you'd think your channel was about Monster Hunter with how extensive your spreadsheet work is, hah. got me to reinstall oblivion and revisit it, i think the last time I played was 2009 without any of the DLC content. I definitely have memories of younger me making some archer khajit and finding out how silly level scaling gets, and I appreciate thew work you've put into showing how you don't need to minmax like most claims about oblivion say, just optimize your gear and skills moreso than your attributes
I would say this tier list is very much on point, but personally I would have rated some a little different. Some of these are very handy when simply used on a dagger that can be swung in rapid succession: - Absorb/Damage Fatigue should be rated a little higher. It doesnt do damage, yes, but it will make enemies paralyzed on the floor unable to fight back really quickly. Combined with the drain attribute/fortify fatigue exploit its a very powerful enchantment. Not as good still as fortify fatigue though. - Resist Magic and Spell Absorption should be SS, especially if Chameleon is already up there. They can break the game just as much as Chameleon. Personally I dont even find Chameleon handy until you get to the 90%+ range. - Damage/Absorb Magicka also have their uses against spell-oriented enemies/creatures, it can cause you to cast very powerful spells continuously. - Silence: should have been higher imo. There are a lot of enemies that can cast spells, and this prevents them from doing so. However, some creatures have Lesser Powers, and Silence doesnt work against those. - Turn Undead: very handy against Liches and Wraiths. It prevents them from attacking you, very powerful. Should be a bit higher imo. - Detect Life: I personally love the purple aura that shows me where everyone is, but thats just personal preference.
Even with 90 in sneak and 90% chameleon, it is often not possible to get successive sneak attacks. Like other things in Oblivion, it seems to be very non-linear in effectiveness.
Nice video, I like the list. Many of the sigil stone weapon enchants are held back by how situational they are, even for a dagger as a backup weapon; dispel, silence, disintegrate weapon, turn undead - unless you're RP'ing a no magic character, they're just better as spells. And with absorb fatigue/magicka, you're just better off using potions.
First day back at work after the school holidays and I come home to an Old Knight video. What a great way to unwind. Thank you. Now I’ve got some useful info to think about when I finally begin the main quest.
The good thing about silence is it can stop a mage from summoning backup. Often the critters they summon are more annoying than they are. When going into a ruined keep or cave full of mages, being silenced will prompt the mage AI to draw a weapon and attack instead of running away from you to cast. So it saves you time spent chasing them down & prevents them from healing themselves except through potions.
theres actually a super Neat Reason to use absorb magicka on a dagger :) block, into quick cast animation cancel into dagger swing, repeat I was able to as an Orc with just 300 max magicka cast 40+ expert level destruction spells practically in a row, going through a necromancer cave (60~ difficulty slider) No single enchanted item wouldve let me steamroll them so enjoyably to me- it reads as turning a Grand Soul gem into 800 pure magicka Thats fairly hefty! and it stores a total of 2500 magicka or in the case of this cave the 3 elemental damages 30 points for 1 second, so 90 damage per, 60ish cost and cast 40 times = 3600 damage in a single items charge! You really cant put this below B tier when I can regain 100 magicka on any human enemy, and use that 100 magicka to instantly vaporise them and move onto the next it funtions similar to Azuras star in output!
This is a great showcase of how the developers put little effort into the game design itself - burden should do something like slow casting and attack speed, absorb attributes should actually be worthwhile, fortifying your attributes should be a difficult choice versus boosting magicka/fatigue. You are absolutely right on attributes - they do very little. If you hit every oblivion gate possible in the game (80), by the end there is a reasonable chance of having 4-5 fortify magicka sigil stones. Just save scum when you get a completely unusable sigil stone or one you already have too many of, and those odds go waaay up.
The Detect Life Enchantment will be ok because if you enchant any apparel that you created or find any apparel and put it on then it will see everyone on the purple glow on it. The good side is especially if Mysticism was a Major Skill and plan to do efficient leveling then this is decent. The bad side is that when you persuade someone in a game, you will probably have difficult time to see which face expression to a character especially if you want to try to raise disposition through persuasion mini game.
