrolled and deleted. How many genuinely useful, genuinely new enchantments do we think are still yet to be found?&lt;br /&gt;
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- Ali&lt;br /&gt;
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:Cleaning up this article is a good idea. If you are seeking guidelines, you may want to check out the [[Oblivion:Useful Spells|Useful Spells]] article. I cleaned that article some time ago and updated its guidelines. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:03, 22 April 2010 (UTC)&lt;br /&gt;
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== Weakness to poison-bow ==&lt;br /&gt;
&lt;br /&gt;
A bow enchanted with weakness to poison sounds like a great idea. And since I've heard that the multiplied effect doesn't stop when the weakness runs out, one should be able to make the enchantment &amp;quot;weakness to poison 100% for 1 sec&amp;quot; with devastating results combined with some sweet poisons, and still have a lot of spare charge.&lt;br /&gt;
But now I hear that the weakness will never affect a poison added on the same attack? :S Is this true?&lt;br /&gt;
If so it totally ruins the entire purpose of this kind of a bow &amp;gt;:(&lt;br /&gt;
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..Thought I'd just put this up here as a question, just to make the thread messy :p&lt;br /&gt;
Please write here if you know the answer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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:It's not useless, but yes, it's &amp;quot;clunky&amp;quot; to the point of being of less value than you'd like. You MUST use at least two shots: one to apply the Weakness effect (though that shot can also include other effects, including poison), then a second to apply the poison itself. Since it takes very nearly 2 seconds to reach full draw on a bow, the Weakness needs to last for at least that long, and 3 is considered the bare minimum. The second shot will be at 200% (assuming you used a 100% Weakness, and there's very little point using anything less) for the entire length of the ''poison'', provided it hits before the Weakness runs out, regardless of how much (or little) &amp;quot;extra&amp;quot; time the Weakness lasts.&lt;br /&gt;
:Essentially: your first shot will always be at 100% effectiveness, but additional shots will be at 200% (or higher, if you use the WtM exploit).&lt;br /&gt;
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:Realistically though, it barely matters. High-level poisons are damaging enough that two doses of them will kill anything susceptible before it reaches you even if the second dose isn't doubled (especially if you're getting Sneak Attack bonuses as well), unless you have to make the shot at close range and have nowhere to run, in which case you probably shouldn't be using a bow anyway. :P&lt;br /&gt;
:--[[User:Aliana|Aliana]] 19:57, 22 April 2010 (UTC)&lt;br /&gt;
== Details, how weakness to magic is capped == &lt;br /&gt;
&lt;br /&gt;
* If a target is hit repeatedly by a weapon enchanted with 100% weakness to magic, then the resulting overall weakness to magic of the target builds up in steps of 100%, it will be 100%, 200%, 300% and so on, if each hit arrives and re-applies the effect before the previous effect times out. This leads to the assumption, that this spell effect stacks, meaning that the magnitudes of successive hits are added up.&lt;br /&gt;
&lt;br /&gt;
* However, this assumption is probably wrong, and this is obvious, if one examines this effect at lower magnitudes: At 80 % it builds up as 80%, 144%, 195%, … or 80%, 80%+64%, 80%+64%+51%, … which are the terms of a geometric series x+x²+x³+… with x=0.80=80%, and the misleading stack above is just 100%+100%²+100%³+…=1+1²+1³+... &lt;br /&gt;
&lt;br /&gt;
* This is, what Robin Hood found, and verified ingame.&lt;br /&gt;
&lt;br /&gt;
* Instead, the general rule, that governs the interaction of weakness or resistance with another spell effect, applies to the interaction of weakness to magic with itself: Add 100% to the currently active weakness effect and multiply the result with the magnitude of the applied spell (simplified for this case). Therefore with successive hits of a weapon enchanted with x (i.e. 80%=0.8) weakness to magic and a target with no initial weakness to magic the active effect will grow like this:&lt;br /&gt;
&lt;br /&gt;
* 1.Hit: (100%+0%)*x=x, 2.Hit: (100%+x)*x = x+x², 3.Hit: (100%+(x+x²))*x = x+x²+x³, ...&lt;br /&gt;
&lt;br /&gt;
* No doubt, weakness to magic simply interacts with itself, there is no &amp;quot;spell stacking&amp;quot; involved. Rounding down after each iteration will complicate things a bit, but this is essentially the geometric series, Robin Hood found. It can be derived from the general rule. Now mathematics kicks in.&lt;br /&gt;
&lt;br /&gt;
* A result is, there has to be a limit or a cap, if the weapon is enchanted with weakness to magic &amp;lt; 100%, because the geometric series x+x²+x³+... converges, if x &amp;lt; 1. Therefore x=100% is really the only case, where weakness to magic grows unlimited with the number of hits. The limit of the geometric series is in this case x/(1-x), this would be 400% for x= 80% and the limit experienced ingame is expected to be lower, because the game engine rounds down to an integer value in percent after each iteration (verified ingame).&lt;br /&gt;
&lt;br /&gt;
I made a spreadsheet + program with these assumptions, and could reproduce the numbers seen on the active effects debug text screen (console SDT 8) in detail. Then I tried to predict the ingame limit for weakness to magic and the required number of hits for different magnitudes of the spell effect:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchanted WtM&lt;br /&gt;
! Hits required&lt;br /&gt;
! Max. WtM&lt;br /&gt;
|-&lt;br /&gt;
| 76% &lt;br /&gt;
| 18&lt;br /&gt;
| 313%&lt;br /&gt;
|-&lt;br /&gt;
| 77% &lt;br /&gt;
| 19&lt;br /&gt;
| 331%&lt;br /&gt;
|-&lt;br /&gt;
| 78%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 351% &lt;br /&gt;
|-&lt;br /&gt;
| 79%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 372% &lt;br /&gt;
|-&lt;br /&gt;
| 80%	&lt;br /&gt;
| 23	&lt;br /&gt;
| 396% &lt;br /&gt;
|-&lt;br /&gt;
| 81%	&lt;br /&gt;
| 25	&lt;br /&gt;
| 422% &lt;br /&gt;
|-&lt;br /&gt;
| 82%	&lt;br /&gt;
| 26	&lt;br /&gt;
| 451% &lt;br /&gt;
|-&lt;br /&gt;
| 83%	&lt;br /&gt;
| 28	&lt;br /&gt;
| 483% &lt;br /&gt;
|-&lt;br /&gt;
| 84%	&lt;br /&gt;
| 29	&lt;br /&gt;
| 519% &lt;br /&gt;
|-&lt;br /&gt;
| 85%	&lt;br /&gt;
| 32	&lt;br /&gt;
| 561% &lt;br /&gt;
|-&lt;br /&gt;
| 86%	&lt;br /&gt;
| 34	&lt;br /&gt;
| 608% &lt;br /&gt;
|-&lt;br /&gt;
| 87%	&lt;br /&gt;
| 37	&lt;br /&gt;
| 662% &lt;br /&gt;
|-&lt;br /&gt;
| 88%	&lt;br /&gt;
| 40	&lt;br /&gt;
| 726% &lt;br /&gt;
|-&lt;br /&gt;
| 89%	&lt;br /&gt;
| 45	&lt;br /&gt;
| 801% &lt;br /&gt;
|-&lt;br /&gt;
| 90%	&lt;br /&gt;
| 49	&lt;br /&gt;
| 891% &lt;br /&gt;
|-&lt;br /&gt;
| 91%	&lt;br /&gt;
| 55	&lt;br /&gt;
| 1001% &lt;br /&gt;
|-&lt;br /&gt;
| 92%	&lt;br /&gt;
| 61	&lt;br /&gt;
| 1138% &lt;br /&gt;
|-&lt;br /&gt;
| 93%	&lt;br /&gt;
| 71	&lt;br /&gt;
| 1315% &lt;br /&gt;
|-&lt;br /&gt;
| 94%	&lt;br /&gt;
| 83	&lt;br /&gt;
| 1551% &lt;br /&gt;
|-&lt;br /&gt;
| 95%	&lt;br /&gt;
| 100	&lt;br /&gt;
| 1881% &lt;br /&gt;
|-&lt;br /&gt;
| 96%	&lt;br /&gt;
| 126	&lt;br /&gt;
| 2376% &lt;br /&gt;
|-&lt;br /&gt;
| 97%	&lt;br /&gt;
| 170	&lt;br /&gt;
| 3201% &lt;br /&gt;
|-&lt;br /&gt;
| 98%	&lt;br /&gt;
| 256	&lt;br /&gt;
| 4851% &lt;br /&gt;
|-&lt;br /&gt;
| 99%	&lt;br /&gt;
| 515	&lt;br /&gt;
| 9801% &lt;br /&gt;
|-&lt;br /&gt;
| 100%	&lt;br /&gt;
| infinite	&lt;br /&gt;
| infinite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now I paralysed a mage, set his health to 10000 hitpoints, and started to hit him with a weapon enchanted with weakness to magic. The highest limit I could reach until now was for 95% WtM 1 second duration (the only effect on weapon) and the limit seen ingame was 1880%. The sum of the geometric series would be 1900%.&lt;br /&gt;
&lt;br /&gt;
If other gamers are able to verify this cap, especially on Xbox too, it should be added to the description of weakness to magic. There are additional interesting consequences, because there is no real &amp;quot;spell stacking&amp;quot; when using a weapon (I could not see any on the SDT displays) and some of the weapons on the &amp;quot;Useful Enchantments&amp;quot; page will not work as expected, i.e. Drain Health magnitude would just increase linear with the WtM magnitude. &lt;br /&gt;
&lt;br /&gt;
Hope the formatting is acceptable. I registered a new account some days ago. --[[User:Bendoril|Bendoril]] 02:25, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The formatting looks fine. In fact, I find as a really broad general guideline, if you know enough to create a table on your own, I don't need to check the rest of the formatting, so you pass! ;) Just a quick comment on the 1880% vs. 1900%: I noticed when doing my own testing that there was some rounding going on between iterations. It may be cumulative rounding errors that are leading to that difference of 20% between the two. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:04, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Great stuff. Verifying 99% in game must have been fun... :P This fits with (crucially) Rob's observations, my own theories and rough testing from way back, and, aside from a couple of special cases that were misinterpreted as general ones, the anon's epic testing and conclusions in (12). Rob: I'm not sure I'd call it &amp;quot;20%&amp;quot; - that's a bit confusing. It's really 20''pts'' (19, to be pedantic: it's 1881 vs), which is a 1% difference, and I think we can all agree that's within an expected margin of error for 100 iterations with rounding. Bendoril: if you'd like to try your hand at a &amp;quot;TLDR&amp;quot; version of that and/or the TLDR section of (12), I'm sure it would be appreciated. (Ultimately it belongs elsewhere on the site, since it isn't really enchantment-specific and both this article and its talk page get flooded with updates, but don't worry about that). --[[User:Aliana|Aliana]] 08:43, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Devil Bow: Too Strong for this Soul Gem. ==&lt;br /&gt;
&lt;br /&gt;
I tried this Bow in Oblivion as I thought it would be useful, but it will not work, I have a Grand Soul Gem filled with a Grand Soul but it will not create with a message &amp;quot;Enchantment is too strong for this soul gem.&amp;quot; You have to lower the Fire Damage to 5 pts for 2 sec everything work fine after that. Just thought I would ost this to let others know about what I found out.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, I tried to do this in the Frostcrag Spire.&lt;br /&gt;
&lt;br /&gt;
Ok, after some playing around, here's mine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Soul Trap - 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frost Damage - 5 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shock Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Health - 8 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Fire - 25% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Magic - 20% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That's 1600/1600 with 19 uses.&lt;br /&gt;
&lt;br /&gt;
I am a member of Wiki, but I can't sign in to this site. [[Special:Contributions/60.240.6.211|60.240.6.211]] 09:32, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bow of the Eternal ==&lt;br /&gt;
&lt;br /&gt;
The Bow of the Eternal:&lt;br /&gt;
&lt;br /&gt;
Weakness to poison 100% for 10 secs. on strike&lt;br /&gt;
&lt;br /&gt;
Drain Health 100 pts for 1 sec. on strike&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock 100%  for 3 secs on strike&lt;br /&gt;
&lt;br /&gt;
Shock Damage 6 pts for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588261</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=588261"/>
		<updated>2010-07-21T03:16:18Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Feb 2007 - Apr 2008&lt;br /&gt;
|Archive 2||May 2008 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Moved Entries}}&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
He probably should have said Illusion as I think the first silence spell to gain the effect requires 50 Illusion. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This might actually be useful. I use a shortsword with 'Drain Health' 100 for 1 second, it had fifty uses, and it killed almost anything in a single hit for the first half of the game. And with weakness to magicka 100%, you could multiply that by a large amount leading to usefulness later on. Drain fatigue seems silly, but it takes an enemy an extra second or two to get up, and they wont be able to block, so it &amp;lt;i&amp;gt;might&amp;lt;/i&amp;gt; have some use. soul trap is unnessesary, as it can be cheaply manually cast to save uses. silence is unnessesary versus most opponents, so that can be trashed. drain fatigue is of some use, but really it's just wasting charge. soul trap has some use, but really you can just cast that yourself. so:&lt;br /&gt;
 Drain Fatigue 50 points for 1 second&lt;br /&gt;
 Weakness to Magicka 75% for 3 seconds&lt;br /&gt;
 &lt;br /&gt;
I'll test this as soon as I get the chance. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:08, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think he means that enemies may accidentally hit the target in question. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 01:10, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure vampires are only damaged by light in mods. I use a light enchantment or spells and no damage to them so far, also you can lure NPC vampires outside and they do not die. The player is the only one who takes sun damage constantly as a vampire in the progressed stages, NPCs take it either for only 1 sec or not at all. This has been said on another portion of the site. If your vampires even take sun damage then forget weapons, just &amp;quot;draw&amp;quot; the whole dungeon and have them all chase you outside and then drop dead. LOL... Seems a good weapon to me, though not particularly unique as it is mentioned in many other places that vampires are vulnerable to fire and people can make their own. Also it may be much better to do fire damage 3 pts for 1 sec than 26pt for 1 sec as far more uses allow far greater stacking.[[Special:Contributions/206.53.58.90|206.53.58.90]] 06:51, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
== Weakness to magicka Stacking and also drain fatigue ==&lt;br /&gt;
&lt;br /&gt;
'''Weakness to Magicka:'''&lt;br /&gt;
I have found that weakness to magicka 100% for 1 sec WILL stack indefinitely if used with a shortsword or dagger IF the hits are consecutive as-fast-as-you-can. I believe the effect for each cast of weakness to magicka (WTM) is determined when cast thus when casting WTM for one sec then again within that second the second cast is WTM 200% for one sec and replaces and erases the first cast (which is why if they where for 2 secs duration you would not have about 1 sec of WTM 300% with two casts) and lasts for one second so if hit again within the next second you cast WTM 400% which replaces the WTM 200% and lasts for another second. In my game with latest patch and no mods this is how it has been and NOT like is described in this article where you need the duration to overlap ie. 4 secs = 6 hits so you only get 100%, 200%, 400%, 800%, 1600%, 3200% and then it is maximized due to duration. It appears to me that this is not the case and that with a one sec duration I get double with each hit infinitely. Please verify and update the article as this allows for many more charges to weapons. This can be verified by adding drain fatigue 100 pts for 1 sec, drain health 10 (yes ten) pts for 1 sec and weakness to magicka 100% for 1 sec to a dagger and then seeing if you can kill someone with more than 20hp, note it may take a while and the damage bar may or may not show it correctly but it has worked for me. You may need to recharge the item while preforming this experiment or add 100 pts drain health instead of 10 depending on you difficulty setting and soul used. Remember you do need to keep the hits consecutive within one second of each other or all is lost. 10 hits should yield drain health 2570 pts for 1 sec with the 10 pts drain health enchantment on default difficulty, more than enough to kill anything however I am not absolutely sure of the exact numbers only know that swing enough at it with that and it'll die. NOTE on longswords, claymores, and blunts except war axes you need to add at least 2 sec duration. Also bows exhibit this effect but you need to add probably at least 4 sec duration to hit again within the cast duration. With a bow try for example &amp;quot;assassination&amp;quot; 100 pts drain fatigue, 100 pts drain health, WTM 100% for 4 secs, and this should knock down and kill your target, maybe before it completes the run to you depending on your range to begin with. So if someone could please verify that I am not alone in this and update the page accordingly as I am not skilled in use of the wiki.&lt;br /&gt;
&lt;br /&gt;
'''Drain Fatigue:'''&lt;br /&gt;
Also something that should be mentioned but is not is '''drain fatigue''' this is absolutely deadly 1 vs 1 and I find it vital to add to ALL stacking enchantments because otherwise (except with zombies and maybe a few others)  the most consecutive hits you can usually get in with even a dagger is 2-3 and then you will be blocked or sometimes counterattacked which may stagger you and interrupt your stacking chain making you start it over and never reach a high level of damage or duration. Drain fatigue 100 pts for 1 sec plus weakness to magic 100% appropriate duration (see above) should knock down almost anything within 2-5 hits (usually before they can block or counterattack and interrupt your stack chain) though it may take more for the gatekeeper, like 7-15 depending on level, and others like him. Summoning can distract troublesome opponents like guards who can take 3 hits and not fall at higher levels and then will block you. When your opponent is distracted you can hit them from behind the needed number of times and once you have them down if you keep hitting with charge they will not get back up. Also against opponents who can stay up this will still be effective once combat progresses and they have worn down their fatigue at which point they are vulnerable to your short blades 3 hit flurry after a successfully staggering block of their weapon and will fall. This effect is very cheap costing only 6 charge for 100 pts 1 sec and achieves permanent paralysis very quickly. It is a must have for ALL weapons that stack damage/duration/weakness. Please add this to the general information of the page.&lt;br /&gt;
&lt;br /&gt;
A way to test this as well as the above mentioned WTM 100% stacking with 1 sec duration is to enchant a iron dagger  called &amp;quot;Moment of Silence&amp;quot; or &amp;quot;Magicka's End&amp;quot; with Drain Fatigue 100 pts for 1 sec, Silence 1 sec, WTM 100% for 1 sec then go to the Chironasium (if you are not already there and are archmage or have frostcrag) and attack Delmar with this, use a grand soul for the enchantment, you should get 76 uses, and maybe turn your difficulty to hardest so you do not kill/knockout him. Pin Delmar to the ground, should take about 4-5 hits for knockdown, and then chain together as many hits as you have charge for without knocking him out. He should remain on the ground once fallen until you run out of charge if you do it properly. When he gets back up see how long it takes for him to cast a spell. I've done it and after 76 hits it takes him minutes to cast again. Delmar is a good choice for this because he is unarmed and next to a enchanting altar as well as being a caster so he WILL cast on you once fighting IF he can and will not simply attack unless there is no other option or a very nice weapon laying on the floor nearby. He also has low hand to hand and block skills so will not stagger or hurt you. You should remove any weapons you may have stashed next to the altar before trying this. &lt;br /&gt;
&lt;br /&gt;
Please could someone update the page to add this effect for enchanting as it is vital, no matter how magicka stacking works, to chain together your hits AFAP to achieve the higher levels of stacked damage possible which are critical to playing on hardest difficulty. It is only possible to chain hits like this if your opponent does not block or counterattack and on hardest setting it is dangerous to leave anyone standing. This enchantment when used with summon/invisibility distraction can make the game easy like 100% chameleon. &lt;br /&gt;
&lt;br /&gt;
NOTE: I don't think it is possible to knock down spectral undead as they do not have a animation for it maybe? Those with full magic resistance or even partial spell reflection/absorption are not good targets. I am however able to knock down skeletons.&lt;br /&gt;
&lt;br /&gt;
Please update or respond. &lt;br /&gt;
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[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:09, 22 February 2010 (UTC)&lt;br /&gt;
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== Enchantment is too strong for this soul gem. ==&lt;br /&gt;
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Sorry for my poor english.&lt;br /&gt;
I go with Oblivion with latest official and unofficial patches.&lt;br /&gt;
Whenever i try enchant weapon with one of set that you guys propose (like elemental blade) i get a message about how this enchant is way too powerfull.&lt;br /&gt;
For example, i try to enchant my sword with:&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Magicka for 4sec.&lt;br /&gt;
&lt;br /&gt;
-100% Weakness to Shock 1sec.&lt;br /&gt;
&lt;br /&gt;
-10 Shock Damage 1s.&lt;br /&gt;
&lt;br /&gt;
When i click create i get a message saying that &amp;quot;This enchantment is too strong for this soul gem&amp;quot;. I obviously use grand soul gem filled with grand soul (i soul trap a summoned Xiv[sth]i).&lt;br /&gt;
&lt;br /&gt;
Any suggestions how to get rid of this problem?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/78.8.60.147|78.8.60.147]] 00:29, 22 February 2010 (UTC)&lt;br /&gt;
zir&lt;br /&gt;
&lt;br /&gt;
How many charges does it show you using for that?&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 01:04, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for responding. When i add a final effect (thats shock damage after WTM and WTS) icons go like this:&lt;br /&gt;
&lt;br /&gt;
276(100) next to the little thunder icon (i guess thats what you are asking about) - its kinda light grey.&lt;br /&gt;
&lt;br /&gt;
10 next to the candle icon (normal color)&lt;br /&gt;
&lt;br /&gt;
and then cost and total cash i have.&lt;br /&gt;
I start getting the &amp;quot;Enchantment is too strong[...]&amp;quot; message when the number next to thunder icon goes over 100. Anything lower is fine. Actually, even Weakness to Magic 100% for 4 seconds enchantment alone stands for 217 points here, which means it is too strong. [[Special:Contributions/62.87.167.107|62.87.167.107]] 18:28, 22 February 2010 (UTC) zir&lt;br /&gt;
&lt;br /&gt;
That must be a bug, mod or a different version of the game than I have like from another country or something. I get max charge (the lightning bolt) of 85 with a grand or black soul. Since things are different for you see if WTM 1 sec works to stack for that price. Otherwise maybe you need a technical fix or something. It is possible the unofficial patch did this? I have not run it so do not know the effects but maybe the goal was to make enchantment and spell stacking less of a god mode? You could try backing up your save game (yes it is possible but is not found in the normal program files Oblivion directory but rather somewhere like My documents -&amp;gt; Games -&amp;gt; Oblivion) then reinstalling without the unofficial patch and loading your game and checking or asking around to see if this is one of the things the unofficial patch does[[Special:Contributions/206.53.58.90|206.53.58.90]] 00:00, 23 February 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Hood of Slow ==&lt;br /&gt;
&lt;br /&gt;
Complaint about the Hood of Slow. Isn't the negative permanent effect setting always 5 pts and isn't drain attribute a relatively difficult to acquire effect? Speed training? Speed is a derived attribute and to train athletics over 100 at a trainer a spell is much more effective and to train normally just Q key or rubber band the controller while running into a corner, then leave your game and take a break for some time as it is SLOW. This seems like a totally useless enchantment unless you have a mod with a really fast companion who is constantly outrunning you over long distances and getting lost. Useless? [[Special:Contributions/206.53.58.90|206.53.58.90]] 20:04, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. That's a good example of a &amp;quot;useful&amp;quot; enchantment that's not useful at all, and hasn't been tested. Such bad items usually get caught but that one seems to have sneaked through. I'll remove it now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:11, 25 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is damage stacking capped? ==&lt;br /&gt;
&lt;br /&gt;
I am wondering if stacking is somehow capped depending on original damage magnitude multiplied by weakness. I tried a shortsword with &amp;quot;*damage health 3 pts *weakness to magic 100% for '''8''' secs&amp;quot; and another shortsword &amp;quot;*fire damage 3 pts *weakness to fire 100% for 1 sec *weakness to magic 100% for '''7''' secs&amp;quot;. My math by the posted rules seems to say that with damage health and weakness to magic for '''8''' secs I would get 12 hits of stacking (as per the 1 element blade, it says dagger/shortsword is 6 hits per 4 secs) and a damage multiplier of 1,2,3,5,9,17,33,65,129,257,513,1025 while with the shortsword with fire damage, weakness to fire and weakness to magic for '''7''' secs I would get 11 (or possibly 10, as I am only guessing) hits of stacking and a damage multiplier of 1,3,5,9,17,33,65,129,257,513,1025 which is the same as the other except it requires one less hit. When I playtested both swords on hardest difficulty using a paralyzed (for the duration of the test) summoned voracious hunger as my victim I found that I could easily kill it with the fire damage sword but the damage health sword would run out of charges far before killing it. The fire damage sword only had 2 more uses than the damage health sword (I had also added drain fatigue 100 pts to each to achieve the paralysis) and would kill the voracious hunger with 4 uses remaining. I think there must be some sort of stacking cap related to magnitude and multiplied by weakness. I can't otherwise explain these results. Verify? [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:27, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 1 Element Blade/Blunt , 2 Element Blade/Blunt, 3 Element Blade/Blunt  ==&lt;br /&gt;
&lt;br /&gt;
Complaints re: 1,2 &amp;amp; 3 Element Blade/Blunts and explanation of damage. The text explaining the weapons says that the drain health effect will be carried over to consecutive hits i.e. &amp;quot;''The Longsword/War Axe version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total''&amp;quot;. The numbers for the first 4 hits are right however 6 hits = 10+30+50+90+90+590 = 860 negative hp as base damage to hp is the only thing that carries over. 1 second per hit and drain health 100 pts for 1 second means that on the 5th hit the 500 pts drain health from hit 4 will expire and be restored while an additional 500 is added from the 5th hit keeping the total amount drained constant at 500 hp but adding 90 more base damage, rinse and repeat for hit 6 and you still only get 500 pts drain health the first 3 hits 10+30+50 Base damage and the next three 90x3 base damage = 10+30+50+90+90+590 so total 860 negative hp. I respect someone did lots of good work on these but think some things need to be fixed. Ir's basically just a error, otherwise they are okay weapons at least on default difficulty.&lt;br /&gt;
&lt;br /&gt;
1. The numbers for total negative hp on the slower weapons are wrong. The drain health will cap and cancel at the end of each second, not continue to add to itself like real damage. The correct number of negative hp for 6 hits with a longsword is 860 = 10+30+50+500+(90x3) for the 1 element, 860 = 10+30+50+500+(90x3) for the 2 element, 660 = 15+45+300+(75x4) for the 3 element. Also see my post about damage stack capping above.&lt;br /&gt;
&lt;br /&gt;
2. For a weapon other than a shortsword or dagger the drain health effect is probably too expensive to justify, 26 charge if I remember right, specially on hardest difficulty setting where it will cap doing less than 100 negative hp and you will need lots more damage and swings. Better to just add more damage, specially with the multi-element type of these weapons as diverse damage is cheaper, or remove it and either add more uses or longer duration weakness to magic and of course soultrap.&lt;br /&gt;
&lt;br /&gt;
3. Drain fatigue and or or some sort of note about how your victim will need to be paralyzed for you to actually be able to complete the stack against any opponents who can block should be added.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:02, 27 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note: in my original post I got the numbers wrong also. I originally forgot to add the first three hits base damage for the 1 &amp;amp; 2 element and the first 2 hits base damage for the 3 element. I had to come back and edit it. '''IMPORTANT:''' The dagger/shortsword numbers for the 3 element are also wrong, on hit 6 you get negative hp of 1040 = 15+45+75+500+(135x3).  [[Special:Contributions/206.53.58.90|206.53.58.90]] 03:12, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After reading most of the comments and calculations by &amp;quot;206.53.58.90&amp;quot;, I decided to recalculate a chart for the 3 Element enchantment. My results for the chart are as follows, assuming Drain Health continues stacking:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (600)&lt;br /&gt;
| (700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(710)'''&lt;br /&gt;
| '''(930)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(960)'''&lt;br /&gt;
| '''(1290)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::While I might agree, after console confirmation by someone else, that weakness enchantments may stack additionally and are not multiples, I disagree with the statement that Drain Health is somehow capped. After attacking Ogres on mulitple reloads with the &amp;quot;1 Element&amp;quot; longsword, my-in game testing shows very different results than these: &amp;quot;10+30+50+90+90+590 so total 860 negative hp.&amp;quot; At level 45 a standard Ogre's health is calculated as 26 x (player's level - 3) = 1092 HP. According to the above statement that Drain Health doesn't continue to stack, and that 6 consecutive longsword strikes from this blade results in 860 Total Negative Hit Points isn't consistent. On default difficulty I can't consistently reach a sixth hit before said Ogres are very dead and on the ground, and when I do reach hit six, the sixth hit always seems to be a delayed hit in the queue with no effect beyond the fifth. According to the chart I recalculated, assuming that weaknesses are not multiples, but are additionally stacked on each other, it should take 7 hits to kill an Ogre at my level, however they are often dead after hit 5. At first I saw this and thought all three calculations were wrong, but after taking into consideration the base damage from the blade itself, 6 consecutive hits is doing over 1000 HP damage. If that's the case, I should have to hit said Ogres at least 6 times with a powerful longsword (Daedric) or 7 times with an iron longsword. If that is correct, explain five hits killing Ogres at my level on default setting. &lt;br /&gt;
This is the second version of the chart that I redid, assuming Drain Health caps at 500, but the weaknesses continue to stack (this makes no sense to me, as previously stated by &amp;quot;206.53.58.90&amp;quot; weakness to magic does not need to be more than 1 second in duration to achieve stacking, if thats the case why then is Drain Health &amp;quot;capped&amp;quot; after 5 hits on an enchantment of 4 seconds and wouldn't that mean any enchantment with Weakness to Magic 100/1sec would never stack above 200?):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
! Hit 7&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (400)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 50 &lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''110'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(470)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(610)'''&lt;br /&gt;
| '''(630)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(560)'''&lt;br /&gt;
| '''(750)'''&lt;br /&gt;
| '''(880)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is in fact correct, At level 45 an Ogre would require at least 7 hits from this enchantment. I strongly encourage EVERYONE who took the time to read this post to test this both in-game as well as through the PC console, then report your findings back here and adjust the main page accordingly. I honestly don't care if I'm wrong, that happens a lot with me, I just want to make sure the main article shows the correct explanation and calculations. As of right now, the article shows that 5 smacks drops an Ogre, which is the result I consistently get, but that is contrary to the discussions in the talk page. As far as Weakness to anything reaching 500% on a 4 second enchantment then being &amp;quot;capped&amp;quot;, but also stating elsewhere that only a Weakness to Magic 100/1sec is needed to stack enchantments is contradictory, don't you think? [[User:Reznor Ramirez|Reznor Ramirez]] 03:16, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit to 1,2,3 element weapons ==&lt;br /&gt;
&lt;br /&gt;
'''1 element blade/blunt''' &lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''2 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 590 ''per hit'' on the fourth hit and () consecutive hit thereafter; 6 hits = ''1860''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 ''per hit'' on the sixth hit, which equals 2380 total negative HP. ()&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 590 on the fourth hit and an additional 90 base HP damage every consecutive hit thereafter; 6 hits = 10+30+50+90+500+90+90 = 860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030  on the sixth hit, which equals 2380 total negative HP. Note that the drain health effect does not add to itself per hit once done stacking, only the base damage does this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''3 element blade/blunt'''&lt;br /&gt;
&lt;br /&gt;
Original text: &amp;quot;...maximum negative HP of 375 ''per hit'' on the third hit and () every consecutive hit thereafter; 6 hits = ''1560''() total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 ''per hit'' on the fourth hit and () every consecutive hit thereafter; 6 hits = ''2040''() total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Edit: &amp;quot;...maximum negative HP of 375 on the third hit and an additional 75 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+300+75+75+75 = 660 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 on the fourth hit and an additional 135 base HP damage every consecutive hit thereafter; 6 hits = 15+45+75+135+500+135+135 = 1040 total negative HP.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Question re: other text in 3 element blade/blunt. Does weakness to poison actually stack with weakness to magic? I remember seeing somewhere that it did not. Also ran the test myself and it did not seem to. Also &amp;quot;The Weakness to Poison effect must be active before the poison for it to have an effect. In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon. The effect will last for the entire duration of any poison. Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).&amp;quot; from the weakness to poison article. I think the suggestion for variation on the enchantment needs editing also. [[Special:Contributions/206.53.58.90|206.53.58.90]] 15:09, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Complaint ==&lt;br /&gt;
&lt;br /&gt;
Several weapons on this page seem to state that the drain health effect is permanent damage once it is capped stacking. I think this is a mathematical error in calculating &amp;quot;max negative HP&amp;quot; because they do not add previous hits drain health, only after it is capped and &amp;quot;max negative HP '''''per hit'''''&amp;quot; is calculated. This should not actually be '''''per hit''''' as once drain health is capped the only per hit addition is base damage. I have already fixed, 1,2,3 element blade/blunt weapons. At least 2 others need to be fixed. [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:17, 4 March 2010 (UTC)&lt;br /&gt;
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== Removed Blade of Imperatives ==&lt;br /&gt;
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I have removed &amp;quot;Blade of Imperatives&amp;quot;. It does not work for above lvl 1 because it costs too much charge, over 85. At lvl 25 the max time you can have if using both effects is 1 and 2 seconds either way, enough time for them to turn and look at the others then turn back and hit you. Maybe they will fight for you anyway if you keep hitting them with this because it refreshes with each hit so never adds up to a 3 hit provoke? This is not mentioned in the enchantment and on hard your weapon would run out of charge far before 1 kill.&lt;br /&gt;
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Original Enchantment is as follows:&lt;br /&gt;
&lt;br /&gt;
Blade of Imperatives&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
I will replace with a &amp;quot;Bow of Frenzy&amp;quot;. Never fight more than one NPC again! [[Special:Contributions/206.53.58.90|206.53.58.90]] 00:40, 4 March 2010 (UTC)&lt;br /&gt;
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== Stacking cap ==&lt;br /&gt;
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After experiments with the console and Damage Fatigue stacking I am 100% sure that stacking weakness to magicka IS capped. I am uncertain as to the mechanism or equation for it but it is DEFINITELY limited to a certain maximum which may or may not be influenced by other weaknesses to elements or a weakness from another source, i.e. two separate weakness to magicka spells. This is absolutely relevant to enchanting and spellmaking. I will add a comment to the page mentioning that there is a unknown limit. [[Special:Contributions/206.53.58.90|206.53.58.90]] 12:31, 13 March 2010 (UTC)&lt;br /&gt;
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== Weakness to Magic Stacking - Experimental Results ==&lt;br /&gt;
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Some of the numbers I've seen in the little grids people have posted regarding their weapon enchants seemed a bit off to me, so I decided to run some experiments to determine how weaknesses and magic effects are applied. There is a &amp;quot;Too long, didn't read&amp;quot; summary at the end.&lt;br /&gt;
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All of these experiments were run on Delmar in the Chironasium because, well, he was convenient. For all of my experiments, I paralyzed him using the standard 10 seconds on touch spell. Where necessary, I re-paralyzed him to extend the duration of my test. The notable exception is during my poison tests, in which I paralyzed him only once, and tried to time my strikes so as to apply the poison as close to the end of the touch spell as possible. These experiments were performed on an XBox with Knights of the Nine, Shivering Isles, and Thieves' Den installed.&lt;br /&gt;
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=== Experiment 1 - No Weaknesses ===&lt;br /&gt;
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   Dagger A: Absorb Intelligence 3 points for 5 seconds&lt;br /&gt;
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I picked Absorb Int because it allowed me to see hard numbers, and Delmar was likely to have Int to spare. I struck Delmar repeatedly, as fast as I could. At no point did my own intelligence rise above 103. (My natural int is 100. Yeah, I'm a power-gamer. Sue me.) This was an important control for my next experiment.&lt;br /&gt;
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=== Experiment 2 - Weakness to Magic Stacking. ===&lt;br /&gt;
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   Dagger A - Absorb Intelligence 3 points for 1 second, Weakness to Magic 100 for 5 seconds&lt;br /&gt;
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I lowered the duration of the absorb effect so I could check my character sheet in between swings to verify that each previous absorb expired before applying the next. I kept my swings spaced at about 3 seconds. This is important, because conventional wisdom on this site seems to hold that each swing applies a new Weakness to Magic effect, and that it will only stack until the first expires. On the first hit, my Int rose to a predictable 103. My second swing, 106. The third, 109. The trend continued, with each swing adding another 3 points of intelligence, up to the 13th swing giving me 139. Delmar fell unconscious on the 14th swing, ending the experiment.&lt;br /&gt;
&lt;br /&gt;
This experiment shows two very critical points about Weakness to Magic. First, it shows that each swing overwrites the previous weakness effect, but each new effect is boosted by the previous one before it goes. My experiment took almost a full minute for 14 swings of my dagger. If conventional wisdom held true, I should never have gotten above 106. Second, it shows that the bonus effects are not multiplicative. They work, instead, like bonus damage in Dungeons and Dragons. In D&amp;amp;D, and apparently Oblivion, an effect that causes you to deal double damage is not merely multiplying your result by 2. Instead, it is adding your damage to itself. If you have two effects that each double your damage, they each add the base value to the original, resulting in triple damage, not quadruple.&lt;br /&gt;
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=== Experiment 3 - Weakness to Magic + Weakness to Poison ===&lt;br /&gt;
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   Dagger A: Weakness to Magic 100 for 8 secs&lt;br /&gt;
   Dagger B: Weakness to Poison 100 for 8 secs&lt;br /&gt;
   Dagger C: Mundane&lt;br /&gt;
&lt;br /&gt;
I didn't come prepared properly for this experiment, and didn't feel like going back to my sunken pirate ship to retrieve my master alchemy gear. Fortunately, the Chironasium had all four novice apparatuses... Apparati... Things. I made a single dose of Paralyze for 2 secs poison from some daedra venom. I paralyzed Delmar with the 10 secs on touch spell, then slashed him 8 times with Dagger A, as quickly as I could. I then hit him once with Dagger B. I then loaded the poison onto Dagger C and waited for Delmar to get back up, signaling the end of the spell paralysis. I hit him, and he stayed down for ~18 seconds, which is consistent with the additive nature of weaknesses. Eight slashes with Dagger A should have given him an 800% weakness to magic. One slash with Dagger B gives him 900% weakness to Poison. The two second poison kept him down for 9 times its' normal duration.&lt;br /&gt;
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=== Experiment 4 - Weaknesses on the same weapon ===&lt;br /&gt;
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   Dagger A: Weakness to Poison 100 for 6 seconds, Weakness to Magic 100 for 2 seconds&lt;br /&gt;
   Dagger B: Mundane&lt;br /&gt;
&lt;br /&gt;
A repeat of the previous experiment, this one simply combines the weaknesses into one weapon. Slashing eight times with Dagger A, then applying the poison with Dagger B resulted in the same 18 second paralysis as before. I then ran the experiment with the weaknesses applied to Dagger A in reverse order. The paralysis was barely noticeable. It seems conventional wisdom got some of it right, at least. The Weakness to Magic effect doesn't apply to any effects that follow it in a single strike. I checked to see how poison factored in by running the experiment with the original, properly ordered Dagger A. This time, I slashed eight times, then applied the poison to Dagger A for the ninth strike. The paralysis was even less noticeable than before: It faded before Delmar even hit the ground. It seems Poisons are applied after all of the inherent weapon enchantments have gone into effect.&lt;br /&gt;
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=== Experiment 5 - Weakness Durations vs Damage Durations ===&lt;br /&gt;
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   Dagger A: Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
I paralyzed Delmar with the 10 seconds on touch spell, as usual. I then hit him once with Dagger B. The fire damage steadily reduced his health ring by approximately 1 pixel per second. I reloaded from save, paralyzed him again, and hit with Dagger A first. This time, upon striking with Dagger B, his health dropped by approx. 2 pixels per second, and did not slow down after the weakness to magic effect ended. Conclusion: The magnitude and duration of spell effects are determined when cast, and are not influenced by the expiration or application of any other effects while they are running.&lt;br /&gt;
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=== Experiment 6 - Multiple Weaknesses on the Same Effect ===&lt;br /&gt;
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   Dagger A: Weakness to Fire 100 for 5 secs, Weakness to Magic 100 for 5 secs&lt;br /&gt;
   Dagger B: Fire Damage 5 for 14 secs&lt;br /&gt;
&lt;br /&gt;
