After testing, a zero weight umbra does take the same fatigue as the 45 pound one. It doesn’t add to your “worn weight” however, so it doesn’t slow you down.
3:42 - If you want to RP with the Masque of Clavicus Vile it can be worthwhile just for the look of the helmet. The visage of a bearded man wearing a horned helmet gives me vibes of a rugged Colovian or Nordic warlord. The helmet also has a base AR of 7.5, which is on par with a Daedric helmet! Plus, you have 20 points of Personality built-in; not great, but it's an item that just screams RP to me, particularly if you want to play a warrior-poet/bard build.
a good thing about mace of molag balls is its base damage, by the time you get it you can get only ebony mace with 22 b.dmg - this mace is 25, equal to perfect amber mace avilable at lvl 23. I usually keep it for a while and later let martin suck it up
I would also add the Staff of the Everscamp. You get it in Leyawiin during the quest and it permanently summons 4 scamps that can be used as protection or levelling up your skills. The only downside is minus 20 to you speed which isn't that bad imo.
@@DAGGERBLIVION haha sure that’s an interesting one. Obviously it’s different for every build and it changes between level scaling, but I think a general one could be fun.
Oblivion Artifacts needs a huge buff. Wabbajack should be for at least 120 seconds if not 1,200 seconds. Sanguine Rose should be permanent dremora until killed. Spell Breaker should give absorb 50% instead of reflect spell, fortify block by 20 points, and have an armor rating of at least 22.5 (Daedric shield). Savior's hide should have at least 50% resist magic, armor at least 18.75, and fortify light armor at least 10 or shield 10. Masque of Clavicus Vile should have a unique enchant: -20%/+20% to all Buy/Sell prices in addition to personality. Helm of Oreyn Bearclaw should have +200 fatigue, +100 health and 10 shield. Every weapon should be faster, have more reach, do more damage, and have a better enchant with more charges than an equivilant player enchanted daedric item. If goldbrand was 30 damage, 1.2 speed, 1.2 reach, 1800 health, 40 weight, fire damage 40pts and weakness to fire 35 points for 4 seconds with 30 charges per use giving it 100 uses it would be worth using over a player enchanted daedric dagger with 30 shock damage. If Volendrung was 34 damage, 1 speed, 1.6 reach 1800 health, 60 weight, 3 second paralyze, 30 damage health, 35% weakness to magicka for 4 seconds with 3000 charges, 30 charges per use giving it 100 uses it would be worth using over a player enchanted daedric warhammer with 30 shock damage.
I think about making them more cool and unique: Change Savior's Hide to Clothing with 0 Armor Rating and give it: Sets Magic Resistance to 100%, when Any Magic Effect is Resisted the wearer takes a 100 Physical Damage Hit. (Mitigated by Armor Rating) Change Umbra to Souls Trap 120 seconds on hit, Souls trapped with this weapon do not require a soul gem and are immediately used to recharge an item in your inventory with the lowest charge. Change Ebony Blade to Damage Health Target 100 on hit, Damage Health Self 100 on hit. Change Goldbrand to Deal No Physical Weapon Damage, Fire Damage 40 points, Damage Fire Resistance by 10 points (Permanent Stackable Reduce Fire Resistance, stacks up to 200%) Change Mace of Molag Bal to Damage Fatigue 200 Points, Fortify Fatigue 200 Points. Attacks with this weapon consume 5x as much fatigue to the weilder. Change Spell Breaker to Reflect Spell 50%, reflected spell effects are negated and replaced with Silence for 120 seconds. Change Mask of Clavicus Vile to Attackers who Yeild to the wearer are charmed for 100 points, rally for 100 points, and become allies for 60 seconds. Change Volendrung to Attacks with this weapon have a 30% chance to knock the target down, when attacking prone targets this weapon deals 6x damage (Stackable with sneak attack for 36x sneak attacks) Change Wabbajack from Staff to Club. Transform attacked target into a random creature, maintain original health through all transformations. Wabbajack effect cannot occur more than once every 4 seconds. Change Sanguine Rose to Amulet. When the wearer's health reaches 75%, 50%, and 25%, summon 1, 2, and 3 random daedra for 60 seconds. Each summon has a 75% chance to act as an ally and 25% to act aggressively to the player. Change Ring of Namira to Wearer has 95% Chameleon Effect and Fortify Speed 50 when in stealth and fully undetected. When fully detected replace this effect with -100 speed and -100 sneak. Change Ring of Khajiti This ring occupies the Gauntlets Slot. Attacks Cause +20 Attack Damage and +10 Damage Fatigue. Sneak Attack Punches do 10x Sneak Damage rather than your sneak multiplier. Skeleton Key add "You can lockpick containers and doors that require a key as if it were a very hard lock."