The Feather Enchantment was very useful because it gets much better to just enchant any apparel that you want to create or find any apparel that has a Feather Enchantment and simply wear it and should be good as constant effect instead of using a Feather spell, especially if Alteration is a Major Skill and plan to do a substitute to do efficient leveling.
Elemental Shield sigil stones are completely OP. More Shield than a Shield stone, _and_ a chunk of elemental resist. Especially when you're also rocking some general Magic Resist. Take almost no damage from anything. Weapons: ignored. Fireball? Laughed at. Breton with with transcendant sigil stone enchanted Shirt/Pants/Boots; More tanky than an Orc in full Daedric, and doesn't need to worry about durability.
Sigil stones are amazing in Oblivion and really change the way the game feels. Once you start using Sigil stones and understanding their strength it can change your playthrough, it makes Mages Guild and Enchanting less important, and makes Oblivion Gates more fun as you are "rolling" for the epic loot in your brain when you see that gate open in the countryside. I usually use the console to set MaxOpenGates to 90, I don't remember the exact syntax of the command off the top of my head, but I use it on my playthroughs now and it basically takes the in-game limiter on Oblivion gates off so that you get the maximum amount of possible Oblivion gates during your playthrough. Still Vanilla experience but you have more chances to get good sigil stones, I don't think the default experience gives you enough Oblivion gates lol I know I'm on an Island with that opinion. You get +15 and +25 shock damage sigil stones fairly early, which I use on warrior class to max Clannfears and Atronachs MUCH easier, and they get like 80 uses which is crazy good, I don't think you can even make an enchantment that efficient.
There's a mod that changes it to a dark red haze, which I used for a while; the darker shade is a little less obtrusive when you're up close, but still visible through the mostly grey walls of most forts and caves. I don't think the mod creator altered the blob/bubble texture the spell uses, just the colour, but it made a rather big difference, in my experience.
Shock shield sigil stones (or fire or frost) are strictly better than shield. Shield gives damage reduction 20% (transcendent stone found after level 17) while the elemental shields give 25% shield + 25% elemental resistance (for that 1 specific element).
I've never really enjoyed how certain weapons in Oblivion have very little amount of uses for their enchanted effects. It makes me feel like I have to constantly soul trap enemies in Azura's star to keep them filled up. Other than using the weakness to magic/element effects to boost the power of these enchantments, is there any other trick to it?
If you use a weakness to magic spell on yourself, does that increase the amount your get from fortify or heal spells? So for example, if i have a fortify acrobatics spell for 50 points for a minute, would it become 100 points of acrobatics for 2 minutes, if i had a weakness to magic debuff?
Interesting list. Only thing I have a big disagreement with is your low valuation of damage/absorb fatigue. Getting your opponent to collapse at zero fatigue is the equivalent of a paralysis spell regardless of whether you're using a weapon or doing hand to hand. Should also mention the glitches on Shock Damage and Frost shield (Outside of the UOP) where lower level sigil stones have higher level enchants. That boosts their value at lower character levels.
I basically agree with all your placements though I value gimmicks more just because I enjoy them (The fatigue absorb/damage and hand-to-hand build is for sure worse than using normal melee but its a lot of fun to just bully enemies to the ground constantly). I don't get the point of having a tier above S and a tier below F though. I also think most people use these tiers in an unhelpful way as just sort of a vague good to bad continuum. As a teacher I'd figure you'd be more adroit with that; you can't fail more than failure. Likewise S rank should be reserved not for things that are just the best but things that are too good and break the game/system. Chamelon is S tier, for example, since it actually breaks the game, while fortify Magicka is A because it is really good but it performs within the expected parameters. Also you should have ranked light as A tier since you use that enchanted light ring to make your videos more visible, clearly a very good mechanic working exactly as intended!
I can see the thought process, granted all tier lists are subjective, however generally A is something universally good to have whereas S tier is something you would always want in all situations to the point that there's no decision to make. In this case SS is above that as something that is so strong it simply breaks the game, fortify magika lets you ignore your own build and become a mage, or a significantly better mage, similarly stacking elemental shield can easily max out your defenses ignoring the limitations those stats should have. In the same vein here F tier is general trash but FF is enchants that are functionally broken, arguably all 3 don't work and 1 can easily kill you. We also see a pretty distinct power difference between tiers which is nice. I do agree with weighing gimmicks and cheese highly simply for the fact that they can be so stupidity strong that they enable things like making hand to hand viable.
