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Rebalances and overhauls the Aedric Shrines, and several Daedric Blessings, to be more distinct, lore friendly, and give more progression and responsiveness to their blessing effects.

Integrates many of Skyrim's quests into several Aedric and Daedric Blessings, giving more incentive for character development.

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Requiem - Immersive Divine Blessings (R-IDB) modifies Aedric Blessings, and several Daedric Blessings, to be more distinct and lore-friendly, while giving more progression and responsiveness to PC blessing development. This mod integrates many of Skyrim's quests into several Aedric and Daedric Blessings, giving even more incentive for character development.

Requiem - Werewolf and Vampire Rebalance (W&VR) is now fully integrated into R-IDB, with further modded expansions. Do not include W&VR in your load order when using this mod.

Made for Requiem 1.51 and compatible with all versions through 3.x.

Introduction

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When Xarrian created Requiem - The Oldschool Roleplaying Overhaul, their creative genius fixed a lot of what Skyrim needed to feel like a finished game world. Some of the mechanics like Alchemy (which I've attempted to remedy with R-AR), Magic (which I'm in the process of attempting to remedy), and Aedric Blessings got the broad strokes right, but weren't fine tuned before Xarrian moved on from Requiem modding.

Requiem - Behind the Curtain
(BtC) by zer0morph, and BtC's successor, Requiem - AZ Tweaks (AZT) by Applesaucez have some of the best examples of a more living system of interacting with Aedra for their blessings. Although I explored those two mods for inspiration, R-IDB is independently created and attempts to follow TES lore, especially Michael Kirkbride's creative vision.


Anders, the Whiterun priest of Arkay, describes his Amulet of Arkay as the source of his divine powers while requesting the PC to recover it. Part of the intent of this mod is to make Requiem consistent with that in-game lore. Wearing the Amulet of a respective Aedra is now central to receiving their greater blessings. Amulets of a given Aedra will now also lose their blessing if a PC acts outside of their respective blessing requirements.

Activating base Requiem Shrines for lesser Aedric Blessings will work as normal when a PC isn't wearing a corresponding Aedric Amulet, though wearing a corresponding Aedric Amulet will add more potent Aedric Blessings.

In base Requiem, Aedra follow mostly identical conditions for blessings.

  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 6000 with the perk Painful Regrets for Cure Disease only.
  • Less than 10 stolen items for greater blessings, or less than 20 with the perk Painful Regrets for Cure Disease only.
  • Less than 1 murder for greater blessings, or less than 3 with the perk Painful Regrets for Cure Disease only.
  • Not finished the Dark Brotherhood quest "With Friends Like These..."
  • Not finished the Thieves Guild quest "Taking Care of Business"

Some base Requiem Aedra have a few individual additional conditions as well.

R-IDB Aedra have more individual lore-based Aedric Blessing requirements. Some require more than others, some require very little, and many Aedras' conditions for greater blessings are different.


Most base Requiem greater Aedric Blessing buffs only kick in after a PC has accomplished a considerable amount of grinding for a given Aedra. R-IDB Aedric Blessing buffs increase incrementally based on incrementally satisfying their Aedric archetypes.

R-IDB Aedric Shrine blessings all last for 36 Earth hours / 15 Nirn days (up from 24 Earth hours / 10 Nirn days in base Requiem) to allow a PC a more reasonable time limit to delve into quests without having to back out part way through due to blessing time limits expiring. The standard limit for murders before most Aedra refuse to bless a PC has also been raised (from 0 in base Requiem) to 2, and much more for a few Aedra. Aedra recognize that Tamriel is a violent and often chaotic place, where the difference between killing and murder can sometimes be blurred, so long as a PC doesn't turn out to be a murderhobo.

The perk Painful Regrets has been renamed Aedric Realignment to better reflect that PCs may have very different reasons for taking on Aedric adherency, which may have nothing to do with regret. If the Aedric Realignment perk becomes available in the Restoration tree, it indicates that the PC has lost favor with at least one Aedra, but not necessarily all of them. Each Aedra in R-IDB has different respective commands for their adherents. There's no need to invest in the Aedric Realignment perk to receive shrine blessings if the PC adheres to a given Aedra's commands and remains in good standing with them.

Since some Aedric Amulets can be difficult to consistently find in-game, three jewelers in Skyrim now sell a small number of them. These are mainly Amulets of the Aedric Shrines present in each of their respective cities. The Jewelers are Fralia Gray-Mane in Whiterun, Madesi in Riften, and Kerah in Markarth. I've added the respective Amulets to their leveled lists. Any other mod that changes their leveled lists could be incompatible, though these are such minor NPCs that it's unlikely other mods will affect them. Let me know if otherwise.