Honestly I forgot about it. I have literally never used it before or done the quest. I’m not sure how. Something about the DLC pop ups turn me off, but after looking into it, the whole quest looks really cool
@@blue-dragonI’ve still never used it. It has 6% to banish at 100 luck and 11% at 200 luck. I guess with luck enchantments and short duration fortify luck spells it could be decent, but if you have that kinda power you can probably kill most enemies in less than 10 hits. So B tier, unless im missing something about it.
@@theoldknight85 they will apparently fight for you if you use rally or command creature, forget which one also, you cannot give it to Martin for the quest
When you take Staff of the Everscamp, your speed is directly modified - so you can't restore or heal it or use it to exploit skill gains on Speed to my knowledge. That and the Everscamps have a tendency to just kind of annoyingly block doorways. However, it gives you an unlimited supply of 0 aggression punching bags that aren't in any faction that gives you a bounty for harming them. Four of them at once... First, what are the possible benefits? There is not a lot of opportunity in Oblivion for close AoE spells getting 4 targets consistently. But with the Staff of Everscamp, you have unending access to this. Consider the restoration 'abuse' Old Knight's mage build does. Restore Health has a base cost of 10 to Absorb Health's 16 and Fortify Health's 0.14. An area modifier for 10 ft is x1.5. (16*1.5)/10 = 2.4 times more expensive spells... but they're hitting 4 targets so you get 2/3rds more health, before calculating for any fortified health you give the Everscamps. The duration on Fortify Health need not be high - duration ending Fortify Health simply drops them to 1 HP - also who cares if they die? Weakness to Magicka (and stacking it) can also be used in these chains because you're using Absorb, but I won't even get into that silly math. You can similarly improve the efficiency of other Absorbs vs. Restores or Fortify effects. Atronachs can get net-positive Magicka gain with AoE Absorb Magicka spells. Indeed, four targets is sufficient, if you can get a 100% Reflect Spell in 10 ft spell off of any significant duration, you can then start stacking Fortify/Restore X in 10 ft for 120 seconds, Weakness to Magicka 100% in 10 ft for 3 seconds on touch. (As in similar abuse, make two copies that are the same and alternate) This will get very silly very quickly. But it gets worse still. Stack that same spell(s) without Reflect Spell and you will have 4 juiced out scamps. You can buff yourself to one hit kills but you can still only attack so fast. Four little scamps running around one-hitting things is a force multiplier. Everscamps do not scale, always at level 2, making Commanding them incredibly cheap. Something like Command up to level 3 in 10 ft. for X seconds on touch. So - can you overcome the negatives for all this though? Well, 20 speed is annoying, but given the new avenue for fortify abuse, should be easy to overcome. If they're tripping you up on doorways, instead of hacking and slashing through them, just to have them re-appear: Try Damage Fatigue X in 10 ft. on Touch for Y seconds, 100% Weakness to Magicka in 10 ft. on Touch for 3 seconds. Cast a few times and they should take a nice little nap where they don't die and respawn and also don't stop you from moving above.
After testing, a zero weight umbra does take the same fatigue as the 45 pound one. It doesn’t add to your “worn weight” however, so it doesn’t slow you down.
Conjuration summons tier list?
Yess i 2nd this
Basic Zombie has gotta be an A tier.
He's such a good punching bag for leveling skills a bit when you need it.
Clannfear gotta be up there lol
Daedroth is really solid. Plenty of time doesn't cost too much. Good power too.