For my first run, I simply attacked Delmar with Dagger B. I allowed the fire damage to run its' full course before striking again. He survived two dagger strikes and their fire effects. The third dagger strike disabled him immediately, without the fire. I then ran the test again, slashing once with Dagger A, then with Dagger B. He was disabled by the fire in approximately 8 seconds. (The 10 second paralysis spell expired just moments before the &amp;quot;unconscious&amp;quot; message popped up.) This is inconclusive, since the additive system would have Delmar expire in around 9 seconds (1/3 of the 28 seconds it took to disable him alone) while the multiplicative system would have him expire in 7 (1/4 of the time). The next result was much clearer. I struck twice with Dagger A, then once with Dagger B. Delmar went down in ~3.5 seconds, which is 1/8 of the time without weaknesses.&lt;br /&gt;
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It seems that multiple weaknesses applied to the same effect ARE multiplicative. With two dagger strikes, Delmar had 200% weakness to fire, and 200% weakness to Magic. The Fire multiplied his damage by 3 - X + X + X (Base damage plus another X for each 100% weakness). Weakness to Magic was then applied to the full result of the fire equation, meaning the base X delivered to the Magic function was the full (X + X + X) from fire. In total, he took 9 times the damage.&lt;br /&gt;
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=== Experiment 7 - Realistic Weapon ===&lt;br /&gt;
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   Dagger A: Shock Damage 5 for 1 seconds, Weakness to Shock 100 for 3 second, Weakness to Magic 100 for 3 second&lt;br /&gt;
&lt;br /&gt;
Just to combine all of the previous bits of information into one, I tested this on Delmar. I hit him three times, waiting for the shock damage to run its' course before hitting him again. I hit him three times, which according to the results I've gotten so far suggest he should take 1 + 4 + 9, or 14 seconds of damage, which is exactly how long that basic fire dagger did in the last two experiments. Three dagger hits plus 14 seconds of damage brought him to just about a quarter of his health.&lt;br /&gt;
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=== Conclusions (TLDR) ===&lt;br /&gt;
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#Weakness to Magic will stack with itself indefinitely so long as each swing arrives before the expiration of the previous one.&lt;br /&gt;
#Weaknesses apply their bonuses by addition, not multiplication. So striking an enemy with a 100% weakness to Magic weapon when it already has 500% weakness to magic will result in 600% weakness.&lt;br /&gt;
#Weaknesses do not apply to any effects that follow them in the same swing, even if a lesser version was in effect before the swing. Poisons are applied after all enchantments.&lt;br /&gt;
#Magnitudes and durations are fixed when an effect is applied, and is not influenced by the expiration or application of weaknesses after the fact.&lt;br /&gt;
#Multiple weaknesses applied to the same effect ARE multiplicative. Each individual weakness is additive, but the total result is sent on to the next weakness as if it were the base damage.&lt;br /&gt;
&lt;br /&gt;
The most important thing to take from this is that Weakness to Magic will stack with itself for as long as you keep swinging, even if the duration is 1 second. {{unsigned|98.227.9.9|15:08, 2 April 2010}}&lt;br /&gt;
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:I just added sub-headings and a little minor formatting to your post to make it a bit easier to read. I'll print out this section and verify your experiments on the PC where I have the benefit of being able to see a lot of these effects numerically in the [[Oblivion:Console|Console]]. It sounds like you've done some pretty good work, though. Assuming my observations match yours, the information on this page, and perhaps other applicable pages, should be updated accordingly. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:31, 3 April 2010 (UTC)&lt;br /&gt;
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::Thank you. This is the first time I've contributed anything to a wiki, so I have no clue how to go about formatting anything. I also didn't feel like running around the main page, declaring from out of nowhere that everybody else was wrong. Please, if you can verify my results using the console, feel free to make the updates to the main pages. On the plus side, no more &amp;quot;4 second weakness to magic&amp;quot; weapons!&lt;br /&gt;
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::I'm quite satisfied with the practical results I've gotten from the weapons I've enchanted after running these experiments. Soul trap, 10 points of elemental damage, and double weaknesses, all for 2 seconds. Four to five hits will kill anything at level 40, barring absorption or reflection. I made one for each element, since daggers are light enough to carry a dozen without encumbrance problems. You can swing fast enough to work with just one second, but two gives you some room for errors.&lt;br /&gt;
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::It just really sucks about the poisons... Poisons don't seem worth the effort, by comparison. I really liked some of the formulas that I saw in the alchemy calculator. A poison that damages strength by 36 points, on top of a 45 point burden doesn't seem like much. Hit the enemy with Weakness to Poison first, even just 100%, and that poison will cripple anything. 72 points of strength damage, on top of a 90 point burden for three minutes. Or &amp;quot;Magebane&amp;quot; which, with weakness, silences for over 50 seconds, damages magicka by 30 points per second for a minute, and damages Willpower by 72 points. They'll never cast a spell again. I could see some limited use if, for some strange reason, you wanted to take one target alive, but for not for regular combat. The triple-damage poisons sound nice, ~30 damage per second, but you can exceed that in two swings of a normal blade. {{unsigned|OmniscientQ|21:10, 6 April 2010}}&lt;br /&gt;
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:::We've had long-standing errors before, especially when it comes to game mechanics which are hard to verify, so it's not really a surprise that there are still some floating around. I haven't had a chance yet to check your results...I made the mistake of having two projects on the go at once, plus your 7 experiments to verify. They're printed out and nagging at me on my desk, though, so it won't be long. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:34, 6 April 2010 (UTC)&lt;br /&gt;
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::::Sorry it took so long, but I've now been able to sit down and verify all of your experiments, and you were bang on for every last one of them. A couple of notes: for Experiment 4, in the final section of the experiment, the Weakness to Poison effect is reset to 100% after applying poison only if the Weakness to Magic had expired. If both were still active, they were additive as expected. As you observed, there's a more serious bug if you add poison to Dagger A instead of Dagger B in that one, though. Specifically, the damage or duration (whichever one is normally multiplied) will be ''reduced'' to 1 it would seem. In my experiment, a combined damage/paralysis poison applied to Dagger A were '''reduced''' from Paralyze 3 sec, Damage 7 for 30 sec down to Paralyze 1 sec, Damage 1 for 30 sec, despite Delmar being at 700% weakness to both poison and magic at the time I hit! That was a bit of a surprise, to say the least.&lt;br /&gt;
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::::Along those lines, in Experiment 5, I confirmed that a weaker version of the same effect '''will override''' the stronger version. For example, while the Fire Damage 10 for 14 was still active, I hit him again with no Weakness effects active and the Fire Damage effect immediately got reduced to 5 for 14.&lt;br /&gt;
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::::Another thing that these experiments brought to light is that behind the scenes, potion damages and durations may be fractional. I often got multiples that were a little higher than expected. For example, at 9x duration, my Paralyze for 3 secs poison went to 28 seconds and the 7 damage went to 64.&lt;br /&gt;
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::::Finally, just to confirm, your numbers were bang on in Experiment 7. A got a power sequence of &amp;lt;tt&amp;gt;3 × x²&amp;lt;/tt&amp;gt; for my Paralyze potion, where x is the number of times I struck him. In other words, the duration of the paralysis went 3, 12, 27, 48, 75. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:52, 10 April 2010 (UTC)&lt;br /&gt;
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:::::Okay, I've made some of the changes, though not all, which I'll get to in a moment. First, though, I don't understand what the last bullet is saying at all. Does anybody else? If so, it needs to be explained a little better.&lt;br /&gt;
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:::::Now, as to why I haven't made all of the changes: in testing some of the tips mentioned on the page, I discovered that more testing needs to be done with the effects at less than 100% to make sure the above assumptions still hold. I've done ''some'' testing and Weakness to Magic, for instance, isn't as additive as we thought. It actually follows a mathematical series that I'm sure I would've had a name for back in high school. At less than 100% WtM, it provides decreasing returns. This is why there was a bullet point in the original text stating that there was an undetermined maximum effect: whoever added it was testing at less than 100%.&lt;br /&gt;
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:::::If ''x'' is the WtM amount (keeping in mind that 50% = 0.5, not 50) and ''n'' is the number of hits, the formula for the total Weakness applied on any given hit looks to be: &amp;lt;tt&amp;gt;x + x² + x³ ... + xⁿ&amp;lt;/tt&amp;gt;, give or take a little rounding error or some such thing (at x = 75%, n = 4, the formula works out to 205.1% but I got 204% displayed). So at 25%, the advantage of even a second hit is almost negligible. At x = 100%, this becomes simple addition, since 1ⁿ = 1 (except maybe in Calculus class), which is why it appeared to be additive at first. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 05:42, 13 April 2010 (UTC)&lt;br /&gt;
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::::::The word you can't remember is &amp;quot;Polynomial&amp;quot;  :)&lt;br /&gt;
::::::This is exactly the behavior you'd expect: WtM is itself a magic effect, so you'll get an asymptotic progression on any fractional values.&lt;br /&gt;
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&amp;lt;- While that's certainly a word, I'm not sure if it's the one I was looking for. As it's been more years than I'd care to remember since I learned this stuff, I'm not gonna try to figure out what I was thinking of. You have a point about WtM being a magic effect and essentially affecting itself. This means that in reality, it's ''not'' stacking with itself directly, rather it's making the person more susceptible to itself and then each re-application of the effect is overriding the previous one, but at a higher value due to the previous effect. That also explains the unusually quick (in terms of number of iterations) rounding errors: it's not computing a sequence, it's taking the previous (presumably slightly rounded) result and then calculating based on that. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:16, 15 April 2010 (UTC)&lt;br /&gt;
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: &amp;quot;Geometric&amp;quot; then?, which is this particular case. {{unsigned|24.180.46.112|22:44, 18 April 2010}}&lt;br /&gt;
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:: That might have been what I was looking for, yeah. Oh and get an account, Ali! ;) &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:33, 18 April 2010 (UTC)&lt;br /&gt;
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==Wheat from Chaff==&lt;br /&gt;
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The article page has really gotten out of control. There are *5* &amp;quot;THIS WEAPON BETTAR!&amp;quot; entries taking up 5 entire pages of space that are ALL nothing but exactly what the section is NOT supposed to be about: utterly generic &amp;quot;Soul Trap, Drain H, Damage ABCD, Weakness ABCD, WtM&amp;quot;, KEWL NAEM!!1!&lt;br /&gt;
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&amp;quot;Bows&amp;quot; is basically just Melee Weapons all over again, but with the durations bumped up to 3s.&lt;br /&gt;
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The other items aren't generally much better: some are simply wrong, several are useless and appear to have been added solely because the effect was one of the few still missing from the page at the time, others have huge downsides that are conspicuously absent, and the whole thing is just YUCK. A 100% Chameleon suit doesn't qualify as a &amp;quot;powerful enchantment&amp;quot;, but a set of Orcish with 25%/Elemental does? The whole page should be Nuked From Orbit.&lt;br /&gt;
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I was going to suggest splitting it into separate pages by type (say, Weapons and Apparel like most &amp;quot;generic&amp;quot; stuff: the number of ''actually useful'' Cursed Items is *1*, and it's already covered in the appropriate place on the wiki) but I worry that people who felt the ''current'' version of the page needed the same weapon added 6 times would just see a less crowded version as an invitation to add several more copies of it.&lt;br /&gt;
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I'd be willing to help out if someone felt like trying to make it &amp;quot;'''Useful''' Enchantments&amp;quot; and guidelines again, rather than &amp;quot;look how many effects I can put on a weapon and how many times I can copypaste it!&amp;quot;. If Robin can come up with a TLDR version of his TLDR notes :P and we got rid of all the super-samey weapons, that alone would halve the size of the article without losing anything of actual value, and it would make it a lot harder for any other dross to hide with so much less cover.&lt;br /&gt;
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Semi-protection at some point (okay, fine, I'll look for it right after this!) would stop every &amp;quot;new&amp;quot; discovery that you can put multiple effects on a weapon (or even that the Enchantment X entry that uses a Longsword actually works on Shortswords too) from adding yet another MyUbarKillzAllWeppon that needs to be patrolled and deleted. How many genuinely useful, genuinely new enchantments do we think are still yet to be found?&lt;br /&gt;
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- Ali&lt;br /&gt;
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:Cleaning up this article is a good idea. If you are seeking guidelines, you may want to check out the [[Oblivion:Useful Spells|Useful Spells]] article. I cleaned that article some time ago and updated its guidelines. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:03, 22 April 2010 (UTC)&lt;br /&gt;
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== Weakness to poison-bow ==&lt;br /&gt;
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A bow enchanted with weakness to poison sounds like a great idea. And since I've heard that the multiplied effect doesn't stop when the weakness runs out, one should be able to make the enchantment &amp;quot;weakness to poison 100% for 1 sec&amp;quot; with devastating results combined with some sweet poisons, and still have a lot of spare charge.&lt;br /&gt;
But now I hear that the weakness will never affect a poison added on the same attack? :S Is this true?&lt;br /&gt;
If so it totally ruins the entire purpose of this kind of a bow &amp;gt;:(&lt;br /&gt;
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..Thought I'd just put this up here as a question, just to make the thread messy :p&lt;br /&gt;
Please write here if you know the answer.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:It's not useless, but yes, it's &amp;quot;clunky&amp;quot; to the point of being of less value than you'd like. You MUST use at least two shots: one to apply the Weakness effect (though that shot can also include other effects, including poison), then a second to apply the poison itself. Since it takes very nearly 2 seconds to reach full draw on a bow, the Weakness needs to last for at least that long, and 3 is considered the bare minimum. The second shot will be at 200% (assuming you used a 100% Weakness, and there's very little point using anything less) for the entire length of the ''poison'', provided it hits before the Weakness runs out, regardless of how much (or little) &amp;quot;extra&amp;quot; time the Weakness lasts.&lt;br /&gt;
:Essentially: your first shot will always be at 100% effectiveness, but additional shots will be at 200% (or higher, if you use the WtM exploit).&lt;br /&gt;
&lt;br /&gt;
:Realistically though, it barely matters. High-level poisons are damaging enough that two doses of them will kill anything susceptible before it reaches you even if the second dose isn't doubled (especially if you're getting Sneak Attack bonuses as well), unless you have to make the shot at close range and have nowhere to run, in which case you probably shouldn't be using a bow anyway. :P&lt;br /&gt;
:--[[User:Aliana|Aliana]] 19:57, 22 April 2010 (UTC)&lt;br /&gt;
== Details, how weakness to magic is capped == &lt;br /&gt;
&lt;br /&gt;
* If a target is hit repeatedly by a weapon enchanted with 100% weakness to magic, then the resulting overall weakness to magic of the target builds up in steps of 100%, it will be 100%, 200%, 300% and so on, if each hit arrives and re-applies the effect before the previous effect times out. This leads to the assumption, that this spell effect stacks, meaning that the magnitudes of successive hits are added up.&lt;br /&gt;
&lt;br /&gt;
* However, this assumption is probably wrong, and this is obvious, if one examines this effect at lower magnitudes: At 80 % it builds up as 80%, 144%, 195%, … or 80%, 80%+64%, 80%+64%+51%, … which are the terms of a geometric series x+x²+x³+… with x=0.80=80%, and the misleading stack above is just 100%+100%²+100%³+…=1+1²+1³+... &lt;br /&gt;
&lt;br /&gt;
* This is, what Robin Hood found, and verified ingame.&lt;br /&gt;
&lt;br /&gt;
* Instead, the general rule, that governs the interaction of weakness or resistance with another spell effect, applies to the interaction of weakness to magic with itself: Add 100% to the currently active weakness effect and multiply the result with the magnitude of the applied spell (simplified for this case). Therefore with successive hits of a weapon enchanted with x (i.e. 80%=0.8) weakness to magic and a target with no initial weakness to magic the active effect will grow like this:&lt;br /&gt;
&lt;br /&gt;
* 1.Hit: (100%+0%)*x=x, 2.Hit: (100%+x)*x = x+x², 3.Hit: (100%+(x+x²))*x = x+x²+x³, ...&lt;br /&gt;
&lt;br /&gt;
* No doubt, weakness to magic simply interacts with itself, there is no &amp;quot;spell stacking&amp;quot; involved. Rounding down after each iteration will complicate things a bit, but this is essentially the geometric series, Robin Hood found. It can be derived from the general rule. Now mathematics kicks in.&lt;br /&gt;
&lt;br /&gt;
* A result is, there has to be a limit or a cap, if the weapon is enchanted with weakness to magic &amp;lt; 100%, because the geometric series x+x²+x³+... converges, if x &amp;lt; 1. Therefore x=100% is really the only case, where weakness to magic grows unlimited with the number of hits. The limit of the geometric series is in this case x/(1-x), this would be 400% for x= 80% and the limit experienced ingame is expected to be lower, because the game engine rounds down to an integer value in percent after each iteration (verified ingame).&lt;br /&gt;
&lt;br /&gt;
I made a spreadsheet + program with these assumptions, and could reproduce the numbers seen on the active effects debug text screen (console SDT 8) in detail. Then I tried to predict the ingame limit for weakness to magic and the required number of hits for different magnitudes of the spell effect:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Enchanted WtM&lt;br /&gt;
! Hits required&lt;br /&gt;
! Max. WtM&lt;br /&gt;
|-&lt;br /&gt;
| 76% &lt;br /&gt;
| 18&lt;br /&gt;
| 313%&lt;br /&gt;
|-&lt;br /&gt;
| 77% &lt;br /&gt;
| 19&lt;br /&gt;
| 331%&lt;br /&gt;
|-&lt;br /&gt;
| 78%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 351% &lt;br /&gt;
|-&lt;br /&gt;
| 79%	&lt;br /&gt;
| 21	&lt;br /&gt;
| 372% &lt;br /&gt;
|-&lt;br /&gt;
| 80%	&lt;br /&gt;
| 23	&lt;br /&gt;
| 396% &lt;br /&gt;
|-&lt;br /&gt;
| 81%	&lt;br /&gt;
| 25	&lt;br /&gt;
| 422% &lt;br /&gt;
|-&lt;br /&gt;
| 82%	&lt;br /&gt;
| 26	&lt;br /&gt;
| 451% &lt;br /&gt;
|-&lt;br /&gt;
| 83%	&lt;br /&gt;
| 28	&lt;br /&gt;
| 483% &lt;br /&gt;
|-&lt;br /&gt;
| 84%	&lt;br /&gt;
| 29	&lt;br /&gt;
| 519% &lt;br /&gt;
|-&lt;br /&gt;
| 85%	&lt;br /&gt;
| 32	&lt;br /&gt;
| 561% &lt;br /&gt;
|-&lt;br /&gt;
| 86%	&lt;br /&gt;
| 34	&lt;br /&gt;
| 608% &lt;br /&gt;
|-&lt;br /&gt;
| 87%	&lt;br /&gt;
| 37	&lt;br /&gt;
| 662% &lt;br /&gt;
|-&lt;br /&gt;
| 88%	&lt;br /&gt;
| 40	&lt;br /&gt;
| 726% &lt;br /&gt;
|-&lt;br /&gt;
| 89%	&lt;br /&gt;
| 45	&lt;br /&gt;
| 801% &lt;br /&gt;
|-&lt;br /&gt;
| 90%	&lt;br /&gt;
| 49	&lt;br /&gt;
| 891% &lt;br /&gt;
|-&lt;br /&gt;
| 91%	&lt;br /&gt;
| 55	&lt;br /&gt;
| 1001% &lt;br /&gt;
|-&lt;br /&gt;
| 92%	&lt;br /&gt;
| 61	&lt;br /&gt;
| 1138% &lt;br /&gt;
|-&lt;br /&gt;
| 93%	&lt;br /&gt;
| 71	&lt;br /&gt;
| 1315% &lt;br /&gt;
|-&lt;br /&gt;
| 94%	&lt;br /&gt;
| 83	&lt;br /&gt;
| 1551% &lt;br /&gt;
|-&lt;br /&gt;
| 95%	&lt;br /&gt;
| 100	&lt;br /&gt;
| 1881% &lt;br /&gt;
|-&lt;br /&gt;
| 96%	&lt;br /&gt;
| 126	&lt;br /&gt;
| 2376% &lt;br /&gt;
|-&lt;br /&gt;
| 97%	&lt;br /&gt;
| 170	&lt;br /&gt;
| 3201% &lt;br /&gt;
|-&lt;br /&gt;
| 98%	&lt;br /&gt;
| 256	&lt;br /&gt;
| 4851% &lt;br /&gt;
|-&lt;br /&gt;
| 99%	&lt;br /&gt;
| 515	&lt;br /&gt;
| 9801% &lt;br /&gt;
|-&lt;br /&gt;
| 100%	&lt;br /&gt;
| infinite	&lt;br /&gt;
| infinite &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now I paralysed a mage, set his health to 10000 hitpoints, and started to hit him with a weapon enchanted with weakness to magic. The highest limit I could reach until now was for 95% WtM 1 second duration (the only effect on weapon) and the limit seen ingame was 1880%. The sum of the geometric series would be 1900%.&lt;br /&gt;
&lt;br /&gt;
If other gamers are able to verify this cap, especially on Xbox too, it should be added to the description of weakness to magic. There are additional interesting consequences, because there is no real &amp;quot;spell stacking&amp;quot; when using a weapon (I could not see any on the SDT displays) and some of the weapons on the &amp;quot;Useful Enchantments&amp;quot; page will not work as expected, i.e. Drain Health magnitude would just increase linear with the WtM magnitude. &lt;br /&gt;
&lt;br /&gt;
Hope the formatting is acceptable. I registered a new account some days ago. --[[User:Bendoril|Bendoril]] 02:25, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The formatting looks fine. In fact, I find as a really broad general guideline, if you know enough to create a table on your own, I don't need to check the rest of the formatting, so you pass! ;) Just a quick comment on the 1880% vs. 1900%: I noticed when doing my own testing that there was some rounding going on between iterations. It may be cumulative rounding errors that are leading to that difference of 20% between the two. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:04, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Great stuff. Verifying 99% in game must have been fun... :P This fits with (crucially) Rob's observations, my own theories and rough testing from way back, and, aside from a couple of special cases that were misinterpreted as general ones, the anon's epic testing and conclusions in (12). Rob: I'm not sure I'd call it &amp;quot;20%&amp;quot; - that's a bit confusing. It's really 20''pts'' (19, to be pedantic: it's 1881 vs), which is a 1% difference, and I think we can all agree that's within an expected margin of error for 100 iterations with rounding. Bendoril: if you'd like to try your hand at a &amp;quot;TLDR&amp;quot; version of that and/or the TLDR section of (12), I'm sure it would be appreciated. (Ultimately it belongs elsewhere on the site, since it isn't really enchantment-specific and both this article and its talk page get flooded with updates, but don't worry about that). --[[User:Aliana|Aliana]] 08:43, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Devil Bow: Too Strong for this Soul Gem. ==&lt;br /&gt;
&lt;br /&gt;
I tried this Bow in Oblivion as I thought it would be useful, but it will not work, I have a Grand Soul Gem filled with a Grand Soul but it will not create with a message &amp;quot;Enchantment is too strong for this soul gem.&amp;quot; You have to lower the Fire Damage to 5 pts for 2 sec everything work fine after that. Just thought I would ost this to let others know about what I found out.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, I tried to do this in the Frostcrag Spire.&lt;br /&gt;
&lt;br /&gt;
Ok, after some playing around, here's mine:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Soul Trap - 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Frost Damage - 5 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shock Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fire Damage - 6 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Health - 8 pts for 2 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Fire - 25% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Weakness to Magic - 20% for 3 sec&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That's 1600/1600 with 19 uses.&lt;br /&gt;
&lt;br /&gt;
I am a member of Wiki, but I can't sign in to this site. [[Special:Contributions/60.240.6.211|60.240.6.211]] 09:32, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bow of the Eternal ==&lt;br /&gt;
&lt;br /&gt;
The Bow of the Eternal:&lt;br /&gt;
&lt;br /&gt;
Weakness to poison 100% for 10 secs. on strike&lt;br /&gt;
&lt;br /&gt;
Drain Health 100 pts for 1 sec. on strike&lt;br /&gt;
&lt;br /&gt;
Weakness to Shock 100%  for 3 secs on strike&lt;br /&gt;
&lt;br /&gt;
Shock Damage 6 pts for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
Be aware that this bow was made with a grand soul gem with a grand soul.If it is added with poison (custom made recommended) it will do a fire-and-forget damage.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=529929</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=529929"/>
		<updated>2010-01-25T19:31:22Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Who is Reznor Ramirez? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 38 and currently has a party of five [[Oblivion:Followers|Followers]] clad in [[Oblivion:Reverse Pickpocketing|reverse-pickpocketed]] enchanted bound armor. Two of the followers travel with him regularly, [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 38), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]] are also followers, but are usually told to wait inside Reznor's home. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 62 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element]], and [[Oblivion:Useful Enchantments|Absorb Health (Minor) &amp;amp; Frost Poison Enchantment]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons, like a 5 effect poison that has Frost Damage, Damage Health, Paralyze, and Silence. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion for PS3 and not PC, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses (and is going nuts waiting for spring to arrive so he can resume one of them), is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle for emergency purposes, and take walks following saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529926</id>
		<title>User talk:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529926"/>
		<updated>2010-01-25T19:23:46Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Feedback===&lt;br /&gt;
In the name of all that is just and right, please do not remove the original Blade of Elements!  Add whatever new weapons you'd like but please keep the original Blade of Elements as well.  That was one of the most powerful and useful general purpose custom weapons listed on this page and what you've replaced it with are more specialized variants with effects that other players may not always want to use.&lt;br /&gt;
&lt;br /&gt;
The removal of Soul Trap and the addition of Drain Health and Weakness to Poision have also worked to reduce the power of the elemental effects in your versions of the weapon.  This may be desirable depending on your goals but the basic high damage potential presented by the original Blade of Elements can be quite useful in almost any circumstance.  I agree with your assessment that some of these &amp;quot;Useful Enchantments&amp;quot; are actually &amp;quot;Useless&amp;quot; (if only because they are so specialized).  In my experience, I don't really like carrying around lots of specialized weapons to switch between as the situation dictates.  Instead, a few more general purpose and powerful weapons work much better for me.  For this reason, I'm a little surprised that you'd find the current offerings useless and then proceed to replace one of the most powerful and useful weapons on the page with 3 variants that are more specialized.  Again, feel free to add, just please, please retain the original Blade of Elements as well.&lt;br /&gt;
&lt;br /&gt;
Concerning the power of the weapon itself, using my top level character (level 55 if I recall correctly, though it's been some time now), I found that with almost any enemy, I didn't need to hit more than 3 times.  I don't recall ever needing 5 or 6 hits, though the graphs you present with your variants seem to indirectly indicate that using those weapons might require 5-6 hits with some enemies.{{Unsigned|76.88.43.12|24 January 2010}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Blade of Elements'''&lt;br /&gt;
:*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Remove Weakness to Poison, Add Soul Trap for 1 second (this stacks with weakness and stretches the duration), and adjust 2 of the Element Damage values from 5 pts to 4 pts. The amount of total damage done by adding Soul Trap and removing 2 pts element damage is insignificant compared to the amount of damage done by Drain Health. This version with Soul Trap would still do nearly twice the damage of the original Blade of Elements. --[[User:Reznor Ramirez|Reznor Ramirez]] 19:15, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: And furthermore, I am not hating on the Blade of Elements. It used to be one of the main weapons I used. Its just that at level 25 things start getting hairy against high level enemies, and by level 40 the Blade of Elements takes ''forever'' and a half to kill an ogre or what have you. By using the drain/weakness stacking enchantments, turning the difficulty of the game up now makes it much more challenging and enjoyable as well. From what I've seen of Oblivion players, far too many turn down the difficulty once they reach higher levels specifically because their equipment starts doing less and less damage and enemies melee and magic attacks start doing more damage. Turning the difficulty down sucks the fun out of the game by making the Blade of Elements a 1 or 2 hit kill special at a level 40. Where is the fun in that?? I personally enjoy the difficulty at around 70-80% at level 38, thanks to the stacking enchantments and the follower exploit. Even when there are 8+ enemies around, if I'm getting stomped I summon a creature and then cast a heal x pts for y seconds and invisibility for y seconds spell. Then I go right back to whacking stuff with blade/blunt weapons. Much more enjoyable than cheating, even if someone only turned down the difficulty just a little bit. --[[User:Reznor Ramirez|Reznor Ramirez]] 19:15, 25 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529922</id>
		<title>User talk:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529922"/>
		<updated>2010-01-25T19:15:44Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Feedback===&lt;br /&gt;
In the name of all that is just and right, please do not remove the original Blade of Elements!  Add whatever new weapons you'd like but please keep the original Blade of Elements as well.  That was one of the most powerful and useful general purpose custom weapons listed on this page and what you've replaced it with are more specialized variants with effects that other players may not always want to use.&lt;br /&gt;
&lt;br /&gt;
The removal of Soul Trap and the addition of Drain Health and Weakness to Poision have also worked to reduce the power of the elemental effects in your versions of the weapon.  This may be desirable depending on your goals but the basic high damage potential presented by the original Blade of Elements can be quite useful in almost any circumstance.  I agree with your assessment that some of these &amp;quot;Useful Enchantments&amp;quot; are actually &amp;quot;Useless&amp;quot; (if only because they are so specialized).  In my experience, I don't really like carrying around lots of specialized weapons to switch between as the situation dictates.  Instead, a few more general purpose and powerful weapons work much better for me.  For this reason, I'm a little surprised that you'd find the current offerings useless and then proceed to replace one of the most powerful and useful weapons on the page with 3 variants that are more specialized.  Again, feel free to add, just please, please retain the original Blade of Elements as well.&lt;br /&gt;
&lt;br /&gt;
Concerning the power of the weapon itself, using my top level character (level 55 if I recall correctly, though it's been some time now), I found that with almost any enemy, I didn't need to hit more than 3 times.  I don't recall ever needing 5 or 6 hits, though the graphs you present with your variants seem to indirectly indicate that using those weapons might require 5-6 hits with some enemies.{{Unsigned|76.88.43.12|24 January 2010}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Blade of Elements'''&lt;br /&gt;
:*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Remove Weakness to Poison, Add Soul Trap for 1 second (this stacks with weakness and stretches the duration), and adjust 2 of the Element Damage values from 5 pts to 4 pts. The amount of total damage done by adding Soul Trap and removing 2 pts element damage is insignificant compared to the amount of damage done by Drain Health. This version with Soul Trap would still do nearly twice the damage of the original Blade of Elements. --[[User:Reznor Ramirez|Reznor Ramirez]] 19:15, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: And furthermore, I am not hating on the Blade of Elements. Its just that at level 25 things start getting hairy against high level enemies, and by level 40 the Blade of Elements takes ''forever'' and a half to kill an ogre or what have you. By using the drain/weakness stacking enchantments, turning the difficulty of the game up now makes it much more challenging and enjoyable as well. From what I've seen of Oblivion players, far too many turn down the difficulty once they reach higher levels specifically because their equipment starts doing less and less damage and enemies melee and magic attacks start doing more damage. Turning the difficulty down sucks the fun out of the game by making the Blade of Elements a 1 or 2 hit kill special at a level 40. Where is the fun in that?? I personally enjoy the difficulty at around 70-80% at level 38, thanks to the stacking enchantments and the follower exploit. Even when there are 8+ enemies around, if I'm getting stomped I summon a creature and then cast a heal x pts for y seconds and invisibility for y seconds spell. Then I go right back to whacking stuff with blade/blunt weapons. Much more enjoyable than cheating, even if just a little bit. --[[User:Reznor Ramirez|Reznor Ramirez]] 19:15, 25 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529907</id>
		<title>User talk:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=529907"/>
		<updated>2010-01-25T18:57:45Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Feedback===&lt;br /&gt;
In the name of all that is just and right, please do not remove the original Blade of Elements!  Add whatever new weapons you'd like but please keep the original Blade of Elements as well.  That was one of the most powerful and useful general purpose custom weapons listed on this page and what you've replaced it with are more specialized variants with effects that other players may not always want to use.&lt;br /&gt;
&lt;br /&gt;
The removal of Soul Trap and the addition of Drain Health and Weakness to Poision have also worked to reduce the power of the elemental effects in your versions of the weapon.  This may be desirable depending on your goals but the basic high damage potential presented by the original Blade of Elements can be quite useful in almost any circumstance.  I agree with your assessment that some of these &amp;quot;Useful Enchantments&amp;quot; are actually &amp;quot;Useless&amp;quot; (if only because they are so specialized).  In my experience, I don't really like carrying around lots of specialized weapons to switch between as the situation dictates.  Instead, a few more general purpose and powerful weapons work much better for me.  For this reason, I'm a little surprised that you'd find the current offerings useless and then proceed to replace one of the most powerful and useful weapons on the page with 3 variants that are more specialized.  Again, feel free to add, just please, please retain the original Blade of Elements as well.&lt;br /&gt;
&lt;br /&gt;
Concerning the power of the weapon itself, using my top level character (level 55 if I recall correctly, though it's been some time now), I found that with almost any enemy, I didn't need to hit more than 3 times.  I don't recall ever needing 5 or 6 hits, though the graphs you present with your variants seem to indirectly indicate that using those weapons might require 5-6 hits with some enemies.{{Unsigned|76.88.43.12|24 January 2010}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Blade of Elements'''&lt;br /&gt;
:*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=529905</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=529905"/>
		<updated>2010-01-25T18:54:02Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 2 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second can also be fit into this enchantment without alteration to any other effects, or [[Oblivion:Soul Trap|Soul Trap]] for 1 second can be added by lowering both of the element damages to 4 pts instead of 5. Soul Trap's duration is stacked by each subsequent strike by the Weakness to Magic effect. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''320'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 375 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1560 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 2040 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''75'''&lt;br /&gt;
| '''135'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(245)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(635)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(260)'''&lt;br /&gt;
| '''(435)'''&lt;br /&gt;
| '''(770)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health (Minor) &amp;amp; Frost Poison Stack===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 542 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1671 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1850 on the sixth hit, which equals 2015 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''24'''&lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''78'''&lt;br /&gt;
| '''150'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(324)'''&lt;br /&gt;
| '''(542)'''&lt;br /&gt;
| '''(978)'''&lt;br /&gt;
| '''(1850)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(221)'''&lt;br /&gt;
| '''(345)'''&lt;br /&gt;
| '''(587)'''&lt;br /&gt;
| '''(1065)'''&lt;br /&gt;
| '''(2015)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combination Poison/Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Poison Frost Damage&lt;br /&gt;
| 9/38&lt;br /&gt;
| 9&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Poison Damage Health&lt;br /&gt;
| 8/20&lt;br /&gt;
| 8&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| 14&lt;br /&gt;
| 29&lt;br /&gt;
| 58&lt;br /&gt;
| 116&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72&lt;br /&gt;
| 144&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic&lt;br /&gt;
| 100/4&lt;br /&gt;
| x&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 68&lt;br /&gt;
| 136&lt;br /&gt;
| 272&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Poison Damage HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''17'''&lt;br /&gt;
| '''57'''&lt;br /&gt;
| '''98'''&lt;br /&gt;
| '''179'''&lt;br /&gt;
| '''341'''&lt;br /&gt;
| '''666'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''(123)'''&lt;br /&gt;
| '''(272)'''&lt;br /&gt;
| '''(422)'''&lt;br /&gt;
| '''(721)'''&lt;br /&gt;
| '''(1319)'''&lt;br /&gt;
| '''(2516)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''x'''&lt;br /&gt;
| '''(289)'''&lt;br /&gt;
| '''(496)'''&lt;br /&gt;
| '''(893)'''&lt;br /&gt;
| '''(1670)'''&lt;br /&gt;
| '''(3208)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;font color=red&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;''' Poison needs only applied once, as the long durations of these effects continue to &amp;lt;br&amp;gt; apply damage each second, while consecutive hits continue to stack Weakness Effects.&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529903</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529903"/>
		<updated>2010-01-25T18:48:30Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Blade of Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
jus changed usefull to useful,&lt;br /&gt;
&lt;br /&gt;
Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;Useful Enchantments&amp;quot; article would ''greatly'' benefit by being broken up into two separate articles titled: &amp;quot;Useful Weapon Enchantments&amp;quot; and &amp;quot;Useful Worn Enchantments&amp;quot;. As of right now its a mess. I've tried to bring the Weapons Enchantments section up to par, but I feel the page in this format with both sections combined is a lost cause. It looks terribly unprofessional overall, hosting some enchantments that aren't possible, others without effective descriptions, and many others that offer absolutley no &amp;quot;new gimmick or trick that would not otherwise be noticed&amp;quot;. I don't want to attempt to break this into 2 pages (or 3, using &amp;quot;Useful Enchantments&amp;quot; as a guideline and launching pad to the individual weapon and worn enchantments pages, in order to save the links to this article that appear all over the website) because I have no experience breaking up wiki pages and because I'm not sure exactly how to do it. However, I think the site overall would benefit from this. I have spent hours trying to re-vamp the weapons section by providing weapon damage charts to the basic enchanted weapons designs, and clearing off simliar, ineffectictive, or useless enchantments from the main article, but in the end there is still a lot of other &amp;quot;junk&amp;quot;, for lack of a better term, on here. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:50, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Clean up/Formatting ==&lt;br /&gt;
&lt;br /&gt;
I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
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What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
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Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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and so on…&lt;br /&gt;
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also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
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Weakness: 0%   Damage:10 points&lt;br /&gt;
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Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
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Weakness: 1000%Damage:360 points &lt;br /&gt;
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(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
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Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
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Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
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So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
&lt;br /&gt;
I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
&lt;br /&gt;
== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Orignial Blade of Elements&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap &lt;br /&gt;
| x/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 14/1&lt;br /&gt;
| 14 &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 42&lt;br /&gt;
| 42&lt;br /&gt;
| 42 &lt;br /&gt;
|-&lt;br /&gt;
| '''Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
| '''126'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(168)'''&lt;br /&gt;
| '''(294)'''&lt;br /&gt;