I think you glossed over the fact that fatigue also affect archer damage. Yes really. Try using the console to drop fatigue to 1, fortify it and try to hit an enemy on max difficulty. You can even use the console to check enemy hp before and after.
Ngl, enchantments in Oblivion look kind of trash compared to what you could do in Skyrim. Restricting weakness to magic/fire/frost/shock effects to poisons only and then boosting the power of enchantments was a positive change. Getting excited about 25 points of fire damage is pretty cute though.
The enchanting system in Skyrim is the single worst part of the game. The game would be significantly better if it was just removed. But whatever, agree to disagree.
@theoldknight85 It's little different from spellcrafting in terms of how necessary it is to build a powerful character on max difficulty. The best part about it is that you don't even need to be a mage, or savescum sigil stones to make effective use of it.
Okay I have been waiting for thissss Im gonna say this, before even watch the video The 30% chameleon sigil is the best🤣😂🤣😂 Edited : to be fair, i even still dont understand how dispel work on self, let alone use it on other. Let just say it dispel buff but the only enemy that scare the living 💩 out of me is Lich/Nether lich, cast dispel on them then it will reflect back to me and all of my buffs r gone. Like it should have a bypass u know
For anyone who doesn't know, you can get every sigil stone at once based on your level and many of them easily. Here's how: 1. go to frostcraig spire and stand in the Oblivion plant section of the place you can harvest all the ingredients 2. Save and quit, and then open your data files from launcher and uncheck the frostcraig spire dlc. 3. load back into your file and you'll be in a test cell that looks like bruma sorta, and in one of the houses is a sigil stone chamber room that is completely dark. 4. Grab the sigil stone from that room and head straight to the door as fast as you can because as soon as you click the sigil stone, it starts rapidly adding the stones to your inventory, you'll get overburdened fast. 5. Fast travel away and you'll be out of the test area and you can then save and recheck frostcraig in your data files. 6. Repeat anytime you want to as well, just by repeating the steps. 7. Don't forget the Mace of Doom in the bruma looking area. :)
That's a good method for console players (as it's the only method) but honestly if you're on PC just use console commands to give yourself whatever you want in a fraction of the time.
I would watch more videos you make if they didn't have these arrogant and condescending titles. Along with the weird sheeet you say like the "90's gay" thing where you use it as an insult and to figure out how lame something was. Shame cuz i really dig the vibe and the info you put together.
That’s fair, my sense of humor is not for everyone. I will say, this particular title is actually not one of the joke ones, this video does not go over the basics of sigil stones so it literally is not meant for beginners.
@@WhatIfJojoSiwaWasGay someone commented “first” when I had 10 subs, I remember looking at that comment for a while and thinking “yeah first and only…” But hey they all help the algorithm. I think.
I'm so glad I'm smart enough to understand your quantum physics content
Jealous, im only smart enough to think i understand
You have my ear, citizen
you'd think your channel was about Monster Hunter with how extensive your spreadsheet work is, hah. got me to reinstall oblivion and revisit it, i think the last time I played was 2009 without any of the DLC content. I definitely have memories of younger me making some archer khajit and finding out how silly level scaling gets, and I appreciate thew work you've put into showing how you don't need to minmax like most claims about oblivion say, just optimize your gear and skills moreso than your attributes
I would say this tier list is very much on point, but personally I would have rated some a little different. Some of these are very handy when simply used on a dagger that can be swung in rapid succession:
- Absorb/Damage Fatigue should be rated a little higher. It doesnt do damage, yes, but it will make enemies paralyzed on the floor unable to fight back really quickly. Combined with the drain attribute/fortify fatigue exploit its a very powerful enchantment. Not as good still as fortify fatigue though.
- Resist Magic and Spell Absorption should be SS, especially if Chameleon is already up there. They can break the game just as much as Chameleon. Personally I dont even find Chameleon handy until you get to the 90%+ range.
- Damage/Absorb Magicka also have their uses against spell-oriented enemies/creatures, it can cause you to cast very powerful spells continuously.
