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LSofACO

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About this mod

Adds 44 unique items with powerful benefits and drawbacks to the world of Requiem - The Roleplaying Overhaul. Intended to promote diversity of play, particularly unorthodox builds and behavior, as well as exploration.

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Summary:
My favorite effect in Skyrim is the Atronach stone. It has a powerful positive effect, but a comparably powerful drawback. It makes builds using it immediately, noticeably different from builds not using it, and build-definition is what I love about RPGs in general and Requiem in  particular.

So  I set out to make a series of artifacts with these kinds of effects: powerful benefits, but comparably powerful drawbacks. The goal is to provide alternatives to "best in slot" gear, by making "best" less about the high end of a linear spectrum of power and more about context and build specificity. I see this as being highly compatible with the ideals of Requiem.

All of these items are hand-placed around the world. Locations are not spoiled in this description. The readme file ("docs" section) provides the locations of each item. 

Some of them are in important locations you will visit in the course of major quests.  Some of them are in locations that will be obvious to veteran Requiem or Skyrim players from their names and descriptions.  Some of them are hidden in random, very out-of-the-way places, and will be almost impossible to find without the readme.

None of these items are game-breakingly powerful.  The power levels range between first-tier enchanted gear and non-Daedric engame gear, falling short of Requiem's Daedric artifacts.

Requirements and Compatibility:

Requiem is required for this file.
Several items incorporate Requiem keywords, reference enemies or mechanics added by Requiem, or simply make no sense in vanilla because the systems they depend upon to be balanced are not there.

Versions before 3.1 were developed on Reqiuem 1.9.4. Versions 3.1 and up were developed on Requiem 2.0.2. Version 3.1 should still work fine with Requiem 1.9.4.


This mod contains no scripts. The only records it modifies are the Atronach Forge Sigil Stone result list and cell and worldspace records, and it does so only to place its items in the world.  Everything else is a new record or a reference to an unmodified vanilla or Requiem record. This should make it highly compatible.


Artifacts:

Amulets:

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Shackle of the Troll

Weight: 120
Effects:
  • +4000% health regeneration
  • +65% movement speed
  • -100% fire resistance
  • -100% magic resistance
  • +300% casting cost for all spells
Flavor text: "It could not contain him, and his power lingers within."
Notes: Designed  to play around with Requiem's weight system. It will be very difficult for players to wear both this and normal armor unless they focus on increasing carry weight.  Offense will likewise be difficult, especially since it cannot be combined efficiently with weightless spells.  The movement speed is largely counterbalanced by the equip weight, thanks to the mass effect.

Token of Sin
Weight: 1.5
Effects:
  • +500 stamina
  • +7% resist magic
  • -1 stamina per second while equipped
Flavor text: "Grants nearly-limitless stamina and slight resistance to magic, but stamina depletes over time instead of regenerating. Perhaps you're feeling hungry?"
Notes: Requiem's Atronach Stone discourages you from bothering with food, as befits its focus on the arcane; such mundane concerns are beneath you.  This item, with its focus on stamina, strongly encourages the consumption of food, particularly stamina-restoring soups to counteract its stamina drain, but also regular foods for their one-time stamina effects.  Of course, you could simply remove the amulet, but it's Requiem, so you can't do that in combat.

Stormblood
Weight: 0.25
Effects:
  • +20% movement speed
  • -75% shock resistance
Flavor text: "The fury of the storm is within you. Move faster, but take more shock damage."

Warrior's Friend
Weight: 5.5
Armor: 27
Effects:
  • Counts as Heavy Armor
  • +20% magic resistance
  • +20% movement speed
Notes: Meant to cover for some of Heavy Armor's greatest weaknesses in Requiem, allowing Heavy Armor builds a bit more flexibility in the midgame and early-endgame.