| '''(420)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::*As you can see, this Blade does more damage than some of the other custom enchantments, but maximizes its stacking on only the second hit. In its defense, all of the damage is permanent damage done, not drained. While this is a good enchantment for low and mid-level enemies, it does not maximize its potential when facing enemies with higher health points. It becomes a weak enchantment at level 25+ versus Minotaur Lords, Ogres, Azhklan Trolls, etc. At level 25 PC, each of those have 500-572 HP, meaning this enchantment takes 5-6 hits to kill these. At level 30+, these enemies require 7+ ''continuous'' hits from this enchantment to die, with the final number of hits being closer to 10 or more because of the chance of missing or being struck yourself and interupted, due to the small Weakness to Magic for 1 second window. With Drain Health/Weakness to Magic (3+ seconds) stacking enchantments all of the above are dead at level 40 after 4-5 continuous hits, compared to 7-9 continuous hits with this enchantment. At level 18 this enchantment still takes 4 hits to kill these enemies because of their minimum health points being 396-406, compared to 3 hits with a Drain/Weak stack enchantment. Of course, it is up to Oblivion players to choose their enchantment or weapon of choice. Nobody is saying that you have to use this one or that one, or that you can't use one just because another is more effecient or whatever. The point is that this enchantment and the &amp;quot;3 Element Enchantment&amp;quot; have nearly identical effects, with the &amp;quot;3 Element&amp;quot; being the one that shows the most significant &amp;quot;new gimmick or trick that would not normally be noticed.&amp;quot; For that very reason, ''all'' of the previous enchantments were moved to the talk page instead of being deleted, including some that do not even work as advertised. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 25 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
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::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=529864</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=529864"/>
		<updated>2010-01-25T16:53:18Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
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&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
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Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
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Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 38 and currently has a party of five [[Oblivion:Followers|Followers]] clad in [[Oblivion:Reverse Pickpocketing|reverse-pickpocketed]] enchanted bound armor. Four of the followers travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 39), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 62 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element]], and [[Oblivion:Useful Enchantments|Absorb Health (Minor) &amp;amp; Frost Poison Enchantment]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons, like a 5 effect poison that has Frost Damage, Damage Health, Paralyze, and Silence. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
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All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
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===Useful Enchanments===&lt;br /&gt;
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Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
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===Other Interesting Things===&lt;br /&gt;
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Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion for PS3 and not PC, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses (and is going nuts waiting for spring to arrive so he can resume one of them), is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle for emergency purposes, and take walks following saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
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===Feedback===&lt;br /&gt;
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Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Followers&amp;diff=529190</id>
		<title>Oblivion talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Followers&amp;diff=529190"/>
		<updated>2010-01-24T02:18:24Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* List of Followers who wait? */&lt;/p&gt;
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&lt;div&gt;==Knights Of The Nine==&lt;br /&gt;
Do the generic &amp;quot;Knights Of The Nine&amp;quot; respawn? {{unsigned|Bambobo}}&lt;br /&gt;
:Unfortunately I don't have the means to check this, but based on what I'm seeing [[Oblivion:Knights of the Nine#Creatures and NPCs|here]], I would say yes. --[[User:Eshe|Eshe]] 18:45, 24 September 2007 (EDT)&lt;br /&gt;
::Yes, they do.  I've added it to the table. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:54, 29 September 2007 (EDT)&lt;br /&gt;
:::Thanks.Could someone(If its possible) add a statistics page for the generic &amp;quot;knights of the nine&amp;quot; please. Id try myself but id make a mess of it plus I dont know how to get the infomation.--[[User:Bambobo|Bambobo]] 19:38, 13 October 2007 (EDT)&lt;br /&gt;
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==Followers equipment?==&lt;br /&gt;
Who can I give zero weight items to (and they will keep it forever). for example the &amp;quot;adoring fan&amp;quot;. I gave him new enchanted clothes. And some days after, they are all gone. Will that happend to all followers or just him?&lt;br /&gt;
:Chances are the adoring fan died and respawned 3 days later as he does.&lt;br /&gt;
== Maybe ==&lt;br /&gt;
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..You should just * the ones who can't be used as allies outside their designated quests? There are quite a few which you can not use as allies up at the top currently.--[[User:Hicky|Hicky]] 14:50, 3 March 2007 (EST)&lt;br /&gt;
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:It seems to me that having two separate lists would be more convenient.  I think most people probably use this page to find out which NPCs can be used as general allies, so having a list that just provides that info seems easier than forcing readers to pay attention to whether or not there's an asterisk next to a name.  At the moment there are probably alot of non-useful NPCs in the top list.  The list was created by extraction from the construction set in order to ensure that it was complete, but it basically takes someone checking in-game to figure out exactly when and where each NPC is useful, and whether that really can be used to your advantage.  So as people check them, some are being moved to the bottom.  If you know of more NPCs that need to be moved, any help is always appreciated :) --[[User:Nephele|Nephele]] 21:57, 5 March 2007 (EST)&lt;br /&gt;
::I'll move some obviously useless allies down to the list below. It is alright to use ditto, right? :S--[[User:Hicky|Hicky]] 14:59, 7 March 2007 (EST)&lt;br /&gt;
:::Perhaps something a bit longer than just &amp;quot;ditto&amp;quot; (especially since with the entries being in alphabetical order, it's unlikely that the similar entry is the one right before it), such as &amp;quot;Same as Dar-Ma&amp;quot;. --[[User:Nephele|Nephele]] 15:25, 7 March 2007 (EST)&lt;br /&gt;
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== Atronach ==&lt;br /&gt;
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I think having the atronach familiars listed on this page is useful, since many readers come to this page to find out about anyone who can be used to help them fight in battles... I doubt the readers particularly care whether the ally is a NPC or a creature.  I'd suggest either reword the intro to say that the page is not only NPCs or add another section for non-NPCs. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:29, 8 April 2007 (EDT)&lt;br /&gt;
:Question is - if you include these, then why not the Everscamps from that quest in Leyawiin?  Or the sheep that follow you around if you carry apples?  Or for that matter, why not include every summonable creature you can create with spells?  Or anybody you can get to follow you with a Command spell?  Sure, they're temporary, but you can always make another one, so hence they could be described as &amp;quot;respawning&amp;quot;.  (Also I believe there's a glitch that can result in permanent summons, though I may be thinking of Morrowind again.)  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 16:35, 8 April 2007 (EDT)&lt;br /&gt;
::Sheep follow if you carry apples? COOL!.--[[User:Bambobo|Bambobo]] 19:40, 13 October 2007 (EDT)&lt;br /&gt;
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== Mage Apprentices ==&lt;br /&gt;
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Does anyone know why when you're the ArchMage and you ask more than one Apprentice to follow you sometimes up to five will follow and other times only one, no matter who you ask? I think it may have something to do with the time of day or something. [[User:Grandmaster z0b|Grandmaster z0b]] 20:54, 15 April 2007 (EDT)&lt;br /&gt;
*Is there also a finite number?  Two have died following me, and there's 2 empty beds at night in the room where they all sleep.&lt;br /&gt;
*I've been wandering the same thing, i've heard that sometimes 5 apprentices will follow you, and at others 1, for me it's always been 1. Anyone know how to get 5 follow you? (if you can)&lt;br /&gt;
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On the xbox ive discovered a way to get 5 apprentices to follow you. All though it takes slot of waiting if you get one to follow and have him get killed (battlemages or guards work well for me) then get another and repeat the process until all five are dead then wait for quite a few days eventually they respawn but their AI is still set to follow you. So they will all respawn and come running to find you! And does anybody know their respawn rate? Thanks :D&lt;br /&gt;
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==Adoring Fan==&lt;br /&gt;
It says that it is a list of all the NPCs that follow and fight for you and the adoring fan doesn't fight instead he will just run away does this mean that it should be reworded to suit the Adoring Fan?--[[User:Obliv4PS3|Most Honored Listener]] 00:54, 2 August 2007 (EDT)&lt;br /&gt;
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:No, it's okay with me, =).  Seriously, I think the mention in his description is sufficient since all of the other characters do.  Perhaps a more experienced user can help you to be certain, but I really wouldn't worry about it. --[[User:Adoring Fan|Adoring Fan]] 23:30, 27 March 2008 (EDT)&lt;br /&gt;
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== Ulrich Leland ==&lt;br /&gt;
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Why is Ulrich Leland listed? He's not essential when he starts following you(I tried it) and getting him killed that way affects the quest. --[[User:Sundaroct131088|Sundaroct131088]] 11:32, 10 September 2007 (EDT)&lt;br /&gt;
:Because he's a guard captain and 15 levels above you. If you did this quest early, say... level 1? Well, I doubt a level 16 guard captain will be killed by level 1 goblins... --[[User:Saruuk|Saruuk]] 19:47, 10 September 2007 (EDT)&lt;br /&gt;
::Modryn Oreyn's a much better choice but I see your point. Thanks. --[[User:Sundaroct131088|Sundaroct131088]] 22:27, 10 September 2007 (EDT)&lt;br /&gt;
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== Maximum Number of Followers? ==&lt;br /&gt;
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I've not seen this message a maximum number of followers mentioned anywhere before, and I can't generate it after a quick test. Has anybody else seen this? --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:58, 19 November 2007 (EST)&lt;br /&gt;
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: I've encountered this one during the battle for castle kvatch at lv. 50. I brought a lot of followers ( Mage Apprentice, Avita Vesnia, Battlehorn-man-at-arms, atronantch familiar ) just to give the guards some chance of surviving. I also told Martin to follow me ( same reason ), plus the three legion soldiers. Ten i got the message 'You've got too many folllowers'. In total, their're were indeed eight followers...[[User:LordDagon|LordDagon]] 05:00, 12 January 2008 (EST)&lt;br /&gt;
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:Same here, except I was level 24 and had Modryn Oren, Mazoga the Orc, The Jemayne bros, Berich Inian (the guy who has to unlock the guardhouse tunnel) and the legion soldiers. The message at the top left hand of the screen simply read &amp;quot;You have too many followers&amp;quot;. [[User:124.169.210.13|124.169.210.13]] 03:59, 25 January 2008 (EST)&lt;br /&gt;
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== Large entourage ==&lt;br /&gt;
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(''Comment moved from article'') --[[User:Gaebrial|Gaebrial]] 03:14, 5 March 2008 (EST)&lt;br /&gt;
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As of now, I have Erthor, Brother Martin, a Strom Atronach, Adoring Fan, Ulrich Leland, Velwyn Benirus, Mazorga the Orc, Reynald and Guilbert Jemane, a Dark Brotherhood Murderer, Jauffre, and a Men-at-Arms, when I enter Cheydinhal, they all attack the Men-at-Arms, including the Cheydinhal guards, so things like this may occur also, and if you have too many, when walking across bridges in oblivon relams, most will fall off and die {{unsigned|24.151.115.208}}&lt;br /&gt;
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== Followers Who Fight Each Other ==&lt;br /&gt;
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The statement that says that followers may sometimes attck each other a completely true. I've seen it happen on numerous occasions, a few including a gaurd fight in Cheydinhal in which I had a Battlehorn Man-at-arms and a the Dark brotherhood female merchant (the one who becomes available after completing the Dark Brotherhood storyline). During the fight, the man-at-arms attacked and killed the Dark brotherhood follower. Another time, more recently, Ushnar's Skinned Hound, which was folowing me, and a storm atronach familiar, whom after fighting and defeating a mountain lion (with my help) started to attck each other. I had to load, because I knew the the Skinned Hound would die, and I have a serious sentimental attachment to it. But anyway, followers can indeed fight each other. -[[User:Nemicide|Nemicide]] 20:49, 20 March 2008 (EDT)&lt;br /&gt;
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:I'm not completely sure, but doesn't a follower switch to the player's faction? If not, the most likely reason this happened is because one of your followers was accidentally attacked in the brawl, and then fought after. [[User:Figgy|Figgy]] 19:39, 26 May 2008 (EDT)&lt;br /&gt;
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:I wonder if it could ever happen that two following NPCs who were both marked essential would fight each other after accidentally hitting each other in a prior combat fighting by your side?  The fight would never end![[User:169.145.3.12|169.145.3.12]] 11:53, 5 June 2008 (EDT)&lt;br /&gt;
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::I don't see why not.  Just the right combination of accidentally hitting each other or something similar could probably trigger such an event. --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 15:19, 5 June 2008 (EDT)&lt;br /&gt;
:::This would be too obvious an oversight. There is probably some failsafe code that prevents this from happening.  Sort of like when you cast frenzy on an NPC inside a building and then the other NPCs inside attack him.  The frenzied NPC will run outside and the others will follow.  When you go outside to see what has happened, one of the parties has mysteriously yielded and the battle is over.[[User:169.145.3.12|169.145.3.12]] 16:32, 5 June 2008 (EDT)&lt;br /&gt;
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:::: Let's not forget that essential NPCs can still be knocked out. --[[User:Debatra|Debatra]] 02:00, 10 July 2008 (EDT)&lt;br /&gt;
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::::: Because they can be knocked out, the fight should stop when one gets knocked out (I saw [[Oblivion:Janus Hassildor|Janus Hassildor]] accidentally get in a fight with a [[Oblivion:Skingrad Guard|Skingrad Guard]], and the fight stopped after he fell unconscious).--[[Special:Contributions/69.61.228.206|69.61.228.206]] 17:08, 31 August 2009 (UTC)&lt;br /&gt;
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== Too many followers ==&lt;br /&gt;
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Bold part moved from main article: == Notes ==&lt;br /&gt;
* If you have eight followers and try to acquire a ninth, a message will pop up telling you &amp;quot;You have too many followers.&amp;quot; This will continue to appear every so often, but won't make any difference, and more will continue to follow you. &lt;br /&gt;
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;--(ive seen this happen with as few as 5. it seems to happen easily with the battlehorn man-at-arms since theres no you already have a follower response. so it seems several follow you for a while but quickly, such as changing areas, you only have 1 of each type again. to get this i had night of nine, mage apprentice, murderer, adoring fan, and shadowmere parked outside while telling the men at arms to follow)-- {{unsigned|99.130.18.73}}&lt;br /&gt;
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== Imperial Legion Followers ==&lt;br /&gt;
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Under the latest patch I wasn't be able to get the 3 Imperial Legion Soldiers after me during the Breaking the Siege quest. They would go as far as the encampment but as soon as I went further they just neglected me and walked back to the encampment. I tried numerous ways out of the area, but it seems there's a magic wall preventing them from following me further then the Kvatch area. It seems like a reasonable fix because having them for the rest of your adventure would give a serious advantage. I don't know if this is related to the fact that I finished Breaking the Siege untill the part you can hand in the Ring and thereby lose the Imperial Guards. [[User:83.119.201.237|83.119.201.237]] 08:10, 9 July 2008 (EDT)&lt;br /&gt;
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== Equipping Followers ==&lt;br /&gt;
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I've been having trouble equipping followers with enchanted bound armor.  They appear to be selecting their original armor even if the stats on the bound equipment are significantly better.  I think this may be due to the fact that bound equipment always has a gold value of zero, is this the case?&lt;br /&gt;
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Also, the battlehorn men-at-arms appear to respawn their weapons and armor (essentially making it impossible to equip all your castle guards with magically armor).  I found [http://www.gamespot.com/xbox360/rpg/theelderscrollsivoblivion/show_msgs.php?topic_id=m-1-43267296&amp;amp;pid=927345 this] that implies that generic named followers will respawn their equipment on fast travel or perhaps another load event; can someone confirm this?&lt;br /&gt;
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: I just did a test on a [[Oblivion:Mage Apprentice|Mage Apprentice]], [[Oblivion:Dark Brotherhood Murderer|Dark Brotherhood Murderer]], and the [[Oblivion:Knight of the Nine|Knight of the Nine]], and all of their armor did reset to their defaults after fast traveling.  I also tried having them wait for a long period of time in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]], and although the murderer did not appear to equip the cuirass or greaves, they did wear the armor for a few days before switching back to their default armor.  &lt;br /&gt;
: I actually found equipping the NPCs like [[Oblivion:Jauffre|Jauffre]] and [[Oblivion:Baurus|Baurus]] with bound armor to be more useful, as they would wear the armor I gave them continually (when making the armor, make sure that you give it a name that starts with the letter &amp;quot;A,&amp;quot; as an NPC will equip whatever is listed alphabetically first).  &lt;br /&gt;
: I also confirmed another point mentioned by the individual from the gamespot forum, regarding the mage apprentice's weapon, it does change and can be an unenchanted or enchanted item.--[[Special:Contributions/69.61.228.206|69.61.228.206]] 17:00, 31 August 2009 (UTC)&lt;br /&gt;
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== Amusei ==&lt;br /&gt;
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The statement regarding Amusei and Lost Histories quest is incorrect.  Amusei will follow you around indefinitely if you do not walk to a precise spot on the path between Skingrad Castle and Skingrad East Gate about halfway between the two.[[User:75.196.104.223|75.196.104.223]] 10:03, 16 August 2008 (EDT)&lt;br /&gt;
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==Difficulty Question==&lt;br /&gt;
:''(Question moved here from [[:Talk:Main Page]])''&lt;br /&gt;
Im Somewhat new to the Elder Scrolls Oblivion game, So far My strongest character is a Breton, level 31 Mage, Arch-Mage in the Mages guild ( with help from your guide :) ), And well i was just wondering, If i was to put the game on easy, would it make my allys and minions weaker? My friend taught me of the Easy difficulty level and my minions seem to be doing little or no damage at all to enemies, i dont even think of using minions anymore due to this sad fact, should i change the difficulty back to normal and let my minions do more work and recieve more credit? {{unsigned|97.97.91.109|21 August 2008}}&lt;br /&gt;
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Their effectiveness and durability goes down at the same rate as your enemies so they should be doing about the same amount of damage. If not they should be more durable. You're already bending the rules with followers; no need to cheat with the difficulty ;) [[User:66.167.32.222|66.167.32.222]] 04:16, 27 August 2008 (EDT)&lt;br /&gt;
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== Equipping certain followers ==&lt;br /&gt;
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To make certain followers, whose inventories don't completely respawn (like the Jemane brothers), into better fighters, just do this: 1. Give them a bound cuirass and greaves. 2. Once they wear those, pickpocket their regular clothes. 3. Then reverse-pickpocket some enchanted zero-weight clothes onto them, I usually use the element shield sigil stones for good defense. 4. After their armor eventually breaks, they'll wear the enchanted clothes; it's better than any armor! Guilbert Jemane can beat pretty much any city guard or imperial watchman one on one after that.&lt;br /&gt;
:This has already been mentioned many times all over the site. --[[User:Darth NANAME|Darth NANAME]] 19:28, 4 September 2008 (EDT)&lt;br /&gt;
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== Followers don't want to draw weapons ==&lt;br /&gt;
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I have mazoga the orc and viranus donton following me. I have given them bows, arrows, swords and shields (and a collection of reflect damage items) and used the console to force them to wear it.&lt;br /&gt;
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However, after killing a few daedra, the followers will not engage in battle with more daedra. They stand around crying in pain as they are hit but refuse to fight back. The only way i can make them fight again is to resurrect and add all their items again.&lt;br /&gt;
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Is there a way around this? They seem to realise the are in a fight, as I cannot talk to them while they are being attacked. They just refuse to draw their sword and hit back. [[User:203.91.84.7|203.91.84.7]] 06:14, 19 October 2008 (EDT)&lt;br /&gt;
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: found it. I was saying equipitem (item) 1. Placing 1 at the end confuses them. Removed it and they properly attack. [[User:203.91.84.7|203.91.84.7]] 09:34, 31 October 2008 (EDT)&lt;br /&gt;
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== How is Amusei a Useful Follower ==&lt;br /&gt;
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I tried to make him as a useful follower but he leaves once you leave the castle.  You can't use him for other quests so why is he on the Standard Followers?&lt;br /&gt;
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== Stolen Gear ==&lt;br /&gt;
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When equipping followers with better weapons, does it matter whether the item you're dropping for them is *stolen*, or will they pick it up regardless?&lt;br /&gt;
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== Bug ==&lt;br /&gt;
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I've got an annoying bug in my game.If I have any followers with me in combat,my character starts to cast a random spell (on self) even if I'm not actually doing anything.He just keeps on casting it,even when I try to fight or do anything else.Can somebody help? --[[User:Neekerisanni123|Neekerisanni123]] 15:40, 26 March 2009 (EDT)&lt;br /&gt;
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== How long will a follower wait? ==&lt;br /&gt;
{{Good Question|May 2009}}&lt;br /&gt;
Heres a question thats been buggin me. If you tell a follower to wait exactly how long will he wait in that spot before the game resets him? or will he ever reset? I ask because Id like to take a Mage Apprentice to my house in skingrad, and essentially turn him into a live daedric armor stand through reverse pick-pocketing bound armor. is this possible? Or will he reset? [[User:TheKidd84|TheKidd84]] 06:33, 14 May 2009 (EDT)&lt;br /&gt;
:This isn't a completely conclusive answer, but given that the mage apprentices (a) are leveled, and (b) respawn, I would imagine that if you leave your house for more than 3 days (the standard respawn time), they will disappear and respawn back in the Arcane University. They will also be recalculated when you level up, which may or may not cause them to respawn, and may or may not cause them to lose whatever you have given them.&lt;br /&gt;
:The basic rule of thumb is that if they are set to respawn, they will disappear if you leave them alone for an extended time, and if they are leveled they are likely to 'lose' anything you have given them when you level up, regardless of whether they are set to respawn or not.&lt;br /&gt;
: --[[User:Gaebrial|Gaebrial]] 07:49, 14 May 2009 (EDT)&lt;br /&gt;
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::In order to answer this question i led a mage apprentice (without bound armor, though) into rosethorn hall and told her to wait right in front of the door. I went out into skindgrad and waited for three days, then went back in, and she was left. I then exited again and waited for four days. When i reentered, the apprentice was still there and waiting. (although, for some reason, she had moved about two steps to the right). Unless the respawn time is longer than four days, i guess this means they'll wait forever.&lt;br /&gt;
::--[[Special:Contributions/78.69.109.203|78.69.109.203]] 19:21, 13 September 2009 (UTC)&lt;br /&gt;
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:::to properly test this, you have to do this in a place that does respawn, the game keeps track of weapons you drop in dungeons, but everything else respawns, so try it in a dungeon. I will tomorrow morning, right now its 11 pm for me, im in china. [[User:Mikeyboy52|Mikeyboy52]] 15:12, 4 January 2010 (UTC)&lt;br /&gt;
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It waits indefinitely it only reaspawns when it dies and it moves within a certain radius but nothing extreme.--[[User:Corevette789|Corevette789]] 02:12, 24 January 2010 (UTC)&lt;br /&gt;
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==List of Followers who wait?==&lt;br /&gt;
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Could someone add which &amp;quot;standard&amp;quot; or &amp;quot;helpful&amp;quot; followers you can command to &amp;quot;wait here&amp;quot;/&amp;quot;follow me&amp;quot; to the list on the main page? That would probably be the second most helpful thing for me in regards to followers, out side of which ones are essential and/or respawn. Thanks. -- [[User:Reznor Ramirez|Reznor Ramirez]] 02:09, 24 January 2010 (UTC)&lt;br /&gt;
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:So far I know the Guilbert Jemane can be told to wait, Reynald stays wherever he is so essentially he can be told to wait as well, I think Viranus Donton can be told to wait. Modryn Oreyn cannot be told to wait, and neither can Velwyn Benirus, although he is a very helpful essential follower... Any others? -- [[User:Reznor Ramirez|Reznor Ramirez]] 02:18, 24 January 2010 (UTC)&lt;br /&gt;
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==Inventory respawn==&lt;br /&gt;
We should wright a list over those NPC that their inventory dosen't respawn!!! {{Unsigned|85.164.84.199|10 June 2009}}&lt;br /&gt;
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:I'm not sure what you mean. Inventories themselves don't respawn. It's usually the NPC that respawns, or certain items in the inventory have an infinite loadout (like arrows). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:30, 11 June 2009 (EDT)&lt;br /&gt;
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The andoring fan has respawing items! I clothing him up with zero weight items and two days later they where gone! I think the person wants us to write a list over does people who dosen't respawning of the followers you have! ahhh, if only the reverse pickpocet could have been like fallout 3!:D&lt;br /&gt;
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== Missing companions ==&lt;br /&gt;
it seems there is a limit to how many times your Murderer and Adoring fan respawn. this is my second playthrough and just like the first time my murderer no longer spawns and i can't recruit the other two. my adoring fan has also stopped respwning. it might just b me cuz i find nothing on this site or others that even mention it. u got answers World? {{unsigned|63.65.130.18|16 June 2009}}&lt;br /&gt;
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Hm...so you've waited three days and they still don't respawn?  That's odd, the game doesn't have  a limit; they'll always respawn after 3 days.  Are you waiting for three days inside the cell where they're suppose to respawn?  Ex. You wait for 72 hrs inside teh dark brotherhood sanctuary?  That might cause them not to respawn.  You have to wait outside the building.  If not, are you sure they died?  Maybe you just left them somewhere and don't remember?  Or perhaps they ran off during battle?--[[User:Tau434|Tau434]] 18:09, 21 June 2009 (EDT)&lt;br /&gt;
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== Anarchy at the Arcane University ==&lt;br /&gt;
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I don't know what happened at My University But there is a constant war going on between the scholars and the guards there. It all happened one day when i was experimenting with a spell that i made and my scholars and apprentices killed each other then stopped and rested for the rest of the day and started back up the next day and its been going on like that nonstop how would i go about fixing it. should I apply negative effects or try the spell again to see if it reverses?[[User:Tuva551|Tuva551]] 22:34, 18 June 2009 (EDT)&lt;br /&gt;
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:o.o what was the spell?{{unsigned|92.27.167.56|October 10, 2009}}&lt;br /&gt;
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::o.1 The spell was probably a frenzy.  I have the same &amp;quot;constant war&amp;quot; going on in my arcane university as well. This problem actually turned out to be great, as the only people to die are the imperial battlemages and the mage apprentices, these characters respawn, so not to worry.  The other important characters are merely knocked unconscious.  This will give you a constant supply of enchanted daedric daggers with elemental damage enchantments. {{unsigned|24.90.197.125|October 15, 2009}}&lt;br /&gt;
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== Shivering Isles ==&lt;br /&gt;
do the Saint and Seducer followers you get after becoming Sheo respawn after 3 days as well? also shouldn't they be included on this page? {{unsigned|66.253.139.64|3 August 2009}}&lt;br /&gt;
: They do respawn, but no they shouldn't be on this page as it's for Oblivion-only information. I've added a [[UESP:Task List|Task]] to create a similar page for the Shivering Isles. Thanks for highlighting the absence. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 05:48, 4 August 2009 (UTC)&lt;br /&gt;
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== Undead Followers ==&lt;br /&gt;
This guide which I found on another site shows off a complicated - but rewarding - method of getting extra followers. http://www.gamefaqs.com/boards/genmessage.php?board=927345&amp;amp;topic=42082618 Due to the [[Oblivion:Staff_of_Worms|Staff of Worms]] having a short effect time it's a little impractical to have more than a couple...but what if the follower in question was Umbra? :P I really think this should be included here, if only as an external link on the pages for the Staff of Worms, Reanimate, and followers. Can come in particularly handy for the battle of bruma. -[[User:Mental_Gear|Mental_Gear]]&lt;br /&gt;
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== Ilend Vonius ==&lt;br /&gt;
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Shouldn't he be listed under followers who can't be used outside their quests. If you try to have him follow you out of the gate he acts like as if you told him to leave. {{unsigned|99.145.182.142|01:56, 3 September 2009}}&lt;br /&gt;
:Yeah, it looks like you're right.  I haven't tested it in-game, but from the CS, it looks like he follows you only while you're in Oblivion. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 02:55, 9 September 2009 (UTC)&lt;br /&gt;
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==Rona (battlehorncastle)==&lt;br /&gt;
The maid in battlehorn castle called Rona (i don't know her second name properly) IS essential this isn't mentioned on the page (there is no tick in her essential box) just thought it would be useful to mention--[[User:VergilSparda|VergilSparda]] 19:50, 27 September 2009 (UTC)&lt;br /&gt;
:Confirmed.  Thanks for spotting it and letting us know! —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 22:15, 27 September 2009 (UTC)&lt;br /&gt;
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your welcome :)--[[User:VergilSparda|VergilSparda]] 17:35, 28 September 2009 (UTC)&lt;br /&gt;
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== Eldamil ==&lt;br /&gt;
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Eldamil only exists in Paradise so, how can he be useful outside his quest? {{Unsigned|99.141.12.87|16 October 2009}}&lt;br /&gt;
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:This article lists all NPCs that have a Follow AI package at one time or another. Whether they are useful is up to the individual player to decide. There are a couple more NPCs on the article that are not useful followers outside their respective quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 09:18, 16 October 2009 (UTC)&lt;br /&gt;
::I have moved him to the section indicating he cannot be used outside of the Paradise quest because he cannot follow you outside of Paradise(the place) because he dies(without respawning). If anyone wants to revert my edit than they are free to do so, preferably with an explanation. {{Unsigned|Reznor Ramirez|16 January 2010}}&lt;br /&gt;
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:::That could be a good idea. Providing information on what degree of commands can be given to the NPC. Usually it's just the generic wait 'n follow or none at all. Should be an easy distinction. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:34, 19 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Followers&amp;diff=529187</id>
		<title>Oblivion talk:Followers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Followers&amp;diff=529187"/>
		<updated>2010-01-24T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* How long will a follower wait? */&lt;/p&gt;
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&lt;div&gt;==Knights Of The Nine==&lt;br /&gt;
Do the generic &amp;quot;Knights Of The Nine&amp;quot; respawn? {{unsigned|Bambobo}}&lt;br /&gt;
:Unfortunately I don't have the means to check this, but based on what I'm seeing [[Oblivion:Knights of the Nine#Creatures and NPCs|here]], I would say yes. --[[User:Eshe|Eshe]] 18:45, 24 September 2007 (EDT)&lt;br /&gt;
::Yes, they do.  I've added it to the table. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:54, 29 September 2007 (EDT)&lt;br /&gt;
:::Thanks.Could someone(If its possible) add a statistics page for the generic &amp;quot;knights of the nine&amp;quot; please. Id try myself but id make a mess of it plus I dont know how to get the infomation.--[[User:Bambobo|Bambobo]] 19:38, 13 October 2007 (EDT)&lt;br /&gt;
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==Followers equipment?==&lt;br /&gt;
Who can I give zero weight items to (and they will keep it forever). for example the &amp;quot;adoring fan&amp;quot;. I gave him new enchanted clothes. And some days after, they are all gone. Will that happend to all followers or just him?&lt;br /&gt;
:Chances are the adoring fan died and respawned 3 days later as he does.&lt;br /&gt;
== Maybe ==&lt;br /&gt;
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..You should just * the ones who can't be used as allies outside their designated quests? There are quite a few which you can not use as allies up at the top currently.--[[User:Hicky|Hicky]] 14:50, 3 March 2007 (EST)&lt;br /&gt;
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:It seems to me that having two separate lists would be more convenient.  I think most people probably use this page to find out which NPCs can be used as general allies, so having a list that just provides that info seems easier than forcing readers to pay attention to whether or not there's an asterisk next to a name.  At the moment there are probably alot of non-useful NPCs in the top list.  The list was created by extraction from the construction set in order to ensure that it was complete, but it basically takes someone checking in-game to figure out exactly when and where each NPC is useful, and whether that really can be used to your advantage.  So as people check them, some are being moved to the bottom.  If you know of more NPCs that need to be moved, any help is always appreciated :) --[[User:Nephele|Nephele]] 21:57, 5 March 2007 (EST)&lt;br /&gt;
::I'll move some obviously useless allies down to the list below. It is alright to use ditto, right? :S--[[User:Hicky|Hicky]] 14:59, 7 March 2007 (EST)&lt;br /&gt;
:::Perhaps something a bit longer than just &amp;quot;ditto&amp;quot; (especially since with the entries being in alphabetical order, it's unlikely that the similar entry is the one right before it), such as &amp;quot;Same as Dar-Ma&amp;quot;. --[[User:Nephele|Nephele]] 15:25, 7 March 2007 (EST)&lt;br /&gt;
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== Atronach ==&lt;br /&gt;
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I think having the atronach familiars listed on this page is useful, since many readers come to this page to find out about anyone who can be used to help them fight in battles... I doubt the readers particularly care whether the ally is a NPC or a creature.  I'd suggest either reword the intro to say that the page is not only NPCs or add another section for non-NPCs. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:29, 8 April 2007 (EDT)&lt;br /&gt;
:Question is - if you include these, then why not the Everscamps from that quest in Leyawiin?  Or the sheep that follow you around if you carry apples?  Or for that matter, why not include every summonable creature you can create with spells?  Or anybody you can get to follow you with a Command spell?  Sure, they're temporary, but you can always make another one, so hence they could be described as &amp;quot;respawning&amp;quot;.  (Also I believe there's a glitch that can result in permanent summons, though I may be thinking of Morrowind again.)  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 16:35, 8 April 2007 (EDT)&lt;br /&gt;
::Sheep follow if you carry apples? COOL!.--[[User:Bambobo|Bambobo]] 19:40, 13 October 2007 (EDT)&lt;br /&gt;
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== Mage Apprentices ==&lt;br /&gt;
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Does anyone know why when you're the ArchMage and you ask more than one Apprentice to follow you sometimes up to five will follow and other times only one, no matter who you ask? I think it may have something to do with the time of day or something. [[User:Grandmaster z0b|Grandmaster z0b]] 20:54, 15 April 2007 (EDT)&lt;br /&gt;
*Is there also a finite number?  Two have died following me, and there's 2 empty beds at night in the room where they all sleep.&lt;br /&gt;
*I've been wandering the same thing, i've heard that sometimes 5 apprentices will follow you, and at others 1, for me it's always been 1. Anyone know how to get 5 follow you? (if you can)&lt;br /&gt;
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On the xbox ive discovered a way to get 5 apprentices to follow you. All though it takes slot of waiting if you get one to follow and have him get killed (battlemages or guards work well for me) then get another and repeat the process until all five are dead then wait for quite a few days eventually they respawn but their AI is still set to follow you. So they will all respawn and come running to find you! And does anybody know their respawn rate? Thanks :D&lt;br /&gt;
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==Adoring Fan==&lt;br /&gt;
It says that it is a list of all the NPCs that follow and fight for you and the adoring fan doesn't fight instead he will just run away does this mean that it should be reworded to suit the Adoring Fan?--[[User:Obliv4PS3|Most Honored Listener]] 00:54, 2 August 2007 (EDT)&lt;br /&gt;
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:No, it's okay with me, =).  Seriously, I think the mention in his description is sufficient since all of the other characters do.  Perhaps a more experienced user can help you to be certain, but I really wouldn't worry about it. --[[User:Adoring Fan|Adoring Fan]] 23:30, 27 March 2008 (EDT)&lt;br /&gt;
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== Ulrich Leland ==&lt;br /&gt;
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Why is Ulrich Leland listed? He's not essential when he starts following you(I tried it) and getting him killed that way affects the quest. --[[User:Sundaroct131088|Sundaroct131088]] 11:32, 10 September 2007 (EDT)&lt;br /&gt;
:Because he's a guard captain and 15 levels above you. If you did this quest early, say... level 1? Well, I doubt a level 16 guard captain will be killed by level 1 goblins... --[[User:Saruuk|Saruuk]] 19:47, 10 September 2007 (EDT)&lt;br /&gt;
::Modryn Oreyn's a much better choice but I see your point. Thanks. --[[User:Sundaroct131088|Sundaroct131088]] 22:27, 10 September 2007 (EDT)&lt;br /&gt;
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== Maximum Number of Followers? ==&lt;br /&gt;
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I've not seen this message a maximum number of followers mentioned anywhere before, and I can't generate it after a quick test. Has anybody else seen this? --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:58, 19 November 2007 (EST)&lt;br /&gt;
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: I've encountered this one during the battle for castle kvatch at lv. 50. I brought a lot of followers ( Mage Apprentice, Avita Vesnia, Battlehorn-man-at-arms, atronantch familiar ) just to give the guards some chance of surviving. I also told Martin to follow me ( same reason ), plus the three legion soldiers. Ten i got the message 'You've got too many folllowers'. In total, their're were indeed eight followers...[[User:LordDagon|LordDagon]] 05:00, 12 January 2008 (EST)&lt;br /&gt;
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:Same here, except I was level 24 and had Modryn Oren, Mazoga the Orc, The Jemayne bros, Berich Inian (the guy who has to unlock the guardhouse tunnel) and the legion soldiers. The message at the top left hand of the screen simply read &amp;quot;You have too many followers&amp;quot;. [[User:124.169.210.13|124.169.210.13]] 03:59, 25 January 2008 (EST)&lt;br /&gt;
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== Large entourage ==&lt;br /&gt;
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(''Comment moved from article'') --[[User:Gaebrial|Gaebrial]] 03:14, 5 March 2008 (EST)&lt;br /&gt;
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As of now, I have Erthor, Brother Martin, a Strom Atronach, Adoring Fan, Ulrich Leland, Velwyn Benirus, Mazorga the Orc, Reynald and Guilbert Jemane, a Dark Brotherhood Murderer, Jauffre, and a Men-at-Arms, when I enter Cheydinhal, they all attack the Men-at-Arms, including the Cheydinhal guards, so things like this may occur also, and if you have too many, when walking across bridges in oblivon relams, most will fall off and die {{unsigned|24.151.115.208}}&lt;br /&gt;
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== Followers Who Fight Each Other ==&lt;br /&gt;
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The statement that says that followers may sometimes attck each other a completely true. I've seen it happen on numerous occasions, a few including a gaurd fight in Cheydinhal in which I had a Battlehorn Man-at-arms and a the Dark brotherhood female merchant (the one who becomes available after completing the Dark Brotherhood storyline). During the fight, the man-at-arms attacked and killed the Dark brotherhood follower. Another time, more recently, Ushnar's Skinned Hound, which was folowing me, and a storm atronach familiar, whom after fighting and defeating a mountain lion (with my help) started to attck each other. I had to load, because I knew the the Skinned Hound would die, and I have a serious sentimental attachment to it. But anyway, followers can indeed fight each other. -[[User:Nemicide|Nemicide]] 20:49, 20 March 2008 (EDT)&lt;br /&gt;
