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Morrowind talk:Disintegrate

I honestly don't think this actually does anything significant. I just casted a Disintegrate Armor/Weapon 100/1 on a Guard for about 50 times and his shield lost only 38 durability. His weapon did lose about 150 durability though, but I think the "100 magnitude" is not scaled properly to the internal durability values.

--I agree, the spell seems so useless at any castable magnitude that I feel the article should mention it. Noumenon 19:07, 28 May 2012 (UTC)

Order of Armor DisintegrationEdit

The article claims that Disinitegrate Armor works on your armor pieces one at a time in a specific order: Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right Gauntlet, Helm, Greaves, and Boots. I think I can state with relatively certainty that this is incorrect, or at least not the whole story. I know for a fact that when wearing the relatively-low-health Boots of Blinding Speed, along with a full set of more durable heavy or medium armor, I've had the boots break long before any other pieces. (A problem anyone who uses the boots will probably be familiar with, because you have to do the 100% Resist Magicka for 1-2 secs trick in order to requip them after repairing them without being blinded. This makes incidences of their breakage far more memorable than with other armor pieces, since there's extra effort involved.) If the article's statement were correct, my boots would never take any damage until every single other piece of armor I was wearing was completely broken, and this is clearly not the case. Maybe it's supposed to say that the spell will cycle through your various armor pieces in that order? If that's the case, then it should say that. Testing needs to be done. --TheRealLurlock Talk 13:31, 7 August 2008 (EDT)

Already done. See this edit. This isn't about damage done to your armor by attacks, just by the spell. –RpehTCE 07:18, 9 August 2008 (EDT)
Oh... Right, duh. I'm guessing not too many enemies in the game use Disintegrate spells. (And if they did, you'd have a tough time telling them apart from any other non-elemental Destruction spell, because they all use the exact same graphic effects. You'd literally have to check the condition of all your armor and weapon both before and after getting hit with a spell, and make sure you didn't attack or get attacked physically in that interim... Kind of hard to arrange.) Anyhow, at least I did draw attention to a fix that needed to be made in the order of the list... --TheRealLurlock Talk 11:22, 9 August 2008 (EDT)

Training Armorer SkillEdit

If one were to add the use of this spell (on self or on a corpse) for use in training the Armorer skill, where should that be added? This article, the Hints article, the Armorer skill article, or some combination of the three? JabberwockySR 20:40, 6 March 2009 (EST)


Drain * armor vs Disintegrate armorEdit

"Armor rating = BaseAR * ( ArmorSkill / 30 )", so not only does reducing armour skills have a greater effect on more heavily armoured enemies, but you can easily bring enemy armour to 0 by lowering their skill to 0 too.

As the above discussion has pointed out, disintegrate armor spells require very high magnitudes to fully de-armour an opponent. simple steel armour has a total condition of 1650. Doesn't this mean that the spell magnitude would have to be 1650? Thus magicka cost of ((1650+1650)*1*6/40) = 495, right?

If so, an advantage of drain enemy armour skills is that it is fairly magicka-cheap¹, and you don't have to repair any armour you harvest. Obvious downside is that it only lasts a short while, and you need a spell for every type of armour (I dont even want to think about weapon skills).

¹Maximum required magnitude is 100, thus ((100+100)*1*1/40)=5 magicka per second.

The spell's actual use is for getting items with durability off NPCs without killing them; other than that, Disintegrate Armor can get stronger opponents out of their enchanted armor to cancel the effects. It's utterly useless as a spell, however - it shines as a Cast on Used enchantment: make sure the duration is set to 1s and the damage will be applied instantaneously, so simply spam it to disarm and disrobe someone in a couple of seconds. Of course, it's the Disintegrate Weapon part that really helps, especially against them nasty warrior-types.--89.148.243.67 15:21, 22 September 2021 (UTC)

Target will automatically equip ...Edit

The page says "If the armor or weapon is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable item of that type in their inventory (if they have one)." In my experience this isn't what really happens, though. If an NPC's weapon breaks while they are in combat, they switch to their fists, even if they have plenty of good weapons in their inventory. Similar with armor; when their armor breaks in combat, it is unequipped, but they don't equip any other armor to replace it, even if they have some. This also brings up an interesting bug I've seen: Say a merchant's armor breaks in combat, so he unequips it. I don't kill him, I leave the cell, and come back days later so he isn't hostile anymore. I barter with him and sell him some other armor. I figured this might "refresh" his inventory or something, so he'd equip something else. But, he somehow equips the broken armor that he unequipped days ago! Just to make sure it was still broken, I killed him and looted his corpse, and sure enough, the armor he equipped had 0 durability.

I'd like to make sure this happens to other people though and isn't just a freak occurrence. It's just a vanilla GOTY install, latest official version, no mods or utilities of any kind. --Croup shrunk (talk) 20:08, 19 January 2019 (UTC)

Multithreaded BugsEdit

It seems there are multiple issues related to incorrect updates from multiple threads in the game. Disintegrate effect sometimes works incorrectly or does not work at all in a multi-threaded system. Odd behavior regarding the order and magnitude of disintegrate mentioned here and in many other places on the internet seems to only appear when the game runs in a multi-threaded mode. In Linux it is possible to force affinity with taskset. If Steam and the game start in the environment with enforces affinity(schedule all the processes on the same virtual CPU), then the magnitude of disintegrate is exactly the points of durability and armor items are destroyed in the strict order mentioned above. That is boots are not touched until everything else is fully disintegrated. Even without a spell last armor items left on NPC sometimes become immune to damage both from this spell and from regular weapons hitting them. I was observing this bug along with the mitigation on the latest steam version with all the expansions. It is reproducible with and without mods.

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