Amulet of Peace
Weight: 2
  • -40% shout cooldown
  • -20% stamina regeneration
  • +2000% casting cost for all spells
  • Power attack cost penalty of 2x
Flavor text: "Casting spells is almost impossible and your combat prowess is reduced, but your Thu'um is almost unstoppable. Let the echoes of the Voice fill your mind. Forsake all distractions."


Rings:

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Impassive Ice

Weight: 0.8
Effects:
  • +100 magicka
  • Magicka regenerates while running and will not be lost when hit
  • +40% frost resistance
  • -50% stamina regeneration
  • -20% movement speed
  • -15% weapon swing speed
Flavor text: "Cools the intellect and freezes the blood."

Ring of the Zombie:
Weight: 5
Effects:
  • +1300 armor
  • +50% magic resistance
  • +70% poison resistance
  • +55 unarmed damage
  • -100 stamina per second while equipped
Flavor text: "You are extremely resilient to damage, but an insurmountable weariness grips you."
Notes: Designed to play around with Requiem’s exhaustion system, much in the way that Shackle of the Troll plays around with its weight system. It virtually guarantees you’ll hit the resistance cap against physical damage, and provides an absurd amount of magic resistance, but good luck avoiding the exhaustion penalties with your stamina being drained every second. You’ll be constantly getting disarmed, taking additional damage (which may counteract some of your insane durability), dealing far less damage, moving slowly, unable to cast spells effectively, and unable to power attack. Once again, Requiem’s armor changing in combat restrictions mean this isn’t something you can put on just to tank one attack. You’re stuck with it for a whole battle, for better or worse.

Ring of the Troll
Weight: 0.8
Effects:
  • Restores 3 health per second.
  • Multiplies incoming damage by 1.5.

Red Tearstone Ring
Weight: 0.25
Effects:
  • Below 25% health, deal 50% more damage.
Notes: Based on the item from Dark Souls, obviously. Synergy with Makoto and the reworked Berserker set.


Armor/Clothing:

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Skooma Gloves

Armor class: Clothing
Equip slot: Hands
Weight: 2
Effects:
  • +80% stamina regeneration
  • +5% movement speed
  • -150% poison resistance
  • -25% shock resistance
  • Can be enchanted further with a normal gauntlet enchantment
Flavor text: "Imbued with magic, or something more illicit?"


Robes of Asceticism
Armor class: Clothing
Equip slot: Body, hair, amulet, ring, shield, circlet
Weight: 8
Effects:
  • +200 stamina
  • +40 unarmed damage
  • -20% shout cooldown
  • -20% restoration casting cost
  • +500% destruction casting cost
  • +500% conjuration casting cost
  • Disallows the equipping of rings, amulets, shields, and circlets, in addition to the armor and helm evident from its hooded robe model.
Flavor text: "A monk's simple, coarse robe, yet it radiates great power. Cast aside your worldly accoutrements and clothe yourself in righteousness."

Robes of the Apprentice
Armor class: Clothing
Equip slot: Body
Weight: 3
Effects:
  • +1000% magicka regeneration
  • -100% magic resistance
  • +100% casting cost for all spells
Flavor text: "Spells cost more to cast and you have a crippling weakness to magic, but your magicka regenerates almost instantly."

Robes of the Sage
Armor class: Clothing
Equip slot: Body
Weight: 6
Effects:
  • -150 health (kills you on equip if you have less than 150 current health)
  • +400 magicka
  • Magicka regenerates while running and will not be lost when hit
  • -25% alteration casting cost
  • -20% restoration casting cost
  • +25% magic resistance
Flavor text: "Reduces Health by 150, killing the unprepared wearer, but grants great magical prowess, especially in the defensive schools."

Crown of Validity
Armor class: Clothing
Equip slot: Circlet
Weight: 3
Effects:
  • -50% restoration casting cost
  • +100% casting cost for all other spells

Berserker's Armor
Armor class: Light armor
Equip slot: Body
Armor: 13
Weight: 3.5
Effects:
  • Weapons swing slightly faster
  • +20 health
  • Below 50% health, move 30% faster and take one-third damage.
  • Above 50% health, take double damage.