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:I'm not completely sure, but doesn't a follower switch to the player's faction? If not, the most likely reason this happened is because one of your followers was accidentally attacked in the brawl, and then fought after. [[User:Figgy|Figgy]] 19:39, 26 May 2008 (EDT)&lt;br /&gt;
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:I wonder if it could ever happen that two following NPCs who were both marked essential would fight each other after accidentally hitting each other in a prior combat fighting by your side?  The fight would never end![[User:169.145.3.12|169.145.3.12]] 11:53, 5 June 2008 (EDT)&lt;br /&gt;
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::I don't see why not.  Just the right combination of accidentally hitting each other or something similar could probably trigger such an event. --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 15:19, 5 June 2008 (EDT)&lt;br /&gt;
:::This would be too obvious an oversight. There is probably some failsafe code that prevents this from happening.  Sort of like when you cast frenzy on an NPC inside a building and then the other NPCs inside attack him.  The frenzied NPC will run outside and the others will follow.  When you go outside to see what has happened, one of the parties has mysteriously yielded and the battle is over.[[User:169.145.3.12|169.145.3.12]] 16:32, 5 June 2008 (EDT)&lt;br /&gt;
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:::: Let's not forget that essential NPCs can still be knocked out. --[[User:Debatra|Debatra]] 02:00, 10 July 2008 (EDT)&lt;br /&gt;
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::::: Because they can be knocked out, the fight should stop when one gets knocked out (I saw [[Oblivion:Janus Hassildor|Janus Hassildor]] accidentally get in a fight with a [[Oblivion:Skingrad Guard|Skingrad Guard]], and the fight stopped after he fell unconscious).--[[Special:Contributions/69.61.228.206|69.61.228.206]] 17:08, 31 August 2009 (UTC)&lt;br /&gt;
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== Too many followers ==&lt;br /&gt;
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Bold part moved from main article: == Notes ==&lt;br /&gt;
* If you have eight followers and try to acquire a ninth, a message will pop up telling you &amp;quot;You have too many followers.&amp;quot; This will continue to appear every so often, but won't make any difference, and more will continue to follow you. &lt;br /&gt;
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;--(ive seen this happen with as few as 5. it seems to happen easily with the battlehorn man-at-arms since theres no you already have a follower response. so it seems several follow you for a while but quickly, such as changing areas, you only have 1 of each type again. to get this i had night of nine, mage apprentice, murderer, adoring fan, and shadowmere parked outside while telling the men at arms to follow)-- {{unsigned|99.130.18.73}}&lt;br /&gt;
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== Imperial Legion Followers ==&lt;br /&gt;
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Under the latest patch I wasn't be able to get the 3 Imperial Legion Soldiers after me during the Breaking the Siege quest. They would go as far as the encampment but as soon as I went further they just neglected me and walked back to the encampment. I tried numerous ways out of the area, but it seems there's a magic wall preventing them from following me further then the Kvatch area. It seems like a reasonable fix because having them for the rest of your adventure would give a serious advantage. I don't know if this is related to the fact that I finished Breaking the Siege untill the part you can hand in the Ring and thereby lose the Imperial Guards. [[User:83.119.201.237|83.119.201.237]] 08:10, 9 July 2008 (EDT)&lt;br /&gt;
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== Equipping Followers ==&lt;br /&gt;
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I've been having trouble equipping followers with enchanted bound armor.  They appear to be selecting their original armor even if the stats on the bound equipment are significantly better.  I think this may be due to the fact that bound equipment always has a gold value of zero, is this the case?&lt;br /&gt;
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Also, the battlehorn men-at-arms appear to respawn their weapons and armor (essentially making it impossible to equip all your castle guards with magically armor).  I found [http://www.gamespot.com/xbox360/rpg/theelderscrollsivoblivion/show_msgs.php?topic_id=m-1-43267296&amp;amp;pid=927345 this] that implies that generic named followers will respawn their equipment on fast travel or perhaps another load event; can someone confirm this?&lt;br /&gt;
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: I just did a test on a [[Oblivion:Mage Apprentice|Mage Apprentice]], [[Oblivion:Dark Brotherhood Murderer|Dark Brotherhood Murderer]], and the [[Oblivion:Knight of the Nine|Knight of the Nine]], and all of their armor did reset to their defaults after fast traveling.  I also tried having them wait for a long period of time in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]], and although the murderer did not appear to equip the cuirass or greaves, they did wear the armor for a few days before switching back to their default armor.  &lt;br /&gt;
: I actually found equipping the NPCs like [[Oblivion:Jauffre|Jauffre]] and [[Oblivion:Baurus|Baurus]] with bound armor to be more useful, as they would wear the armor I gave them continually (when making the armor, make sure that you give it a name that starts with the letter &amp;quot;A,&amp;quot; as an NPC will equip whatever is listed alphabetically first).  &lt;br /&gt;
: I also confirmed another point mentioned by the individual from the gamespot forum, regarding the mage apprentice's weapon, it does change and can be an unenchanted or enchanted item.--[[Special:Contributions/69.61.228.206|69.61.228.206]] 17:00, 31 August 2009 (UTC)&lt;br /&gt;
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== Amusei ==&lt;br /&gt;
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The statement regarding Amusei and Lost Histories quest is incorrect.  Amusei will follow you around indefinitely if you do not walk to a precise spot on the path between Skingrad Castle and Skingrad East Gate about halfway between the two.[[User:75.196.104.223|75.196.104.223]] 10:03, 16 August 2008 (EDT)&lt;br /&gt;
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==Difficulty Question==&lt;br /&gt;
:''(Question moved here from [[:Talk:Main Page]])''&lt;br /&gt;
Im Somewhat new to the Elder Scrolls Oblivion game, So far My strongest character is a Breton, level 31 Mage, Arch-Mage in the Mages guild ( with help from your guide :) ), And well i was just wondering, If i was to put the game on easy, would it make my allys and minions weaker? My friend taught me of the Easy difficulty level and my minions seem to be doing little or no damage at all to enemies, i dont even think of using minions anymore due to this sad fact, should i change the difficulty back to normal and let my minions do more work and recieve more credit? {{unsigned|97.97.91.109|21 August 2008}}&lt;br /&gt;
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Their effectiveness and durability goes down at the same rate as your enemies so they should be doing about the same amount of damage. If not they should be more durable. You're already bending the rules with followers; no need to cheat with the difficulty ;) [[User:66.167.32.222|66.167.32.222]] 04:16, 27 August 2008 (EDT)&lt;br /&gt;
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== Equipping certain followers ==&lt;br /&gt;
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To make certain followers, whose inventories don't completely respawn (like the Jemane brothers), into better fighters, just do this: 1. Give them a bound cuirass and greaves. 2. Once they wear those, pickpocket their regular clothes. 3. Then reverse-pickpocket some enchanted zero-weight clothes onto them, I usually use the element shield sigil stones for good defense. 4. After their armor eventually breaks, they'll wear the enchanted clothes; it's better than any armor! Guilbert Jemane can beat pretty much any city guard or imperial watchman one on one after that.&lt;br /&gt;
:This has already been mentioned many times all over the site. --[[User:Darth NANAME|Darth NANAME]] 19:28, 4 September 2008 (EDT)&lt;br /&gt;
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== Followers don't want to draw weapons ==&lt;br /&gt;
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I have mazoga the orc and viranus donton following me. I have given them bows, arrows, swords and shields (and a collection of reflect damage items) and used the console to force them to wear it.&lt;br /&gt;
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However, after killing a few daedra, the followers will not engage in battle with more daedra. They stand around crying in pain as they are hit but refuse to fight back. The only way i can make them fight again is to resurrect and add all their items again.&lt;br /&gt;
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Is there a way around this? They seem to realise the are in a fight, as I cannot talk to them while they are being attacked. They just refuse to draw their sword and hit back. [[User:203.91.84.7|203.91.84.7]] 06:14, 19 October 2008 (EDT)&lt;br /&gt;
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: found it. I was saying equipitem (item) 1. Placing 1 at the end confuses them. Removed it and they properly attack. [[User:203.91.84.7|203.91.84.7]] 09:34, 31 October 2008 (EDT)&lt;br /&gt;
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== How is Amusei a Useful Follower ==&lt;br /&gt;
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I tried to make him as a useful follower but he leaves once you leave the castle.  You can't use him for other quests so why is he on the Standard Followers?&lt;br /&gt;
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== Stolen Gear ==&lt;br /&gt;
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When equipping followers with better weapons, does it matter whether the item you're dropping for them is *stolen*, or will they pick it up regardless?&lt;br /&gt;
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== Bug ==&lt;br /&gt;
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I've got an annoying bug in my game.If I have any followers with me in combat,my character starts to cast a random spell (on self) even if I'm not actually doing anything.He just keeps on casting it,even when I try to fight or do anything else.Can somebody help? --[[User:Neekerisanni123|Neekerisanni123]] 15:40, 26 March 2009 (EDT)&lt;br /&gt;
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== How long will a follower wait? ==&lt;br /&gt;
{{Good Question|May 2009}}&lt;br /&gt;
Heres a question thats been buggin me. If you tell a follower to wait exactly how long will he wait in that spot before the game resets him? or will he ever reset? I ask because Id like to take a Mage Apprentice to my house in skingrad, and essentially turn him into a live daedric armor stand through reverse pick-pocketing bound armor. is this possible? Or will he reset? [[User:TheKidd84|TheKidd84]] 06:33, 14 May 2009 (EDT)&lt;br /&gt;
:This isn't a completely conclusive answer, but given that the mage apprentices (a) are leveled, and (b) respawn, I would imagine that if you leave your house for more than 3 days (the standard respawn time), they will disappear and respawn back in the Arcane University. They will also be recalculated when you level up, which may or may not cause them to respawn, and may or may not cause them to lose whatever you have given them.&lt;br /&gt;
:The basic rule of thumb is that if they are set to respawn, they will disappear if you leave them alone for an extended time, and if they are leveled they are likely to 'lose' anything you have given them when you level up, regardless of whether they are set to respawn or not.&lt;br /&gt;
: --[[User:Gaebrial|Gaebrial]] 07:49, 14 May 2009 (EDT)&lt;br /&gt;
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::In order to answer this question i led a mage apprentice (without bound armor, though) into rosethorn hall and told her to wait right in front of the door. I went out into skindgrad and waited for three days, then went back in, and she was left. I then exited again and waited for four days. When i reentered, the apprentice was still there and waiting. (although, for some reason, she had moved about two steps to the right). Unless the respawn time is longer than four days, i guess this means they'll wait forever.&lt;br /&gt;
::--[[Special:Contributions/78.69.109.203|78.69.109.203]] 19:21, 13 September 2009 (UTC)&lt;br /&gt;
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:::to properly test this, you have to do this in a place that does respawn, the game keeps track of weapons you drop in dungeons, but everything else respawns, so try it in a dungeon. I will tomorrow morning, right now its 11 pm for me, im in china. [[User:Mikeyboy52|Mikeyboy52]] 15:12, 4 January 2010 (UTC)&lt;br /&gt;
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==List of Followers who wait?==&lt;br /&gt;
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Could someone add which followers you can command to &amp;quot;wait here&amp;quot;/&amp;quot;follow me&amp;quot; to the list on the main page? That would probably be the second most helpful thing for me in regards to followers, out side of which ones are essential and/or respawn. Thanks. -- [[User:Reznor Ramirez|Reznor Ramirez]] 02:09, 24 January 2010 (UTC)&lt;br /&gt;
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==Inventory respawn==&lt;br /&gt;
We should wright a list over those NPC that their inventory dosen't respawn!!! {{Unsigned|85.164.84.199|10 June 2009}}&lt;br /&gt;
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:I'm not sure what you mean. Inventories themselves don't respawn. It's usually the NPC that respawns, or certain items in the inventory have an infinite loadout (like arrows). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:30, 11 June 2009 (EDT)&lt;br /&gt;
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The andoring fan has respawing items! I clothing him up with zero weight items and two days later they where gone! I think the person wants us to write a list over does people who dosen't respawning of the followers you have! ahhh, if only the reverse pickpocet could have been like fallout 3!:D&lt;br /&gt;
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== Missing companions ==&lt;br /&gt;
it seems there is a limit to how many times your Murderer and Adoring fan respawn. this is my second playthrough and just like the first time my murderer no longer spawns and i can't recruit the other two. my adoring fan has also stopped respwning. it might just b me cuz i find nothing on this site or others that even mention it. u got answers World? {{unsigned|63.65.130.18|16 June 2009}}&lt;br /&gt;
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Hm...so you've waited three days and they still don't respawn?  That's odd, the game doesn't have  a limit; they'll always respawn after 3 days.  Are you waiting for three days inside the cell where they're suppose to respawn?  Ex. You wait for 72 hrs inside teh dark brotherhood sanctuary?  That might cause them not to respawn.  You have to wait outside the building.  If not, are you sure they died?  Maybe you just left them somewhere and don't remember?  Or perhaps they ran off during battle?--[[User:Tau434|Tau434]] 18:09, 21 June 2009 (EDT)&lt;br /&gt;
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== Anarchy at the Arcane University ==&lt;br /&gt;
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I don't know what happened at My University But there is a constant war going on between the scholars and the guards there. It all happened one day when i was experimenting with a spell that i made and my scholars and apprentices killed each other then stopped and rested for the rest of the day and started back up the next day and its been going on like that nonstop how would i go about fixing it. should I apply negative effects or try the spell again to see if it reverses?[[User:Tuva551|Tuva551]] 22:34, 18 June 2009 (EDT)&lt;br /&gt;
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:o.o what was the spell?{{unsigned|92.27.167.56|October 10, 2009}}&lt;br /&gt;
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::o.1 The spell was probably a frenzy.  I have the same &amp;quot;constant war&amp;quot; going on in my arcane university as well. This problem actually turned out to be great, as the only people to die are the imperial battlemages and the mage apprentices, these characters respawn, so not to worry.  The other important characters are merely knocked unconscious.  This will give you a constant supply of enchanted daedric daggers with elemental damage enchantments. {{unsigned|24.90.197.125|October 15, 2009}}&lt;br /&gt;
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== Shivering Isles ==&lt;br /&gt;
do the Saint and Seducer followers you get after becoming Sheo respawn after 3 days as well? also shouldn't they be included on this page? {{unsigned|66.253.139.64|3 August 2009}}&lt;br /&gt;
: They do respawn, but no they shouldn't be on this page as it's for Oblivion-only information. I've added a [[UESP:Task List|Task]] to create a similar page for the Shivering Isles. Thanks for highlighting the absence. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 05:48, 4 August 2009 (UTC)&lt;br /&gt;
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== Undead Followers ==&lt;br /&gt;
This guide which I found on another site shows off a complicated - but rewarding - method of getting extra followers. http://www.gamefaqs.com/boards/genmessage.php?board=927345&amp;amp;topic=42082618 Due to the [[Oblivion:Staff_of_Worms|Staff of Worms]] having a short effect time it's a little impractical to have more than a couple...but what if the follower in question was Umbra? :P I really think this should be included here, if only as an external link on the pages for the Staff of Worms, Reanimate, and followers. Can come in particularly handy for the battle of bruma. -[[User:Mental_Gear|Mental_Gear]]&lt;br /&gt;
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== Ilend Vonius ==&lt;br /&gt;
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Shouldn't he be listed under followers who can't be used outside their quests. If you try to have him follow you out of the gate he acts like as if you told him to leave. {{unsigned|99.145.182.142|01:56, 3 September 2009}}&lt;br /&gt;
:Yeah, it looks like you're right.  I haven't tested it in-game, but from the CS, it looks like he follows you only while you're in Oblivion. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 02:55, 9 September 2009 (UTC)&lt;br /&gt;
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==Rona (battlehorncastle)==&lt;br /&gt;
The maid in battlehorn castle called Rona (i don't know her second name properly) IS essential this isn't mentioned on the page (there is no tick in her essential box) just thought it would be useful to mention--[[User:VergilSparda|VergilSparda]] 19:50, 27 September 2009 (UTC)&lt;br /&gt;
:Confirmed.  Thanks for spotting it and letting us know! —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 22:15, 27 September 2009 (UTC)&lt;br /&gt;
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your welcome :)--[[User:VergilSparda|VergilSparda]] 17:35, 28 September 2009 (UTC)&lt;br /&gt;
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== Eldamil ==&lt;br /&gt;
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Eldamil only exists in Paradise so, how can he be useful outside his quest? {{Unsigned|99.141.12.87|16 October 2009}}&lt;br /&gt;
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:This article lists all NPCs that have a Follow AI package at one time or another. Whether they are useful is up to the individual player to decide. There are a couple more NPCs on the article that are not useful followers outside their respective quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 09:18, 16 October 2009 (UTC)&lt;br /&gt;
::I have moved him to the section indicating he cannot be used outside of the Paradise quest because he cannot follow you outside of Paradise(the place) because he dies(without respawning). If anyone wants to revert my edit than they are free to do so, preferably with an explanation. {{Unsigned|Reznor Ramirez|16 January 2010}}&lt;br /&gt;
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:::That could be a good idea. Providing information on what degree of commands can be given to the NPC. Usually it's just the generic wait 'n follow or none at all. Should be an easy distinction. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:34, 19 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529041</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529041"/>
		<updated>2010-01-23T18:50:10Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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:The &amp;quot;Useful Enchantments&amp;quot; article would ''greatly'' benefit by being broken up into two separate articles titled: &amp;quot;Useful Weapon Enchantments&amp;quot; and &amp;quot;Useful Worn Enchantments&amp;quot;. As of right now its a mess. I've tried to bring the Weapons Enchantments section up to par, but I feel the page in this format with both sections combined is a lost cause. It looks terribly unprofessional overall, hosting some enchantments that aren't possible, others without effective descriptions, and many others that offer absolutley no &amp;quot;new gimmick or trick that would not otherwise be noticed&amp;quot;. I don't want to attempt to break this into 2 pages (or 3, using &amp;quot;Useful Enchantments&amp;quot; as a guideline and launching pad to the individual weapon and worn enchantments pages, in order to save the links to this article that appear all over the website) because I have no experience breaking up wiki pages and because I'm not sure exactly how to do it. However, I think the site overall would benefit from this. I have spent hours trying to re-vamp the weapons section by providing weapon damage charts to the basic enchanted weapons designs, and clearing off simliar, ineffectictive, or useless enchantments from the main article, but in the end there is still a lot of other &amp;quot;junk&amp;quot;, for lack of a better term, on here. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:50, 23 January 2010 (UTC)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
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What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
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Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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and so on…&lt;br /&gt;
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also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
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Weakness: 0%   Damage:10 points&lt;br /&gt;
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Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
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Weakness: 1000%Damage:360 points &lt;br /&gt;
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(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
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Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
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Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
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So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
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Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
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:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
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I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
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:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
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You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
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\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
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&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
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[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
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== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529021</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=529021"/>
		<updated>2010-01-23T18:28:54Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Enchantments moved from the main article */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
jus changed usefull to useful,&lt;br /&gt;
&lt;br /&gt;
Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
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What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
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Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: 0%   Damage:10 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 200% Damage:40 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 400% Damage:90 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 600% Damage:160 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 800% Damage:250 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 1000%Damage:360 points &lt;br /&gt;
&lt;br /&gt;
(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
&lt;br /&gt;
Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
&lt;br /&gt;
Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
&lt;br /&gt;
So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
&lt;br /&gt;
I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
&lt;br /&gt;
== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I moved enchantments from the main article to the talk page, in the interest of cleaning up one of the least professional looking pages on this entire wiki site. The reasons for each are explained here. If these are not re-worked or appropriately described, in addition to being '''DESCRIPTIVELY''' named, they need to stay off of the main page. Example of a Descriptive title: &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Training Weapons'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;, with '''Weapon Name: &amp;quot;Iron Training Dagger&amp;quot;''' or '''Weapon Name: &amp;quot;Goblet of Doom Fire Whispering Eye Crazy Lady Enchantment Ring of Whatever&amp;quot;''' appearing in the ''description'' of the enchantment. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please Remember:&lt;br /&gt;
::general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
::*Please place your enchantment in the correct place. Alphabetical order in the appropriate category. &lt;br /&gt;
::*Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put) &lt;br /&gt;
::*Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.) &lt;br /&gt;
::*Please make sure that this enchantment works as you have labeled it. &lt;br /&gt;
::*Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
::Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
:::Additional Note: If you're wondering what type of enchanment would constitute a &amp;quot;new gimmick or trick that would not normally be noticed&amp;quot;, review &amp;quot;Training Weapons&amp;quot; or &amp;quot;Crowd Control.&amp;quot; Neither of those enchantments were posted by me, but they are a great example of things that might not be noticed by most players. &lt;br /&gt;
&lt;br /&gt;
:::*I personally have over 20 custom enchanted weapons that i carry with me, and have tested well over 100 custom weapon enchantments, and while I would love to share many of them with others who are interested in Oblivion, this page is not the article in which to do that. That being said, feel free to post any weapons enchantments on your &amp;quot;user&amp;quot; page, that way you can briefly mention them and post a link to your user page when appropriate.&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::'''2 Element Blade/Blunt #2'''&lt;br /&gt;
::*Redundant and not needed on main article as it is too similar to &amp;quot;2 Element Blade/Blunt #1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Death'''&lt;br /&gt;
::*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Elements'''&lt;br /&gt;
::*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
::'''Blade of Paralysis'''&lt;br /&gt;
::*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage. The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
::'''Daedra's Bane'''&lt;br /&gt;
::*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments. Also Soul Trap would have needed to appear first in the list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
::'''Dragon Blade'''&lt;br /&gt;
::*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses. This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
::'''Glamdring'''&lt;br /&gt;
::*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds instead of 1 second because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing. Soul Trap would have needed to appear first, before weakness. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
::'''Human-Slaughter'''&lt;br /&gt;
::*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second? --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
::'''Powersap'''&lt;br /&gt;
::*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
::'''Soul Reaper'''&lt;br /&gt;
::*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Killer'''&lt;br /&gt;
::*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
::'''Vampiric Weapon'''&lt;br /&gt;
::*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Vampire Blade ===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Absorb Health]] 20 points&lt;br /&gt;
* [[Oblivion: Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This blade can really be anything, although dagger is probably best for its attack speed. It can be used by fighters, mages, theifs, etc. The absorb health damages the enemy while healing you, you don't need a high blade or strength to use it effectively. The fact that it heals you compensates for lower to no armor for mages and stealth characters. The soul trap makes it use able after a kill, just have a soul gem or (preferably) azura's star. Not as effective on NPC's because you need a black soul gem to recharge it with. Enjoy.&lt;br /&gt;
&lt;br /&gt;
::'''Vampire Weapon'''&lt;br /&gt;
::*Okay, first of all this enchantment offers nothing significant that the &amp;quot;Blade of Rejuvenation&amp;quot; doesn't already offer, in fact it offers less. Second, the name of the weapon needs to appear in alphabetical order on the list, ''and'' the title of the enchantment needs to be ''descriptive''. This title is misleading. Third, without combining some or all of the effects of the &amp;quot;Blade of Rejuvenation&amp;quot; with some or all of the effects of &amp;quot;Training Weapons&amp;quot;, this version of enchantment is too similar to other enchantments listed, and does not &amp;quot;show a new gimmick or trick that would not normally be noticed&amp;quot;, as per the guidleines of this article. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:28, 23 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=529018</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=529018"/>
		<updated>2010-01-23T18:24:03Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''320'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 375 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1560 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 2040 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''75'''&lt;br /&gt;
| '''135'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(245)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(635)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(260)'''&lt;br /&gt;
| '''(435)'''&lt;br /&gt;
| '''(770)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health (Minor) &amp;amp; Frost Poison Stack===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 542 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1671 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1850 on the sixth hit, which equals 2015 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''24'''&lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''78'''&lt;br /&gt;
| '''150'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(324)'''&lt;br /&gt;
| '''(542)'''&lt;br /&gt;
| '''(978)'''&lt;br /&gt;
| '''(1850)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(221)'''&lt;br /&gt;
| '''(345)'''&lt;br /&gt;
| '''(587)'''&lt;br /&gt;
| '''(1065)'''&lt;br /&gt;
| '''(2015)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combination Poison/Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Poison Frost Damage&lt;br /&gt;
| 9/38&lt;br /&gt;
| 9&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Poison Damage Health&lt;br /&gt;
| 8/20&lt;br /&gt;
| 8&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| 14&lt;br /&gt;
| 29&lt;br /&gt;
| 58&lt;br /&gt;
| 116&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72&lt;br /&gt;
| 144&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic&lt;br /&gt;
| 100/4&lt;br /&gt;
| x&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 68&lt;br /&gt;
| 136&lt;br /&gt;
| 272&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Poison Damage HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''17'''&lt;br /&gt;
| '''57'''&lt;br /&gt;
| '''98'''&lt;br /&gt;
| '''179'''&lt;br /&gt;
| '''341'''&lt;br /&gt;
| '''666'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''(123)'''&lt;br /&gt;
| '''(272)'''&lt;br /&gt;
| '''(422)'''&lt;br /&gt;
| '''(721)'''&lt;br /&gt;
| '''(1319)'''&lt;br /&gt;
| '''(2516)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''x'''&lt;br /&gt;
| '''(289)'''&lt;br /&gt;
| '''(496)'''&lt;br /&gt;
| '''(893)'''&lt;br /&gt;
| '''(1670)'''&lt;br /&gt;
| '''(3208)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;font color=red&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;''' Poison needs only applied once, as the long durations of these effects continue to &amp;lt;br&amp;gt; apply damage each second, while consecutive hits continue to stack Weakness Effects.&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528736</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528736"/>
		<updated>2010-01-22T21:00:29Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health &amp;amp; Frost Poison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''320'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 375 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1560 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 2040 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''75'''&lt;br /&gt;
| '''135'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(245)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(635)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(260)'''&lt;br /&gt;
| '''(435)'''&lt;br /&gt;
| '''(770)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 542 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1671 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1850 on the sixth hit, which equals 2015 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''24'''&lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''78'''&lt;br /&gt;
| '''150'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(324)'''&lt;br /&gt;
| '''(542)'''&lt;br /&gt;
| '''(978)'''&lt;br /&gt;
| '''(1850)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(221)'''&lt;br /&gt;
| '''(345)'''&lt;br /&gt;
| '''(587)'''&lt;br /&gt;
| '''(1065)'''&lt;br /&gt;
| '''(2015)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combination Poison/Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Poison Frost Damage&lt;br /&gt;
| 9/38&lt;br /&gt;
| 9&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 9'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Poison Damage Health&lt;br /&gt;
| 8/20&lt;br /&gt;
| 8&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
| 8'''&amp;lt;font color=red&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| 14&lt;br /&gt;
| 29&lt;br /&gt;
| 58&lt;br /&gt;
| 116&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72&lt;br /&gt;
| 144&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic&lt;br /&gt;
| 100/4&lt;br /&gt;
| x&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 68&lt;br /&gt;
| 136&lt;br /&gt;
| 272&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Poison Damage HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''17'''&lt;br /&gt;
| '''57'''&lt;br /&gt;
| '''98'''&lt;br /&gt;
| '''179'''&lt;br /&gt;
| '''341'''&lt;br /&gt;
| '''666'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''(123)'''&lt;br /&gt;
| '''(272)'''&lt;br /&gt;
| '''(422)'''&lt;br /&gt;
| '''(721)'''&lt;br /&gt;
| '''(1319)'''&lt;br /&gt;
| '''(2516)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''x'''&lt;br /&gt;
| '''(289)'''&lt;br /&gt;
| '''(496)'''&lt;br /&gt;
| '''(893)'''&lt;br /&gt;
| '''(1670)'''&lt;br /&gt;
| '''(3208)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;font color=red&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;''' Poison needs only applied once, as the long durations of these effects continue to &amp;lt;br&amp;gt; apply damage each second, while consecutive hits continue to stack Weakness Effects.&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528728</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528728"/>
		<updated>2010-01-22T20:38:18Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health &amp;amp; Frost Poison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''320'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 375 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1560 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 2040 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''75'''&lt;br /&gt;
| '''135'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(245)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(635)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(260)'''&lt;br /&gt;
| '''(435)'''&lt;br /&gt;
| '''(770)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 542 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1671 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1850 on the sixth hit, which equals 2015 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''24'''&lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''78'''&lt;br /&gt;
| '''150'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(324)'''&lt;br /&gt;
| '''(542)'''&lt;br /&gt;
| '''(978)'''&lt;br /&gt;
| '''(1850)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(221)'''&lt;br /&gt;
| '''(345)'''&lt;br /&gt;
| '''(587)'''&lt;br /&gt;
| '''(1065)'''&lt;br /&gt;
| '''(2015)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combination Poison/Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Poison Frost Damage&lt;br /&gt;
| 9/38&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| Poison Damage Health&lt;br /&gt;
| 8/20&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| 14&lt;br /&gt;
| 29&lt;br /&gt;
| 58&lt;br /&gt;
| 116&lt;br /&gt;
| 233&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x&lt;br /&gt;
| 9&lt;br /&gt;
| 18&lt;br /&gt;
| 36&lt;br /&gt;
| 72&lt;br /&gt;
| 144&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic&lt;br /&gt;
| 100/4&lt;br /&gt;
| x&lt;br /&gt;
| 17&lt;br /&gt;
| 34&lt;br /&gt;
| 68&lt;br /&gt;
| 136&lt;br /&gt;
| 272&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Poison Damage HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''17'''&lt;br /&gt;
| '''57'''&lt;br /&gt;
| '''98'''&lt;br /&gt;
| '''179'''&lt;br /&gt;
| '''341'''&lt;br /&gt;
| '''666'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''(123)'''&lt;br /&gt;
| '''(272)'''&lt;br /&gt;
| '''(422)'''&lt;br /&gt;
| '''(721)'''&lt;br /&gt;
| '''(1319)'''&lt;br /&gt;
| '''(2516)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Poison/Blade HP'''&lt;br /&gt;
|&lt;br /&gt;
| '''x'''&lt;br /&gt;
| '''(289)'''&lt;br /&gt;
| '''(496)'''&lt;br /&gt;
| '''(893)'''&lt;br /&gt;
| '''(1670)'''&lt;br /&gt;
| '''(3208)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528716</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528716"/>
		<updated>2010-01-22T19:56:26Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
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===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
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===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
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Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
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Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
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===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
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===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
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===Elemental Armor 1===&lt;br /&gt;
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Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
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When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
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This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
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===Glow ring===&lt;br /&gt;
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Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
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===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
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===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
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===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
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===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
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===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
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===Elemental Armor 2===&lt;br /&gt;
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As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
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It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
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Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
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Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
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If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
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&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
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===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
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===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
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===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
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===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
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Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
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==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
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===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''320'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(350)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 260 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1320 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 400 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1680 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''60'''&lt;br /&gt;
| '''100'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(400)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(280)'''&lt;br /&gt;
| '''(480)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 375 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1560 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 635 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 2040 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 60 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''75'''&lt;br /&gt;
| '''135'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(245)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(635)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(260)'''&lt;br /&gt;
| '''(435)'''&lt;br /&gt;
| '''(770)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 542 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1671 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1850 on the sixth hit, which equals 2015 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Poison&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''24'''&lt;br /&gt;
| '''42'''&lt;br /&gt;
| '''78'''&lt;br /&gt;
| '''150'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(324)'''&lt;br /&gt;
| '''(542)'''&lt;br /&gt;
| '''(978)'''&lt;br /&gt;
| '''(1850)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(221)'''&lt;br /&gt;
| '''(345)'''&lt;br /&gt;
| '''(587)'''&lt;br /&gt;
| '''(1065)'''&lt;br /&gt;
| '''(2015)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528707</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528707"/>
		<updated>2010-01-22T19:01:15Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health &amp;amp; Frost Poison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