- Silence: should have been higher imo. There are a lot of enemies that can cast spells, and this prevents them from doing so. However, some creatures have Lesser Powers, and Silence doesnt work against those.
- Turn Undead: very handy against Liches and Wraiths. It prevents them from attacking you, very powerful. Should be a bit higher imo.
- Detect Life: I personally love the purple aura that shows me where everyone is, but thats just personal preference.
Even with 90 in sneak and 90% chameleon, it is often not possible to get successive sneak attacks. Like other things in Oblivion, it seems to be very non-linear in effectiveness.
Nice video, I like the list. Many of the sigil stone weapon enchants are held back by how situational they are, even for a dagger as a backup weapon; dispel, silence, disintegrate weapon, turn undead - unless you're RP'ing a no magic character, they're just better as spells. And with absorb fatigue/magicka, you're just better off using potions.
Pro tip: you can hold ctrl and scroll your mouse wheel to zoom in on webpages. Many other things too.
Also nice video bro. I'm waiting until the end of February to commit to an oblivion playthrough to see if a remake actually exists
First day back at work after the school holidays and I come home to an Old Knight video. What a great way to unwind. Thank you. Now I’ve got some useful info to think about when I finally begin the main quest.
I love absorb fatigue on a weapon. I know it's not optimal, but watching enemies fall unconscious is so great.
The good thing about silence is it can stop a mage from summoning backup. Often the critters they summon are more annoying than they are. When going into a ruined keep or cave full of mages, being silenced will prompt the mage AI to draw a weapon and attack instead of running away from you to cast. So it saves you time spent chasing them down & prevents them from healing themselves except through potions.
true, I usually carry a few silence poisons rather than an entire weapon with the enchant, but that would work too
@@theoldknight85 Have you made a mage staff tier list to rank the rewards you get for entry into the guild? If not, it wouldn't hurt.
I didn’t think it would be long before we saw our first spreadsheet 😂 great vid
theres actually a super Neat Reason to use absorb magicka on a dagger
:) block, into quick cast animation cancel into dagger swing, repeat
I was able to as an Orc with just 300 max magicka cast 40+ expert level destruction spells practically in a row, going through a necromancer cave (60~ difficulty slider)
No single enchanted item wouldve let me steamroll them so enjoyably
to me- it reads as turning a Grand Soul gem into 800 pure magicka
Thats fairly hefty! and it stores a total of 2500 magicka
or in the case of this cave
the 3 elemental damages 30 points for 1 second, so 90 damage per, 60ish cost
and cast 40 times = 3600 damage in a single items charge!
You really cant put this below B tier when I can regain 100 magicka on any human enemy, and use that 100 magicka to instantly vaporise them and move onto the next
it funtions similar to Azuras star in output!
Also, once you get Azura's star it is trivially easy to keep enchanted items full as long as you soul trap and aren't fighting exclusively humanoids.
This is a great showcase of how the developers put little effort into the game design itself - burden should do something like slow casting and attack speed, absorb attributes should actually be worthwhile, fortifying your attributes should be a difficult choice versus boosting magicka/fatigue. You are absolutely right on attributes - they do very little.
If you hit every oblivion gate possible in the game (80), by the end there is a reasonable chance of having 4-5 fortify magicka sigil stones. Just save scum when you get a completely unusable sigil stone or one you already have too many of, and those odds go waaay up.
Everyone talks about being the 1st view but no one ever talks about being the 166th view
213th!
under 300 crew
451 reporting in
The Detect Life Enchantment will be ok because if you enchant any apparel that you created or find any apparel and put it on then it will see everyone on the purple glow on it. The good side is especially if Mysticism was a Major Skill and plan to do efficient leveling then this is decent. The bad side is that when you persuade someone in a game, you will probably have difficult time to see which face expression to a character especially if you want to try to raise disposition through persuasion mini game.
The Feather Enchantment was very useful because it gets much better to just enchant any apparel that you want to create or find any apparel that has a Feather Enchantment and simply wear it and should be good as constant effect instead of using a Feather spell, especially if Alteration is a Major Skill and plan to do a substitute to do efficient leveling.