Mara and Stendarr now truly offer the PC compassion and mercy by giving them a second chance to earn greater blessings when investing in the Aedric Realignment perk, provided the PC hasn't transgressed too severely.



Akatosh – The Dragon of Time and chief Aedra of the Imperial Cult pantheon.
"Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests."Ten Commands: Nine Divines


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Akatosh is the chief deity of the Imperial Cult and its Eight (or Nine) Divines. This deity is formed from the compromise between Aui-El of the Mer races, Bormah of the dragons, and possibly others, during the first Era when Alessia formed the first Cyrodilic Empire. Alduin is Akatosh/Bormah's
first born and main adversary, threatening the existence of self/time. Dragons serving Alduin are disloyal to Akatosh's will. Adherents who fight to end the Skyrim dragon crisis earn the greater blessings of Akatosh.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Akatosh.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 stolen items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 pickpocketed items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 3 murders for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business
  • PC is not a vampire.
  • PC is not a werewolf.
  • PC has no Daedric artifacts, weapons, or armor, including the Necromancer's Amulet.


Greater Shrine Blessings

Absorbing dragon souls grants the following blessings from Shrines of Akatosh:

  • (Oblivion Lore) Jaws of Akatosh: Fortify Movement Speed: +2.5% per 5 dragon souls absorbed (max +25% for 50 dragon souls).

  • Bormahu Yol: Constant area effect. Incinerates disloyal dragons and those who serve them. Increases in power for every 10 dragon souls absorbed (max after 30 dragon souls). When Bormahu Yol is active, it's displayed in the active effects menu and by the minor visual effect it creates, which is identical to the one used by base Requiem for the Restoration spell Healing Aura. The effect is otherwise invisible - until you walk up close to hostile dragons and their worshipers.

(Skyrim Lore) Regenerate Magicka:

  • +25% for each Main Quest completed starting with Bleak Falls Barrow (max +350% for 18 Main Quests completed). 
  • +25% from an Amulet of Akatosh.
  • +25% Lesser Blessing / +50% Amulet Blessing.

Killing Alduin grants +50 Health, Magicka, and Stamina.

Jaws of Alduin weakens PCs who transgress too severely.



Arkay – Aedra of the Cycle of Life, Death, Mortals burials, and funeral rites.
"Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal
world, and do not profane the spirits of the dead."
Ten Commands: Nine Divines

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Arkay's order protect souls from manipulation. Arkay loosely opposes Daedric Princes, but only because Daedra claim the souls of those who align with them, removing those souls from Arkay's protection in Aetherius (or each racially based afterlife). Arkay bestows increased Health on adherents who follow his principles, as well as greater Health and aid in cleansing undead to adherents who oppose necromancy and the undead.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Arkay.
  • Arkay is not concerned with crime bounties, stolen items, or pickpocketing. They have no bearing on souls.
  • Committed less than 3 murders for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.
  • Brother Verulus from Markarth must remain alive.
  • PC has not failed the quest Andurs' Arkay Amulet (in Whiterun from Anders).
  • PC is not a vampire.
  • PC is not a werewolf.
  • PC has no Daedric artifacts, including the Necromancer's Amulet.
  • Trapped less than 3 souls in soul gems for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • PC has no Conjuration perks related to Necromancy and has learned no Conjuration spells related to necromancy.


Greater Shrine Blessings


  • Arkay's Cleansing: An area effect that burns hostile undead and necromancers (no other NPCs are affected) nearby the adherent of Arkay for the duration of the blessing. Starts minor fire damage and a small chance to stagger effected NPCs (max of 3 damage/second for 250 undead laid to rest). Beware having this blessing active when interacting with quest-giving undead NPCs, as this will lay them to rest if they turn hostile. When Arkay's Cleansing is active, it appears in the active effects menu and through a minor visual effect, which is identical to the one used by base Requiem for the Restoration spell Healing Aura. The effect is otherwise invisible - until you walk up close to undead and they catch on fire.

Fortify Health: 

  • +5 for every 25 undead laid to rest (max +70 after 350 undead laid to rest). 
  • +10 Fortify Health from an Amulet of Arkay.
  • +10  Lesser Blessing /+20 Amulet Blessing.