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We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
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* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
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Thank you for your cooperation. &lt;br /&gt;
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==Simple Enchantments==&lt;br /&gt;
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Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
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*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
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===Almost Invulnerable Suit===&lt;br /&gt;
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It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
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===Atronach's Amulet of Magicka=== &lt;br /&gt;
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Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
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Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
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Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
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===Base Ring of Feather===&lt;br /&gt;
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Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
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===Chameleon Suit===&lt;br /&gt;
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Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
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===Elemental Armor 1===&lt;br /&gt;
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Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
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When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
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This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
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===Glow ring===&lt;br /&gt;
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Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
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===Owl's Eye===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
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===Ring of Strength===&lt;br /&gt;
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[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
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===Suit of Detecting===&lt;br /&gt;
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Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
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===Water Breathing===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
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===Water Walking===&lt;br /&gt;
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Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
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==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
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===Elemental Armor 2===&lt;br /&gt;
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As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
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It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
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Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
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===Mages Clothing of Protection===&lt;br /&gt;
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It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
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Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
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If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
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It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
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===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
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===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
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===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
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===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
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===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
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Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
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==Custom Weapons==&lt;br /&gt;
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Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
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===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
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===1 Element Blade/Blunt===&lt;br /&gt;
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*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
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The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 530 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1802 on the sixth hit, which equals 1922 total negative HP. The unique difference between this blade/blunt enchantment and the [[Oblivion:Useful_Enchantments#Absorb_Health_Blade|Absorb Health Enchantment]] is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Poison&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''12'''&lt;br /&gt;
| '''18'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''54'''&lt;br /&gt;
| '''102'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(212)'''&lt;br /&gt;
| '''(318)'''&lt;br /&gt;
| '''(530)'''&lt;br /&gt;
| '''(954)'''&lt;br /&gt;
| '''(1802)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(218)'''&lt;br /&gt;
| '''(336)'''&lt;br /&gt;
| '''(566)'''&lt;br /&gt;
| '''(1020)'''&lt;br /&gt;
| '''(1922)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528697</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528697"/>
		<updated>2010-01-22T18:55:36Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health &amp;amp; Frost Poison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 530 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1802 on the sixth hit, which equals 1922 total negative HP. The unique difference between this blade/blunt enchantment and the Absorb Health Enchantment is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health/Frost Poison&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''12'''&lt;br /&gt;
| '''18'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''54'''&lt;br /&gt;
| '''102'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(212)'''&lt;br /&gt;
| '''(318)'''&lt;br /&gt;
| '''(530)'''&lt;br /&gt;
| '''(954)'''&lt;br /&gt;
| '''(1802)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(218)'''&lt;br /&gt;
| '''(336)'''&lt;br /&gt;
| '''(566)'''&lt;br /&gt;
| '''(1020)'''&lt;br /&gt;
| '''(1922)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528695</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528695"/>
		<updated>2010-01-22T18:53:57Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1605 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. The [[Oblivion:Absorb Health|Absorb Health]] effect, and stacking of it, allows the player to typically absorb 5, 15, 30, or 55 Health Points from each enemy during battle, combined with Soul Trap, which itself stacks in the form of longer durations, combines for a powerful combination of added benefits to an enchantment capable of stacking damage to an enemy quickly. The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the poison effects with each subsequent strike after the first. This works best with poisons whose duration lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health &amp;amp; Frost Poison===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 530 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1802 on the sixth hit, which equals 1922 total negative HP. The unique difference between this blade/blunt enchantment and the Absorb Health Enchantment is that this enchantment with [[Oblivion:Weakness to Poison|Weakness to Poison]] + [[Oblivion:Weakness to Frost|Weakness to Frost]] effects, stacked by the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect will exponentially increase the effects of several [[Oblivion:Useful_Potions#Five_Effect_Poisons|Custom Poison Combinations]], one in particular being the [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] custom [[Oblivion:Alchemy|Alchemical]] poison, which can have maximum effets of [[Oblivion:Frost Damage|Frost Damage]] 9 pts for 38 seconds + [[Oblivion:Damage Health|Damage Health]] 8 pts for 20 seconds + [[Oblivion:Damage Magicka|Damage Magicka]] 15 pts for 61 seconds + [[Oblivion:Paralyze|Paralyze]] for 3 seconds + [[Oblivion:Silence|Silence]] for 26 seconds. In addition this poison combination weighs in at just 0.1 lbs per unit, meaning you could carry 50 bottles and add only 5 lbs encumberence. This particular combination would work best with [[Oblivion:Azura's Star|Azura's Star]] and is intended only for players who are interested in playing on a high difficulty for added challenge. Using this combination on the easiest setting would make for a very boring game of God mode very quickly, however for intermediate or advanced users, this combination could prove to be one of the deadliest in the game, as it slightly increases player health during battle with nearly every swing while doing a maximum amount of damage. '''Weapon Name: Katana of Poison Corpses.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Frost Damage&lt;br /&gt;
| 3/1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Frost&lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 24&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''6'''&lt;br /&gt;
| '''12'''&lt;br /&gt;
| '''18'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''54'''&lt;br /&gt;
| '''102'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(106)'''&lt;br /&gt;
| '''(212)'''&lt;br /&gt;
| '''(318)'''&lt;br /&gt;
| '''(530)'''&lt;br /&gt;
| '''(954)'''&lt;br /&gt;
| '''(1802)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(218)'''&lt;br /&gt;
| '''(336)'''&lt;br /&gt;
| '''(566)'''&lt;br /&gt;
| '''(1020)'''&lt;br /&gt;
| '''(1922)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Potions&amp;diff=528571</id>
		<title>Oblivion:Useful Potions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Potions&amp;diff=528571"/>
		<updated>2010-01-22T06:24:03Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Five Effect Poisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Alchemy}} [[Category:Oblivion-Magic]] [[Category:Oblivion-Magic-Effects]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
This article provides examples of '''useful potions''' you can make at various [[Oblivion:Alchemy|Alchemy]] skill levels.  It is not intended to be an exhaustive list of potion possibilities.  The &amp;lt;span class=plainlinks&amp;gt;[http://www.uesp.net/oblivion/alchemy/alc_calc.php Alchemy Calculator]&amp;lt;/span&amp;gt; provides a better way to explore all possible potion combinations; links to the calculator are included for each effect and each recipe where more details can be examined.&lt;br /&gt;
&lt;br /&gt;
In general, two-effect potions and poisons are '''not''' listed in this article: any two available effects can always be combined, so the possible two-effect combinations are nearly unlimited.  For example, to create a Restore Health + Restore Magicka potion, combine the two ingredients for a Restore Health potion with the two ingredients for a Restore Magicka potion.  (Note that you may need to select the &amp;quot;Show All Ingredients&amp;quot; options when creating the potion in order to see the ingredients for the second effect).&lt;br /&gt;
&lt;br /&gt;
==Multiple-Effect Potions==&lt;br /&gt;
The most powerful custom potions are those that combine multiple effects.  These potions are particularly important given Oblivion's limit that only four potions can be consumed at a time: if a single potion combines four effects, you can drink it and still be free to drink three more potions.  Multi-effect potions can also decrease the combined weight of all the potions you want to carry around.&lt;br /&gt;
&lt;br /&gt;
The number of possible potion combinations is nearly endless, so it is implausible to provide a comprehensive list of useful potion recipes, especially given that different players have different preferences and different available ingredients.  Therefore, this article instead focuses on highlighting effects that complement each other.  The recipes provided in each section are just '''examples''' not exhaustive lists.  You are free to combine effects from different groups together in whatever way suits your playing style.  The recipes in this section assume that you have at least expert-level alchemy skill, although many of the combinations are possible at journeyman level.&lt;br /&gt;
&lt;br /&gt;
Some tips when creating multiple-effect potions:&lt;br /&gt;
* Try to combine effects that you are likely to need at the same time.&lt;br /&gt;
* Be cautious about using long-duration effects.  [[Oblivion:Feather|Feather]] in particular has a very long duration, meaning that drinking a Feather potion will tie up one of your four potion slots for a long time. (See the last point about the benefit of a short-lived negative effect).&lt;br /&gt;
* A significant limitation of custom potions is that Restore effects are '''not''' instantaneous (unlike the built-in potions, such as [[Oblivion:Potion of Healing|Potion of Healing]]).  One way to mimic the instantaneous healing effect is to add a Fortify effect, for example, [[Oblivion:Fortify Health|Fortify Health]] + [[Oblivion:Restore Health|Restore Health]].  However, the Fortify effect will last significantly longer than the Restore effect (see previous note).&lt;br /&gt;
* If you do not see the ingredient you need in the potion-making menu, select &amp;quot;See All Ingredients&amp;quot;.&lt;br /&gt;
* Some powerful combinations are only possible with a negative side-effect.  If you have a high-quality alembic, the negative side-effect's magnitude can be reduced to 1 pt and generally ignored. However; normally, you can only consume 4 potions at a time, but when the shortest effect on a potion runs out, you can consume another potion. In this way, having a 1 second negative effect is in fact helpful.&lt;br /&gt;
&lt;br /&gt;
===Combat Potions===&lt;br /&gt;
These potions combine effects that are specifically useful for melee fighters:&lt;br /&gt;
* [[Oblivion:Fortify Health|Fortify Health]]&lt;br /&gt;
* [[Oblivion:Fortify Endurance|Fortify Endurance]], [[Oblivion:Fortify Strength|Fortify Strength]], and [[Oblivion:Fortify Speed|Fortify Speed]]&lt;br /&gt;
* [[Oblivion:Restore Health|Restore Health]] (and the other effects listed at [[#Healing Potions|Healing Potions]])&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! Fortify Health + Fortify Endurance&amp;lt;br&amp;gt;''+ Restore Fatigue''&lt;br /&gt;
| [[Oblivion:Blackberry|Blackberry]] + [[Oblivion:Lady's Smock Leaves|Lady's Smock Leaves]] + [[Oblivion:Monkshood Root Pulp|Monkshood Root Pulp]] + [[Oblivion:Wheat Grain|Wheat Grain]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Endurance|Fortify Health|Restore Fatigue|label=All}}&lt;br /&gt;
* {{alc calc|Fortify Endurance|Fortify Health|Fortify Strength|label=+ Fortify Strength}} (SI only)&lt;br /&gt;
* {{alc calc|Fortify Endurance|Fortify Health|Restore Health|label=+ Restore Health}} (SI only)&lt;br /&gt;
* {{alc calc|Fortify Endurance|Fortify Health|Frost Shield|label=''+ Frost Shield''}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
! Fortify Health + Fortify Strength&amp;lt;br&amp;gt;''+ Resist Disease''&lt;br /&gt;
| [[Oblivion:Arrowroot|Arrowroot]] + [[Oblivion:Garlic|Garlic]] + [[Oblivion:Lady's Smock Leaves|Lady's Smock Leaves]] + [[Oblivion:Sweetroll|Sweetroll]] &lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Health|Fortify Strength|Resist Disease|label=All}}&lt;br /&gt;
* {{alc calc|Fortify Health|Fortify Strength|Resist Disease|Fortify Endurance|label=+ Fortify Endurance}} (SI only)&lt;br /&gt;
* {{alc calc|Fortify Health|Fortify Strength|Resist Disease|Restore Health|label=+ Restore Health}} (SI only)&lt;br /&gt;
* {{alc calc|Fortify Health|Fortify Strength|Resist Disease|Frost Shield|label=''+ Frost Shield''}} (SI only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defense Potions===&lt;br /&gt;
This section focuses on potions that will reduce the amount of damage that you take in combat; these effects can also be useful when combined with [[#Combat Potions|Combat]] and [[#Healing Potions|Healing]] effects.&lt;br /&gt;
* [[Oblivion:Shield|Shield]]&lt;br /&gt;
** Since [[Oblivion:Orange|Orange]] and [[Oblivion:Tomato|Tomato]] share all of the same effects, many Shield potions with [[Oblivion:Detect Life|Detect Life]] and [[Oblivion:Restore Fatigue|Restore Fatigue]] are possible (however, [[Oblivion:Burden|Burden]] is an inevitable side effect)&lt;br /&gt;
* [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]], [[Oblivion:Shock Shield|Shock Shield]]&lt;br /&gt;
* [[Oblivion:Resist Fire|Resist Fire]], [[Oblivion:Resist Frost|Resist Frost]], [[Oblivion:Resist Shock|Resist Shock]]&lt;br /&gt;
* [[Oblivion:Reflect Damage|Reflect Damage]]&lt;br /&gt;
* [[Oblivion:Reflect Spell|Reflect Spell]]&lt;br /&gt;
* [[Oblivion:Resist Paralysis|Resist Paralysis]] and [[Oblivion:Resist Poison|Resist Poison]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
!Reflect Damage + Shield&amp;lt;br&amp;gt;''+ Restore Fatigue''&lt;br /&gt;
| [[Oblivion:Beef|Beef]] + [[Oblivion:Flour|Flour]] + [[Oblivion:Green Stain Cup Cap|Green Stain Cup Cap]] + [[Oblivion:Tomato|Tomato]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Reflect Damage|Shield|Restore Fatigue|label=All}}&lt;br /&gt;
* {{alc calc|Reflect Damage|Shield|Restore Fatigue|Detect Life|label=''+ Detect Life''}}&lt;br /&gt;
* {{alc calc|Reflect Damage|Shield|Restore Fatigue|Restore Magicka|label=''+ Restore Magicka''}}&lt;br /&gt;
|-&lt;br /&gt;
!Reflect Damage + Shield&amp;lt;br&amp;gt;''+ Dispel + Fortify Agility + Restore Fatigue''&lt;br /&gt;
| [[Oblivion:Beef|Beef]] + [[Oblivion:Flour|Flour]] + [[Oblivion:Green Stain Cup Cap|Green Stain Cup Cap]] + [[Oblivion:Shepherd's Pie|Shepherd's Pie]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Reflect Damage|Shield|Dispel|Fortify Agility|Restore Fatigue|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Reflect Damage + Reflect Spell&amp;lt;br&amp;gt;''+ {{FC|red|Damage Health}}''&lt;br /&gt;
| [[Oblivion:Cinnabar Polypore Yellow Cap|Cinnabar Polypore Yellow Cap]] + [[Oblivion:Glow Dust|Glow Dust]] + [[Oblivion:Green Stain Cup Cap|Green Stain Cup Cap]] + [[Oblivion:Strawberry|Strawberry]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Reflect Damage|Reflect Spell|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''Without Shivering Isles ingredients, it is impossible to combine Reflect Damage and Reflect Spell without a [[Oblivion:Damage Health|Damage Health]] negative side effect (and possibly an additional [[Oblivion:Damage Personality|Damage Personality]] effect).  However, if you wish to maximize reflection effects, the combined potion allows you to reach higher magnitudes than drinking Reflect Damage potions separately from Reflect Spell.''&lt;br /&gt;
|-&lt;br /&gt;
!Fire Shield + Resist Fire + Shield&amp;lt;br&amp;gt;''+ Restore Fatigue''&lt;br /&gt;
| [[Oblivion:Cheese Wedge|Cheese Wedge]] + [[Oblivion:Dragon's Tongue|Dragon's Tongue]] + [[Oblivion:Summer Bolete Cap|Summer Bolete Cap]] + [[Oblivion:Tomato|Tomato]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fire Shield|Resist Fire|Shield|Restore Fatigue|label=All}}&lt;br /&gt;
* {{alc calc|Fire Shield|Resist Fire|Shield|Restore Fatigue|Detect Life|label=''+ Detect Life''}}&lt;br /&gt;
* {{alc calc|Fire Shield|Resist Fire|Shield|Restore Fatigue|Dispel|label=''+ Dispel''}}&lt;br /&gt;
* {{alc calc|Fire Shield|Resist Fire|Shield|Restore Fatigue|Restore Health|label=+ Restore Health}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
!Resist Disease + Resist Paralysis + Resist Poison&lt;br /&gt;
| [[Oblivion:Alkanet Flower|Alkanet Flower]] + [[Oblivion:Bergamot Seeds|Bergamot Seeds]] + [[Oblivion:Foxglove Nectar|Foxglove Nectar]] + [[Oblivion:Viper's Bugloss Leaves|Viper's Bugloss Leaves]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Resist Disease|Resist Paralysis|Resist Poison|label=All}}&lt;br /&gt;
* {{alc calc|Resist Disease|Resist Paralysis|Resist Poison|Invisibility|label=''+ Invisibility''}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Feather Potions===&lt;br /&gt;
Feather potions can have very large magnitudes and durations (maximum, 272 pts for 880 seconds), making potions much more powerful than Feather spells.  However, the long duration is also a liability, because any other effects will expire long before the Feather effect.&lt;br /&gt;
* [[Oblivion:Fortify Strength|Fortify Strength]] further increases your encumbrance limit.  However, if you need this extra boost, you will end up immobilized when the Fortify Strength expires, and will need to drink a second potion.  Therefore, it frequently ends up being an ineffective addition.&lt;br /&gt;
* [[Oblivion:Fortify Speed|Fortify Speed]] (although this is a [[#Rare Effects|rare effect]] that introduces a Damage Health effect)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
!Feather + Fortify Speed&amp;lt;br&amp;gt;''+ Restore Health + {{FC|red|Damage Health}}''&lt;br /&gt;
| [[Oblivion:Lady's Mantle Leaves|Lady's Mantle Leaves]] + [[Oblivion:Pear|Pear]] + [[Oblivion:Venison|Venison]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Feather|Fortify Speed|Restore Health|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
!Feather + Fortify Strength&amp;lt;br&amp;gt;''+ Restore Health''&lt;br /&gt;
| [[Oblivion:Arrowroot|Arrowroot]] + [[Oblivion:Garlic|Garlic]] + [[Oblivion:Lady's Mantle Leaves|Lady's Mantle Leaves]] + [[Oblivion:Venison|Venison]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Feather|Fortify Strength|Restore Health|label=All}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Potions===&lt;br /&gt;
Healing potions are generally the most widely used type of potion, and most characters will want to carry an ample supply of such potions to survive combat.  The most obvious effects for healing potions are:&lt;br /&gt;
* [[Oblivion:Restore Health|Restore Health]], [[Oblivion:Restore Magicka|Restore Magicka]], and [[Oblivion:Restore Fatigue|Restore Fatigue]]&lt;br /&gt;
These three effects are the most common alchemy effects, so many combinations containing these effects are possible.  Other effects to consider combining with these are:&lt;br /&gt;
* [[Oblivion:Cure Poison|Cure Poison]]&lt;br /&gt;
* [[Oblivion:Dispel|Dispel]] (this will not cancel any of the other potion effects, only spell effects)&lt;br /&gt;
* [[Oblivion:Fortify Health|Fortify Health]], [[Oblivion:Fortify Magicka|Fortify Magicka]], and [[Oblivion:Fortify Fatigue|Fortify Fatigue]] for an &amp;quot;instantaneous&amp;quot; healing effect&lt;br /&gt;
* Many of the effects listed in the [[#Combat Potions|Combat]] and [[#Defense Potions|Defense]] sections.&lt;br /&gt;
&lt;br /&gt;
It is also useful to carry a few healing potions to repair some of the less common types of damage.  You may not need these potions in the middle of combat, but if you notice after combat that some of your statistics are damaged, potions combining some of the following effects may be useful:&lt;br /&gt;
* [[Oblivion:Cure Disease|Cure Disease]] &lt;br /&gt;
* Any of the eight [[Oblivion:Restore Attribute|Restore Attribute]] effects.  Try to make sure that potions restoring each of the eight attributes are available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! Cure Poison + Restore Fatigue + Restore Health&lt;br /&gt;
| [[Oblivion:Aloe Vera Leaves|Aloe Vera Leaves]] + [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] + [[Oblivion:Ginseng|Ginseng]] + [[Oblivion:Strawberry|Strawberry]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Cure Poison|Restore Fatigue|Restore Health|label=All}}&lt;br /&gt;
* {{alc calc|Cure Poison|Restore Fatigue|Restore Health|Chameleon|label=''+ [[Oblivion:Chameleon|Chameleon]]''}}&lt;br /&gt;
* {{alc calc|Cure Poison|Restore Fatigue|Restore Health|Invisibility|label=''+ [[Oblivion:Invisibility|Invisibility]]''}}&lt;br /&gt;
|-&lt;br /&gt;
! Fortify Magicka + Restore Fatigue + Restore Health + Restore Magicka&lt;br /&gt;
| [[Oblivion:Aloe Vera Leaves|Aloe Vera Leaves]] + [[Oblivion:Sweetcake|Sweetcake]] + [[Oblivion:Void Salts|Void Salts]] + [[Oblivion:Water Hyacinth Nectar|Water Hyacinth Nectar]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Magicka|Restore Fatigue|Restore Health|Restore Magicka|label=All}}&lt;br /&gt;
* {{alc calc|Fortify Magicka|Restore Fatigue|Restore Health|Restore Magicka|Dispel|label=+ Dispel}}&lt;br /&gt;
* {{alc calc|Fortify Magicka|Restore Fatigue|Restore Health|Restore Magicka|Invisibility|label=''+ Invisibility''}}&lt;br /&gt;
|-&lt;br /&gt;
! Restore Fatigue + Restore Health + Restore Magicka&amp;lt;br&amp;gt;''+ Invisibility''&lt;br /&gt;
| [[Oblivion:Aloe Vera Leaves|Aloe Vera Leaves]] + [[Oblivion:Blackberry|Blackberry]] + [[Oblivion:Fly Amanita Cap|Fly Amanita Cap]] + [[Oblivion:Stinkhorn Cap|Stinkhorn Cap]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Restore Fatigue|Restore Health|Restore Magicka|Invisbility|label=All}}&lt;br /&gt;
* {{alc calc|Restore Fatigue|Restore Health|Restore Magicka|Invisbility|Fortify Endurance|label=''+ Fortify Endurance''}}&lt;br /&gt;
* {{alc calc|Restore Fatigue|Restore Health|Restore Magicka|Invisbility|Fortify Magicka|label=''+ Fortify Magicka''}}&lt;br /&gt;
|-&lt;br /&gt;
! Restore Fatigue + Restore Health + Restore Magicka&amp;lt;br&amp;gt;''+ Shield''&lt;br /&gt;
| [[Oblivion:Bog Beacon Asco Cap|Bog Beacon Asco Cap]] + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Ham|Ham]] + [[Oblivion:Sweetcake|Sweetcake]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Restore Fatigue|Restore Health|Restore Magicka|Shield|label=All}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mage Potions===&lt;br /&gt;
Mages will want a lot of [[Oblivion:Restore Magicka|Restore Magicka]] potions.  Several useful effects can be included to further enhance spellcasting capabilities:&lt;br /&gt;
* [[Oblivion:Fortify Magicka|Fortify Magicka]]&lt;br /&gt;
* [[Oblivion:Fortify Luck|Fortify Luck]] and [[Oblivion:Fortify Willpower|Fortify Willpower]]&lt;br /&gt;
* [[Oblivion:Fortify Intelligence|Fortify Intelligence]] (however, this is a [[#Rare Effects|rare effect]] and only possible at expert-level with a [[Oblivion:Damage Endurance|Damage Endurance]] side effect)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! Fortify Intelligence + Fortify Magicka + Restore Magicka&amp;lt;br&amp;gt;''+ {{FC|red|Damage Endurance}}''&lt;br /&gt;
| [[Oblivion:Carrot|Carrot]] + [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]] + [[Oblivion:Void Salts|Void Salts]] + [[Oblivion:Water Hyacinth Nectar|Water Hyacinth Nectar]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Intelligence|Fortify Magicka|Restore Magicka|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
! Fortify Luck + Fortify Willpower&amp;lt;br&amp;gt;''+ Restore Health + Restore Personality''&lt;br /&gt;
| [[Oblivion:Green Stain Shelf Cap|Green Stain Shelf Cap]] + [[Oblivion:Lavender Sprig|Lavender Sprig]] + [[Oblivion:Mandrake Root|Mandrake Root]] + [[Oblivion:Primrose Leaves|Primrose Leaves]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Luck|Fortify Willpower|Restore Health|Restore Personality|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Fortify Magicka + Fortify Willpower + Restore Magicka&amp;lt;br&amp;gt;''+ {{FC|red|Damage Luck}}''&lt;br /&gt;
| [[Oblivion:Lavender Sprig|Lavender Sprig]] + [[Oblivion:Mandrake Root|Mandrake Root]] + [[Oblivion:Void Salts|Void Salts]] + [[Oblivion:Water Hyacinth|Water Hyacinth]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Magicka|Fortify Willpower|Restore Magicka|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''Using Shivering Isles ingredients, it is possible to make this potion without any negative side effects.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stealth Potions===&lt;br /&gt;
Effects useful to thieves or characters who prefer to avoid combat are:&lt;br /&gt;
* [[Oblivion:Chameleon|Chameleon]] or [[Oblivion:Invisibility|Invisibility]]&lt;br /&gt;
* [[Oblivion:Detect Life|Detect Life]] and [[Oblivion:Night-Eye|Night-Eye]]&lt;br /&gt;
* [[Oblivion:Fortify Agility|Fortify Agility]] and [[Oblivion:Fortify Speed|Fortify Speed]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
!Chameleon + Fortify Agility&amp;lt;br&amp;gt;''+ Dispel + Restore Fatigue + Shield''&lt;br /&gt;
| [[Oblivion:Beef|Beef]] + [[Oblivion:Columbine Root Pulp|Columbine Root Pulp]] + [[Oblivion:Radish|Radish]] + [[Oblivion:Shepherd's Pie|Shepherd's Pie]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Chameleon|Fortify Agility|Restore Fatigue|Shield|label=All}}&lt;br /&gt;
|-&lt;br /&gt;
! Chameleon + Detect Life + Night-Eye&lt;br /&gt;
| [[Oblivion:Bread Loaf|Bread Loaf]] + [[Oblivion:Carrot|Carrot]] + [[Oblivion:Daedra Silk|Daedra Silk]] + [[Shivering:Screaming Maw|Screaming Maw]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Chameleon|Detect Life|Night-Eye|label=All}} (SI only)&lt;br /&gt;
* {{alc calc|Chameleon|Detect Life|Night-Eye|Invisibility|label=+ Invisibility}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
!Invisibility + Detect Life&amp;lt;br&amp;gt;''+ Restore Fatigue''&lt;br /&gt;
| [[Oblivion:Bread Loaf|Bread Loaf]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] + [[Oblivion:Tinder Polypore Cap|Tinder Polypore Cap]] + [[Oblivion:Tomato|Tomato]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Invisibility|Detect Life|Restore Fatigue|label=All}}&lt;br /&gt;
* {{alc calc|Invisibility|Detect Life|Restore Fatigue|Night-Eye|label=+ Night-Eye}} (SI-only)&lt;br /&gt;
|-&lt;br /&gt;
!Invisibility + Night-Eye&amp;lt;br&amp;gt;''+ Restore Health''&lt;br /&gt;
| [[Oblivion:Aloe Vera Leaves|Aloe Vera Leaves]] + [[Oblivion:Lady's Mantle Leaves|Lady's Mantle Leaves]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] + [[Oblivion:Viper's Bugloss Leaves|Viper's Bugloss Leaves]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Invisibility|Night-Eye|Restore Health|label=All}}&lt;br /&gt;
* {{alc calc|Invisibility|Night-Eye|Restore Health|Fortify Luck|label=+ Fortify Luck}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
!Invisibility + Fortify Agility&amp;lt;br&amp;gt;''+ Dispel + Shield''&lt;br /&gt;
| [[Oblivion:Beef|Beef]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] + [[Oblivion:Shepherd's Pie|Shepherd's Pie]] + [[Oblivion:Tinder Polypore Cap|Tinder Polypore Cap]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Invisibility|Fortify Agility|Dispel|Shield|label=All}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rare Effects===&lt;br /&gt;
The following effects are only available from a very small number of ingredients, even at expert level. The possible combinations using these effects are rare, and as a result they generally have not been included in the previous sections.&lt;br /&gt;
* [[Oblivion:Fortify Intelligence|Fortify Intelligence]]&lt;br /&gt;
** The only two ingredients with this effect are [[Oblivion:Carrot|Carrot]] and [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]].  At journeyman level, they can be combined without side effects.  However, at expert level, any Fortify Intelligence potion will always have a [[Oblivion:Damage Endurance|Damage Endurance]] side effect.  The potion listed below allows the damage to be counteracted.&lt;br /&gt;
* [[Oblivion:Fortify Luck|Fortify Luck]]&lt;br /&gt;
** The only three ingredients with this effect are [[Oblivion:Bonemeal|Bonemeal]], [[Oblivion:Green Stain Shelf Cap|Green Stain Shelf Cap]], and [[Oblivion:Primrose Leaves|Primrose Leaves]].  Using Bonemeal and Green Stain Shelf Cap leads to a [[Oblivion:Damage Fatigue|Damage Fatigue]] side effect&lt;br /&gt;
* [[Oblivion:Fortify Speed|Fortify Speed]]&lt;br /&gt;
** The only two ingredients with this effect are [[Oblivion:Pear|Pear]] and [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]], which will always have a [[Oblivion:Damage Health|Damage Health]] side effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot;&lt;br /&gt;
! colspan=3 | Examples&lt;br /&gt;
|-&lt;br /&gt;
!width=40%| Effects&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
!Fortify Intelligence + {{FC|red|Damage Endurance}} + Restore Endurance&lt;br /&gt;
| [[Oblivion:Carrot|Carrot]] + [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]] + [[Oblivion:Crab Meat|Crab Meat]] + [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Fortify Intelligence|Restore Endurance|label=All}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Multiple-Effect Poisons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
! Most Common Ingredients&lt;br /&gt;
! All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
|[[Oblivion:Dryad Saddle Polypore Cap|Dryad Saddle Polypore Cap]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Fennel Seeds|Fennel Seeds]]||{{alc calc|Paralyze|Frost Damage|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|[[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Vampire Dust|Vampire Dust]]||{{alc calc|Paralyze|Frost Damage|Silence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Strength|Damage Strength]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Harrada|Harrada]] + any two from ([[Oblivion:Primrose Leaves|Primrose Leaves]], [[Oblivion:Bread Loaf|Bread Loaf]], and [[Oblivion:Leek|Leek]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Daedra Venin|Daedra Venin]] + [[Oblivion:Primrose Leaves|Primrose Leaves]] + [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Strength|Paralyze|alchemy=100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Triple Damage Poisons===&lt;br /&gt;
The Triple Damage poisons are some of the most lethal objects, short of magicka weakness stacking. For example, one of these poisons made with a Master alchemy skill level and Apprentice level alchemy equipment and then used in conjunction with a normal arrow and sneak mode can do around 700 points of damage over 30 seconds from various elements. Using weapons with higher damage or damage enchantments can increase this as well. &lt;br /&gt;
&lt;br /&gt;
In order to create a triple effect poison, you must include at least one ingredient that has two damage effects. Therefore, one of the following ingredients is essential:&lt;br /&gt;
* Damage Health + Fire Damage: [[Oblivion:Imp Gall|Imp Gall]], [[Oblivion:Spiddal Stick|Spiddal Stick]], [[Shivering:Congealed Putrescence|Congealed Putrescence]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Damage Health + Frost Damage: [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Damage Health + Shock Damage: [[Oblivion:Ectoplasm|Ectoplasm]], [[Shivering:Black Tar|Black Tar]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;, [[Shivering:Scalon Fin|Scalon Fin]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
No ingredients exist with two elemental damage effects.  The possible combinations are also limited by the requirement that the  four ingredients must not have any shared positive effects (any single positive effect will turn the concoction into a potion, not a poison).  Nevertheless, numerous options are possible, some of which even add a fourth or fifth negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=20%| Effects&lt;br /&gt;
!width=20%| Max Magnitude†&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
!Damage [[Oblivion:Damage Health|Health]] + [[Oblivion:Fire Damage|Fire]] + [[Oblivion:Frost Damage|Frost]]&lt;br /&gt;
| 8x30 + 9x37 + 9x38 (915)&lt;br /&gt;
| non-SI: [[Oblivion:Dryad Saddle Polypore Cap|Dryad Saddle Polypore Cap]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Vampire Dust|Vampire Dust]]&amp;lt;br&amp;gt;&lt;br /&gt;
SI: [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Shivering:Congealed Putrescence|Congealed Putrescence]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Vampire Dust|Vampire Dust]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Frost Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Frost Damage|Damage Magicka|alchemy=100|label=+ Damage Magicka}}&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Frost Damage|Paralyze|alchemy=100|label=+ Paralyze}}&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Frost Damage|Silence|alchemy=100|label=+ Silence}}&lt;br /&gt;
|-&lt;br /&gt;
!Damage [[Oblivion:Damage Health|Health]] + [[Oblivion:Fire Damage|Fire]] + [[Oblivion:Shock Damage|Shock]]&lt;br /&gt;
| 8x30 + 9x37 + 9x37 (906)&lt;br /&gt;
| non-SI: [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] + [[Oblivion:Ectoplasm|Ectoplasm]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]]&amp;lt;br&amp;gt;&lt;br /&gt;
SI: [[Shivering:Black Tar|Black Tar]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] + [[Shivering:Congealed Putrescence|Congealed Putrescence]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Imp Gall|Imp Gall]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Shock Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Damage Health|Fire Damage|Shock Damage|Burden|alchemy=100|label=+ Burden}}&lt;br /&gt;
|-&lt;br /&gt;
!Damage [[Oblivion:Damage Health|Health]] + [[Oblivion:Frost Damage|Frost]] + [[Oblivion:Shock Damage|Shock]]&amp;lt;br&amp;gt;(SI only)&lt;br /&gt;
| 8x30 + 9x38 + 9x37 (915)&lt;br /&gt;
| [[Shivering:Black Tar|Black Tar]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Ectoplasm|Ectoplasm]] + [[Oblivion:Vampire Dust|Vampire Dust]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Damage Health|Frost Damage|Shock Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Damage Health|Frost Damage|Shock Damage|Burden|alchemy=100|label=+ Burden}}&lt;br /&gt;
* {{alc calc|Damage Health|Frost Damage|Shock Damage|Damage Speed|alchemy=100|label=+ Damage Speed}}&lt;br /&gt;
* {{alc calc|Damage Health|Frost Damage|Shock Damage|Paralyze|alchemy=100|label=+ Paralyze}}&lt;br /&gt;
* {{alc calc|Damage Health|Frost Damage|Shock Damage|Silence|alchemy=100|label=+ Silence}}&lt;br /&gt;
|}&lt;br /&gt;
† Magnitudes calculated for alchemy=100, [[Oblivion:Luck|Luck]]=50, and a complete set of Master-level alchemy equipment&lt;br /&gt;
&lt;br /&gt;
===Four Effect Poisons===&lt;br /&gt;
The most powerful four effect poisons combine Damage Health, two elemental damage effects and a fourth negative effect; these four effect poisons are all covered in [[#Triple Damage Poisons|the previous section]].  Some additional combinations are also possible, however.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
! Most Common Ingredients&lt;br /&gt;
! All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| [[Oblivion:Bergamot Seeds|Bergamot Seeds]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Rat Meat|Rat Meat]] + [[Oblivion:Spiddal Stick|Spiddal Stick]]&lt;br /&gt;
| &lt;br /&gt;
* {{alc calc|Damage Magicka|Silence|Damage Health|Fire Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Damage Magicka|Silence|Damage Health|Fire Damage|Burden|alchemy=100|label=+ Burden}} (SI only)&lt;br /&gt;
* {{alc calc|Damage Magicka|Silence|Damage Health|Fire Damage|Damage Fatigue|alchemy=100|label=+ Damage Fatigue}}&lt;br /&gt;
* {{alc calc|Damage Magicka|Silence|Damage Health|Fire Damage|Paralyze|alchemy=100|label=+ Paralyze}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
| [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]]&lt;br /&gt;
| &lt;br /&gt;
* {{alc calc|Damage Magicka|Paralyze|Damage Health|Fire Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Damage Magicka|Paralyze|Damage Health|Fire Damage|Burden|alchemy=100|label=+ Burden}} (SI only)&lt;br /&gt;
* {{alc calc|Damage Magicka|Paralyze|Damage Health|Fire Damage|Frost Damage|alchemy=100|label=+ Frost Damage}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Vampire Dust|Vampire Dust]]&lt;br /&gt;
|&lt;br /&gt;
* {{alc calc|Paralyze|Silence|Damage Health|Frost Damage|alchemy=100|label=All}}&lt;br /&gt;
* {{alc calc|Paralyze|Silence|Damage Health|Frost Damage|Burden|alchemy=100|label=+ Burden}} (SI only)&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Damage Magicka|Damage Magicka]] + Damage Health + Damage Intelligence&lt;br /&gt;
| [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]]&lt;br /&gt;
| {{alc calc|Paralyze|Damage Magicka|Damage Health|Damage Intelligence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + Damage Willpower + Damage Intelligence&lt;br /&gt;
| [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]] + [[Oblivion:Wormwood Leaves|Wormwood Leaves]]&lt;br /&gt;
| {{alc calc|Damage Health|Damage Magicka|Damage Willpower|Damage Intelligence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Agility|Damage Agility]] + Damage Strength + Damage Willpower&lt;br /&gt;
| [[Oblivion:Bread Loaf|Bread Loaf]] + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]] + [[Oblivion:Troll Fat|Troll Fat]]&lt;br /&gt;
| {{alc calc|Damage Health|Damage Agility|Damage Willpower|Damage Strength|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + Paralyze + Silence&lt;br /&gt;
| [[Oblivion:Bergamot Seeds|Bergamot Seeds]] + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]]&lt;br /&gt;
| {{alc calc|Damage Health|Damage Magicka|Paralyze|Silence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + Damage Fatigue + Fire Damage&lt;br /&gt;
| non-SI: [[Oblivion:Alkanet Flower|Alkanet Flower]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Rat Meat|Rat Meat]] + [[Oblivion:Spiddal Stick|Spiddal Stick]]&amp;lt;br&amp;gt;&lt;br /&gt;
SI: [[Shivering:Black Tar|Black Tar]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Rat Meat|Rat Meat]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]]&lt;br /&gt;
| {{alc calc|Damage Health|Damage Magicka|Damage Fatigue|Fire Damage|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + Damage Fatigue + Silence&amp;lt;br&amp;gt;(SI only)&lt;br /&gt;
|[[Oblivion:Bergamot Seeds|Bergamot Seeds]] + [[Shivering:Black Tar|Black Tar]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Rat Meat|Rat Meat]]&lt;br /&gt;
| {{alc calc|Damage Health|Damage Magicka|Damage Fatigue|Silence|alchemy=100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Five Effect Poisons=== &lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
! Most Common Ingredients&lt;br /&gt;
! All Possibilities&lt;br /&gt;
|- &lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
|[[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Shivering:Congealed Putrescence|Congealed Putrescence]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Fire Damage|Frost Damage|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]] + [[Oblivion:Damage Willpower|Damage Willpower]] + [[Oblivion:Damage Intelligence|Damage Intelligence]]&lt;br /&gt;
| [[Oblivion:Human Heart|Human Heart]]\[[Oblivion:Daedra Heart|Daedra Heart]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]] + [[Oblivion:Elf Cup Cap|Elf Cup Cap]]\[[Oblivion:Fennel Seeds|Fennel Seeds]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Silence|Damage Willpower|Damage Intelligence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
|[[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Silence|Frost Damage|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
|[[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Shivering:Rot Scale|Rot Scale]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Frost Salts|Frost Salts]]/[[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Bergamot Seeds|Bergamot Seeds]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Silence|Frost Damage|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Silence|Silence]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Fatigue|Damage Fatigue]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Damage Luck|Damage Luck]]&lt;br /&gt;
|[[Oblivion:Mort Flesh|Mort Flesh]] + [[Oblivion:Apple|Apple]] + [[Oblivion:Wormwood Leaves|Wormwood Leaves]]/[[Oblivion:Scamp Skin|Scamp Skin]] + [[Oblivion:Rat Meat|Rat Meat]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Damage Fatigue|Damage Luck|Silence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Frost Salts|Frost Salts]]/&lt;br /&gt;
[[Oblivion:Vampire Dust|Vampire Dust]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Frost Damage|Silence|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Fatigue|Damage Fatigue]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Harrada|Harrada]] + [[Oblivion:Rat Meat|Rat Meat]] + [[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Bonemeal|Bonemeal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Harrada|Harrada]] + [[Oblivion:Rat Meat|Rat Meat]] + [[Oblivion:Daedra Venin|Daedra Venin]] + one from ([[Oblivion:Bonemeal|Bonemeal]] or [[Oblivion:Crab Meat|Crab Meat]])&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Harrada|Harrada]] + [[Oblivion:Mutton|Mutton]] + [[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Harrada|Harrada]] + [[Oblivion:Mutton|Mutton]] + [[Oblivion:Daedra Venin|Daedra Venin]] + one from ([[Oblivion:Motherwort|Motherwort]] or [[Oblivion:Rat Meat|Rat Meat]])&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Damage Fatigue|Silence|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Intelligence|Damage Intelligence]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Damage Willpower|Damage Willpower]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