@@carljohnsson7593 and bro does a sweet dance when you first summon him
Can’t beat a summon with a intro jig
3:42 - If you want to RP with the Masque of Clavicus Vile it can be worthwhile just for the look of the helmet. The visage of a bearded man wearing a horned helmet gives me vibes of a rugged Colovian or Nordic warlord. The helmet also has a base AR of 7.5, which is on par with a Daedric helmet! Plus, you have 20 points of Personality built-in; not great, but it's an item that just screams RP to me, particularly if you want to play a warrior-poet/bard build.
a good thing about mace of molag balls is its base damage, by the time you get it you can get only ebony mace with 22 b.dmg - this mace is 25, equal to perfect amber mace avilable at lvl 23.
I usually keep it for a while and later let martin suck it up
I found the Wabbajack is actually a pretty good weapon for the tankier creatures.
Exactly
I would also add the Staff of the Everscamp. You get it in Leyawiin during the quest and it permanently summons 4 scamps that can be used as protection or levelling up your skills. The only downside is minus 20 to you speed which isn't that bad imo.
Gamer Girl Azura!?!
Skeleton key s tier
Me here you go Martin do your thing and destroy it forever. It dares to invalidate my master thief.
If you have very high Alteration then it's actually a good candidate to give to Martin.
Can you do a tier list of all enemies on how hard they are?
@@DAGGERBLIVION haha sure that’s an interesting one. Obviously it’s different for every build and it changes between level scaling, but I think a general one could be fun.
Could have sworn the skeleton key gave 50 as well. Mandela effect lol
Mace of Molag Bal is even worse than you said in this video, the strength drain lasts 0 seconds.
I often hear you mentioning cost of training, do you refuse to use self drain skill for cheap training?
Oblivion Artifacts needs a huge buff.
Wabbajack should be for at least 120 seconds if not 1,200 seconds.
Sanguine Rose should be permanent dremora until killed.
Spell Breaker should give absorb 50% instead of reflect spell, fortify block by 20 points, and have an armor rating of at least 22.5 (Daedric shield).
Savior's hide should have at least 50% resist magic, armor at least 18.75, and fortify light armor at least 10 or shield 10.
Masque of Clavicus Vile should have a unique enchant: -20%/+20% to all Buy/Sell prices in addition to personality.
Helm of Oreyn Bearclaw should have +200 fatigue, +100 health and 10 shield.
Every weapon should be faster, have more reach, do more damage, and have a better enchant with more charges than an equivilant player enchanted daedric item.
If goldbrand was 30 damage, 1.2 speed, 1.2 reach, 1800 health, 40 weight, fire damage 40pts and weakness to fire 35 points for 4 seconds with 30 charges per use giving it 100 uses it would be worth using over a player enchanted daedric dagger with 30 shock damage.
If Volendrung was 34 damage, 1 speed, 1.6 reach 1800 health, 60 weight, 3 second paralyze, 30 damage health, 35% weakness to magicka for 4 seconds with 3000 charges, 30 charges per use giving it 100 uses it would be worth using over a player enchanted daedric warhammer with 30 shock damage.
I think about making them more cool and unique:
Change Savior's Hide to Clothing with 0 Armor Rating and give it: Sets Magic Resistance to 100%, when Any Magic Effect is Resisted the wearer takes a 100 Physical Damage Hit. (Mitigated by Armor Rating)
Change Umbra to Souls Trap 120 seconds on hit, Souls trapped with this weapon do not require a soul gem and are immediately used to recharge an item in your inventory with the lowest charge.
Change Ebony Blade to Damage Health Target 100 on hit, Damage Health Self 100 on hit.
Change Goldbrand to Deal No Physical Weapon Damage, Fire Damage 40 points, Damage Fire Resistance by 10 points (Permanent Stackable Reduce Fire Resistance, stacks up to 200%)
Change Mace of Molag Bal to Damage Fatigue 200 Points, Fortify Fatigue 200 Points. Attacks with this weapon consume 5x as much fatigue to the weilder.
Change Spell Breaker to Reflect Spell 50%, reflected spell effects are negated and replaced with Silence for 120 seconds.
Change Mask of Clavicus Vile to Attackers who Yeild to the wearer are charmed for 100 points, rally for 100 points, and become allies for 60 seconds.
Change Volendrung to Attacks with this weapon have a 30% chance to knock the target down, when attacking prone targets this weapon deals 6x damage (Stackable with sneak attack for 36x sneak attacks)
Change Wabbajack from Staff to Club. Transform attacked target into a random creature, maintain original health through all transformations. Wabbajack effect cannot occur more than once every 4 seconds.