Elemental Shield sigil stones are completely OP. More Shield than a Shield stone, _and_ a chunk of elemental resist. Especially when you're also rocking some general Magic Resist. Take almost no damage from anything. Weapons: ignored. Fireball? Laughed at.
Breton with with transcendant sigil stone enchanted Shirt/Pants/Boots; More tanky than an Orc in full Daedric, and doesn't need to worry about durability.
Sigil stones are amazing in Oblivion and really change the way the game feels. Once you start using Sigil stones and understanding their strength it can change your playthrough, it makes Mages Guild and Enchanting less important, and makes Oblivion Gates more fun as you are "rolling" for the epic loot in your brain when you see that gate open in the countryside. I usually use the console to set MaxOpenGates to 90, I don't remember the exact syntax of the command off the top of my head, but I use it on my playthroughs now and it basically takes the in-game limiter on Oblivion gates off so that you get the maximum amount of possible Oblivion gates during your playthrough. Still Vanilla experience but you have more chances to get good sigil stones, I don't think the default experience gives you enough Oblivion gates lol I know I'm on an Island with that opinion. You get +15 and +25 shock damage sigil stones fairly early, which I use on warrior class to max Clannfears and Atronachs MUCH easier, and they get like 80 uses which is crazy good, I don't think you can even make an enchantment that efficient.
If you get a particularly nerdy class I feel like you could teach math this way.
You got me thinking about looking for a mod that changes detect life effect from purple glow to just a red dot on their center of mass
There's a mod that changes it to a dark red haze, which I used for a while; the darker shade is a little less obtrusive when you're up close, but still visible through the mostly grey walls of most forts and caves. I don't think the mod creator altered the blob/bubble texture the spell uses, just the colour, but it made a rather big difference, in my experience.
Shock shield sigil stones (or fire or frost) are strictly better than shield. Shield gives damage reduction 20% (transcendent stone found after level 17) while the elemental shields give 25% shield + 25% elemental resistance (for that 1 specific element).
That's exactly what I've been looking for!
Hope you’re gonna be streaming tonight!!!
Not Tuesdays! Friday/Saturday is the best bet, and Monday/Thursday if I'm not too exhausted.
I've never really enjoyed how certain weapons in Oblivion have very little amount of uses for their enchanted effects. It makes me feel like I have to constantly soul trap enemies in Azura's star to keep them filled up.
Other than using the weakness to magic/element effects to boost the power of these enchantments, is there any other trick to it?
If you use a weakness to magic spell on yourself, does that increase the amount your get from fortify or heal spells? So for example, if i have a fortify acrobatics spell for 50 points for a minute, would it become 100 points of acrobatics for 2 minutes, if i had a weakness to magic debuff?
It only affects negative/harmful spells
Interesting list. Only thing I have a big disagreement with is your low valuation of damage/absorb fatigue. Getting your opponent to collapse at zero fatigue is the equivalent of a paralysis spell regardless of whether you're using a weapon or doing hand to hand. Should also mention the glitches on Shock Damage and Frost shield (Outside of the UOP) where lower level sigil stones have higher level enchants. That boosts their value at lower character levels.
You should add Breton to your movement speed chart
I basically agree with all your placements though I value gimmicks more just because I enjoy them (The fatigue absorb/damage and hand-to-hand build is for sure worse than using normal melee but its a lot of fun to just bully enemies to the ground constantly). I don't get the point of having a tier above S and a tier below F though. I also think most people use these tiers in an unhelpful way as just sort of a vague good to bad continuum. As a teacher I'd figure you'd be more adroit with that; you can't fail more than failure. Likewise S rank should be reserved not for things that are just the best but things that are too good and break the game/system. Chamelon is S tier, for example, since it actually breaks the game, while fortify Magicka is A because it is really good but it performs within the expected parameters.
Also you should have ranked light as A tier since you use that enchanted light ring to make your videos more visible, clearly a very good mechanic working exactly as intended!
I can see the thought process, granted all tier lists are subjective, however generally A is something universally good to have whereas S tier is something you would always want in all situations to the point that there's no decision to make. In this case SS is above that as something that is so strong it simply breaks the game, fortify magika lets you ignore your own build and become a mage, or a significantly better mage, similarly stacking elemental shield can easily max out your defenses ignoring the limitations those stats should have. In the same vein here F tier is general trash but FF is enchants that are functionally broken, arguably all 3 don't work and 1 can easily kill you. We also see a pretty distinct power difference between tiers which is nice.
