Posted September 03, 2019
low rated
dtgreene: Also, 400 bartering is usually enough for me.
I believe 800 enchant is enough to reliably enchant items unless you are putting a Constant Effect on a Daedric Tower Shield (which has the drawback of being quite heavy anyway).
rtcvb32: Mhmm... Probably. with 15 points on expensive rings, you can only get 1 good reliable enchantment on it anyways. I believe 800 enchant is enough to reliably enchant items unless you are putting a Constant Effect on a Daedric Tower Shield (which has the drawback of being quite heavy anyway).
Though with the exe patch raising the limits from 100 to 1000 greatly simplifies doing multiple enchantments to boost the same stat/skill. The increased raised cost of multiple enchantments quickly becomes way too high.
By the way, one thing to try: Get your Fatigue (that misnamed stat really should have been called Stamina, but it took until Skyrim for them to give the stat a sensible name) up really high (drain Endurance and/or other Fatigue determining attributes on self, Fortify Fatigue on self (in that order), and give the effects the same duration), then try to jump. You will jump *really* high, Icarian levels of high, and when you land, you will take *negative* damage.
Speaking of damage weirdness, I discovered that, in Arena, punching doors causes you to lose health without taking damage. You can reach *negative* health this way without dying (and trying to "Rest Until Healed" will cause you to wake up instantly), and a shield effect will not prevent the health loss (even though it can block damage from things like poison).
Speaking of negative health, that's also possible in Oblivion if a Fortify Endurance effect wears off or is removed.
Also, in Oblivion, here's some more weirdness. Try using a spell like this (works best at moderate Restoration skills):
* Fortify Restoration on Self (with decent duration).
* (Optionally other Restoration effects to reduce the cost.)
You would expect this spell to reduce the cost of a second casting of the spell, but that doesn't actually happen. It *does*, however, reduce the minimum Magicka needed to cast the spell; as a result, your Magicka can actually go negative this way.