|[[Oblivion:Harrada|Harrada]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]] + [[Oblivion:Fennel Seeds|Fennel Seeds]]  + one from ([[Oblivion:Elf Cup Cap|Elf Cup Cap]], [[Oblivion:Morning Glory Root Pulp|Morning Glory Root Pulp]], [[Oblivion:Root Pulp|Root Pulp]], [[Oblivion:Scales|Scales]], [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]] or [[Oblivion:Troll Fat|Troll Fat]])&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Damage Willpower|Damage Intelligence|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|[[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + one from ([[Oblivion:Frost Salts|Frost Salts]], [[Oblivion:Vampire Dust|Vampire Dust]]) + one from ([[Oblivion:Scamp Skin|Scamp Skin]], [[Oblivion:Spiddal Stick|Spiddal Stick]] or [[Oblivion:Wormwood Leaves|Wormwood Leaves]])&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Frost Damage|Silence|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|[[Oblivion:Harrada|Harrada]] + [[Oblivion:Vampire Dust|Vampire Dust]] + [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Silence|Frost Damage|Paralyze|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Fatigue|Damage Fatigue]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|[[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Mort Flesh|Mort Flesh]] + [[Oblivion:Imp Gall|Imp Gall]] + [[Oblivion:Rat Meat|Rat Meat]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Fire Damage|Damage Fatigue|Silence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
![[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Intelligence|Damage Intelligence]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
|[[Oblivion:Bergamot Seeds|Bergamot Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]]&lt;br /&gt;
|{{alc calc|Damage Health|Damage Magicka|Damage Intelligence|Silence|Paralyze|alchemy=100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Six Effect Poisons ===&lt;br /&gt;
These poisons all require the Shivering Isles ingredient [[Shivering:Rot Scale|Rot Scale]]&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
! Most Common Ingredients&lt;br /&gt;
! All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Burden|Burden]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| [[Oblivion:Harrada|Harrada]] + [[Shivering:Rot Scale|Rot Scale]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]]&lt;br /&gt;
| {{alc calc|Burden|Damage Health|Damage Magicka|Fire Damage|Paralyze|Silence|alchemy=100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Burden|Burden]] + [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Morning Glory Root Pulp|Morning Glory Root Pulp]] + [[Shivering:Rot Scale|Rot Scale]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Vampire Dust|Vampire Dust]]&lt;br /&gt;
| {{alc calc|Burden|Damage Health|Damage Magicka|Frost Damage|Paralyze|Silence|alchemy=100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Availability by Level==&lt;br /&gt;
===Novice (0-24)===&lt;br /&gt;
At Novice level, only a very limited number of alchemy effects are available.  Without [[Shivering:Ingredients|Shivering Isles ingredients]], only 15 potion effects and 8 poison effects are available; no Fortify effects are available, mainly just various Restore effects.  With Shivering Isles, Fortify Fatigue and Fortify Health become available.  By far the easiest potion to create is Restore Fatigue.  Many players may wish to quickly make a batch of Restore Fatigue potions just to advance to Apprentice level, at which point twice as many options become available.&lt;br /&gt;
&lt;br /&gt;
Two-effect potions and poisons can be created at novice level.  However, '''no''' three-effect potions or poisons are possible.&lt;br /&gt;
&lt;br /&gt;
The novice level effects are also available via wortcraft, i.e., by simply eating one of the ingredients instead of creating a potion.  A potion is generally much stronger than wortcraft (and also provides more Alchemy experience).  However, cure effects ([[Oblivion:Cure Disease|Cure Disease]] and [[Oblivion:Cure Poison|Cure Poison]]) have no magnitude or duration and therefore are equally effective using wortcraft or potions.  &lt;br /&gt;
&lt;br /&gt;
==== Novice Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Standard Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Cure Disease|Cure Disease]] ({{alc calc|Cure Disease|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Disease|Resist Disease]] ({{alc calc|Resist Disease|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Frost|Resist Frost]] ({{alc calc|Resist Frost|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Poison|Resist Poison]] ({{alc calc|Resist Poison|alchemy=10|label=calc}})&lt;br /&gt;
* All 11 Restore Effects&lt;br /&gt;
** [[Oblivion:Restore Fatigue|Restore Fatigue]] ({{alc calc|Restore Fatigue|alchemy=10|label=calc}})&lt;br /&gt;
** [[Oblivion:Restore Health|Restore Health]] ({{alc calc|Restore Health|alchemy=10|label=calc}})&lt;br /&gt;
** [[Oblivion:Restore Magicka|Restore Magicka]] ({{alc calc|Restore Magicka|alchemy=10|label=calc}})&lt;br /&gt;
** All 8 [[Oblivion:Restore Attribute|Restore Attribute]] Effects (alc calc links: {{alc calc|Restore Agility|alchemy=10|label=Agility}}, {{alc calc|Restore Endurance|alchemy=10|label=Endurance}}, {{alc calc|Restore Intelligence|alchemy=10|label=Intelligence}}, {{alc calc|Restore Luck|alchemy=10|label=Luck}}, {{alc calc|Restore Personality|alchemy=10|label=Personality}}, {{alc calc|Restore Speed|alchemy=10|label=Speed}}, {{alc calc|Restore Strength|alchemy=10|label=Strength}}, {{alc calc|Restore Willpower|alchemy=10|label=Willpower}})&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Burden|Burden]] ({{alc calc|Burden|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Damage Fatigue|Damage Fatigue]] ({{alc calc|Damage Fatigue|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Damage Health|Damage Health]] ({{alc calc|Damage Health|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Damage Luck|Damage Luck]] ({{alc calc|Damage Luck|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Damage Willpower|Damage Willpower]] ({{alc calc|Damage Willpower|alchemy=10|label=calc}})&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Shivering Isles Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Cure Poison|Cure Poison]] ({{alc calc|Cure Poison|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Fortify Fatigue|Fortify Fatigue]] ({{alc calc|Fortify Fatigue|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Fortify Health|Fortify Health]] ({{alc calc|Fortify Health|alchemy=10|label=calc}})&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Damage Magicka|Damage Magicka]] ({{alc calc|Damage Magicka|alchemy=10|label=calc}})&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Rare Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Damage Magicka|Damage Magicka]] (requires [[Oblivion:Human Skin|Human Skin]], {{alc calc|Damage Magicka|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Frost Damage|Frost Damage]] (requires [[Oblivion:Refined Frost Salts|Refined Frost Salts]], {{alc calc|Frost Damage|alchemy=10|label=calc}})&lt;br /&gt;
* [[Oblivion:Silence|Silence]] (requires both types of [[Oblivion:Vampire Dust|Vampire Dust]], {{alc calc|Silence|alchemy=10|label=calc}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Novice Recipes====&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Potions&lt;br /&gt;
|-&lt;br /&gt;
!width=20%| Effect&lt;br /&gt;
!width=30%| Magnitude†&lt;br /&gt;
!width=30%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Fatigue|Fortify Fatigue]] (SI only)&lt;br /&gt;
| 22 pts for 84 secs || [[Shivering:Ashen Remains|Ashen Remains]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Wormwood Leaves|Wormwood Leaves]] || {{alc calc|Fortify Fatigue|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Health|Fortify Health]] (SI only)&lt;br /&gt;
| 13 pts for 49 secs || [[Shivering:Dog Food|Dog Food]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Mutton|Mutton]] || {{alc calc|Fortify Health|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Restore Fatigue|Restore Fatigue]]&lt;br /&gt;
| 4 pts for 15 secs (60 pts total) || [[Oblivion:Apple|Apple]] + [[Oblivion:Corn|Corn]] (nearly any two food) || {{alc calc|Restore Fatigue|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Restore Health|Restore Health]]&lt;br /&gt;
| 2 pts for 7 secs (14 pts total) || [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] + [[Oblivion:Venison|Venison]] || {{alc calc|Restore Health|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Restore Magicka|Restore Magicka]] &lt;br /&gt;
| 4 pts for 14 secs (56 pts total) || [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Restore Magicka|alchemy=10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Poisons&lt;br /&gt;
|-&lt;br /&gt;
!width=20%| Effect&lt;br /&gt;
!width=30%| Magnitude†&lt;br /&gt;
!width=30%| Most Common Ingredients&lt;br /&gt;
!width=20%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Fatigue|Damage Fatigue]] &lt;br /&gt;
| 3 pts for 10 secs (30 pts total) || [[Oblivion:Bonemeal|Bonemeal]] + [[Oblivion:Rat Meat|Rat Meat]] || {{alc calc|Damage Fatigue|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] &lt;br /&gt;
| 2 pts for 7 secs (14 pts total) || [[Oblivion:Nightshade|Nightshade]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]] || {{alc calc|Damage Health|alchemy=10}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Magicka|Damage Magicka]]&lt;br /&gt;
| 3 pts for 13 secs (39 pts total) || [[Shivering:Grummite Eggs|Grummite Eggs]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Scamp Skin|Scamp Skin]] || {{alc calc|Damage Magicka|alchemy=10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† Magnitudes calculated for alchemy=10, [[Oblivion:Luck|Luck]]=50, and a complete set of Novice-level alchemy equipment&lt;br /&gt;
&lt;br /&gt;
===Apprentice (25-49)===&lt;br /&gt;
==== Apprentice Effects ====&lt;br /&gt;
The following effects are those that first become available at apprentice level; in addition, the novice level effects are all available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Standard Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Cure Poison|Cure Poison]] ({{alc calc|Cure Poison|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Detect Life|Detect Life]] ({{alc calc|Detect Life|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Dispel|Dispel]] ({{alc calc|Dispel|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Feather|Feather]] ({{alc calc|Feather|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Fortify Personality|Fortify Personality]] ({{alc calc|Fortify Personality|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Light|Light]] ({{alc calc|Light|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Night-Eye|Night-Eye]] ({{alc calc|Night-Eye|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Fire|Resist Fire]] ({{alc calc|Resist Fire|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Paralysis|Resist Paralysis]] ({{alc calc|Resist Paralysis|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Resist Shock|Resist Shock]] ({{alc calc|Resist Shock|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Shield|Shield]] ({{alc calc|Shield|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Water Breathing|Water Breathing]] ({{alc calc|Water Breathing|alchemy=35|label=calc}})&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Damage Magicka|Damage Magicka]] ({{alc calc|Damage Magicka|alchemy=35|label=calc}})&lt;br /&gt;
* 4 [[Oblivion:Damage Attribute|Damage Attribute]] effects&lt;br /&gt;
** alc calc links: {{alc calc|Damage Agility|alchemy=35|label=Agility}}, {{alc calc|Damage Endurance|alchemy=35|label=Endurance}}, {{alc calc|Damage Intelligence|alchemy=35|label=Intelligence}}, {{alc calc|Damage Speed|alchemy=35|label=Speed}}&lt;br /&gt;
* [[Oblivion:Fire Damage|Fire Damage]] ({{alc calc|Fire Damage|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Frost Damage|Frost Damage]] ({{alc calc|Frost Damage|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Silence|Silence]] ({{alc calc|Silence|alchemy=35|label=calc}})&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Shivering Isles Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Water Walking|Water Walking]] ({{alc calc|Water Walking|alchemy=35|label=calc}})&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Drain Fatigue|Drain Fatigue]] ({{alc calc|Drain Fatigue|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Drain Health|Drain Health]] ({{alc calc|Drain Health|alchemy=35|label=calc}})&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Rare Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Fortify Magicka|Fortify Magicka]] (requires [[Oblivion:Painted Troll Fat|Painted Troll Fat]], {{alc calc|Fortify Magicka|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Frost Shield|Frost Shield]] (requires [[Oblivion:Refined Frost Salts|Refined Frost Salts]], {{alc calc|Frost Shield|alchemy=35|label=calc}})&lt;br /&gt;
* [[Oblivion:Shock Shield|Shock Shield]] (requires [[Oblivion:Human Heart|Human Heart]], {{alc calc|Shock Shield|alchemy=35|label=calc}})&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Apprentice Recipes====&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Potions&lt;br /&gt;
|-&lt;br /&gt;
!width=30%| Effect(s)&lt;br /&gt;
!width=15%| Magnitude†&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=15%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Detect Life|Detect Life]]&lt;br /&gt;
| 34 pts for 124 secs || [[Oblivion:Bread Loaf|Bread Loaf]] + [[Oblivion:Rat Meat|Rat Meat]] || {{alc calc|Detect Life|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Feather|Feather]]&lt;br /&gt;
| 85 pts for 308 secs || [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Venison|Venison]] || {{alc calc|Feather|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Night-Eye|Night-Eye]]&lt;br /&gt;
| 22 secs || [[Oblivion:Carrot|Carrot]] + [[Oblivion:Viper's Bugloss Leaves|Viper's Bugloss Leaves]] || {{alc calc|Night-Eye|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Water Breathing|Water Breathing]]&lt;br /&gt;
| 33 secs || [[Oblivion:Onion|Onion]] + [[Oblivion:White Seed Pod|White Seed Pod]] || {{alc calc|Water Breathing|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Frost Shield|Frost Shield]] + [[Oblivion:Restore Magicka|Restore Magicka]] + [[Oblivion:Shield|Shield]]&lt;br /&gt;
| || [[Oblivion:Bog Beacon Asco Cap|Bog Beacon Asco Cap]] + [[Shivering:Bone Shard|Bone Shard]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Daedroth Teeth|Daedroth Teeth]] + [[Shivering:Withering Moon|Withering Moon]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; || {{alc calc|Frost Shield|Restore Magicka|Shield|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Restore Health|Restore Health]] + [[Oblivion:Restore Magicka|Restore Magicka]] + [[Oblivion:Shield|Shield]]&lt;br /&gt;
| || [[Oblivion:Bog Beacon Asco Cap|Bog Beacon Asco Cap]] + [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] + [[Oblivion:Venison|Venison]] + [[Shivering:Withering Moon|Withering Moon]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; || {{alc calc|Restore Health|Restore Magicka|Shield|alchemy=35}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Poisons&lt;br /&gt;
|-&lt;br /&gt;
!width=30%| Effect(s)&lt;br /&gt;
!width=15%| Magnitude†&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=15%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Silence|Silence]]&lt;br /&gt;
| 8 secs || [[Oblivion:Rice|Rice]] + [[Oblivion:Vampire Dust|Vampire Dust]] || {{alc calc|Silence|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] &lt;br /&gt;
| || [[Shivering:Flame Stalk|Flame Stalk]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Damage Health|Damage Magicka|Fire Damage|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Frost Damage|Frost Damage]] &lt;br /&gt;
| || [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Shivering:Grummite Eggs|Grummite Eggs]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] || {{alc calc|Damage Health|Damage Magicka|Frost Damage|alchemy=35}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| || [[Oblivion:Rice|Rice]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Vampire Dust|Vampire Dust]] || {{alc calc|Damage Health|Damage Magicka|Silence|alchemy=35}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† Magnitudes calculated for alchemy=35, [[Oblivion:Luck|Luck]]=50, and a complete set of Apprentice-level alchemy equipment&lt;br /&gt;
&lt;br /&gt;
===Journeyman (50-74)===&lt;br /&gt;
==== Journeyman Effects ====&lt;br /&gt;
The following effects are those that first become available at journeyman level; in addition, the novice and apprentice level effects are all available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Standard Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Chameleon|Chameleon]] ({{alc calc|Chameleon|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Cure Paralysis|Cure Paralysis]] ({{alc calc|Cure Paralysis|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Fire Shield|Fire Shield]] ({{alc calc|Fire Shield|alchemy=60|label=calc}})&lt;br /&gt;
* 9 of 11 Fortify effects&lt;br /&gt;
** [[Oblivion:Fortify Health|Fortify Health]] ({{alc calc|Fortify Health|alchemy=60|label=calc}})&lt;br /&gt;
** [[Oblivion:Fortify Fatigue|Fortify Fatigue]] ({{alc calc|Fortify Fatigue|alchemy=60|label=calc}})&lt;br /&gt;
** [[Oblivion:Fortify Magicka|Fortify Magicka]] ({{alc calc|Fortify Magicka|alchemy=60|label=calc}})&lt;br /&gt;
** 6 [[Oblivion:Fortify Attribute|Fortify Attribute]] effects (only Speed is an expert-level effect; alc calc links: {{alc calc|Fortify Agility|alchemy=60|label=Agility}}, {{alc calc|Fortify Endurance|alchemy=60|label=Endurance}}, {{alc calc|Fortify Intelligence|alchemy=60|label=Intelligence}}, {{alc calc|Fortify Luck|alchemy=60|label=Luck}}, {{alc calc|Fortify Strength|alchemy=60|label=Strength}}, {{alc calc|Fortify Willpower|alchemy=60|label=Willpower}})&lt;br /&gt;
* [[Oblivion:Frost Shield|Frost Shield]] ({{alc calc|Frost Shield|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Invisibility|Invisibility]] ({{alc calc|Invisibility|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Reflect Damage|Reflect Damage]] ({{alc calc|Reflect Damage|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Shock Shield|Shock Shield]] ({{alc calc|Shock Shield|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Water Walking|Water Walking]] ({{alc calc|Water Walking|alchemy=60|label=calc}})&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Damage Personality|Damage Personality]] ({{alc calc|Damage Personality|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Paralyze|Paralyze]] ({{alc calc|Paralyze|alchemy=60|label=calc}})&lt;br /&gt;
* [[Oblivion:Shock Damage|Shock Damage]] ({{alc calc|Shock Damage|alchemy=60|label=calc}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Journeyman Recipes====&lt;br /&gt;
{| class=&amp;quot;wikitable Potion&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Potions&lt;br /&gt;
|-&lt;br /&gt;
!width=30%| Effect(s)&lt;br /&gt;
!width=15%| Magnitude†&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=15%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Chameleon|Chameleon]]&lt;br /&gt;
| 23% pts for 80 secs || [[Oblivion:Bloodgrass|Bloodgrass]] + [[Oblivion:Radish|Radish]] || {{alc calc|Chameleon|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Health|Fortify Health]]&lt;br /&gt;
| 45 pts for 155 secs || [[Oblivion:Mutton|Mutton]] + [[Oblivion:Somnalius Frond|Somnalius Frond]] || {{alc calc|Fortify Health|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Intelligence|Fortify Intelligence]]&lt;br /&gt;
| 24 pts for 82 secs || [[Oblivion:Carrot|Carrot]] + [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]] || {{alc calc|Fortify Intelligence|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Magicka|Fortify Magicka]]&lt;br /&gt;
| 44 pts for 151 secs || [[Oblivion:Columbine Root Pulp|Columbine Root Pulp]] + [[Oblivion:Ectoplasm|Ectoplasm]] || {{alc calc|Fortify Magicka|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Invisibility|Invisibility]]&lt;br /&gt;
| 24 secs || [[Oblivion:Tinder Polypore Cap|Tinder Polypore Cap]] + [[Oblivion:Wormwood Leaves|Wormwood Leaves]] || {{alc calc|Invisibility|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Reflect Damage|Reflect Damage]]&lt;br /&gt;
| 13% for 44 secs || [[Oblivion:Green Stain Cup Cap|Green Stain Cup Cap]] + [[Oblivion:Scamp Skin|Scamp Skin]] || {{alc calc|Reflect Damage|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Water Walking|Water Walking]]&lt;br /&gt;
| 73 secs || [[Oblivion:Grapes|Grapes]] + [[Oblivion:Tiger Lily Nectar|Tiger Lily Nectar]] || {{alc calc|Water Walking|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Chameleon|Chameleon]] + [[Oblivion:Detect Life|Detect Life]] + [[Oblivion:Night-Eye|Night-Eye]]&lt;br /&gt;
| || [[Oblivion:Bread Loaf|Bread Loaf]] + [[Oblivion:Carrot|Carrot]] + [[Oblivion:Daedra Silk|Daedra Silk]] + [[Shivering:Screaming Maw|Screaming Maw]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; || {{alc calc|Chameleon|Detect Life|Night-Eye|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Intelligence|Fortify Intelligence]] + [[Oblivion:Fortify Magicka|Fortify Magicka]] + [[Oblivion:Restore Magicka|Restore Magicka]]&lt;br /&gt;
| || [[Shivering:Blister Pod Cap|Blister Pod Cap]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Carrot|Carrot]] + [[Oblivion:Clouded Funnel Cap|Clouded Funnel Cap]] + [[Oblivion:Void Salts|Void Salts]] || {{alc calc|Fortify Intelligence|Fortify Magicka|Restore Magicka|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Health|Fortify Health]] + [[Oblivion:Fortify Magicka|Fortify Magicka]] + [[Oblivion:Restore Speed|Restore Speed]]&lt;br /&gt;
| || [[Oblivion:Columbine Root Pulp|Columbine Root Pulp]] + [[Oblivion:Ginkgo Leaf|Ginkgo Leaf]] + [[Oblivion:Somnalius Frond|Somnalius Frond]] + [[Oblivion:Wheat Grain|Wheat Grain]] || {{alc calc|Fortify Health|Fortify Magicka|Restore Speed|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Restore Health|Restore Health]] + [[Oblivion:Restore Magicka|Restore Magicka]] + [[Oblivion:Shield|Shield]]&lt;br /&gt;
| || [[Oblivion:Bog Beacon Asco Cap|Bog Beacon Asco Cap]] + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Oblivion:Fly Amanita Cap|Fly Amanita Cap]] + [[Oblivion:Lavender Sprig|Lavender Sprig]] || {{alc calc|Restore Health|Restore Magicka|Shield|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fortify Health|Fortify Health]] + [[Oblivion:Restore Health|Restore Health]] + [[Oblivion:Restore Magicka|Restore Magicka]] + [[Oblivion:Shield|Shield]]&lt;br /&gt;
| || [[Oblivion:Boar Meat|Boar Meat]] + [[Oblivion:Flax Seeds|Flax Seeds]] + [[Shivering:Void Essence|Void Essence]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Shivering:Withering Moon|Withering Moon]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; || {{alc calc|Fortify Health|Restore Health|Restore Magicka|Shield|alchemy=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable Poison&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!colspan=4|Poisons&lt;br /&gt;
|-&lt;br /&gt;
!width=30%| Effect(s)&lt;br /&gt;
!width=15%| Magnitude†&lt;br /&gt;
!width=40%| Most Common Ingredients&lt;br /&gt;
!width=15%| All Possibilities&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Fire Damage|Fire Damage]]&lt;br /&gt;
| 6 pts for 22 secs (132 total) || [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Fire Damage|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
| 6 pts for 22 secs (132 total) || [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Vampire Dust|Vampire Dust]] || {{alc calc|Frost Damage|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
| 2 secs || [[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Daedra Venin|Daedra Venin]] || {{alc calc|Paralyze|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Intelligence|Damage Intelligence]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| || [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] + [[Oblivion:Wisp Stalk Caps|Wisp Stalk Caps]] || {{alc calc|Damage Health|Damage Intelligence|Damage Magicka|Silence|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
| || [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Damage Health|Damage Magicka|Fire Damage|Frost Damage|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| || [[Oblivion:Harrada|Harrada]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Damage Health|Damage Magicka|Fire Damage|Silence|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| || [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Oblivion:Motherwort Sprig|Motherwort Sprig]] || {{alc calc|Damage Health|Damage Magicka|Frost Damage|Silence|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Fire Damage|Fire Damage]] + [[Oblivion:Paralyze|Paralyze]]&lt;br /&gt;
| || [[Oblivion:Clannfear Claws|Clannfear Claws]] + [[Oblivion:Daedra Venin|Daedra Venin]] + [[Oblivion:Spiddal Stick|Spiddal Stick]] + [[Oblivion:Steel-Blue Entoloma Cap|Steel-Blue Entoloma Cap]] || {{alc calc|Damage Health|Fire Damage|Paralyze|alchemy=60}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Frost Damage|Frost Damage]] + [[Oblivion:Shock Damage|Shock Damage]]&lt;br /&gt;
| || [[Shivering:Bone Marrow|Bone Marrow]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; + [[Oblivion:Ectoplasm|Ectoplasm]] + [[Oblivion:Milk Thistle Seeds|Milk Thistle Seeds]] + [[Shivering:Scalon Fin|Scalon Fin]]&amp;lt;sup&amp;gt;[[Shivering:Shivering Isles|SI]]&amp;lt;/sup&amp;gt; || {{alc calc|Damage Health|Frost Damage|Shock Damage|alchemy=60}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Oblivion:Damage Health|Damage Health]] + [[Oblivion:Damage Magicka|Damage Magicka]] + [[Oblivion:Paralyze|Paralyze]] + [[Oblivion:Silence|Silence]]&lt;br /&gt;
| || [[Oblivion:Daedra Heart|Daedra Heart]] + [[Oblivion:Harrada|Harrada]] + [[Oblivion:Fennel Seeds|Fennel Seeds]] + [[Oblivion:Sacred Lotus Seeds|Sacred Lotus Seeds]] || {{alc calc|Damage Health|Damage Magicka|Paralyze|Silence|alchemy=60}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Tip: If you want to make a lot of Fortify Intelligence potions, you should do it ''before'' you get 75 Alchemy skill, because after that, they will also Damage Endurance.  Since this is the ''only'' way to make these potions, it may be a good idea to stock up while you can.&lt;br /&gt;
* If you already have 75 skill level you can make a Fortify Intelligence that corrects the damage such as the one added below.&lt;br /&gt;
* Fortify Health and Fortify Endurance provide an instantaneous boost to your health, much like the restore health potions you can buy.  Unfortunately, the boost expires when the fortify effect expires, but it is usually long enough to get you through a battle.  If your current health is less than the boost amount when the effect expires, you won't die, but you will be left with only one health, or ''negative'' health in the case of fortify endurance.  So if you use these, you should probably always use a regular restore health potion in conjunction.&lt;br /&gt;
&lt;br /&gt;
==={{Linkable Entry|Expert Level}} (75-99)===&lt;br /&gt;
==== Expert Effects ====&lt;br /&gt;
The following effects are those that first become available at expert level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Standard Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Fortify Speed|Fortify Speed]]&lt;br /&gt;
* [[Oblivion:Reflect Spell|Reflect Spell]]&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Damage Strength|Damage Strength]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==={{Linkable Entry|Master Level}} (100)===&lt;br /&gt;
==== Master Effects ====&lt;br /&gt;
The following effects are those that first become available at master level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | With Standard Ingredients&lt;br /&gt;
|-&lt;br /&gt;
!width=50% class=Potion|Potion Effects&lt;br /&gt;
!width=50% class=Poison|Poison Effects&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Drain Health|Drain Health]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Effects==&lt;br /&gt;
There are up to seven script effect ingredients available in Oblivion, which can be used to create unusual (although not necessarily useful) potions and poisons.  Without any mods, only two ingredients are available: [[Oblivion:Poisoned Apple|Poisoned Apple]] and [[Oblivion:Rat Poison|Rat Poison]]. The [[Oblivion:Vile Lair|Vile Lair]] added [[Oblivion:Chokeberry|Chokeberries]]; [[Oblivion:Unearthing Mehrunes Razor|Unearthing Mehrunes Razor]] added the champion's [[Oblivion:Beating Heart|Beating Heart]]; and, [[Shivering:Shivering Isles|Shivering Isles]] added [[Shivering:Felldew|Felldew]], [[Shivering:Greenmote|Greenmote]], and [[Shivering:Heart of Order|Hearts of Order]].&lt;br /&gt;
* Beating Heart (script effect: Cannibal Consumption) produces a potion.&lt;br /&gt;
* Chokeberry (script effect: Poison Fruit) produces a potion.&lt;br /&gt;
* Felldew (script effect: Felldew Effect) produces a potion.&lt;br /&gt;
* Greenmote (script effect: Greenmote Rapture) produces a poison.&lt;br /&gt;
* Heart of Order (script effect: Favor of Jyggalag) produces a potion.&lt;br /&gt;
* Poisoned Apple (script effect: Deadly Poison) produces a potion.&lt;br /&gt;
* Rat Poison (script effect: Rat Poison) produces a potion.&lt;br /&gt;
A Master of Alchemy can easily create the corresponding potion/poison using any single ingredient.  At lower levels, any two of these six script effect ingredients can be combined to create a script effect potion/poison.  The potion's effect is determined by the first ingredient's effect. In other words, if you want a Greenmote Rapture potion, place Greenmote in the first ingredient slot and any of the other five ingredients in the second ingredient slot.&lt;br /&gt;
&lt;br /&gt;
If you want to create a potion (rather than a poison) with the Greenmote Rapture effect, you must combine it with a second, positive effect (so that Greenmote Rapture is technically the negative side-effect of the potion).  You can use any two ordinary ingredients  (e.g., two ingredients with [[Oblivion:Restore Fatigue|Restore Fatigue]]), then add Greenmote in the third ingredient slot, and another special ingredient in the fourth slot.&lt;br /&gt;
&lt;br /&gt;
It is not possible to create an actual poison using the Poison Fruit or Deadly Poison effects.  Any concoction containing either of these effects will always be a potion, meaning the only way to use it is to drink it.  It cannot be applied to weapons like standard poisons.&lt;br /&gt;
&lt;br /&gt;
Potions with Poison Fruit or Deadly Poison effects can be left in NPCs' houses. If all the food is removed from their house and their inventory then the NPCs will drink the &amp;quot;potion&amp;quot; and die. This will not work on NPCs with a replenishing food supply.  The same effect can be accomplished more easily just using the raw ingredients.  Poisoned Apples in particular are zero-weight and can therefore be reverse pickpocketed. There is no cure, or any way to reverse the effect of the Poisoned Apple/Deadly Poison: no potion, spell, scroll, greater power or altars of any kind.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528505</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528505"/>
		<updated>2010-01-22T02:30:51Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Who is Reznor Ramirez? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of five [[Oblivion:Followers|Followers]] clad in [[Oblivion:Reverse Pickpocketing|reverse-pickpocketed]] enchanted bound armor. Four of the followers travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion for PS3 and not PC, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses (and is going nuts waiting for spring to arrive so he can resume one of them), is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle for emergency purposes, and take walks following saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528503</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528503"/>
		<updated>2010-01-22T02:29:28Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of five [[Oblivion:Followers|Followers]] clad in [[Oblivion:Pickpocket|reverse-pickpocketed]] enchanted bound armor. Four of the followers travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion for PS3 and not PC, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses (and is going nuts waiting for spring to arrive so he can resume one of them), is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle for emergency purposes, and take walks following saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528501</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528501"/>
		<updated>2010-01-22T02:19:22Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Other Interesting Things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks following saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528500</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528500"/>
		<updated>2010-01-22T02:17:22Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Who is Reznor Ramirez? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with Trent Reznor as part of the live band of Nine Inch Nails, as well as the band A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks in-between saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528499</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528499"/>
		<updated>2010-01-22T02:15:38Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the Band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with the Trent Reznor as part of the live band, as well as A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks in-between saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
&lt;br /&gt;
Please feel free to leave feedback or comments in the talk/discussion page. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:15, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528498</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528498"/>
		<updated>2010-01-22T02:14:13Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the Band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with the Trent Reznor as part of the live band, as well as A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks in-between saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=528497</id>
		<title>User talk:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Reznor_Ramirez&amp;diff=528497"/>
		<updated>2010-01-22T02:13:41Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: Created page with '===Feedback==='&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Feedback===&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528495</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528495"/>
		<updated>2010-01-22T02:12:47Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the Band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with the Trent Reznor as part of the live band, as well as A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks in-between saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528494</id>
		<title>User:Reznor Ramirez</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Reznor_Ramirez&amp;diff=528494"/>
		<updated>2010-01-22T02:11:49Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: Created page with '===Who is Reznor Ramirez?===  Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent R...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Who is Reznor Ramirez?===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez is the name of this user's second character in The Elder Scrolls IV: Oblivion. His first name is derived from musician/singer Trent Reznor of the band Nine Inch Nails or NIN. His second name Ramirez is derived from bass musician Jeordie White's previous stage name Twiggy Ramirez, which he used in the early days while part of the band Marilyn Manson. Jeordie's stage name was itself a pseudonym of Twiggy (the model) and Richard Ramirez (convicted serial killer). In addition to being part of the Band formerly known as Marilyn Manson, Jeordie White has also performed and recorded with the Trent Reznor as part of the live band, as well as A Perfect Circle. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the character) is a Breton with the birthsign &amp;quot;The Mage&amp;quot; and in a custom class called &amp;quot;Warrior Mage.&amp;quot; He specializes in Athletics, Blade, Heavy Armor, Destruction, Illusion, Restoration, and Sneak. In addition to being an Expert or better in each of those skills, he is also an Apprentice in Armorer, Blunt, Acrobatics, Light Armor, and Security. Reznor is a Journeyman of Alteration and Mysticism, as well as an Expert of Conjuration, and Master of Alchemy. He is a level 35 and currently has a party of 5 [[Oblivion:Followers|followers]], 4 of which travel with him regularly. They are [[Oblivion:Reynald Jemane|Reynald]] and [[Oblivion:Guilbert Jemane|Guilbert Jemane]], [[Oblivion:Velwyn Benirus|Velwyn Benirus]] (who is a solid fighter and very helpful at level 35), and [[Oblivion:Modryn Oreyn|Modryn Oreyn]]. Unfortunately, Reznor became the Grand Champion of the Arena (known as &amp;quot;The Butcher&amp;quot;) and accepted the [[Oblivion:Adoring Fan|Adoring Fan's]] offer to follow him. The Adoring Fan is currently waiting outside Reznor's house in the Imperial City Waterfront district, as his only purpose in life is to hold a lit torch for Reznor when it is dark or rainy on the off chance that Reznor might stop in (he doesn't, seeing as how he calls Rosethorn Hall home). Reznor currently has a Fame of 55 and an Infamy of 1, and he prefers to wear enchanted weightless Bound Armor with an enchanted weightless black hood or enchanted red silk hood. Reznor carries many different enchanted weightless bound daggers and bound axes, as well as a small collection of bows and enchanted arrows of cleansing, savage frost, and storm strike (all of which were obtained in [[Oblivion:Blankenmarch|Blankenmarch]] from [[Oblivion:Philip Franc|Philip Franc]] or [[Oblivion:Torbal the Sufficient|Torbal the Sufficient]] in [[Oblivion:Brindle Home|Brindle Home]]. Reznor prefers NOT to kill these NPCs because he uses a charm spell called [[Oblivion:Useful Spells|Blessing of the Gray Fox]] and pickpockets these NPCs while they sleep, allowing for an unlimited supply of enchanted arrows). His prefered weapons of choice are Dwarven and Daedric enchanted shortswords, particularly with [[Oblivion:Useful Enchantments|3 Element]], [[Oblivion:Useful Enchantments|2 Element #1]], and [[Oblivion:Useful Enchantments|1 Element enchanments]]. Reznor occaisionally uses these very effectively in conjunction with mulitple effect poisons. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
All in all, Reznor Ramirez is a much more creative name than this user's first character's name, Maximus. Completely uncreative and dull. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Useful Enchanments===&lt;br /&gt;
&lt;br /&gt;
Reznor Ramirez (the user) is currently attempting to imrove the [[Oblivion:Useful Enchantments|Useful Enchantments]] page by moving many of the Useless Enchantments to the corresponding talk page, as well as providing damage charts for each Useful Enchantment that he has tested. If you are interested in helping improve the page, PLEASE do! There are unfortunately quite a few Useless Enchantments present in that article, as described by that article's guidelines. There are several Enchantments that some people may not find helpful to themselves, but considering that they might be useful to someone else, if they work as described and follow the guidelines set forth by that article, they should remain. All others, especially those that are redundant or similar to other enchantments, should be moved to the talk page. Feel free to add charts yourself! If you see a typo or innaccurate figure, feel free to edit it appropriiately. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Other Interesting Things===&lt;br /&gt;
&lt;br /&gt;
Oblivion is this user's first RPG. His normal videogame collection consists of just about any sports game you can think of, mainly the Madden Franchise, which has turned into a huge dissappointment since leaping from PS2 to PS3, and is possibly one of the biggest drops in quality of any videogame franchise. This user only owns a copy of Oblivion on PS3, for fear of being sucked back into a multi-monitor display desktop on steroids and chained to a desk for another decade. Past experiences dictate future actions. Another game in the collection is Fallout 3, which this user has not yet played, in the interest of first finishing Oblivion before starting another life immersive videogame. Reznor Ramirez (the user) currently owns and operates two small businesses, is in the process of finishing his college degree (for the third time) and is engaged to be married to a real non-NPC girl! Yay! After denouncing his work-a-holic lifestyle two years ago upon the fall of his equities trading career, Reznor (the user) retired early from the life of an equities trader and has re-invented himself as a normal human being that has rediscovered video games and taking it as it comes (if not easy) in life while making it a point to find joy and love every day on earth. Even sharks can escape the water and learn to walk again. Stopping to smell the roses is so underrated in the modern urban capitalist lifestyle. Move to the country, only use netbooks, leave any and all cellular devices inside your vehicle, and take walks in-between saves of Oblivion. --[[User:Reznor Ramirez|Reznor Ramirez]] 02:11, 22 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528355</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528355"/>
		<updated>2010-01-21T20:46:41Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Follower Dagger/War Axe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 3 swings = 300 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528351</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528351"/>
		<updated>2010-01-21T20:20:53Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528349</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528349"/>
		<updated>2010-01-21T20:19:43Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
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===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 86% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon.'''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison&lt;br /&gt;
| 86/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528341</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528341"/>
		<updated>2010-01-21T19:45:22Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 2 Element Blade/Blunt #1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528132</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528132"/>
		<updated>2010-01-20T23:00:50Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]]/[[Oblivion:Weapons|War Axe]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every consecutive hit thereafter, would provide 90 damage points from the enchanment. If Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528112</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528112"/>
		<updated>2010-01-20T22:13:59Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Absorb Health Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
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===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
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===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
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===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
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==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every hit consecutive hit thereafter, would provide 90 damage points from the enchanment. Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528106</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528106"/>
		<updated>2010-01-20T21:29:40Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Training Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
===War Hammer Magic Stack Enchanment===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 18 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100 pts for 2 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 5 seconds&lt;br /&gt;
&lt;br /&gt;
*This enchantment works best with a Daedric War Hammer and a Blunt of 100. War Hammers take longer than 1 second to re-swing, so in order to stack appropriately it needs 2 seconds of Weakness to Element and 5 seconds of Weakness to Magic in order to appropriately stack 3 damage hits. The third hit, and every hit consecutive hit thereafter, would provide 90 damage points from the enchanment. Combined with a Daedric War Hammer and a Blunt of 100, this combination would do 118 pts of damage per hit, after 6 hits total damage from the weapon and enchantment combined equals 460 HP. Be warned: War Axes and daggers are much more effective at damage stacking, but it is possible with a War Hammer.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528039</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528039"/>
		<updated>2010-01-20T19:09:34Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. &lt;br /&gt;
*Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] &lt;br /&gt;
*Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. &lt;br /&gt;
*Weakness to Magic does stack other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528038</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528038"/>
		<updated>2010-01-20T19:00:59Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* 1 Element Blade/Blunt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===Enchantment Damage Stacking===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] and keep in mind that the first strike of an Enchanted weapon does not include weakness spell damage. Additionally, while Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. Furthermore, Weakness to Magic stacks other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
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===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
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===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
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A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
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The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
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Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
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A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