Granted for completing the following quests, or clearing the following Necromancer locations (which can be part of quests):


  • Andurs' Arkay Amulet (in Whiterun from Andurs) for +5.
  • The Wolf Queen Awakened (in Solutide from Falk) for +10.
  • Pilgrimage (in Riften from Alessandra) for +5.
  • Investigate the Hall of the Dead (in Markarth from Verulus) for +5.    

  • Clear Fellglow Keep for +10.
  • Clear Fort Snowhawk for +5.
  • Clear Ilinalta's Deep for +5.
  • Clear Wolfskull Cave for +5.

Arkay's Cleansing: consequence for the undead and necromancers:

 Weakens necromancers, the undead, and those who have removed their souls from Arkay's control, when attempting to wear an Amulet of Arkay or activate a Shrine of Arkay.

This occurs if:
  • PC is a vampire (undead).
  • PC is a werewolf (PC's soul is no longer under Arkay's control).
  • PC traps more than 5 souls into soul gems (manipulating souls away from Arkay's control).
  • PC has any Conjuration perks or learned any Conjuration spells related to necromancy.
  • PC has any Daedric Artifacts, including the Necromancer's Amulet.



Auri-El

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Auri-El is the chief of most Aldmeri pantheons, and the majority of Altmer and Bosmer claim direct descendency from him. Though priests of Akatosh in the Imperial Cult may claim otherwise, Auri-El has long-standing animosity with Lorkan/Shor for tricking him into participating in the creation of Mundus, severing the Mer from the spirit worlds. Auri-El furthermore has animosity with Kyne for creating the Nords at the Throat of the World, who settled Atmora and later returned to slaughter and drive the Mer out of much of Tamriel during the Merethic Era. Auri-El has little care for the lower caste Mer tribes cursed and transformed by Azura into Dunmer, who have largely given up Aedra worship in favor of worshipping Daedra. Auri-El cares little for Trinimac's cursed Mer tribes since Boethiah transformed them into Malacath and Orcs. Though Auri-El and Akatosh are different beings representing the same Time, they exist within the Dragon of Time, which occurs in multiple times and forms simultaneously overlapping.

Auri-El has little regard for the races of Men, Beasts, or the lower castes of Mer, though he won't deny minor benefits to those who are not his children if they serve his purposes. This is not true for Nords though, as any benefit to Nords gives strength to his enemies in the long lasting war over Mundus he and Anui-El have waged with Sithis, Shor/Lorkhan, and Kyne.

Alduin poses a threat to Auri-El's supremacy, challenging the existence of self/time, while dragons serving Alduin are disloyal to Auri-El's will. Though Auri-El and his Mer followers seek to end Mundus and its control over them, they want to do so on their own terms. Altmer and Bosmer adherents who fight to end the Skyrim dragon crisis earn the greater blessings of Auri-El. Auri-El further exalts Altmer and Bosmer who protect the sun.


Blessing Conditions

  • Receiving greater blessings requires that the PC is an Altmer or Bosmer and is not wearing any Imperial Cult amulets.
  • Minor blessings are offered to all other races except Nords.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 stolen items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 pickpocketed items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 3 murders for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.
  • Has not assisted in retrieving any pieces of Wuuthrad and is not a member of The Companions.
  • PC is not a Nord.
  • PC is not a vampire.
  • PC is not a werewolf.
  • PC has no Daedric artifacts, weapons, or armor, including the Necromancer's Amulet.
  • PC doesn't have Kyne's Token or any equipment related to Ysgramor or Kyne.


Greater Shrine Blessings

Every 5 dragon souls absorbed increases the following Shrine of Auri-El blessings:

  • (Oblivion Lore) Fortify Movement Speed: +5% (+50% max after absorbing 50 dragon souls).

  • Auri-El's Protection: reduces damage from disloyal dragons and those who serve them by 10% for every 10 dragons slain (40% max damage reduction after 30 dragons slain).

Fortify Marksman:

  • +2.5% for every Main Quest completed starting with Bleak Falls Barrow (max of +35% after 18 Main Quests).
  • +5% Lesser Blessing to all adherent PCs except Nords.

Killing Alduin grants +75 to each of Health/Magicka/Stamina. Completing the Dawnguard quest Touching the Sky grants another +75 to each.

Auri-El's Disgust: Weakens Nords, and a temporary deterrent for those who might consider transgressing.

Auri-El's Retribution: consequence for those who transgress too severely or assist the enemies and slaughterers of Mer.



Boethiah - Daedric Prince of Plots and Goddess of Destruction.