Berserker's Boots
Armor class: Light armor
Equip slot: Feet
Armor: 8
Weight: 1.5
Effects:
  • +10% movement speed
  • Below 50% health, stamina regenerates 400% faster
  • -100% sneaking effectiveness
  • +100% movement noise
  • Sneak attacks do virtually no damage

Berserker's Gauntlets
Armor class: Light armor
Equip slot: Hands
Armor: 1
Weight: 1
Effects:
  • +25% onehanded damage
  • +25% twohanded damage
  • -100% blocking effectivness
  • Incoming damage is multiplied by 1.5 while blocking.
  • Below50% health, ignore 30% of enemy armor.

Heavy Lead Gauntlets
Armor class: Heavy armor
Equip slot: Hands
Armor: 88
Weight: 20
Effects:
  • +40% onehanded damage
  • +40% twohanded damage
  • -15% weapon speed
  • +5% spell absorption
  • +5% damage reflection

Heavy Lead Boots
Armor class: Heavy Armor
Equip slot: Feet
Armor: 88
Weight 20
Effects:
  • +40 health
  • +40 stamina
  • -15% movement speed
  • +5% spell absorption
  • +5% damage reflection

Daylight Boots
Armor class: Clothing
Equip slot: Feet
Weight: 1.5
Effects:
  • +35% bow damage
  • +10% movement speed
  • -200% sneaking effectiveness
  • +200% movement noise
  • Sneak attacks do virtually no damage
Flavor text: "Bows deal more damage and you move slightly faster, but sneaking is fruitless. A true archer stands proudly in the sunlight."

Shadow Shoes
Armor class: Clothing
Equip slot: Feet
Weight: 1
Effects:
  • +200% sneaking effectivness
  • +100 muffle
  • -50% all weapon damage
  • -35% movement speed
Flavor text: "Sneaking is childsplay, but you move slowly and weapons deal half damage."

Helm of Determination
Armor class: Heavy Armor
Equip slot: Hair, circlet
Weight: 21
Armor: 99
Effects:
  • +200 magicka
  • Magicka regenerates while running and will not be lost when hit
  • -60% stamina regeneration
  • Power attack cost penalty of 1.75x
Flavor text: "This crushingly-heavy helm grants incredible magicka, but wearing it is very tiring."

Loincloth of the Monkey-Man
Armor class: Light armor
Equip slot: Body
Weight: 2
Armor: 1
Effects:
  • +150% movement speed
  • +30 unarmed damage
  • -100% all weapon damage
  • +200% casting cost for all spells
Flavor text: "Cyrodilic legend tells of a man raised by apes in the darkest jungle, wholly unfamiliar with the methods of civilized warfare but possessed of incredible strength and speed."

Gloves of the Fastidious
Armor class: Clothing
Equip slot: Hands
Weight: 0.25
Effects:
  • +40 magicka
  • Magicka regenerates while running
  • +40% magicka regeneration
  • -300% poison resistance
  • -400% disease resistance
Flavor text: "These gloves are spotless. Their previous owner must have been scrupulous about avoiding contact with unclean things."

Harvest Boots
Armor class: Clothing
Equip slot: Feet
Weight: 4
Effects:
  • +300 carry weight
  • +40 health
  • -200% all weapon damage
  • +400% casting cost for all spells
  • -10% movement speed
  • Power attack cost penalty of 1.75x
Flavor text: "Allows for the carrying of heavy loads and imparts the hardiness of a working man, but with one's arms full of materials and one's mind focused on the harvest combat is difficult to say the least."

Mystic’s Cowl
Armor class: Clothing
Equip slot: Hair, circlet
Weight: 1
Effects:
  • Spells cost 50% less, but are 50% less effective
Flavor text: "Provides an intuitive understanding of magic, different from the usual arcane expertise. Spells are cheaper to cast, but less effective."