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===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
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The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
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Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
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* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
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* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
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===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528037</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528037"/>
		<updated>2010-01-20T18:54:24Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Enchantments moved from the main article */&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
&lt;br /&gt;
Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
&lt;br /&gt;
===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
&lt;br /&gt;
'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
&lt;br /&gt;
Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
&lt;br /&gt;
===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
&lt;br /&gt;
'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
&lt;br /&gt;
Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
&lt;br /&gt;
::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
&lt;br /&gt;
Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
&lt;br /&gt;
Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
&lt;br /&gt;
Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
&lt;br /&gt;
Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
&lt;br /&gt;
The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
&lt;br /&gt;
Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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&lt;br /&gt;
Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: 0%   Damage:10 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 200% Damage:40 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 400% Damage:90 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 600% Damage:160 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 800% Damage:250 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 1000%Damage:360 points &lt;br /&gt;
&lt;br /&gt;
(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
&lt;br /&gt;
Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
&lt;br /&gt;
Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
&lt;br /&gt;
So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
&lt;br /&gt;
I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I'm moving enchantments from the main article to the talk page. The reasons for each are explained here&lt;br /&gt;
&lt;br /&gt;
'''Blade of Death'''&lt;br /&gt;
*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page.&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements'''&lt;br /&gt;
*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP.&lt;br /&gt;
&lt;br /&gt;
'''Blade of Paralysis'''&lt;br /&gt;
*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective.&lt;br /&gt;
&lt;br /&gt;
'''Daedra's Bane'''&lt;br /&gt;
*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Dragon Blade'''&lt;br /&gt;
*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Glamdring'''&lt;br /&gt;
*Drain Fatigue for 1 second? To Freeze an opponent? Ok. Silence for 2 seconds because? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all and the description and effects are confusing.&lt;br /&gt;
&lt;br /&gt;
'''Human-Slaughter'''&lt;br /&gt;
*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second?&lt;br /&gt;
&lt;br /&gt;
'''Powersap'''&lt;br /&gt;
*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters.&lt;br /&gt;
&lt;br /&gt;
'''Soul Reaper'''&lt;br /&gt;
*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Killer'''&lt;br /&gt;
*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do.&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Weapon'''&lt;br /&gt;
*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage.&lt;br /&gt;
&lt;br /&gt;
The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
&lt;br /&gt;
This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528034</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528034"/>
		<updated>2010-01-20T18:48:31Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Enchantments moved from the main article */&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
&lt;br /&gt;
Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
&lt;br /&gt;
Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
&lt;br /&gt;
Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
&lt;br /&gt;
Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
&lt;br /&gt;
The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
&lt;br /&gt;
Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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&lt;br /&gt;
Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: 0%   Damage:10 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 200% Damage:40 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 400% Damage:90 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 1000%Damage:360 points &lt;br /&gt;
&lt;br /&gt;
(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
&lt;br /&gt;
Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
&lt;br /&gt;
Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
&lt;br /&gt;
So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
&lt;br /&gt;
I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
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[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
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== Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I'm moving enchantments from the main article to the talk page. The reasons for each are explained here&lt;br /&gt;
&lt;br /&gt;
'''Blade of Death'''&lt;br /&gt;
*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page.&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements'''&lt;br /&gt;
*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP.&lt;br /&gt;
&lt;br /&gt;
'''Blade of Paralysis'''&lt;br /&gt;
*See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective.&lt;br /&gt;
&lt;br /&gt;
'''Daedra's Bane'''&lt;br /&gt;
*Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Dragon Blade'''&lt;br /&gt;
*25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Glamdring'''&lt;br /&gt;
*Drain Fatigue for 1 second? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all.&lt;br /&gt;
&lt;br /&gt;
'''Human-Slaughter'''&lt;br /&gt;
*&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second?&lt;br /&gt;
&lt;br /&gt;
'''Powersap'''&lt;br /&gt;
*Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters.&lt;br /&gt;
&lt;br /&gt;
'''Soul Reaper'''&lt;br /&gt;
*&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons.&lt;br /&gt;
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'''Vampire Killer'''&lt;br /&gt;
*The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do.&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Weapon'''&lt;br /&gt;
*First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:48, 20 January 2010 (UTC)&lt;br /&gt;
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===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage.&lt;br /&gt;
&lt;br /&gt;
The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
&lt;br /&gt;
This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528033</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528033"/>
		<updated>2010-01-20T18:46:04Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Enchantments moved from the main article */ new section&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
== Clean up/Formatting ==&lt;br /&gt;
&lt;br /&gt;
I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Changes to Main Page Custom Weapons===&lt;br /&gt;
&lt;br /&gt;
I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
&lt;br /&gt;
I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
&lt;br /&gt;
: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
&lt;br /&gt;
I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
&lt;br /&gt;
The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
&lt;br /&gt;
Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
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Weakness: 0%   Damage:10 points&lt;br /&gt;
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Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
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Weakness: 1000%Damage:360 points &lt;br /&gt;
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(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
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Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
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Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
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So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
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Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
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:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
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can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
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OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
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I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
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== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
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== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
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I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
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Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
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== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
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:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
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You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
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\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
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It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
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I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
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[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
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:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;br /&gt;
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== Enchantments moved from the main article ==&lt;br /&gt;
&lt;br /&gt;
I'm moving enchantments from the main article to the talk page. The reasons for each are explained here&lt;br /&gt;
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'''Blade of Death'''&lt;br /&gt;
*Although with the Weakness to Magic addition it would be successful, other enchantments could be added for a much more effecient enchanment. Maybe rewording this to reflect that it is a solid starting point to build off of would make it worth keeping on the main page.&lt;br /&gt;
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'''Blade of Elements'''&lt;br /&gt;
*I've tested this. It is a far ineffective use of enchantment compared to the other 2 &amp;amp; 3 element enchanments. Weakness to Magic only stacks exponentially while the first Weakness to Magic is still in effect, meaning that this enchanment maxes out its HP on the second swing and requires a quick uniterrupted blade or blunt attack. Feel free to chart the stats if you'd like, it just maxes out too quickly making it much less effective against enemies with high HP.&lt;br /&gt;
&lt;br /&gt;
'''Blade of Paralysis'''&lt;br /&gt;
See the description in the Working Blade of Paralysis section. I expect this one could make its way back on the main article. As is it doesn't work as described, though it does work, but either way it could be much more effective.&lt;br /&gt;
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'''Daedra's Bane'''&lt;br /&gt;
Weakness to Shock is useless when set for 3 seconds as only the timer would reset on additional hits, not stack. Either adding more Shock Damage instead or adding Drain Health 100/1 would make it more successful, however how relevant would it be then? It would either be underpowered by the third hit without the Drain Health compared to othert enchantments, or it would be nearly identical to other enchantments.&lt;br /&gt;
&lt;br /&gt;
'''Dragon Blade'''&lt;br /&gt;
25 HP per strike, 200 HP after 8 strikes. What exactly is unique about this? Soul Trap? The 40 uses? I understand the concept of doing multiple types of damage and being a decent all around enchantment, but does it follow this guideline:&lt;br /&gt;
*&amp;quot;Please only place enchantments here that show a new gimmick or trick that would not '''normally''' be noticed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Glamdring'''&lt;br /&gt;
Drain Fatigue for 1 second? Why would you need to be a level 50 in Destruction? Its not a spell. Other than that, nothing significant at all.&lt;br /&gt;
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'''Human-Slaughter'''&lt;br /&gt;
&amp;quot;for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&amp;quot; what needs changed to 2 seconds, and why would it if there are no weakness effects? &amp;quot;in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&amp;quot; For how long? 1 second?&lt;br /&gt;
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'''Powersap'''&lt;br /&gt;
Why is there Drain Magicka and Drain Fatigue for 1 second? Weakness to Magic for 2 seconds will allow for no more than 3 hits to stack, with Drain Health maximizing at 300HP, and no other damage to HP, why is this useful to middle or higher leveled characters who play on default or higher difficulty level? Nothing is absorbed, so  what is it significantly contributing that is new or not normally seen? There are numerous other enchantments that are more effective at regular difficulty levels, most if not all of their enchantments are available to low level characters.&lt;br /&gt;
&lt;br /&gt;
'''Soul Reaper'''&lt;br /&gt;
&amp;quot;This enchanted weapon makes almost any enemy in the game trivial to defeat.&amp;quot; How so? Maybe early on in the game. What is the purpose of this blade? To me it looks like a weapon for low level characters, with no use after that. Problem is even low level characters can enchant high powered weapons.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Killer'''&lt;br /&gt;
The Weakness enchantments are useless, though i agree that fire damage is effective at killing vampires. Because fire is effective, this need re-worked either with lower damage and longer duration for weakness to magic, or without the weakness effects, and then it needs the description re-worded to explain how the re-worked version is useful against vampires in specific. Perhaps if the weakness effects are removed, Light X pts for Y seconds could be inserted, as this would make the blade/blunt useful for a hit and run against vampires who are damaged by light. As is, it is ineffective and not maximizing what it is described to do.&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Weapon'''&lt;br /&gt;
First, I understand what the name means, but its name implies that its a blade either for use by vampires or for killing vampires, which it is not. Lowering the Absorb pts and adding a Weakness to Magic with a duration of 2-4 seconds would quickly stack the Absorb HP. If the only intention of this is healing, try working Training Weapons effects in with this to maximize the value of health received, otherwise as it stands it doesnt't add anything new or otherwise unseen and has no need to appear on the main list.&lt;br /&gt;
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===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than 100 hit points (on normal difficulty).  On the other hand, if an enemy has more than 100 health, it will regain the lost health after the one second has passed.&lt;br /&gt;
&lt;br /&gt;
*Useful variation: For those with a grand soul to use, add a 100% weakness to magicka for 4-6 seconds to this weapon. The amplification from the magic weakness will probably strike them dead on the second blow, even if they block. Daggers are the best weapon for this as they swing quickly.&lt;br /&gt;
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===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell.&lt;br /&gt;
&lt;br /&gt;
===Blade of Paralysis===&lt;br /&gt;
&lt;br /&gt;
*Command Humanoid lvl25 for 1 second on strike&lt;br /&gt;
*Command Creature lvl25 for 1 second on strike&lt;br /&gt;
*Weakness to fire 100% for 2 second on strike&lt;br /&gt;
*Weakness to shock 100% for 2 second on strike&lt;br /&gt;
*Weakness to Magic 100% for 2 seconds on strike&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The blade will have 20 charges with a grand soul gem&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This blade will make your opponent unable to attack because of the command spells. The weaknesses stack, and a follow up spell containing soul trap and fire/shock damaging effects will capture the more than likely killed enemy (looking at 4 strikes from this blade, you will get a 16x multiplier for any fire/shock elemental damage spell you cast, meaning a 100pts damage spell will give 1600 damage) if you have soul gems/Azura's star, and you could immediately recharge the weapon meaning you don't lose any charges.&lt;br /&gt;
&lt;br /&gt;
===Daedra's bane===&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 20 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
The weapon is '''very''' effective against [[Oblivion:Daedra|Daedra]] (because most of them have a weakness to shock) and is a great tool for anyone who is either active in the [[Oblivion:Main Quest|Main Quest]] or simply likes exploring [[Oblivion:Oblivion Gates|Oblivion Gates]]. Because of the [[Oblivion:Weakness to Magic|Weakness to Magic]] effect lasting longer than 1 second, every 2-3 consecutive strikes &amp;quot;stack&amp;quot; in effect, doing more and more damage. Because of this, the spell can even take down a [[Oblivion:Storm Atronach|Storm Atronach]], who are supposed to be immune to shock damage.&lt;br /&gt;
&lt;br /&gt;
The same concept can be applied using damage effects other than shock.  For example, using [[Oblivion:Fire Damage|Fire Damage]] instead of Shock Damage (and [[Oblivion:Weakness to Fire|Weakness to Fire]] instead of Weakness Shock) creates a weapon that is effective against enemies who are naturally weak to fire, for example [[Oblivion:Undead|Undead]].&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Glamdring (The FoeHammer)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
&lt;br /&gt;
This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Human-slaughter===&lt;br /&gt;
This enchantment should keep those nasty human melees off you.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] 100 points (lvl25) for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 seconds (optional)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* for Longswords or two handed weapons you may want to use 2 seconds instead of 1 second&lt;br /&gt;
* you may want to adjust the strength of the [[Oblivion:Command Humanoid|Command Humanoid]] spell to your lvl+5 (cost per hit)&lt;br /&gt;
* if no damage effects are applied you should choose a weapon with high base damage&lt;br /&gt;
* in crowds your enemies &amp;quot;help&amp;quot; you to kill your victim&lt;br /&gt;
* it is a quite cheap enchantment (even useful with 300 point souls!) -&amp;gt; good amount of charges!&lt;br /&gt;
&lt;br /&gt;
===Powersap===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points 1 seconds (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Magicka|Drain Magicka]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second (2 seconds for two handed weapons)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second (2 seconds for two handed weapons) &lt;br /&gt;
&lt;br /&gt;
This is a very useful weapon with a dagger if you are doing the Dark Brotherhood quests at low difficulty&lt;br /&gt;
&lt;br /&gt;
===Soul Reaper===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 80% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill [[Oblivion:Vampire|vampires]] fast this is VERY useful.  Full vampires have a 50% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]]. This will add to that another 80% [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528032</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=528032"/>
		<updated>2010-01-20T18:45:45Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: See the Talk section describing in detail why these were moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Trail|Magic}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Soul Gem|soul gems]], you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note, some of the following are listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate [[Oblivion:Sigil Stone|Sigil Stone]]. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic doesn't affect you at all.&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka=== &lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor (4*30%=120% chameleon). Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]]. Also note that in combat, the damage multiplier only applies when you're sneaking; 100% Chameleon will do nothing to change that, even though your enemies won't be able to detect you.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glow ring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just as useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage of melee attacks. You may want to add this to some sort of armor.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time. Chances are that you will find some sort of amulet or ring that will let you breathe underwater with relative ease anyway.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating. Certainly, enchantments like the ''Chameleon Suit'' make the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor: the Wrist Irons that you're wearing at the beginning of the game. If you still have them, enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if you are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
Because it is possible to [[Oblivion:Reverse Pickpocketing|reverse pickpocket]] [[:Category:Oblivion-Items-Zero_Weight|zero weight]] items, you can create objects with harmful enchantments and then place them in the inventory of NPCs. These items may then be equipped when the NPC enters combat, wakes up in the morning, sits down somewhere, or under various other conditions. NPCs will not equip items which are marked as stolen and will generally choose to wear items with higher armor rating and cost before others in their inventory. Since many NPCs do not have any sort of head gear hoods are often chosen for these effects. A good technique for use of these items is to name the object whatever you want, but with a string of the letter 'a' in front e.g. 'aaa Hood of Cursed Lightening', because NPCs will equip the first item in their inventory, which is in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
If you retrieve such an item through pickpocketing it will then be marked as stolen. Items with no gold value, such as permanent bound items or Black Hoods, cannot then be re-used because there is no way to clear the stolen indicator. Items with a gold value, such as Mage's Hoods, Dark Shirts, and Black Wide Pants, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that these effects can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Garb of Slumber===&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 5 points&lt;br /&gt;
Place this enchantment on items that your target will equip for at least three different inventory slots. There are zero-weight permanent bound items for six inventory slots and non-quest regular clothing items for four inventory slots. The victim will begin losing fatigue faster than they regain it and eventually collapse. If you can only get them to equip two of these items they will be unable to regenerate fatigue and you can still make them collapse by lowering their fatigue in other ways (punching them, provoking them to attack you, damage fatigue effects, et cetera). After collapsing NPCs are still alive but they will be permanently disabled unless treated with [[Oblivion:Restore Fatigue|Restore Fatigue]]. This allows you to disable NPCs who are marked essential or those that respawn. Note that since the target is still alive anything taken from them will be marked as stolen, but they will not be able to fight you (but will still report it to the guards).&lt;br /&gt;
&lt;br /&gt;
===Hood of Fencing===&lt;br /&gt;
*[[Oblivion:Drain Skill|Drain Skill]] 5 points&lt;br /&gt;
Set the drain skill ability to mercantile and reverse pickpocket it to your fence, pay the 200 gold bloodprice if you are caught. Upon equipping the hood the fence will be significantly easier to haggle with.&lt;br /&gt;
&lt;br /&gt;
===Hood of Silence===&lt;br /&gt;
*[[Oblivion:Silence|Silence]] on Self&lt;br /&gt;
Give one of these to a necromancer or other magic using opponent to cripple their spellcasting during a subsequent fight.&lt;br /&gt;
Not that useful unless you know you're about to fight a spellcaster. Could be useful during [[Oblivion:The Necromancer's Amulet|The Necromancer's Amulet]] quest, if you sneak and give the necromancers the hood before you fight them.&lt;br /&gt;
&lt;br /&gt;
===Hood of Slow===&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] X points&lt;br /&gt;
This cursed item can be placed on the enemy to slow them down by X points (X can be any number that seems appropriate) OR it can be used by the player for speed training. Speed is trained by the amount of time spent running, so the slower the run, the more training the player receives. Training like this can be very tedious though, as well as dangerous. This item, nonetheless, is less than useful for most things other than speed training.&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations.&lt;br /&gt;
*It may be a good idea to name this &amp;quot;A Hood of Torture&amp;quot;. This is because NPCs put on the first hood/helmet in their inventory, which is listed alphabetically.&lt;br /&gt;
*Due to a bug, the affected NPC will sometimes stop taking damage when an AI package change occurs. For example, if an NPC is currently sleeping, while taking damage from a cursed item, then gets up, they will stop taking damage, despite still wearing the cursed item. In such a case, try to re-enter the cell to update the NPC. Should it fail to work, you need to wait until the next AI package change (i.e., until the NPC goes to bed again).&lt;br /&gt;
&lt;br /&gt;
Replacing the Damage Health effect with something like [[Oblivion:Shock Damage|Shock Damage]], gives an attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
* [[Oblivion:Absorb Agility|Absorb]]/[[Oblivion:Drain Agility|Drain Agility]] is very powerful, especially at higher levels, because it increases your chance of staggering your opponent. Additionally, absorption prevents you from being knocked back yourself by adding that Agility to your own. A high number such as 70 for one second, or maybe two for slower weapons, will enable you to hit repeatedly, knocking your enemy back constantly and preventing them from retaliating.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to Magic should be the last effect placed on the weapon. Other kinds of damage (fatigue, health) can be placed anywhere as long as Weakness to Magic remains last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweighs 2 fine steel longswords and 1 fine steel dagger.&lt;br /&gt;
&lt;br /&gt;
===Tips for Weakness/Damage Stacking===&lt;br /&gt;
For effects coming solely from an enchanted weapon (i.e. no spells cast against the target), these general rules apply:&lt;br /&gt;
*Elemental weaknesses '''do not''' stack with each consecutive hit.  If you have a weapon with [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 10 secs on Strike, each strike with the weapon will renew the timer on the effect, but the damage bonus will remain unchanged.&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] '''does''' stack with each consecutive hit.  If you have a weapon with Weakness to Magic 100% for 10 secs on Strike, each strike with the weapon will apply an additional damage bonus.  Each level of Weakness to Magic will expire 10 seconds from the time it was applied; it is not renewed with each strike.&lt;br /&gt;
**Though Weakness to Magic costs much more than Weakness to Fire, a 7-second Weakness to Magic 100% on a dagger is about 40% more effective in 10 hits than a 15-second Weakness to Fire 100% effect, when paired with [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 sec (as an example).&lt;br /&gt;
*Spell effect order is not alphabetical (even though some forums suggest this), so ''always place Weakness to Magic last in the list''.&lt;br /&gt;
*Likewise to the above, place Weakness to X effects later in the list than the actual X Damage effect (i.e. place Weakness to Fire after Fire Damage 10 pts for 1 secs).&lt;br /&gt;
*Element Damage X for 1 secs is NOT the same as Element Damage X/Y for Y secs.  For example, Fire Damage 10 pts for 1 secs yields slightly (10-20%) better results than Fire Damage 5 pts for 2 secs.&lt;br /&gt;
*More damage is dealt per charge used if each damage-dealing effect is allowed to tick.  A damage effect for 1 secs actually has to wait for 1 second to trigger.  If you are using a fast weapon such as a dagger, there may be several fatal damage ticks waiting in the queue already, making each superfluous strike a wasted weapon charge.&lt;br /&gt;
&lt;br /&gt;
===Enchantment Damage Stacking===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Weakness to Magic|Weakness to Magic]] effects of less than 2 seconds duration do not stack more than once on [[Oblivion:Enchanting|Enchanted Weapons]]. Any weakness effects enchanted on weapons do not take effect on the first hit, but rather the second hit and any consecutive hits thereafter made before the weakness effects duration expires. Because of this attempting to use weakness effects, without allowing for a long enough duration for them to stack, nullifys most attempts to use them. For more information see [[Oblivion:Spell Making|Spell Stacking]] and keep in mind that the first strike of an Enchanted weapon does not include weakness spell damage. Additionally, while Weakness to Magic indeed stacks itself with each consecutive hit, weaknesses to element spells do not, instead they reset the timer of the weakness to element spell on each hit. This is why [[Oblivion:Weakness to Fire|Weakness to Fire]] or another element can be enchanted with a duration of only 1 second, so long as the second hit from the weapon occurs before the previous 1 second effect expires. Furthermore, Weakness to Magic stacks other Weakness spells, meaning that a third hit of Weakness to Magic results in Weakness to Magic 200% as well as Weakness to Fire 200%.&lt;br /&gt;
&lt;br /&gt;
===3 Element Blade/Blunt===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 3 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 355 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1470 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 4 hits of damage stacking for a maximum negative HP of 595 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1890 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. &lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 3 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 3 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 3 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/3&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''35'''&lt;br /&gt;
| '''55'''&lt;br /&gt;
| '''95'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(115)'''&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(355)'''&lt;br /&gt;
| '''(595)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(405)'''&lt;br /&gt;
| '''(700)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #1===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 570 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1785 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1950 per hit on the sixth hit, which equals 2225 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 4 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Ashes &amp;amp; Embers.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #1&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5 &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40 &lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''40'''&lt;br /&gt;
| '''70'''&lt;br /&gt;
| '''130'''&lt;br /&gt;
| '''250'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(225)'''&lt;br /&gt;
| '''(340)'''&lt;br /&gt;
| '''(570)'''&lt;br /&gt;
| '''(1030)'''&lt;br /&gt;
| '''(1950)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(235)'''&lt;br /&gt;
| '''(375)'''&lt;br /&gt;
| '''(645)'''&lt;br /&gt;
| '''(1175)'''&lt;br /&gt;
| '''(2225)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2 Element Blade/Blunt #2===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 2 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 250 per hit on the second hit and every consecutive hit thereafter; 6 hits = 1270 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 3 hits of damage stacking for a maximum negative HP of 380 per hit on the third hit and every consecutive hit thereafter; 6 hits = 1590 total negative HP. [[Oblivion:Weakness to Poison|Weakness to Poison]] effect will increase the effects of [[Oblivion:Poison|Poisons]] the player &amp;quot;dips&amp;quot; his/her blade or blunt weapon with before the first strike, and will continue to stack multiples of the posion effects with each subsequent strike after the first. This works best with posions whose endurance lasts 3 seconds or more, and not at all with poisons that take immediate effect. Many poisons make this stacking effect a deadly combination allowing for fewer swings and uses of the weapon. '''Weapon Name: Blade of Shocking Flame.'''&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Posion]] can be removed and other effect(s) slightly altered to compensate for an added [[Oblivion:Soul Trap|Soul Trap]] for 1 second effect if preferred.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 2 Element Enchantment #2&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 1 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage 2 &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Poison &lt;br /&gt;
| 62/1&lt;br /&gt;
| x &lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 1 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element 2 &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''20'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''80'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(120)'''&lt;br /&gt;
| '''(250)'''&lt;br /&gt;
| '''(380)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(270)'''&lt;br /&gt;
| '''(450)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===1 Element Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 590 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1860 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 2030 per hit on the sixth hit, which equals 2380 total negative HP. '''Weapon Name: Blade of Immolation.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 Element Enchantment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Element Damage &lt;br /&gt;
| 10/1&lt;br /&gt;
| 10 &lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Element  &lt;br /&gt;
| 100/1&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/4&lt;br /&gt;
| x &lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160 &lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''30'''&lt;br /&gt;
| '''50'''&lt;br /&gt;
| '''90'''&lt;br /&gt;
| '''170'''&lt;br /&gt;
| '''330'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(110)'''&lt;br /&gt;
| '''(230)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(590)'''&lt;br /&gt;
| '''(1070)'''&lt;br /&gt;
| '''(2030)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(240)'''&lt;br /&gt;
| '''(390)'''&lt;br /&gt;
| '''(680)'''&lt;br /&gt;
| '''(1250)'''&lt;br /&gt;
| '''(2380)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Absorb Health Blade/Blunt===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weapons|Longsword]] version of this enchantment allows for 4 hits (if consecutive hits are uninterrupted) of damage stacking for a maximum negative HP of 525 per hit on the fourth hit and every consecutive hit thereafter; 6 hits = 1626 total negative HP. The [[Oblivion:Weapons|Dagger]]/[[Oblivion:Weapons|Shortsword]]/[[Oblivion:Weapons|War Axe]] versions of this Enchantment allows for 6 hits of damage stacking for a maximum negative HP of 1785 on the sixth hit, which equals 1885 total negative HP. '''Weapon Name: Soul Syphon.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Absorb Health Enchanment&lt;br /&gt;
! Pt/Sec&lt;br /&gt;
! Hit 1&lt;br /&gt;
! Hit 2&lt;br /&gt;
! Hit 3&lt;br /&gt;
! Hit 4&lt;br /&gt;
! Hit 5&lt;br /&gt;
! Hit 6&lt;br /&gt;
|-&lt;br /&gt;
| Soul Trap&lt;br /&gt;
| 1/1&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
| x&lt;br /&gt;
|-&lt;br /&gt;
| Drain Health &lt;br /&gt;
| 100/1&lt;br /&gt;
| (100) &lt;br /&gt;
| (200)&lt;br /&gt;
| (300)&lt;br /&gt;
| (500)&lt;br /&gt;
| (900)&lt;br /&gt;
| (1700)&lt;br /&gt;
|-&lt;br /&gt;
| Absorb Health &lt;br /&gt;
| 5/1&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Weakness to Magic &lt;br /&gt;
| 100/2&lt;br /&gt;
| x &lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Base Damage HP'''&lt;br /&gt;
|   &lt;br /&gt;
| '''5'''&lt;br /&gt;
| '''10'''&lt;br /&gt;
| '''15'''&lt;br /&gt;
| '''25'''&lt;br /&gt;
| '''45'''&lt;br /&gt;
| '''85'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Combined Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| '''(105)'''&lt;br /&gt;
| '''(210)'''&lt;br /&gt;
| '''(315)'''&lt;br /&gt;
| '''(525)'''&lt;br /&gt;
| '''(945)'''&lt;br /&gt;
| '''(1785)'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Total Negative HP'''&lt;br /&gt;
| &lt;br /&gt;
| x&lt;br /&gt;
| '''(215)'''&lt;br /&gt;
| '''(330)'''&lt;br /&gt;
| '''(555)'''&lt;br /&gt;
| '''(1000)'''&lt;br /&gt;
| '''(1885)'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 4 seconds&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
For a fractional extra casting cost, adding a [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 1 second enchantment will allow the weapon to be used for full effectiveness against enemies that either have little magicka, or have already been drained of magicka. The drawbacks to doing this are that you will actually be increasing the enemy's available magicka (should you actually have the Atronach birthsign this means you can potentially absorb more of their spells, making it a benefit, not a drawback), and that if you're using a quickly attacking weapon with a strong enough absorb magicka enchantment you will be able to absorb all the extra magicka before the one second duration of the fortify spell is over.&lt;br /&gt;
&lt;br /&gt;
===Blade of Imperatives===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] x points for 60 seconds&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] x points for 60 seconds&lt;br /&gt;
A very simple enchantment but useful nonetheless, especially if you are swamped by enemies as the first one you strike will help you deal with its friends. You'll probably want to use a relatively low-damage weapon as you don't want your new &amp;quot;friend&amp;quot; to be too badly damaged. Alternatively you could use a spell and avoid any damage at all.&lt;br /&gt;
*Note: make &amp;quot;x&amp;quot; your level +5 (maxed out at 25).&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Fatigue|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword or an akaviri katana. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon (Eg. damage health 10 feet on strike) isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
* This is incredibly useful when using a bow, as when using a bow for stealth, enemies stand near each other. When you kill one, the other catches on. If you use a bow with a large area, it will kill both of them.&lt;br /&gt;
&lt;br /&gt;
===Follower Dagger/War Axe===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 62% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 4 seconds&lt;br /&gt;
&lt;br /&gt;
32 uses without Weakness to Poison, 31 uses with Weakness to Poison enchantment. Using this enchantment with the [[Oblivion:Glitches|Bound Weapon Glitch]] and reverse-pickpocketing it to your followers can give them upgraded weapons. If your followers don't have poisons in their inventory, simply omit the Weakness to Poison. 4 swings = 500 HP, 6 swings = 1700 HP.&lt;br /&gt;
&lt;br /&gt;
===Magesbane===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 3 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10 points for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Weakness to Poison|Weakness to Poison]] effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Training Weapons===&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] X points for Y seconds&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 85 points for Y seconds&lt;br /&gt;
&lt;br /&gt;
Best if used on low-damage weapons such as the Ruined Akaviri Katana or anything made from rusty iron.&lt;br /&gt;
&lt;br /&gt;
All combat skills increase based on the number of times you hit an opponent. Thus, the more times you can hit an opponent without killing it the more you train. The 'Y' value should generally be between one and four seconds, depending on the speed of the weapon and how often you will hit. The goal is to always have the Y duration be longer than the time between each hit you will make with the weapon - so the Shield and health bonus on the target remain up at all times. Daggers and War Axes swing the fastest and are thus the best choices for this effect and training Blade and Blunt in general. Bows all have the same speed, but if you 'tap' the trigger rather than holding it down you can fire much more quickly at targets in melee range.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with a &amp;quot;demoralize&amp;quot; or &amp;quot;turn&amp;quot; weapon, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs when set to affect Level 25 targets, even if those targets own levels exceed 25. Therefore setting the level to 25 is strongly recommended. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of True Flame===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds on strike&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on strike&lt;br /&gt;
Combined with a [[Oblivion:Fire Damage|Fire Damage]] poison and Arrows of Immolation, this enchantment can pack a serious punch. Especially useful against Vampires. This enchantment can also be modified to use [[Oblivion:Shock Damage|Shock Damage]] or [[Oblivion:Frost Damage|Frost Damage]]&lt;br /&gt;
&lt;br /&gt;
===Coup de Grace===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
Use top-quality bows and arrows in conjunction with this simple yet very effective, not to say cheap, enchantment. It's intended to be used for your last shot, although low-health opponents can often be killed if caught by a stealth attack. You may consider adding 1 second of [[Oblivion:Soul Trap|Soul Trap]] or any other immediate effect if you wish. As its effectiveness depends upon your opponents' health, the earlier you make this, the better. You can also add a range to the enchantment to affect an entire group of opponents.&lt;br /&gt;
&lt;br /&gt;
===Devil Bow===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 8 pts for 2 sec&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% for 3 sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 20% for 3 sec&lt;br /&gt;
&lt;br /&gt;
This bow was meant to maximize damage dealt while still maintaining practical use against all targets. With a grand soul gem, it has 18 uses and is recommended that the player has [[Oblivion:Azura's Star|Azura's Star]] to maintain its upkeep.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Mind Control Bow===&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] Level 25 for 3 seconds.&lt;br /&gt;
&lt;br /&gt;
A stealthy character can use their [[Oblivion:Sneak|Sneak]] skills to advantage with this bow. If a hostile NPC sights you in a dungeon or the like, one shot from this bow will turn them to your side. Aside from the obvious benefit of them ceasing their attack, if you are Sneaking when the arrow hits your new ally, they may lose sight of you again. When the effect wears off (and if you're still hidden) they will essentially forget that you were there in the first place.&lt;br /&gt;
&lt;br /&gt;
The more obvious effect of this bow is its ability to turn an NPC to your side. When the effect wears off, however, the affected parties will remain hostile to anyone and anything that sought to attack them while they were under your command. This results in an effect like Frenzy, but more permanent. Sneaking and a long standoff distance ensure your targets and their former friends will focus on each other rather than take notice of you.&lt;br /&gt;
&lt;br /&gt;
Unlike other bows, the purpose of this bow is to convert an enemy rather than to kill them directly. A low-quality bow is the wiser choice to apply this enchantment.&lt;br /&gt;
&lt;br /&gt;
A similar weapon can be crafted to [[Oblivion:Command Creature|Command Creature]]s, or both effects can be combined on one bow.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