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Boethiah rules over Deceit, Conspiracy, Assassination, Treason, and the Unlawful Overthrow of Authority. Many believe her to be the God ancestor of the Dunmer, and she remains central to their pantheons. Among scholars, who frequently reject the common notion that Daedra are all demons, Boethiah is one of the Daedric Princes consistently viewed as evil in most of Tamriel. The Prince uses followers for bloodsport, even turning on her champion seemingly without reason at times.

Blessing

The Ebony Mail: This powerful artifact grants its wearer resistance to fire and magic, near immunity to poison, silent movement, and the ability to poison enemies who draw near. Only those worthy are granted its power, and Boethiah alone determines who should possess the Mail, and for how long a time. Boethiah will remove her blessing from any current champion who shows weakness, unless they prove themselves strong once again.

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Losing more than 85% of current Health, Stamina, or Magicka will remove all powers from the Ebony Mail unless a PC survives to bring their vitality above 15% again.




Clavicus Vile - Daedric Prince of Power, Trickery, Wishes, Serenity and Bargains.

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Clavicus' plane of Oblivion is the Fields of Regret, a place where the air smells of both perfume and rotting flesh, while the sky is blue with cottony clouds, and greenish-gray streaks that stain the atmosphere. This reflects the nature of any deal made with Vile, as he tends to offer powerful gifts when summoned, though he toys with his seekers by creating flaws in those items for his entertainment.


Blessings

Masque of Clavicus Vile: Legend tells the tale of Avalea, a noblewoman of some renown. As a young girl, she was grossly disfigured by a spiteful servant. Avalea made a deal with Clavicus Vile and received the Masque in return. Though the Masque did not change her looks, suddenly she had the respect and admiration of everyone. A year and a day after her marriage to a well connected baron, Clavicus Vile reclaimed the Masque. Although pregnant with his child, Avalea was banished from the Baron's household. Twenty one years and one day later, Avalea's daughter claimed her vengeance by slaying the Baron.

  • (Skyrim lore) Offers Daedric armor protection with half the weight, and (Morrowind lore) makes the wearer incredibly charming, but with a bitter catch...

Rueful Axe: "One of Clavicus's little jests. A wizard named Sebastian Lort had a daughter who worshiped Hircine. When the daughter became a werewolf it drove Sebastian over the edge. He couldn't stand to see his little girl take on such a bestial form. The wizard wished for the ability to end his daughter's curse. Clavicus gave him an axe." —Barbas, when asked about the axe.

  • A powerful weapon, though it may occasionally aid those it strikes...



Dibella – Aedra of Beauty.
"Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration
in the mysteries of love."
Ten Commands: Nine Divines


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Dibella exalts the silver tongued, musicians, dancers, artists, and weavers of seductive illusions. She has no interest in those crass enough to commit overt crimes, for why go through that trouble when glamour, grace, and charm can grant her adherents what they wish.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Dibella.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 stolen items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 pickpocketed items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 3 murders for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business
  • PC is not a vampire.
  • PC is not a werewolf.


Greater Shrine Blessings


Agent of Dibella: +20 damage to the opposite sex (identical to base Requiem), and +20 Fortify Personality (Shrine blessing)..

Fortify Personality (Speech and Persuasion)

  • +10 for every 20 Illusion skill (+50 max at 100 Illusion skill).
  • +15 from an Amulet of Dibella.

Fortify Illusion+5% for every 20 Speech (+30% max at 100 Speech skill).

Agent of Lovers: Become both an Agent of Dibella and an Agent of Mara for +25% Stamina Regeneration.

Dibella's Muse: Complete the quest Tending the Flames (Bard College in Solitude). Grants +50% Illusion and Speech experience skill rates.

Dibella's Grace: Reduces 5% of damage (or 2.5% of damage when wearing Heavy Armor) for completing each of the following Solitude Bard College quests, and each of the following quests:

  • Pantea's Flute
  • Finn's Lute
  • Rjorn's Drum

  • Have at least one Mark of Dibella in PC inventory from the quest Caught Red Handed (in Riften from Svana). Fully completing the quest will cause Dibella sorrow, though doesn't affect her offering of grace.
  • Lisbet's Missing Shipment (in Markarth from Lisbet).

Dibella's Sorrow: Fully completing the quest Caught Red Handed (in Riften from Svana) disappoints Dibella for conspiring against her priestess, and brings a -10% Speech debuff. Partially completing this quest does not trouble her.

Dibella's Disdain: Weakens PCs who transgress too severely.