Change Sanguine Rose to Amulet. When the wearer's health reaches 75%, 50%, and 25%, summon 1, 2, and 3 random daedra for 60 seconds. Each summon has a 75% chance to act as an ally and 25% to act aggressively to the player.
Change Ring of Namira to Wearer has 95% Chameleon Effect and Fortify Speed 50 when in stealth and fully undetected. When fully detected replace this effect with -100 speed and -100 sneak.
Change Ring of Khajiti This ring occupies the Gauntlets Slot. Attacks Cause +20 Attack Damage and +10 Damage Fatigue. Sneak Attack Punches do 10x Sneak Damage rather than your sneak multiplier.
Skeleton Key add "You can lockpick containers and doors that require a key as if it were a very hard lock."
What about the razor?
Honestly I forgot about it. I have literally never used it before or done the quest. I’m not sure how. Something about the DLC pop ups turn me off, but after looking into it, the whole quest looks really cool
@@theoldknight85 were would you put in in the list?
@@blue-dragonI’ve still never used it. It has 6% to banish at 100 luck and 11% at 200 luck. I guess with luck enchantments and short duration fortify luck spells it could be decent, but if you have that kinda power you can probably kill most enemies in less than 10 hits.
So B tier, unless im missing something about it.
@@theoldknight85 thanks for the explenation
everscamp?
Haha I guess it does count. Probably f tier. You could use meat shields, or punch some scamps? I’ve never used it outside of completing the quest
@@theoldknight85 they will apparently fight for you if you use rally or command creature, forget which one
also, you cannot give it to Martin for the quest
If you're going that way then Gray Cowl of Nocturnal is also a daedric artifact.
When you take Staff of the Everscamp, your speed is directly modified - so you can't restore or heal it or use it to exploit skill gains on Speed to my knowledge. That and the Everscamps have a tendency to just kind of annoyingly block doorways.
However, it gives you an unlimited supply of 0 aggression punching bags that aren't in any faction that gives you a bounty for harming them. Four of them at once...
First, what are the possible benefits?
There is not a lot of opportunity in Oblivion for close AoE spells getting 4 targets consistently. But with the Staff of Everscamp, you have unending access to this. Consider the restoration 'abuse' Old Knight's mage build does. Restore Health has a base cost of 10 to Absorb Health's 16 and Fortify Health's 0.14. An area modifier for 10 ft is x1.5. (16*1.5)/10 = 2.4 times more expensive spells... but they're hitting 4 targets so you get 2/3rds more health, before calculating for any fortified health you give the Everscamps. The duration on Fortify Health need not be high - duration ending Fortify Health simply drops them to 1 HP - also who cares if they die?
Weakness to Magicka (and stacking it) can also be used in these chains because you're using Absorb, but I won't even get into that silly math.
You can similarly improve the efficiency of other Absorbs vs. Restores or Fortify effects. Atronachs can get net-positive Magicka gain with AoE Absorb Magicka spells.
Indeed, four targets is sufficient, if you can get a 100% Reflect Spell in 10 ft spell off of any significant duration, you can then start stacking Fortify/Restore X in 10 ft for 120 seconds, Weakness to Magicka 100% in 10 ft for 3 seconds on touch. (As in similar abuse, make two copies that are the same and alternate) This will get very silly very quickly.
But it gets worse still. Stack that same spell(s) without Reflect Spell and you will have 4 juiced out scamps. You can buff yourself to one hit kills but you can still only attack so fast. Four little scamps running around one-hitting things is a force multiplier. Everscamps do not scale, always at level 2, making Commanding them incredibly cheap. Something like Command up to level 3 in 10 ft. for X seconds on touch.
So - can you overcome the negatives for all this though? Well, 20 speed is annoying, but given the new avenue for fortify abuse, should be easy to overcome. If they're tripping you up on doorways, instead of hacking and slashing through them, just to have them re-appear: Try Damage Fatigue X in 10 ft. on Touch for Y seconds, 100% Weakness to Magicka in 10 ft. on Touch for 3 seconds. Cast a few times and they should take a nice little nap where they don't die and respawn and also don't stop you from moving above.
Doesn't have time for a long video.
Makes a 20 minutes video.