Table of Contents
Introduction to Enchanting
Gathering the Essential Components
The Enchanting Process: A Step-by-Step Guide
Strategic Enchantment Design
Advanced Techniques and Synergies
Conclusion: Mastering the Art
The art of enchanting weapons in *The Elder Scrolls IV: Oblivion* is a cornerstone of gameplay, transforming mundane blades and bows into instruments of legendary power. While the initial process may seem governed by simple menus, true mastery lies in understanding the underlying systems to create gear that perfectly complements one’s playstyle. This guide delves into the mechanics and strategies of weapon enchantment, moving beyond basic instructions to explore the principles of creating truly formidable artifacts.
Successful enchantment begins long before approaching an altar. Three fundamental components are required: a weapon, a filled soul gem, and a magical effect to replicate. The weapon acts as the vessel; its material and condition are irrelevant for enchanting, but its base damage and speed are crucial considerations. A powerful enchantment on a weak, fast weapon can be more effective than on a slow, heavy one due to the frequency of application. The soul gem provides the fuel. Petty, Lesser, Common, Greater, and Grand gems hold souls of corresponding power. The strength and number of charges an enchantment possesses are directly tied to the soul used. Capturing souls, primarily through the use of the "Soul Trap" spell or enchantment, is a perpetual task for the aspiring enchanter.
The final component is the spell effect itself. To enchant a weapon with a specific effect, such as Fire Damage or Paralyze, you must first know a spell containing that effect. This requires visiting spellmakers or finding scrolls and tomes. The magnitude and duration of the known spell do not limit the enchantment you can create; they merely unlock the effect. The enchanting interface at an altar, found in the Arcane University or at Frostcrag Spire, presents all available effects from your known spells. Here, you select the desired effects, set their magnitude and duration for each strike, and then choose a soul gem to power the creation. The interface clearly shows the resulting enchantment's power and total charge, allowing for precise adjustments before finalization.
Designing an effective enchantment is a strategic exercise. The most direct approach is the "Cast on Strike" damage enchantment, such as Fire, Frost, or Shock Damage. These effects trigger with every successful hit, draining a set number of charges per strike. Combining multiple elemental types into a single "Chaos Damage" style enchantment can bypass enemy resistances. "Drain" effects, which temporarily reduce an attribute like Strength or Agility, are potent against powerful foes, while "Weakness to" effects can be layered to make subsequent elemental strikes devastating. A classic strategy is to create a weapon with "Weakness to Magic" and "Weakness to Fire" coupled with "Fire Damage," causing the target to become exponentially more vulnerable with each hit.
Charge management is critical. A grand soul from a creature like a Minotaur or Storm Atronach, captured in a Grand Soul Gem, creates an enchantment with the highest magnitude and most charges. The "Soul Trap" enchantment is invaluable for sustainability, ensuring your weapon also serves as the tool to refuel itself. The "Azura's Star" or "The Black Star" Daedric artifacts, reusable grand soul gems, are perhaps the most powerful tools for an enchanter, eliminating the need to constantly hunt for new gems. Furthermore, enchanting synergizes with the game's other systems. High Intelligence increases total magicka, which is irrelevant for weapon charges, but the "Fortify Intelligence" potion loop exploit can create massively overpowered soul gems, leading to weapons of absurd strength and durability, showcasing the game's deep and sometimes breakable systems.
True expertise involves understanding hidden synergies and advanced applications. Enchanting a weapon with "Turn Undead" can trivialize dungeons filled with skeletons and ghosts. "Silence" on strike is a mage-killer's best friend. It is also possible to create "Cast When Used" enchantments on weapons, effectively storing a powerful spell like "Command Humanoid" for emergency situations, though this consumes charges rapidly. The choice between a constant, weaker effect and a powerful, short-duration one defines a weapon's role. A dagger with a strong "Paralyze" for one second can lock down an enemy, while a longsword with constant "Shock Damage" provides reliable supplemental damage.
Re-enchanting weapons in *Oblivion* is not a mere crafting mechanic; it is a form of artistic expression and tactical engineering within the game world. It demands foresight in gathering souls, creativity in combining effects, and wisdom in managing resources. By moving beyond simply filling a soul gem into a sword, and instead designing a tool that interacts intelligently with enemy weaknesses and personal combat style, the player transcends being a mere adventurer and becomes an archmage of the battlefield. The altar of enchantment is where knowledge is forged into power, allowing one to leave a unique, magical mark upon the world of Cyrodiil.
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