Though Dibella does not publicly support Sanguine's dabauchery, there are rumors she can be wooed by presenting her with his Rose as a Shrine offering.
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  • Dibella's Flower Bearer: Equip Sanguine's Rose before activating a Shrine of Dibella for +50% Sneak and Evasion experience skill rates.

  • Equipping Sanguine's Rose whenever activating a Shrine of Dibella improves the blessings from Dibella's Muse, Dibella's Grace, and Agent of Lovers.




Forsworn and the Old Gods - Native inhabitants of Skyrim, dating from before the influence of the Imperial Cult.

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The history of the Reachmen began in the First Era even before Red Eagle made a pact with a Hagraven to become the first Briarheart. The Forsworn are a rebellious group of Reachmen serving Hagravens, Hircine, Molag Bal, and sometimes other Daedra, who fight to rule the Reach, and for the allowance to live and worship as they choose.

Forsworn armor and weapons are recognized by Aedra and Vigilants as being affiliated by Daedra. Being consecrated to the Old Gods, Forsworn equipment is a little more effective than base Requiem. Since there's little to no metal present on Forsworn equipment, and it is mainly effective due to magic, it is now upgraded using Briar Hearts rather than ingots or leather.

A PC attempting to wear Forsworn armor without demonstrating service or predilection to the Old Gods will result in a curse of wasting exhaustion. This can be overcome by the following:
  • Being in the Forsworn Faction.
  • Rescuing Madanach from Cidna Mine and helping him escape Markarth.
  • Possessing any of the Daedric artifacts of Hircine, Mehrunes Dagon, Namira, or Malacath.
  • Possessing the Eye of Melka.
  • Being a Breton.

Red Eagle's swords and Bloodthorne are now also Forsworn relics affiliated with Daedra, with both the benefits and the Aedric/Vigilant drawbacks that entails.



Hircine - Daedra of the Hunt, Sport, and the Chase. Known as the Huntsman and the Father of Manbeasts.

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Hircine created the various therianthropic diseases which transform mortals into beasts, and is the guardian of all were-creatures. In part due to his code of honor and fairness among his subjects, Hircine is one of the most worshiped and -to a certain degree- accepted of the Daedric princes. He exalts his followers when they hunt down dangerous prey, especially if they seek him out, accepted his blessing (and some might say curse) of lycanthropy.


Blessings


Bestial Blood - the passive effects that occur when a werewolf PC is in their normal player form.

  • Grants +25 Health, Stamina, and Carry Weight, +100% Resist Disease, +10 Unarmed Damage, and +25% Stamina Regeneration.

  • Wearing the Ring of Hircine grants werewolves PCs an additional +25 to Health, Stamina, and Carry Weight, and an additional +25% Stamina Regeneration and +10 Unarmed Damage.

If the PC has met with Hircine in the Daedric Quest, Ill Met By Moonlight:

  • PCs who hunt down and slay unusual/unique and powerful prey scattered throughout Skyrim (the unusual/unique giant animals, special atronach, and special giants that Requiem adds) will find that they each contain a Totem of the Great Hunt. Werewolf PCs who collect these Totems are granted +5 Bestial Endurance (Health and Stamina) for each Totem held in PC inventory.

  • Werewolf PCs who hunt down and slay dragons are granted +5 Bestial Strength (Unarmed damage and Carry Weight) for every 3 dragon souls absorbed, capping at +75 Bestial Strength at/after 45 dragon souls absorbed.

Werewolf Abilities - the PC passive effects that occur when transformed into a werewolf:

  • The default Health blessing is (reduced from +900 in base Requiem to) +400. This puts a low level werewolf PC around the Health quantity of low-tier NPC werewolves. High level PCs focused on Health can achieve similar quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy. Stamina Regeneration is added as a default blessing for +50% in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.

  • Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +50% in werewolf form. The standard buffs for that perk are unchanged.

  • Vanilla Skyrim provides werewolf perks up through the 164th werewolf maul, then no benefits thereafter. In R-IDB, if the PC has met with Hircine in Ill Met By Moonlight: For every 20 PC werewolf mauls (finishing moves, not corpses eaten) starting with 180, a PC in werewolf form will alternately receive an additional +25 Heath, +25 Stamina, or +5 Unarmed Damage, capping at +100 to both Health and Stamina, and +25 Unarmed Damage after 460 mauls.

Weakness to Silver
Werewolf PCs that pick up any silver weapons or items will lose some of their lycanthropic benefits until they get rid of the silver objects.



