Oblivion talk:Remastered Changes

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Some changes not covered in the original article.[edit]

A small update to mention here is that the Lord birthsign now grants +15% to Armor Rating and +15% Magic Resist. This is a big change from the previous Lord birthsign and should be included in the list of changes.

It should also be confirmed or denied explicitly in this page if efficient leveling or the leveling problem are still present after the changes made in Oblivion Remastered.

Male and female have now been changed to Body Type 1 and Body Type 2. — Unsigned comment by 76.187.197.222 (talk) at 10:39 on 23 April 2025

On xBox, local map is no longer toggleable from world map. To get to local map, you have to zoom in completely on the world map. — Unsigned comment by 74.98.244.68 (talk) at 18:09 on 23 April 2025
Can someone check if the permanent effect bug from being sent to jail while wearing quest items with enchantments still is there? — Unsigned comment by 173.2.248.119 (talk) at 19:46 on 23 April 2025
Killing the Grand Champion, Agronak gro-Malog, in the arena after finishing his side quest no longer counts as murder for joining the Dark Brotherhood. — Unsigned comment by 2a00:23c8:c02a:4b01:4ee:251f:a993:7f02 (talk) at 05:40 on 24 April 2025‎
Magicka regeneration seems to be delayed by two seconds *after* a spell was cast, in addition to the original delay during the cast. 24.236.217.101 01:28, 25 April 2025 (UTC)
I found a Base Amulet of Absorption at level 12 in Robber’s Glen Cave, even though it should have been the Amulet of Absorption (with 20 pts spell absorption instead of the 14 pts I got). Can someone check if this is a change to the level lists or a bug? Baseboosted (talk) 04:42, 25 April 2025 (UTC)
For the Armorer skill, the perks for apprentice and journeyman level have swapped, so you can now repair enchanted items at skill 25 instead of 50. This greatly facilitates using enchanted weapons and armor early in the game. 174.170.105.131 04:14, 26 April 2025 (UTC)
Casting spells no longer cost any fatigue, not that the original cost of just one point of fatigue had any meaningful impact. 24.236.217.101 23:11, 28 April 2025 (UTC)
Not sure if this is worth mentioning in the audio section, but the door opening sound effects on changing cells - that would've triggered a loading screen in the original game even if the remastered version doesn't - fades out during the 'loading' transition, but the door closing sound effect when the original game loaded the cell doesn't play at all. 24.236.217.101 17:57, 30 April 2025 (UTC)
The larger 'Old Wooden Door' closing sound effect from fort instances [i.e Fort Magia, where this was noticed] uses the one from housing doors instead. Pretty sure it's a bug as far as referencing the wrong soundfile. 24.236.217.101 18:56, 1 May 2025 (UTC)

2 questions about attributes:[edit]

1) How does increasing luck actually work then? If you Add 5 virtues to luck then you waste 1 virtue, as it needs 4 to increase by 1 point? Because that's horrible this would mean that focusing on increasing Luck from the get go should be even more a priority as you will waste 8 virtues every level once Luck is the last attribute remaning. So isn't it actually that you can only increase an attribute by up to 5 every level? Because that would make more sense, as then you could pour all 12 virtues into luck to increase it by 3 if it's all that remains. Also this would make the Thief birthsign super OP as it leaves you a lot more virtues to spare.

2) What does "Health increases from increasing the Endurance attribute are now applied retroactively." actually mean? It means it's still the same old health increases by 1/10 of Endurance every level up? And base health is Endurance x2? — Unsigned comment by 93.105.55.114 (talk) at 15:24 on 23 April 2025

You can only add 4 virtues to Luck at a time. When you click the arrow to increase it, if you have 4 or more virtues left, it deducts 4 virtues and increases Luck by 1. You can indeed pour all 12 virtues into Luck if you wish.
I believe it means that extra health increases you would have received from previous level-ups are applied retroactively once you increase Endurance and then level up again. — Unsigned comment by 98.249.124.83 (talk) at 18:40 on 24 April 2025
"You can only add 4 virtues to Luck at a time. When you click the arrow to increase it, if you have 4 or more virtues left, it deducts 4 virtues and increases Luck by 1. You can indeed pour all 12 virtues into Luck if you wish."
This is false, you can only put one virtue into luck per level up. It will block any more virtue spending, like any other attribute at +5 virtues. 2001:67C:2628:647:32:504:0:12A 09:14, 27 April 2025 (UTC)
Wow that sucks.... — Unsigned comment by 93.105.55.114 (talk) at 10:53 on 27 April 2025