* You seem to be able to reset the combat algorithm if you bump it up to 100, no sneaking required. You can even add an Area of up to 22ft 1sec duration for clusters. Duration seems irrelevant. As long as you are not in front of the eyes of the enemy (offsensive/aggressor variety) when the effect applies, you will essentially be forgotten. (Disposition is set to 0, some friendly NPCs will attack again if they see you again with weapon drawn [-10 disposition])  &lt;br /&gt;
** Also, this can be used to '''terminate existing combat completely'''. If the target only fights back if struck first (defensive/non-aggressor variety), you can shoot them point blank and not be attacked in retaliation - plus it will exit existing combat (Just remember to sheathe your weapon immediately afterwards!). Be wary of the characters &amp;quot;reporting&amp;quot; your actions to other characters/guards though.&lt;br /&gt;
** This in an area-effect version can halt a mass-brawl without needing a 100-Charm spell to force NPCs to accept surrender. (Arcane University mages have a tendency to go into a frenzy if provoked, this can counter that)&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get too close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Drain Health]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly..), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528029</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528029"/>
		<updated>2010-01-20T18:25:20Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Working: Blade of Paralysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
jus changed usefull to useful,&lt;br /&gt;
&lt;br /&gt;
Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
&lt;br /&gt;
Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
&lt;br /&gt;
Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
&lt;br /&gt;
Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
&lt;br /&gt;
Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
&lt;br /&gt;
The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
&lt;br /&gt;
Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: 0%   Damage:10 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 200% Damage:40 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 400% Damage:90 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 600% Damage:160 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 800% Damage:250 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 1000%Damage:360 points &lt;br /&gt;
&lt;br /&gt;
(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
&lt;br /&gt;
Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
&lt;br /&gt;
Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
&lt;br /&gt;
So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enchanting quest items ==&lt;br /&gt;
&lt;br /&gt;
can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Detect Life Stacking ==&lt;br /&gt;
&lt;br /&gt;
It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
&lt;br /&gt;
OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
&lt;br /&gt;
-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
&lt;br /&gt;
I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
&lt;br /&gt;
== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
&lt;br /&gt;
I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Debaser sword ==&lt;br /&gt;
&lt;br /&gt;
So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bow of True Flame ==&lt;br /&gt;
&lt;br /&gt;
Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
&lt;br /&gt;
== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
&lt;br /&gt;
:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;br /&gt;
::Also it really needs renamed too. It doesn't actually paralyze and knock opponents to the ground, so maybe calling it &amp;quot;Command and Freeze Enchantment&amp;quot; would be the most appropriate, then making a note in its description stating the creator's prefered name of &amp;quot;Blade of Paralysis&amp;quot; --[[User:Reznor Ramirez|Reznor Ramirez]] 18:25, 20 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528026</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=528026"/>
		<updated>2010-01-20T18:21:02Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Working: Blade of Paralysis */&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
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What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
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Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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and so on…&lt;br /&gt;
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also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
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Weakness: 0%   Damage:10 points&lt;br /&gt;
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Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
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Weakness: 1000%Damage:360 points &lt;br /&gt;
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(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
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Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
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Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
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So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
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Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
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:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
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can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
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It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
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OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
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Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
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(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
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If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
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I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
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-ravemastaj-&lt;br /&gt;
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== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
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I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
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Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
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== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
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== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
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I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
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So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
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Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
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So I tested some weapons out and...&lt;br /&gt;
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'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
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'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
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== Claymore of dementia ==&lt;br /&gt;
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Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
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:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
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The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
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:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
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You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
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[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
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\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
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Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
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It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
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I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
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Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
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[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;br /&gt;
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:This needs completely re-worked to maximize its effectiveness. First, the weaknesses do not last long enough to give you time to make a strike and cast a spell. Deleting both of the element weaknesses should be enough to lengthen the Weakness to Magic effect to 4 seconds duration, but that would need to be confirmed. As far as stacking 800% from 4 hits of Weakness to Magic effect lasting for only 2 seconds and then having time to finish with a damage spell that does 800% damage is not possible.0 What is possible is that the orignial poster believed that he had stacked 4 of those weaknesses and finished with a damage spell, when more likely, he had actually maximized the stacking amount after the second hit and quickly finished with a spell. It would be more effective to use just the weakness to magic effect for 4 seconds, stack with 3 or at the most 4 hits on a dagger, then quickly finish with a spell. This would be more effective as it would setup a 400% or 800% damage stack compared to a 200% stack that just keeps resetting after the second hit due to the first weakness spells duration expiring. Furthermore, the use of Command Humanoid and Command Creature is only helpful up to level 25, and its been covered elsewhere. The idea is there, but the execution doesn't maximize its potential. Overall worth keeping but it needs to be tested and re-done. I've read both sections in the talk page about it, i like the concept, but the application is still off. If it can fit both Command effects and 4 seconds of Weakness to Magic, it could be followed with any damage spell and still be more effective than trying to fit mulitple element weaknesses with less stacking. Remember that weakness to elements '''do''' '''not''' stack themselves, only reset, and that weakness to magic only keeps stacking exponentially until the '''first''' weakness to magic effect expires, at which point it reaches its maximum level of stacking. Maybe one weakness to element effect with 1 sec duration could be fit in, then multiplied by the weakness to magic and still be in effect for a spell cast immediately following the last hit from the blade. obviously in that scenario extensive testing and confirmation would need done, otherwise going with just the weakness to magic effect for a longer duration seems the most plausible route. --[[User:Reznor Ramirez|Reznor Ramirez]] 18:21, 20 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=527887</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=527887"/>
		<updated>2010-01-20T06:14:28Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Bow Enchantments */&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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: I'm planning on adding a Bow enchantment intended for use with the Enchanted arrows that do damage in area for 2 seconds. Its similar I suppose to Devil Bow, but its much better suited for specializing in just one element damage. I plan to include a damage stacking chart like the other blade/blunt enchantment charts. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:14, 20 January 2010 (UTC)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
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*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
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What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
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Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
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Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
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Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
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and so on…&lt;br /&gt;
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The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
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Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
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The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
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Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
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and so on…&lt;br /&gt;
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also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
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Weakness: 0%   Damage:10 points&lt;br /&gt;
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Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
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Weakness: 1000%Damage:360 points &lt;br /&gt;
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(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
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Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
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Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
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So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
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Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
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:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
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can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
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It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
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OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
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Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
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(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
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If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
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(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
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I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
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-ravemastaj-&lt;br /&gt;
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== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
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I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
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Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
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== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
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== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
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I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
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So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
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Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
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So I tested some weapons out and...&lt;br /&gt;
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'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
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'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
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== Claymore of dementia ==&lt;br /&gt;
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Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
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:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
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The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
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:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
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You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
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[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
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\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
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Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
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It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
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I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
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Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
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[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=527885</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=527885"/>
		<updated>2010-01-20T06:09:03Z</updated>

		<summary type="html">&lt;p&gt;Reznor Ramirez: /* Changes to Main Page Custom Weapons */&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
:::: I have a pair of perma-bound boots and perma-bound gauntlets that I have enchanted with feather. There is a very clear difference in my character's speed when wearing these as opposed to when not. I often put them on just for the sake of getting around faster. [[User:65.185.70.120|65.185.70.120]] 16:27, 22 June 2008 (EDT)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
:::Just to add to this really old discussion, Feather changes your speed in some circumstances, but not others, as demonstrated using the [[Oblivion:Console|Console]], specifically &amp;lt;code&amp;gt;TDT&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;SDT 1&amp;lt;/code&amp;gt;.  My untested guess is that it only counts the strongest Feather effect towards your movement rate.  A PC user with a lot of time could probably figure out the exact formula, unfortunately, I seem to be lacking in the latter. :) --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 18:00, 25 June 2008 (EDT)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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===Changes to Main Page Custom Weapons===&lt;br /&gt;
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I've spent hours testing this and re-testing these. Sorry for any typos. Feel free to correct them obviously. Im on PS3 GOTY edition with no add-ons. All the new post is based on Stacking Weakness to Magic SUCCESSFULLY. Most of the older enchantments are either useless, inferior, or irrelevant. I propose someone move the following to this talk page: Blade of Death, Blade of Elements, Blade of Paralysis, Daedra's Bane, Dragon Blade, Glamdring, Human-Slaughter, Powersap, Soul Reaper, and Vampire Weapon. I would move them, but I don't really want to cause problems with those who posted them. Which is why I proposed they be moved to the talk page and not deleted entirely. I also propose that the remaining weapon enchantments have a name suggestion posted in the description of the individual enchanments, and that the names of the enchantments be re-named to more DESCRIPTIVE names. Such as 1 Element Enchantment. Vampiric Weapon is confusing because it has nothing to do with killing vampires. This is one example of many. --[[User:Reznor Ramirez|Reznor Ramirez]] 05:53, 20 January 2010 (UTC)&lt;br /&gt;
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FYI in case you're figuring out what changed, I didn't remove anything, but I added 3 Element Blade/Blunt Enchantment, 2 Element Blade/Blunt #1, 2 Element Blade/Blunt #2, 1 Element Enchantment, Absorb Health Enchantment, and Follower Dagger/Axe Enchanment, and the section about Enchanment Damage Stacking. If something needs changed, feel free, but please don't just delete. I've spent an entire day on this because it has bugged me for so long. Thanks. --[[User:Reznor Ramirez|Reznor Ramirez]] 06:09, 20 January 2010 (UTC)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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Doesn't the so called Devil bow have the same problem? The order of effects makes a difference too right? So having weakness to magicka/fire/ice/shock ahead of fire/shock/ice damage should make it pointless. Someone should edit that entry. adding &amp;quot;This is NOT a bow for nice people&amp;quot; It also reads very unprofessionally, like some kid added that in to hype up his proud creation. It definately wouldn't cut it on wikipedia.&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
:::::Thanks very much for this. I am play-testing an update of a mod with similar weapons I've created a while back. I knew about the &amp;quot;damage-first-weakness-second-order&amp;quot;, but I didn't know about the order of multiple weakness enchantments. Some are even more complicated because they have up to 7 different enchantments. That will keep me busy for a while. ;)&lt;br /&gt;
::::::Sorry. I forgot to sign the above. ;) [[User:MadGizmo|MadGizmo]] 19:22, 4 January 2008 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Soul Gem|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
&lt;br /&gt;
::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;br /&gt;
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== Weakness to Magic/Drain Health Combo ==&lt;br /&gt;
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Hi.  I tested the following weapon in my (PC) copy of the game, and it seems to work, but I'm not sure I have the most recent update, so can someone please verify this for me?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Soul Trap for 1 sec on strike&lt;br /&gt;
*Drain Health 100 pts for 1 sec on strike&lt;br /&gt;
*Weakness to Magic 100% for 1 sec on strike&lt;br /&gt;
&lt;br /&gt;
What I THINK happens is the WtM effect from the first strike actually magnifies the one from the second, so long as it comes within one second of the first.  So, basically, the strike progression looks like this, so long as they're done rapidly:&lt;br /&gt;
&lt;br /&gt;
Strike 1: Drain Health 100 pts, Weakness to Magic 100%&lt;br /&gt;
&lt;br /&gt;
Strike 2: Drain Health 200 pts, Weakness to Magic 200%&lt;br /&gt;
&lt;br /&gt;
Strike 3: Drain Health 300 pts, Weakness to Magic 300%&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
The weapon I made was a dagger, and it did in fact kill things within just a few strokes.  I tested it in the Arena against a couple Ogres and a Druegh, and all of them went down like cake.  What I'm wondering is: a) is this an artifact of the edition I'm using (game of the year edition, might not be latest update) and b) will it really keep magnifying the effect infinitely?  If so, it would seem this might actually be the ultimate weapon....&lt;br /&gt;
&lt;br /&gt;
Anyway, if someone could test it out and get back to me on it, I'd really appreciate it.  Love the site, btw!!! {{Unsigned|Tedesche}}&lt;br /&gt;
&lt;br /&gt;
The Weakness to magic enchantment does not stack on itself and it only lasts one second, so the progression would be more like this,&lt;br /&gt;
&lt;br /&gt;
Strike one: Drain health 100pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike two: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
Strike three: Drain health 200pts, Weakness to Magic 100% for one second&lt;br /&gt;
&lt;br /&gt;
and so on…&lt;br /&gt;
&lt;br /&gt;
also to get the Drain health to do 200pts you need to strike again within one second of your previous strike so that Weakness to Magika can kick in. {{Unsigned|72.179.196.77}}&lt;br /&gt;
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&lt;br /&gt;
Previous user is incorrect, as long as you hit within one second, it will magnify. Calling this the ultimate enchantment is okay as long as you dont know about how much you can increase damage output of elemental spells. Weakness to Magic will magnify the weakness to fire and will make the increase quadratic instead of linear. That means you will get not 50 but a 250 damage by the 5th strike meaning the damage progression will look like this if the blade has a meager 10 points of fire damage added:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: 0%   Damage:10 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 200% Damage:40 points&lt;br /&gt;
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Weakness: 400% Damage:90 points&lt;br /&gt;
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Weakness: 600% Damage:160 points&lt;br /&gt;
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Weakness: 800% Damage:250 points&lt;br /&gt;
&lt;br /&gt;
Weakness: 1000%Damage:360 points &lt;br /&gt;
&lt;br /&gt;
(as you can see, it will get multiplers in the form of square numbers, meaning an exponential increase)&lt;br /&gt;
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[[User:Eugene1222|EB]] 20:57, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Cursed equipment &amp;amp; NPCs that never sleep ==&lt;br /&gt;
&lt;br /&gt;
Does the cursed-equipment trick work on all NPCs?  In particular, I really need to get rid of that freakish Aleswell innkeeper, who stands in my doorway watching me sleep for ''six fricking hours''.  He never sleeps as far as I can tell, so I wonder if the Hood of Torture would not work on him.  Any ideas? &lt;br /&gt;
&lt;br /&gt;
Update: I managed to try it myself, and no matter how long I wait, that guy never does anything but stand in my doorway.  Needless to say, he never put the hood on either.&lt;br /&gt;
&lt;br /&gt;
So, as a test, I stole the hood back and put it on [[Oblivion:Sakeepa|Sakeepa]] while he was sleeping.  He didn't put it on when he woke up, either (and no, he doesn't have any headgear that I can see). &lt;br /&gt;
&lt;br /&gt;
Update 2: I just re-read [[Oblivion:Enchanting]] and I see that NPCs won't wear stolen items -- and the hood by this point was marked as stolen.  I'll have to go back and try it again with a fresh hood.  Still curious how to deal with an NPC who never sleeps. {{Unsigned|67.174.121.228}}&lt;br /&gt;
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:Sometimes they don hoods when they sit. I gave a hood to [[Oblivion:Countess Alessia Caro]] (she irked me) and followed her around to see when/if she would put it on. Nothing for several hours, but when she went to the chapel and sat down to pray she donned the hood... therefor bursting into flames and dying sitting upright at her pew. Apparently the Nine Divines were displeased with her treatment of prisoners. Many NPCs will also don the hood when attacked or when initiating an attack... casting a frenzy spell gives no bounty and then you can just block or back away while they die, or even finish them off in 'self-defense'. Most NPCs also eat, so if you clear out all the food and then give them a poisoned apple that'll usually do it. In some locations you can push them into water and under a barricade of some kind to drown them. Mountainsides allow a similar effect from falling damage, especially if you can get well uphill of them and dump alot of round objects in their direction... getting beaned by a fast moving apple can send them flying down the slope for serious damage. I never stay at Aleswell long (just run in to drop off or retrieve alchemy supplies) so I haven't had cause to kill the inn-keeper yet, but I'm sure one of these methods would work. I've killed just about every annoying NPC I've come across (I think of it as a community improvement project), 31 murders last time I checked the stats, and haven't ever gotten a murder bounty. --[[User:12.42.51.28|12.42.51.28]] 07:15, 9 April 2008 (EDT)&lt;br /&gt;
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== Enchanting quest items ==&lt;br /&gt;
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can you enchant quest items such as boots of spring heel jak? {{unsigned|84.68.244.32}}&lt;br /&gt;
:No, you cannot add a new enchantment to any items that are already enchanted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:50, 19 April 2008 (EDT)&lt;br /&gt;
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== Detect Life Stacking ==&lt;br /&gt;
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It says on the main page that you can stack detect life enchantments.  I never knew that, is this true?--[[User:Imperial Scum|Imperial Scum]] 14:35, 10 May 2008 (EDT)&lt;br /&gt;
yes. try going out into the wild with 1000+ detect life.[[User:Koschei|Koschei]] 11:50, 20 November 2008 (EST)&lt;br /&gt;
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== Cursed Armor With Damage Fatigue ==&lt;br /&gt;
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OK, while I'm here I wanted to ask a question.  One day, I was bored and I enchanted a whole set of bound armor with damage fatigue.  I then pickpocketed into a named NPC's inventory.  An hour or so later, I came back to find them lying on the ground, alive, but not able to get up.  However before I did this I tried on the armor myself and within 10 seconds I had negative 200 fatigue.  So, a couple weeks later I came back to find that the body was gone.  What I think happened was his fatigue got so low that the game somehow removed him from world.  This was on 360 so there couldn't have been any mods affecting this.--[[User:Imperial Scum|Imperial Scum]] 14:43, 10 May 2008 (EDT)&lt;br /&gt;
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== Infinite Paralysis ==&lt;br /&gt;
&lt;br /&gt;
Would Weakness to magicka double the effect of the Paralyze spell? Like:&lt;br /&gt;
&lt;br /&gt;
(Dagger)&lt;br /&gt;
(Paralyze 1 sec)&lt;br /&gt;
(Weakness to Magicka 100% 4 seconds)&lt;br /&gt;
&lt;br /&gt;
If so, then I have a wicked idea. Use that blade, and create a secondary weapon that does this:&lt;br /&gt;
&lt;br /&gt;
(Weakness to Fire 100% 3 seconds)&lt;br /&gt;
(Weakness to Shock 100% 3 seconds)&lt;br /&gt;
(Weakness to Frost 100% 3 seconds)&lt;br /&gt;
(Weakness to Magicka 100% 3 seconds)&lt;br /&gt;
&lt;br /&gt;
Follow that up with a weak spell that uses all of the elements, and you potentially have a killer combo that incapacitates anything in the game. (The weapons have longer than usual weakness durations so that it's a sure thing to switch to the next weapon and still have the weaknesses from the paralyzing dagger, and then use the spell. That is, when you're ready to stop wailing on the floored opponent :))&lt;br /&gt;
&lt;br /&gt;
I'd call it the Silent Stillness/Singing Blade/Lullaby Combo.&lt;br /&gt;
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-ravemastaj-&lt;br /&gt;
&lt;br /&gt;
== Isn't it impossible to add paralyze to a weapon ==&lt;br /&gt;
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I thought it was impossible... but some of the enchantments list it... {{unsigned|24.20.45.254|26 July 2008}}&lt;br /&gt;
:Good point.  Unfortunately contributors sometimes have a bad habit of adding ideas without bothering to first test them to see what's really possible.  I'll delete all the inappropriate enchantments (who knows what else is wrong with those entries if they're completely untested). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:32, 27 July 2008 (EDT)&lt;br /&gt;
::Ah, true, you can't add paralysis to the weapon. I spoke out of ignorance. However, if you made a weapon with only Weakness to Magicka 100% for 3 seconds, and followed it up with a paralysis spell, it could have the same effect. I'll try and test it later, probably by tomorrow. -ravemastaj-&lt;br /&gt;
:::HOLY CRUD IT WORKED! I thought there might be some issues because it was a duration only effect with no magnitude, but it worked! I used a 3 second paralyze spell for the experiment, and a dagger with Weakness to Magic 100% 4 secs (just to be sure I hit). The spell alone wore off the second they hit the ground, but with the help of the dagger, a Mage at the arcane university stayed down for 6 seconds. Awesome! Can I add this discovery to the page? Or do you guys wanna handle it, so that it's up to the page's standards? I'm new to this... [[User:Ravemastaj|Ravemastaj]] 14:05, 2 August 2008 (EDT)&lt;br /&gt;
::::The general concept that weakness would change a paralyze duration was already known (see, for example, [[Oblivion talk:Weakness to Magic#How weakness affects spells with no magnitude|here]]).  The correct place to document the information is on the effect pages, so I've now added notes to [[Oblivion:Paralyze|Paralyze]] and [[Oblivion:Weakness to Magic|Weakness to Magic]].  Since you still can't create a custom enchantment with a Paralyze effect, however, the information doesn't really belong on the Useful Enchantments page -- at least not anything more than in the notes about a weakness enchantment, e.g., what was already done for [[Oblivion:Useful Enchantments#Blade of Elements|Blade of Elements]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:57, 4 August 2008 (EDT)&lt;br /&gt;
:Now that's why I don't edit the main page :)! Well, now that that's settled, I was wondering if area effects can be modified by Weakness to Magic...THAT would be a game breaker... [[User:Ravemastaj|Ravemastaj]] 22:56, 5 August 2008 (EDT)&lt;br /&gt;
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== Removed unnecessary spoiler ==&lt;br /&gt;
I removed an unnecessary spoiler from Blade of Elements. [[User:Dr. Morbius|Dr. Morbius]] 22:10, 2 August 2008 (EDT)&lt;br /&gt;
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== Water Walking and Lava ==&lt;br /&gt;
&lt;br /&gt;
Does lava affect you when you walk on it or not? [[User:Helper Unknown|Helper Unknown]] 18:03, 4 November 2008 (EST)&lt;br /&gt;
:See the article on [[Oblivion:Water Walking|Water Walking]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:11, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with reverse-pickpocketing....? ==&lt;br /&gt;
Sorry, about this.. but I can't get NPC's to where my enchanted, weightless, bounf armor, why? [[User:71.115.148.67|71.115.148.67]] 17:35, 9 November 2008 (EST)&lt;br /&gt;
One of the best ways to get them to wear the armor is to fasttravel somewhere on the map (maybe another town), then come back. The person should have it on then. If that doesn't work, try leaving again, and waiting for maybe a day before returning.&lt;br /&gt;
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== Garb of Slumber useful for Vampires? ==&lt;br /&gt;
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I just had a thought, and correct me if I'm wrong, but judging by the Garb of Slumber, would it not be easiest to make a complete set of Bound Armor (Helm, Greaves, Gauntlets, Cuirass, Boots and possibly a 6th item, like a Necklace), give them all Grand soul-based Damage Fatigue enchantments, hit a random homeless person or a guard, lure them out of the city (I was able to lure the guy from the Missing Pauldron in Mania out of the city and into the Fringe by means of fighting), to your house, put on a complete Chameleon suit, sneak around the person, reverse pickpocket them onto a person, fast travel out of the city your house is in, fast travel back and hopefully, if the person has equipped and lost all fatigue, could you then feed on the person? [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 23:42, 5 December 2008 (EST)&lt;br /&gt;
::Sorry, basically, what I'm asking is if you were to lure a person to your house, slip on the Garb of Slumber, fast travel away and back, would they remain in your house, and have equipped them Garb? If so, this would be a great way to get a permacorpse to feed on constantly as a vampire, as he/she would never be able to get up.&lt;br /&gt;
:::As a vampire you would not be able to feed on NPCs under the influence of the Garb of Slumber as they would not actually be ''''sleeping'''', just immobile, so no it could not really be used in this manner. [[User:The-manta|The-manta]] 10:02, 6 December 2008 (EST)&lt;br /&gt;
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== Debaser sword ==&lt;br /&gt;
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So this, again, is probably just a stupid question but I am have a question about how to charge a weapon... there might be an article about it that I have yet to find. I've been using the Debaser sword and it says Charge:0/1200 Uses:0 So what does that mean and how can I recharge it? I'm sorry if this has already been asked! I'm new to this wiki and this game so alot of the information is overwhelming. [[User:MeBetter87|MeBetter87]] 18:27, 25 March 2009 (EDT)&lt;br /&gt;
:&amp;quot;Charge 0&amp;quot; means that the sword has no enchantment power left, and therefore is not doing any magical damage when you attack using the sword; &amp;quot;Uses&amp;quot; is telling you how many strikes you have before the weapon runs out of enchantment power (0 meaning that you're already there).  Information on how to recharge weapons is provided at [[Oblivion:Enchanting#Recharging_Weapons]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:56, 25 March 2009 (EDT)&lt;br /&gt;
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== Bow of True Flame ==&lt;br /&gt;
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Does not work at all. Trying to enchant anything with a weakness of 100% magnitude takes up about 47 points of the soul gem (grand/grand of course).  Putting a 3 second duration on it increases cost to nearly 150, ie, impossible to enchant, never mind any additional effects.  Using a 30% magnitude, and keeping the 10 fire damage over 3 secs, uses the full 100 points available, costs 12k gold and has 28 uses. --90.214.93.234&lt;br /&gt;
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== Tested some weapons out... ==&lt;br /&gt;
&lt;br /&gt;
So I tested some weapons out and...&lt;br /&gt;
&lt;br /&gt;
'''Blade of Elements:'''&lt;br /&gt;
It's pretty useless, the low duration on the weakness effects gives this weapon only a ''slight'' advantage over a weapon where the person just added fire, frost, and shock effects.&lt;br /&gt;
&lt;br /&gt;
'''Claymore of Dementia:'''&lt;br /&gt;
This is just a weak damage health effect with a small disintegration spell. No idea how this weapon is considered a &amp;quot;boss killer&amp;quot;  and useful for &amp;quot;high level players&amp;quot;.--[[User:Ovais|Ovais]] 12:00, 16 May 2009 (EDT)&lt;br /&gt;
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== Claymore of dementia ==&lt;br /&gt;
&lt;br /&gt;
Removed the line about &amp;quot;using a madness claymore... equates to 29 damage at 100 blade blah blah blah&amp;quot; -&amp;gt; obviously, using a higher damage blade yields more damage, and the purpose of this article is not to extoll the virtues of madness ore.&lt;br /&gt;
Also, is the explanation of drain vs damage required? And if (when) this line is removed, it makes one wonder why this weapon is even on the list. Damage health 20 is more expensive than other enchantments (though arguably more versatile), and damage weapon 21 pts isn't that good -- just kill the opponent already. Finally, what the heck does this have to do with dementia?&lt;br /&gt;
&lt;br /&gt;
:I just removed the entire weapon. Damage Health is a terrible enchantment (higher cost than elemental, and lacks a second weakness spell), and Disintegrate Weapon is better used as a spell. Finally, speed is far more important than anything else in making good enchantments, and claymores have jack for speed. [[User:68.34.222.24|68.34.222.24]] 22:14, 29 May 2009 (EDT)&lt;br /&gt;
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== Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
The Drain Fatigue 100 points does not help, as the Command enchantment already disables the opponent from attacking. (Calm would be better than Command for 1 second durations, anyways, as Calm is considerably cheaper. The point of Command is not to disable the target, but to convert the target.) Even the Weakness to Magicka isn't really needed, and merely reduces the amount of uses. Finally, the lack of Soul Trap 1sec on this weapon takes it away from being a primary weapon. [[User:68.32.250.200|68.32.250.200]] 00:57, 9 June 2009 (EDT)&lt;br /&gt;
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:I've removed the enchantment. The page is a mess, so it probably contains alot more of these faulty or useless enchantments. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:33, 12 June 2009 (EDT)&lt;br /&gt;
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You cannot add Calm effects to a weapon, and the drain fatigue effect can be removed, soul trap is not needed on this weapon as you usually use a follow up spell to get the true potential out. I added a reworked version, although feel free to remove if you see fit.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:38, 21 October 2009 (UTC)EB&lt;br /&gt;
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::Why are the weakness effects there? It was argued they were not needed either. Removing them would effectively bring the weapon enchantment down to one effect, which basically means it doesn't warrant mention (as anyone can figure out how to apply one useful effect to a weapon). --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 08:48, 22 October 2009 (UTC)&lt;br /&gt;
:::The Blade is used for effective weakness stacking without any interference from the enemy in form of blocking or a counterattack so i guess i dont have to say any more. (still, you are the admin so feel free to remove if you see fit) And btw there are many near-useless or obvious weapons on the page, so i guess something of actual quality (in my opinion at least) can be left up there.&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
::::And just to mention a few possible edits to this page:&lt;br /&gt;
::::-Glamdring (drain fatigue effect serves no real purpose, just as in previous &amp;quot;BoP&amp;quot;, so at least ::::the effect should be removed)&lt;br /&gt;
::::-Atronach Blade (sane people would find this obvious imo)&lt;br /&gt;
::::-Blade of Death (useless past a certain level, runs low on charges even with azura's star)&lt;br /&gt;
::::-Blade of imperatives (COMPLETELY useless, you can only controll lvl1 creatures+humans with it)&lt;br /&gt;
::::-Blade of rejuvenation (description needs changing)&lt;br /&gt;
::::-Crowd control (one effect only, obvious)&lt;br /&gt;
::::-Vampiric weapon (not worthy of mention, obvious, no soul trap+no weaknesses stacked)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 01:04, 23 October 2009 (UTC)EB&lt;br /&gt;
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\=&amp;gt; The article is indeed quite a mess. I did manage to cleanup the similar [[Oblivion:Useful Spells|Useful Spells]] article a while back, so if you want to clean up this article you can use the guidelines given there, if you wish, to help you determine what enchantments deserve to stay and which are not useful ideas. &lt;br /&gt;
&lt;br /&gt;
Note that administrators have no greater authority concerning editing articles than other editors. All editors have an equal say in this. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 24 October 2009 (UTC)&lt;br /&gt;
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==Enchantment Clarification==&lt;br /&gt;
I was wondering, since the weakness to magicka stacks, but weakness to element doesn't, does this mean weakness to magicka is always better?For Example: I am about to enchant  a weapon with Shock Damage 17 pts for 2 secs, Weakness to shock 100% fr 2 secs on strike and Weakness to Magicka 2 secs on strike.Would this be stronger if I removed the Weakness To Shock with a Weakness to Magicka '''3 secs'''?{{unsigned|REAL DEADGUT|13 July 2009}}&lt;br /&gt;
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&lt;br /&gt;
It wouldnt be, as your blade will be stacking elemental weaknesses because of the weakness to magic. This means you get the square of the multipler of what you would get without the weakness to shock (ie: 25x instead of the 5x if you removed the weakness to shock)&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 20:42, 21 October 2009 (UTC)EB&lt;br /&gt;
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== Working: Blade of Paralysis ==&lt;br /&gt;
&lt;br /&gt;
I have playtested the Blade of Paralysis and have made some minor tweaks to it in order to make it work 100%. The BoP will stack weaknesses correctly and will leave a time window of 1.5 seconds to cast a follow up spell, which is more than feasible as a touch spell takes 0.6 seconds to cast with fast casting (Weapon out+Block+Cast) Enemies also react accordingly, not even moving while you are hitting them with the blade, leaving no room for practical errors.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*The blade will have 20 charges with a grand soul&lt;br /&gt;
*Calm effect is not available as an enchantment so please dont give an arguement about command vs calm here.&lt;br /&gt;
*2 seconds is more than enough time for a dagger to stack weaknesses, even a 1 second duration would be enough, but the spell would only have 0.7 seconds to be cast, and that leaves 0.1 second between your last strike and the casting of the spell, making 2 seconds ideal and more practical.&lt;br /&gt;
&lt;br /&gt;
[[User:Eugene1222|EB]] 11:48, 22 October 2009 (UTC)EB&lt;/div&gt;</summary>
		<author><name>Reznor Ramirez</name></author>
		
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