Julianos – God of Wisdom, Logic,
Literature, Law, History, and Contradiction.
"Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise." Ten Commands: Nine Divines

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Julianos values order and scholarship above all else, exalting well read scholars and students of magic.


Blessing Conditions

  • Being the Aedra of Law, Logic, and Contradiction, Julianos is not concerned with what you do, only with what is prosecutable. If the court systems of Skyrim are not concerned, then neither is Julianos. The exception is that Julianos frowns upon openly affiliating with criminal organizations regardless of whether a PC has any crime bounties.
  • Receiving greater blessings requires wearing an Amulet of Julianos.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.


Greater Shrine Blessings


Fortify Magicka:

  • +10 Lesser Shrine Blessing / +20 Amulet Shrine Blessing when wearing an Amulet of Julianos and activating a Shrine of Julianos
  • +10 for every College of Winterhold quest completed (max of +120 after 12 quests).
  • +10 from wearing an Amulet of Julianos.

Absorb Magicka: +0.5% chance for every 10 books read (max of +10% for reading 200 books).

Elder Scroll Scholar: Requires an Elder Scroll kept in PC inventory. Increases experience skill rate for all schools of magic by 50%.


Julianos' Judgement: Weakens PCs who transgress too severely.

Julianos exalts scholars who pursue the truth, including Daedric knowledge.
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  • Oghma's Scholar: Requires the Oghma Infinium kept in PC inventory. +75% experience skill rate for all schools of magic. Can be combined with Elder Scroll Scholar.




Kynareth – Goddess of Air, Wind, Sky, and the Elements.
"Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury."Ten Commands: Nine Divines

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Kynareth is the amalgamated creation of the Imperial Cult, fusing qualities of Kyne and Y'ffre as a compromise with the Mer races during the First Era, when Alessia formed the first Cyrodilic Empire. She is a combination of qualities of wind, air, and sky from Kyne, and Spriggan, trees, and nature of the land from Y'ffre. Kynareth is the matron Aedra of travelers and sailors, keeping them able and healthy in the wildness of her wilderness. She offers greater blessings to those who are well traveled, as well as those who protect the Eldergleam and Gildergreen.


Blessing Conditions

  • Kynareth, being the embodiment of nature, is not concerned with the laws of Man or Mer. She frowns upon wasteful murder, though accepts killing for sustenance and survival. Affiliations with Daedra are scorned, for they have no regard for nature.
  • Receiving greater blessings requires wearing an Amulet of Kynareth.
  • PC has not mortally damaged her sacred tree.
  • Committed less than 6 murders and killed less than 6 of any form of Spriggan for greater blessings, or less than 8 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest Whispers in the Dark.
  • Not finished the Thieves Guild quest Trinity Restored, and PC hasn't taken the oath as a Nightengale in that quest.
  • PC is not a werewolf.
  • PC is not a vampire.
  • PC has no Daedric artifacts, weapons, or armor, including the Necromancer's Amulet.
  • PC has no Taproots or Spriggan Sap in inventory.


Greater Shrine Blessings


Nature's Gift (Fortify Stamina and Carry Weight)
+10 for every 20 locations discovered (max of +120 for 240 locations).

Fortify Stamina:

  • +10 from an Amulet of Kynareth.
  • +10 Lesser Blessing / +20 Amulet Blessing.

Resist Illness (Poison and Disease): +50% for bringing a new sapling to replace the Gildergreen in Whiterun without mortally damaging her sacred tree.

Kynareth's Protection:
  • An area effect around the PC causing all aggressive animals to become more docile and begin play fighting, reducing their attack damage by 25% after the PC has discovered 70 locations.
  • Bringing an Eldergleam sapling back to the Temple of Kynareth in Whiterun improves the blessing, reducing animal attack damage by 50%.
  • Bringing an Eldergleam sapling back to the Temple of Kynareth in Whiterun and discovering 140 locations reduces animal and Spriggan attack damage by 75%.
  • When Kynareth's Protection is active, it displays in the active effects menu and a minor visual effect, which is identical to the one used by base Requiem for the Restoration spell Healing Aura. The effect is otherwise invisible - until you walk up close to the wild animals and creatures listed.

Kynareth's Fury: Weakens PCs who transgress too severely.