More than just the Oblivion Gate at Kvatch are open at the start of the game:[edit]

Many a True Nerd just uploaded his Oblivion video and in it he stumbles across an Oblivion Gate on his way to Chorrol at the start of the game. Has anyone else seen Oblivion Gates before they close the gate at Kvatch? Heres a link[1] to the video its at 16:00 — Unsigned comment by 184.96.180.31 (talk) at 22:01 on 23 April 2025‎

Yes, this has been widely reported. From what I understand, normal Oblivion Gates can now begin appearing from the start of the game, but the rate is very low until after closing the Kvatch gate. Croaker (talk) 23:03, 23 April 2025 (UTC)

Additional files[edit]

Based on this, there are AltarGymNavigation.esp and TamrielLeveledRegion.esp that are new. Interestingly, there are .bat files for enabling and disabling whatever GymNavigation is. --Gez (talk) 10:12, 24 April 2025 (UTC)

The construction set is able to load the .esps if you move all the .esps and .bsa's to an installation of the original game. AltarGymNavigation seems to purely be an internal debugging plugin. It adds a copy of Uriel Septim to the TestingHall cell, and a couple AI packages titled "GymFollowUriel" and "GymEscortUriel" which just have him walk around.
TamrielLeveledRegion makes some kind of change to the (0,0) Wilderness02 cell in the Tamriel worldspace, but I can't actually tell... what it changes? — Unsigned comment by 2601:206:8300:f680:d5b2:4cb9:549d:c8d4 (talk) at 04:08 on 25 April 2025

Player character height[edit]

The article states that all player characters are now the same height, implying this to be an intended feature.

However, there seem to be many bugs in the remaster involving player height (e.g. growing beyond normal height in first person, hitboxes too large to enter certain cells etc.), and player characters do return to NPC height of their respective race when dismounting a horse. So maybe this should be listed among bugs introduced instead. — Unsigned comment by Ferul (talk) at 13:17 on 24 April 2025‎

I'm pretty certain there's a bug with player character height, since my character keeps randomly changing height. Sometimes my Altmer is looking up at other characters, and other times he's become too big to fit through doors. Hard to know how to phrase it on the page, since I'm not sure what the dev intention was with player height, and what part of this is the actual bug. --Dorsal Axe (talk) 08:25, 25 April 2025 (UTC)
I think that while there are currently bugs surrounding player height, the intention was in fact to set all PCs to a standard height.
My guess is they couldn't find a good way to unlink height and movement speed and found it easier to just standardize player heights instead. In the base game, for example, due to height differences Altmers move 22% faster than Bosmer at any specific athletics/speed level simply because they are 22% taller. My (admittedly speculative) theory is they wanted to remove the speed differences for, one, gameplay reasons like Altmer just being faster than everyone automatically, and two, in the base game height was tied to not only race but sex, which they have tried to unlink from any mechanical benefits in this version. Keeping height differences but removing sex differences would have required them to indicate height changes on each origin AND explain why that was relevant information. Francis York Morgan (talk) 05:25, 1 May 2025 (UTC)

Sneak[edit]

Can anyone verify whether journeyman sneak perk eliminates sound increase from boots weight? This was the perk description in the original, however this is not part of the remaster description. — Unsigned comment by 98.249.124.83 (talk) at 18:24 on 24 April 2025‎

Can verify that sneak journeyman perk still affects boot-wearing with sneaking, although unclear from the description if it eliminates it entirely. https://imgur.com/a/XC7iD7h 98.249.124.83 15:54, 25 April 2025 (UTC)

Rena Bruiant's Dogs[edit]

They've been changed from looking identical to being different colours. Is that worth being mentioned? — Unsigned comment by 2.219.108.209 (talk) at 18:58 on 24 April 2025‎

Security changes?[edit]

Yeah, I don't see any difference for Security it's only phrased differently. "Up to four tumblers will fall when you fail and break a lockpick." instead of "all", but that's the maximum amount of tumblers that can fall. A Very Hard lock has to have all 5 tumblers put in place and if you break a pick when it's 4/5 in place, while being a Novice in Security, all 4 will fall and you go back to 0/5. You can't have them fall at 5/5 as that's when you unlock the lock. So that's no different than it was in the original. — Unsigned comment by 93.105.55.114 (talk) at 13:11 on 25 April 2025