I do agree with weighing gimmicks and cheese highly simply for the fact that they can be so stupidity strong that they enable things like making hand to hand viable.
I made SS and FF just because there are too many effects and it looked messy. And absorb endurance/agility do fail worse than failure
I think you glossed over the fact that fatigue also affect archer damage. Yes really.
Try using the console to drop fatigue to 1, fortify it and try to hit an enemy on max difficulty. You can even use the console to check enemy hp before and after.
@@novat9731 good point, but unless you are jumping around you shouldn’t have low fatigue as an archer
Fortify fatigue helps all physical damage
Ngl, enchantments in Oblivion look kind of trash compared to what you could do in Skyrim. Restricting weakness to magic/fire/frost/shock effects to poisons only and then boosting the power of enchantments was a positive change. Getting excited about 25 points of fire damage is pretty cute though.
The enchanting system in Skyrim is the single worst part of the game. The game would be significantly better if it was just removed.
But whatever, agree to disagree.
@theoldknight85 It's little different from spellcrafting in terms of how necessary it is to build a powerful character on max difficulty. The best part about it is that you don't even need to be a mage, or savescum sigil stones to make effective use of it.
Okay
I have been waiting for thissss
Im gonna say this, before even watch the video
The 30% chameleon sigil is the best🤣😂🤣😂
Edited : to be fair, i even still dont understand how dispel work on self, let alone use it on other.
Let just say it dispel buff but the only enemy that scare the living 💩 out of me is Lich/Nether lich, cast dispel on them then it will reflect back to me and all of my buffs r gone. Like it should have a bypass u know
epic bro
Nice
You pretty much need to save scum to get good stones consistently. Which is definitely cheating lol
your videos are harder to understand than taking advanced quantum mechanics at Harvard University
Bosmer player spotted 🫵👁️👃👁️
For anyone who doesn't know, you can get every sigil stone at once based on your level and many of them easily.
Here's how:
1. go to frostcraig spire and stand in the Oblivion plant section of the place you can harvest all the ingredients
2. Save and quit, and then open your data files from launcher and uncheck the frostcraig spire dlc.
3. load back into your file and you'll be in a test cell that looks like bruma sorta, and in one of the houses is a sigil stone chamber room that is completely dark.
4. Grab the sigil stone from that room and head straight to the door as fast as you can because as soon as you click the sigil stone, it starts rapidly adding the stones to your inventory, you'll get overburdened fast.
5. Fast travel away and you'll be out of the test area and you can then save and recheck frostcraig in your data files.
6. Repeat anytime you want to as well, just by repeating the steps.
7. Don't forget the Mace of Doom in the bruma looking area. :)
That's a good method for console players (as it's the only method) but honestly if you're on PC just use console commands to give yourself whatever you want in a fraction of the time.
Everyone watching knows
@@superscatboy Well, to me console commands feel more like cheating than the test cell thing, plus the test cell thing is neat, ya know?
@jamesn0va I'm sure most people watching do, as we all Oblivion nerds here, but you never know and I just like to pass on information.
Wow I never knew that. I knew about this testing cell, but the frostcrag spire thing is new to me.
418th
I would watch more videos you make if they didn't have these arrogant and condescending titles. Along with the weird sheeet you say like the "90's gay" thing where you use it as an insult and to figure out how lame something was. Shame cuz i really dig the vibe and the info you put together.
That’s fair, my sense of humor is not for everyone. I will say, this particular title is actually not one of the joke ones, this video does not go over the basics of sigil stones so it literally is not meant for beginners.
Your ego is immensely fragile if that puts you off a video.
Is this what we call concern trolling?
First
Are you serious lol nobody cares 😂🤡😂
@@WhatIfJojoSiwaWasGay someone commented “first” when I had 10 subs, I remember looking at that comment for a while and thinking “yeah first and only…”
But hey they all help the algorithm. I think.
@@WhatIfJojoSiwaWasGayI want to start a verbal abuse battle with you