Kyne - Goddess of Storms, Wind, Rain, and the Hunt. Shor's Warrior-Widow, and Mother Creator of the Nords. Known as "Kiss at the End" to Nords who earn an afterlife in Soverngarde.
"Those sycophants in the Temple would call her Kynareth. Just a pale shadow of the truth, like all the Temple Divines. Kyne! Blessed Warrior-Wife. Shor's widow, sacred to any true Nord hunter. She's the mother of men and beasts, and her veil is the storm." - Froki Whetted-Blade

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Kyne is the pre-Imperial embodiment of wind, rain, storms, and the hunt. Her husband, Shor/Lorkhan, was created by Sithis to fight the Dawn Era deities, Anui-El and Auri-El, after they had enslaved all of Sithis' creation. It is Lorkhan who inspired several et'Ada -and gave up his own life- to create Mundus in part to limit their power and protect that part of existence from their slavery. In the Merethic Era, Kyne created the Nords at the Throat of the World to carry out her vengeance against Auri-El and his Mer children after they slaughtered her husband Shor/Lorkhan. She allied with Paarthurnax and together they taught the first Nords to use the Thu'um to fight back the dragons, making Paarthurnax sacred to her in their fight against Alduin. The Nord resistance to cold and lightning, and their natural power of the voice, are direct blessings from Kyne to her children. She led the Companions to return from Atmora to slaughter the Mer across Skyrim, and it is her tears shed through Ysgramor from which Wuuthrad is formed.

Kyne holds deep hatred of Auri-El, Trinimac/Malacath, and their Mer children, and has conspired since the Merethic Era to wipe their existence from Mundus. She scorns all Altmer, Bosmer, and Orsimer, though she has come to a form of truce with the Dunmer, as they pledge worship to her in many of their pantheons.


Blessing Conditions

  • Receiving blessings requires wearing Kyne's Token by completing the quest Kyne's Sacred Trials (from Froki in the Rift).
  • Committed less than 20 murders.
  • PC has no limitations on Dark Brotherhood quests, as her husband is a child of Sithis.
  • Not finished the Thieves Guild quest Trinity Restored, and PC hasn't taken the oath as a Nightengale in that quest.
  • Ulfric Stormcloak must remain alive.
  • Paarthurnax must remain alive.
  • PC is not a Mer race, except Dunmer.
  • PC is not a vampire.
  • Tolerates PC werewolves. Kyne respects them for the canine archetype represented in her deceased husband Shor/Lorkhan, and for lycanthropes' hunting abilities, but refuses to bless PCs if they offer themselves to Hircine.
  • PC has no Elven, Orcish, Glass, or Daedric artifacts, weapons, or armor, including the Necromancer's Amulet.
  • PC does not have Auri-El's Bow or Shield.


Shrine Blessings


All of Kyne's Blessings are activated at Shrines of Kynareth, as half of Kynareth is a veiled devotion to Kyne (the other half being Y'ffre).

Fortify Endurance (Health and Stamina):

  • +5 Shrine Blessing (Wearing Kyne's Token and activating a Shrine of Kynareth).
  • +5 for every Companions quest completed (max of +60 after completing 12 Companions quests).
  • +20 for completing the Main quest Soverngarde (immediately preceding the final battle with Alduin).
  • +10 for Nord PCs.

Fortify Marksman:

  • +2% for every 40 animals hunted (killed). Maximum of +10% after hunting at least 200 animals
  • +5% from Kyne's Token
  • +5% when equipping the Bow of the Hunt.

Regenerate Stamina: granted for completing the following quests, or having the following items equipped when activating a Shrine of Kynareth:

  • Hunter and Hunted (at Moss Mother Cavern from Valdr) for +10% Stamina regeneration.
  • The Blessings of Nature for bringing back a sapling to Whiterun (in Whiterun from Danica) for +15% Stamina regeneration.

  • Wuuthrad for +25%.
  • Poacher's Axe for +10%.
  • Woodsman's Friend for +10%.
  • Bow of the Hunt for +15%.
  • General Tullius' Longsword for +20%.
  • +10% for Nord PCs.

Fortify Shouts:

  • +3% reduction to Shout timers for every (three word) Shout mastered, up to a maximum of +30% after 10 full Shouts mastered.
  • +10% for Nord PCs.
  • Kiss at the End: +10% Fortify Shouts when the PC gains access to Soverngarde at the completion of the Main quest, The World-Eater's Eyrie.

Resist Storms: +4% Shock resistance and twice that to Frost resistance for completing the following Main quests (max +20%):

  • The Way of the Voice
  • The Horn of Jurgen Windcaller
  • The Throat of the World
  • Alduin's Bane
  • Soverngarde

Voice of the Sky: animals will neither run nor attack the PC. Requires a PC to bring a sapling back to the temple of Kynareth in the quest Blessings of Nature (in Whiterun from Danica), complete the quest Hunter and Hunted (at Moss Mother Cavern from Valdr), and hunt at least 100 animals.