Well, in the original, if you were an Apprentice, one pin would stay up. So if you were opening an Easy lock, and you got one pin and goofed the other, no pins would drop. Is that still how it works? Blowthemandown (talk) 17:41, 25 April 2025 (UTC)
Yeah now when you are Apprentice only up to 3 tumblers will fall, so it's the exact same thing only phrased differently.
The "up to" refers to Very Hard locks. When you are novice all 4 will drop and you go back to 0/5.
At Apprentice up to 3 so you go back to 1/5 at worst. At Journeyman up to 2 so you go to 2/5. At Expert up to 1 so 3/5. And at Master no tumblers will fall so you suffer no penalty even with Very Hard locks.
It's the exact same thing only phrased the other way around. It simply says up to how many can fall instead of how many stay in place. — Unsigned comment by 93.105.55.114 (talk) at 19:06 on 25 April 2025

The game seems to have been retranslated in some languages[edit]

I'm currently playing it in Spanish, and seems to been retranslated, using moderm terminology from both ESO and Skyrim(for an easy example Anvil > Yunque). Other languages may be changed too. — Unsigned comment by 213.37.24.246 (talk) at 10:01 on 26 April 2025 (UTC)

I would be interested to know if this Spanish translation bug has been fixed. —⁠Legoless (talk) 10:53, 30 April 2025 (UTC)

Mercantile seems to level up differently[edit]

I've noticed that selling pricy loot quickly levels mercantile, whereas selling arrows one by one does it slowly. I've played for three days and already have mercantile at 60. Sure, I've selected it as major skill, but there's still a very noticeable difference in how fast you gain this skill with a higher base value. In OG getting to 60 would've taken month! — Unsigned comment by 178.230.71.122 (talk) at 14:47 on 26 April 2025 (UTC)

Its based on price of objects now not the number of individual transactions. So, at higher levels mercantile becomes easier to level since the gold scales.Austings (talk) 15:54, 26 April 2025 (UTC)
Someone should add it as a gameplay change since it's pretty significant. Also, is it based on the base price, transaction price, price per unit or total price? — Unsigned comment by 178.230.71.122 (talk) at 21:58 on 26 April 2025

New sections[edit]

So we are kinda running into a problem where there are lots of bugs and fixed bugs but we have a bug section under each of the oblivion pages. Is it worth having a new bug section for quests specifically for the remastered or are we doing a thing were we just list all bugs under the changed article? Austings (talk) 15:56, 26 April 2025 (UTC)

I think it would be worth it to have an additional notes section dedicated in each original oblivion article. This would be where all the differences on this page eventually go included bugs and other gameplay changes. It would keep us from having to duplicate all the oblivion pages and the confusion that may cause. But Im also new to this so I don't think I should make that decision. KeinDahLahzey (talk) 04:15, 2 May 2025 (UTC)

Leveling up[edit]

Yeah so how does it work actually? What I mean is, is it still 10 increases of a major skill gives you a level up? And how much is it for minor skills, like 1/2 or 1/3 of that of a major skill? And also is it flat amonut of "exp" for each level or does it increase? — Unsigned comment by 93.105.55.114 (talk) at 18:05 on 26 April 2025