DwemerBattlemage Armor
Armor class: Heavy Armor
Equip slot: Body
Weight:33
Armor rating: 181
Effects:
  • 15% spell absorption.
  • The wearer can cast “Mechanical Lightning” and “Mechanical Ward,” cheaper and more powerful versions of Thunderbolt and Greater Ward.
 
Mirror Shield:
Armor class: Light Armor
Equip slot: Shield
Weight:11
Armor rating: 44
Effects:
 Reflects 1000% of damage taken while blocking.
Notes: Very roughly speaking, this means that when you block a hit from an unarmored enemy, they will take the amount of damage the attack would have done had the hit not been blocked. Great synergy with restoration, fortify health effects, and effects that cause you to take increased damage like those on Ring of the Troll and the reworked Berserker set.




Weapons:

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Bromvennah

Weapon class: One-handed sword
Weight: 4
Damage: 39
Speed: 1.35
Reach: 0.7
Effects:
  • 20 piercing damage
  • Elemental Fury visual effect
  • Ignores 50% of enemy armor, and 50% of Requiem's special non-armor resistances.
Flavor text: "Sped by the north wind, this feather-light sword cuts through armor as though it were freshly-fallen snow."

Blade of Stillness
Weapon class: One-handed sword
Weight: 11
Damage: 43
Speed: 0.5
Reach 0.7
Effects:
  • 60 stamina damage to enemies
  • 60 magicka damage to enemies
Flavor text: "Devastates the target's magicka and stamina, but must be swung slowly."

Folly
Weapon class: One-handed sword
Weight: 8
Damage: 53
Speed: 1.1
Reach: 0.72
Effects:
  • +115% magicka regeneration
  • +8 carry weight
  • +8% movement speed
  • Can be enchanted further with a normal weapon enchantment
  •          Can be upgraded at the Atronach Forge, if you are able to do what its previous owner could not.
Flavor text: "This sword appears attuned to magical energies, and feels oddly light."

The Alpha
Weapon class: Two-handed sword
Weight: 20
Damage: 110
Speed: 0.75
Reach: 0.91
Effects:
  • +100% damage blocked
  • +30 stamina
  • +10% movement speed while blocking
  • +10% magic resistance while blocking
Flavor text: "Blocking is much more effective. Increases the wielder's stamina by 30 points. "

Dullard's Blade
Weapon class: One-handed sword
Weight: 9
Damage: 35
Speed: 1
Reach: 0.7
Effects:
  • 150 magicka damage to enemies
  • Drains 100 magicka per second while equipped
Flavor text: "Deals 150 points of magicka damage, but the wielder has no magicka."

Corpse Knife
Weapon class: Dagger
Weight: 3.5
Damage: 33
Speed: 1.3
Reach: 0.49
Effects:
  • 150 stamina damage to enemies
  • Drains 100 stamina per second while equipped
Flavor text: "Deals 150 points of stamina damage, but the wielder has no stamina."

The Sharpest Talisman
Weapon class: One-handed sword
Weight: 9
Damage: 64
Speed: 1
Reach: 0.7
Effects:
  • -100% magicka regeneration
  • +100% stamina regeneration
Flavor text: "A meditation aid that focuses the mind on the body, shifting one's natural magicka regeneration to stamina regeneration. Conveniently, it is also quite sharp."

Monk's Staff
Weapon class: Battlestaff (warhammer)
Weight: 7
Damage: 49
Speed: 0.91
Reach: 1.057
Effects:
  • +30% damage blocked
  • +6% stamina regeneration
  • +6% magicka regeneration
  • +6% movement speed
  • +6% magic resistance
  • +30% disease resistance
  • +30% poison resistance
  • Magicka will not be lost when hit
Flavor text: "A monk's simple wooden staff. It feels unusually well-balanced. Could it be more than it appears? Unlikely."