Major skills gives more experience to total level up. To me it seems like lower level skills give less progress than higher level skills, but I havent tested it. Austings (talk) 19:41, 26 April 2025 (UTC)
Wow that was a novelty, thanks for pointing that, it's not like my question alone implied that..... — Unsigned comment by 93.105.55.114 (talk) at 22:15 on 26 April 2025
There is a loading screen tip that specifically says higher level skill advances give more character experience. — Unsigned comment by 2603:6000:a400:58d5:937f:2f5d:2e81:c569 (talk) at 13:41 on 28 April 2025
OMFG I KNOW THAT. I want to know how much do you need to increase major skill to level up and same for minor skills, so I can know the ratio. And I also want to know if the amount of experience for each next level increases or is it flat just like in the original. OK, got it? Now can anyone just please give me the answer? — Unsigned comment by 93.105.55.114 (talk) at 08:18 on 29 April 2025
Everyone is figuring it out as we go along OP, you are free to find the answer yourself but do refrain from being rude and condescending to other contributors just because you are impatient. --2A02:1811:A40D:1600:4528:6802:300D:B0AE 17:40, 30 April 2025 (UTC)
No need to be a jerk just because you're not grasping the basic concept. It is no longer x major skill advances to level.
Higher level, not major/minor. Major and minor skills grant the same epxerience per skill advancement. You get more experience going from 90-91 in a skill than going from 10-11 in a skill. That's what has already been said.
Expanding on that, there's a variable for SkillLevelUpGrantedXPExponent set to a default 1.5. With some basic testing without diving deep - a very vague approximation of ∑ PlayerLevel(1/SkillLevelUpGrantedXPExponent). This doesn't seem to work accurately at high skill levels so it's not perfect.
For any skill, 30 to 31 would give ~188 experience. Starting with a minor skill, 5 to 6 would give ~10 experience. 5 to 30 in any skill should level a new character up from 1 to 2. 30 to 39 should do the same.
Default experience related values:
  • SkillLevelUpGrantedXPExponent | default is 1.5 //exponential multiplier on how much experience a skill level up gives (higher is less experience)
  • PlayerLevelUpBaseLevelXP | default is 1940.0 //base experience per level default required
  • PlayerLevelUpXPFactor | default is 60.0 //modifier on rate that experience per level increases (higher value increases experience required)
  • PlayerLevelUpXPExponent | default is 1.75 //exponent based modifier on experience per level
Using the above, each level will be approximately [1940+(60 * 1.75(PlayerLevel-1)]. That makes level 1-2 = 2000. Level 2 to 3 = 3293, Level 29 to 30 = 38217. However, I'm fairly certain 2 to 3 is 2474, so something is wrong here as well.
Fully levelling a minor skill with no racial bonus from 5 to 100 would grant 49375 experience, which on its own would level a new character from 1 to 8 and then some. Testing shows it actually gets a character barely to level 12. This seems to be primarily an issue with the experience per level calc.
Someone will come along and do a much better job later. --2603:6000:A400:58D5:937F:2F5D:2E81:C569 16:33, 29 April 2025 (UTC)
Thank you, I love math. So now I know it's not flat value and every level requires more XP than the last. However, one thing does not make sense. You say both minor and major skill give same amount of XP for same rank. But major were suppose to give more XP than minor. Unless it's simply refering to the fact that major skill require 40% less experience to increase. But you are also right that something is wrong with that formula. 1,75 to the power of 28 would be over 6000000. Unless that is multiplying but that would also not be 38217, but 4880. — Unsigned comment by 93.105.55.114 (talk) at 22:29 on 29 April 2025

Spell Making bug: Altar allows spells to be created when the player does not have the proper skill level in certain circumstances[edit]

I just made a spell using the altar in the Frostcrag Spire where it seemed that I had the skill level for it, however when I tried to equip it I noticed that I do not have the required skill level.

The spell was:

Spell Absorption on Self [50 pts] [1 s]

Telekinesis on Target [100 ft] [100 ft] [1 s]

Restore Health on Touch [3 pts] [1 s]

My skill level for the related spells are 8 Restoration, and 25 Mysticism. I also have the Pentamagic Loop equipped, which increase my skill level to 13 and 30 respectively.

More testing is needed to ascertain how this happens. 2001:67C:2628:647:32:504:0:12A 09:23, 27 April 2025 (UTC)

I had the same issue for a spell that buffed my athletics and acrobatics by 100 for 1 second — Unsigned comment by 2600:8801:d614:fa00:2c65:ddfc:54e8:6f3f (talk) at 19:31 on 27 April 2025
I've had this happen with spells at the Arcane University, so it's not just a Frostcrag Spire problem. I've noticed it on spells that have effects from multiple schools more than anything else. Eisotopius (talk) 09:59, 30 April 2025 (UTC)
Can confirm this happens at the University spell tables as well. The spell will say "Requires X Level", indicating you can't cast it, but even after lowering the value until the message is gone you still end up with an uncastable spell. I can't remember what I was making at the time but it happened to me 3 times in a row before I gave up. Francis York Morgan (talk) 04:36, 1 May 2025 (UTC)
If you push your needed spellcasting level above the threshold of 25/50/75 Skill Points with items, you do not get a warning message when creating a spell that your skill level is too low to cast it. Never try to create spells with full Relics of the Crusader on... — Unsigned comment by 83.215.181.198 (talk) at 00:55 on 5 May 2025 (UTC)

Stirk(?)[edit]

Could someone kindly take a clear overhead screenshot of the landmass west of Tamriel in the Abecean Sea? I'm fairly convinced it's Stirk, but others are claiming it's Summerset. If I can get proper visual confirmation, I'll be more than happy to back down. --Rezalon (talk) 01:33, 29 April 2025 (UTC)

I just saw an image of it posted on the Imperial Library discord server; and the island looks closer to Solstheim to me than anything:
  • The bay Raven Rock's located at the bottom-left
  • Lake Fjalding in the top-right
  • Mortrag in the top-left
I think at this point calling it definitively Summerset or Stirk is incorrect, and the page should simply say "a large landmass can be seen" as anything else would just be pure speculation. --Rezalon (talk) 02:24, 29 April 2025 (UTC)

Hand to hand buff doesn't give fortify skill[edit]

Watching Branwen and Saliith fight in the arena district now permanently boosts your hand to hand by five instead of adding a fortify skill effect — Unsigned comment by 2a09:bac1:1100:170::3a9:6a (talk) at 02:25 on 29 April 2025‎

I'm about to get to max athletics and going to test this with other free skill boosts Austings (talk) 04:16, 1 May 2025 (UTC)

Changes to Skills and Skill Modifiers[edit]

For the Alchemy skill, is the Fortify Alchemy effect still ineffective? — Unsigned comment by 108.224.102.51 (talk) at 03:16 on 29 April 2025

I really don't see the relevance, you can get Alchemy from Novice to Master in under 10 min as long as you have enough ingredients. — Unsigned comment by 93.105.55.114 (talk) at 10:48 on 30 April 2025 (UTC)
That's not the question. The Fortify Alchemy effect doesn't grant perks in the original version, aside from the Frostcrag Spire buff. —⁠Legoless (talk) 10:52, 30 April 2025 (UTC)

Changes to Leveled Spell Lists[edit]

I assume (from xEdit) that necromancer class (including unique characters that have it, not just random necromancers) have finally received their set of Alteration skills. In addition, it seems that all bound armor referneces have been changed from summoning gauntlets to helmet? Can someone confirm? SurDno (talk) 00:10, 1 May 2025 (UTC)

AltarAdamusPhillidaMissingFingerHands[edit]

Seems like Adamus should get his finger removed from world model once it has been taken from inventory. Need confirmation. SurDno (talk) 00:49, 1 May 2025 (UTC)

No Steam Achievements with command console?[edit]

I have an international keyboard so I haven't used console commands yet but can anyone confirm that all achievements are blocked if you use console and if there is a way to undo it? can you get achievements on other saves or previous save games? Is there an option we can configure to allow achievements again? Austings (talk) 04:18, 1 May 2025 (UTC)

No internal option as far as I'm aware, but there are plenty of mods out at this point that re-enable achievements. You can find them easily by searching, I don't know what the rules are here regarding direct links to mods. Francis York Morgan (talk) 04:40, 1 May 2025 (UTC)
The use of the console will disable achievements for that save file. Opening the console is fine and will tell you that using commands will disable achievements. There are mods that will allow the use of console without achievements being disabled and enable them on a save that's had them turned off. Thuraya Salaris (talk) 04:42, 1 May 2025 (UTC)

Behaviour of mines in Planes of Oblivion[edit]

In the original game, it used to be possible to detonate mines remotely by lobbing fire (and possibly other) spells at them or by shooting them. I’ve not done extensive testing but it looks as if casting Flare at a mine no longer causes it to detonate in Oblivion Remastered on PC.

This is likely a bug, as traps in Ayleid Ruins are also impossible to disarm. Seems like all similar interactions are now broken. SurDno (talk) 23:36, 1 May 2025 (UTC)

Spellmaking UI (controller)[edit]

Just wanted to note that the Attribute/Skill selection usually works if you activate the Altar UI immediately after loading a quicksave. I put the fix/workaround in the first report but it got cut in an edit. 2A00:23C6:E205:DD01:E888:B8FF:FE43:E587 20:35, 3 May 2025 (UTC)

Leveling changes to weapon skills[edit]

Is there any indication that weapons such as blade, marksman and heavy armor have been changed in how to level them? Or do they still use the old system of "xp per hit", regardless of say damage dealt or if using a power attack for example. With other skills being similarly adjusted, such as the magic schools and mercantile, I was hoping maxing the various combat skills is less of a chore than it was in the original game too. — Unsigned comment by 2a02:1811:a40d:1600:6030:61b:d3c4:fbdb (talk) at 16:32 on 4 May 2025 (UTC)

Max level[edit]