Hallowed Waraxe
Weapon class: Waraxe
Weight: 11
Damage: 57
Speed: 0.9
Reach: 0.7
Effects:
  • Lifedrain immunity
  • Paralysis immunity
  • +100% disease resistance
  • +100% poison resistance
Flavor text: "Inlaid with silver and carved with protective runes, this axe guards its wielder against a variety of evils."

Destroyer's Mace
Weapon class: Mace
Weight: 21
Damage: 86
Speed: 0.79
Reach: 0.7
Effects:
  • Destruction spells are 30% more powerful

Protector's Mace
Weapon class: Mace
Weight: 14
Damage: 74
Speed: 0.8
Reach: 0.7
Effects:
  • Restoration spells are 30% more powerful

Serpent's Staff
Weapon class: Battlestaff (warhammer)
Weight: 2
Damage: 9
Speed: 1.3
Reach: 1.1
Effects:
  • +200% damage blocked
  • +20% movement speed
  • +50% poison resistance
  • -50% frost resistance
  • Poisons last for three times as many hits.
Flavor text: "This long and oddly-light staff excels at blocking hits, and seems enchanted with an odd magic."

‘Makoto’
Weapon class: Greatsword
Weight: 17
Damage: 131
Speed: 0.78
Reach: 0.91
Effects:
  • Drains 3 health per second from the wielder
  • Deals 3 damage per second for 20 seconds to targets
  • WeapMaterialDaedric keyword
Flavor text: "This blade devours the life of anything it touches. It is inscribed with a strange word. Could it be its name? Or perhaps it is a curse.
Notes:  Based on the weapon from Demon’s Souls, obviously. Has synergy with the new item effects requiring a certain percentage of health, and can be counterbalanced by Ring of the Troll, though at the cost of the latter’s vulnerability penalty.
 
Northblade
Weapon class: Greatsword
Weight: 21
Damage: 101
Speed: 0.72
Reach: 0.91
Effects:
  • -10% shout cooldown



Future plans:

    • More items!  I have some more complicated ideas in the works, since I now know the bare minimum basics of scripting and working with perk-based functions.
    • Additional lore for some of the items.  I’d like to place notes, books, dead or living NPCs, and other minor flavor to illuminate the items further.
    • New models for some items. I’ve been looking through free-to-use resources and asking authors whether I can include some of their meshes and textures, and now that BDA includes Dragonborn as a master I may switch a few of the items over to models added by that DLC.
    • Additional nerf for Token of Sin. I had planned to have conditional effects that drain more stamina depending on the strength of the wearer’s stomach so that Bestial Stew still does not allow for the continual regeneration of stamina, but with Requiem 2.0.0’s recent adjustments to bestial stew and the community currently being split between 2.0.0 and 1.9.4 I am not comfortable balancing it around either version of bestial stew yet. So enjoy its being OP for beast races while it lasts. =)
    • Additional effect reworks.  I’m considering tweaking Ring of the Zombie a bit so that the magical side of its durability is achieved through elemental resistances instead of pure MR, because of the additional effects Requiem gives MR and so that pure magic damage is still a threat, but I’m waiting to see what people think of the item in its current state.
    • Additional bug fixes, as bugs and the fixes thereof are discovered.
    • Additional bugs.




    Known Issues that I don't know how to fix because I'm really bad and basically just throw things at the wall in xEdit to see what sticks:
    • Corpse Knife and Dullard's Blade both have very high values that I can't figure out how to reduce.


    Credits and Thanks:
    • Leanwolf for the Bromvennah mesh, and for making it free to use.
    • Insanity for the upgraded Folly model, and for making it free to use.
    • Fortran for the Mirror Shield model, and for making it free to use.
    • PrivateEye for the Makoto mesh, and for making it free to use.
    • Xarrian, Ogreboss, and others for Requiem.
    • /r/skyrimrequiem, for their valuable feedback and suggestions.

Please let me know what you think!  Suggestions for balance improvements, location changes, more flavorful flavor text, and new items are greatly appreciated!