Given the changes to the old leveling system, overleveling is harder now, which is a strategy I personally employed to max skills I believed were too grindy through npc trainers. Any idea what the max possible level is in the remastered version? Iirc in classic oblivion you could technically loop around past 255, but the max this time appears to be around 100 if using the felldew strategy due to how attribute points are now allocated. — Unsigned comment by 2a02:1811:a40d:1600:6030:61b:d3c4:fbdb (talk) at 16:32 on 4 May 2025 (UTC)

Items loosing Enchantements - possibly newly introduced bug?[edit]

I crafted a Daedric Dagger with a Grand Soul and the following properties: Weakness to magic 100, Weakness to Lightning Damage 100, Drain Life 100, and Lighning Damage of like 8 points. I named the Dagger "The Shocker" I did at first not use it much because i was oneshotting everything with it. Some days later in the game I wanted to try it out again as enemies grew stronger, noticing it was gone, not in my inventory, and my hotkey for it empty. So I tried to find out what happened to it checking all my previous savegames to figure out the point what I did to loose it, sold it to a vendor for example. I had lots of saves, and at one point I found it in my inventory again, it still has the name "The Shocker", but stats are a normal Daedric Dagger without the enchantments. And as this one was not marked as being a magic item I may as well have sold it at some point of the game, or it just dissaperaed. But the missing anhancements are confirmed to have happened. — Unsigned comment by 83.215.181.198 (talk) at 00:51 on 5 May 2025 (UTC)

Can you try reloading that save from the main menu rather than loading it while already in-game? —⁠Legoless (talk) 17:02, 6 May 2025 (UTC)

So the max level[edit]

Some person on Steam did research using console commands to increase his skills and as it turns out the max level you can reach is 44. It's irrelevant how you set your character up, you will always end up at 44. However, it's impossible to get all your attributes to 100 now, without going to jail. Even if you focus on Luck i.e. Thief birthsign and +5 from custom class you will be 29 virtues short from reaching 100 in all. However, as I pointed out to them you can get +10 points to 2 attributes via Oghma Infinium, so that would make you 9 points short. So all you would need is 1 level up by going to jail to get there. But this of course means exactly what I mentioned before, that it makes the Thief birthsign stupidly overpowered in the remaster. As it basically gives you 60 more virtues to spare, 10 from the +10 to Agility, 10 from the +10 to Speed, and 40 from the +10 to Luck. — Unsigned comment by 93.105.55.114 (talk) at 14:16 on 6 May 2025 (UTC)

What good does Luck even do you when you have 100 in every skill? Have they changed it so that effective skill levels over 100 do things for skills other than Acrobatics, Athletics, and Speechcraft? If they haven't, it's probably more optimal to spend those virtues elsewhere if you plan on maxing a character out. Mehrunes Razor and betting in the Arena don't seem worth optimizing around.
Well no one actually knows how luck works yet. It will take some time to figure everything out. Also not the point. The point is the leveling system was ment to be more simple and in a way it is but it's messed up in new ways.

Split new bugs section into a separate article[edit]

The "Bugs introduced" section has gotten quite lengthy, and I'm wondering if this would be better off being split into a separate page? We have page for Oblivion:Bugs, so Oblivion:Remastered Bugs could work as a sort of analogue to that one. I think the section with bugs from the original game that have been fixed in Remastered should stay here though. Does anyone have any thoughts on this? --Dorsal Axe (talk) 13:11, 8 May 2025 (UTC)


Changes to Spellmaking Altars[edit]

I apologize if this is made in error, but it seems the maximum magicka cost for a custom spell that you can cast at each tier of spellcasting has been changed from what is listed on Spellmaking page. On the original page, it says a Apprentice can cast a spell that costs between 26 and 62 magicka, but after making a custom Weakness to Fire spell that costs 60 magicka last night, it would not let me cast it. This is similar to a different bug reported on this page, about being able to make spells you can't cast, but I believe it's slightly different. I googled this phenomenon to see if anyone was talking about it, and I found a reddit post that point out that if you have a spell with only 1 effect, it will tell you when you go over the magicka cost for your tier. If you have 2 or more effects on the spell, you will get no such indicator. This is how I didn't notice I couldn't cast my Weakness to Fire and Poison spell. I am unsure of the new costs for each tier, as my game is refusing to launch at the moment, but I haven't seen this mentioned anywhere outside that one reddit post so I figured it was worth bringing up. 68.13.203.117 21:31, 8 May 2025 (UTC)