Kyne's shouts, made up of Kyne's Peace, Predator's Might, and Call of Valor, will only provide benefit to her Nord children and others who serve her by wearing her amulet.


Kyne's Fury: ravages the enemies of Shor/Lorkhan.
Causes Frost and Shock damage for the following conditions:

  • Ulfric Stormcloak is dead.
  • Paarthurnax is dead.
  • PC is a Mer race, except Dunmer.
  • PC has Auri-El's Bow or Shield, or Volendrung.



Mara – Goddess of Love and compassion; the Mother Goddess.
"Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family." Ten Commands: Nine Divines

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Mara exemplifies compassion, even accepting those who show remorse -after moderate transgressions- back into her embrace of greater blessings, so long as they prove themselves to be reformed. Mara exalts healers who protect Nirn from Vaermina's influence.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Mara.
  • Less than 3000 lifetime crime bounty, or less than 10,000 with the perk Aedric Realignment - both allow greater blessings.
  • Less than 10 stolen items, or less than 20 with the perk Aedric Realignment - both allow greater blessings.
  • Less than 10 pickpocketed items, or less than 20 with the perk Aedric Realignment - both allow greater blessings.
  • Less than 3 murders, or less than 5 with the perk Aedric Realignment - both allow greater blessings.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.
  • Mara's priest Erandur remains alive, though not necessary for greater blessings with the perk Aedric Realignment.
  • PC is not a vampire.
  • PC is not a werewolf.
  • PC has no Daedric artifacts, weapons, or armor.


Greater Shrine Blessings


Even if a PC falls into disfavor with Mara, all greater blessings can be restored with the perk Aedric Realignment, if the PC hasn't transgressed too severely.

Magic Resistance
  • +1% for the Agent of Mara ability, kept regardless of PCs actions, showing the spark of Mara's love and compassion. 
  • +4% when an Agent of Mara activates her Shrine while wearing her Amulet.
  • +5% Agent of Love: Become an Agent of Mara and an Agent of Dibella.
  • +10% for destroying the Skull of Corruption.

Restoration Power:

  • +5% Lesser Blessing / +10% Amulet Blessing. 
  • +10% for completing the quest Sealing the Deal (from Talen-Jei in Riften). 
  • +10% from an Amulet of Mara.
  • +10% for wearing a Bond of Matrimony.

Fortify Willpower (Stamina and Magicka Regeneration):

  • +10% Stamina Regen and +40% Magicka Regen for every 20 Restoration skill (max of +50% Stamina Regen and +200% Magicka Regen at 100 Restoration skill).

Mara's Warmth:

  • An area effect blessing that surrounds the PC, constantly healing nearby friendly NPCs by 1 Health and Stamina per second.
  • A stronger blessing is granted for becoming an Agent of Mara, or for destroying the Skull of Corruption, which constantly heals nearby friendly NPCs by 2 Health and Stamina per second.
  • The strongest variation of Mara's Warmth is granted for becoming both an Agent of Mara and destroying the Skull of Corruption, which constantly heals nearby friendly NPCs by 3 Health and Stamina per second.
  • When Mara's Warmth is active, it displays in the active effects menu and as a minor visual effect, which is identical to the one used by base Requiem for the Restoration spell Healing Aura. The effect is otherwise invisible - until you walk up close to friendly NPCs and they show the same minor visual effect and start healing.

Mara's Sorrow: Weakens PCs who transgress too severely.



Molag Bal - Daedra of Schemes, Domination, and Enslavement.

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The creator of vampiric diseases, Molag Bal rules over Coldharbor, constantly scheming to dominate lands he has not yet enslaved. He exalts those who force their will upon others, while making them dependent upon his blessings. Mannimarco's alignment (as the mantled God of Undeath) with Molag Bal places the Necromancer's Amulet under his domain, and it is through this amulet and the Mace of Molag Bal that a vampirism inclined PC will thrive. Molag Bal generally detests Aedra, though he has a special disgust for Mara and Dibella, and will never fully accept an adherent who is an Agent to either of them.


Blessings/Enslavement

Vampirism - the passive effects that occur for a PC vampire in normal player form:

  • The default Health and Stamina blessings are reduced (from +300 in base Requiem) to +150. This more closely matches a PC vampire to the Health of low-tier NPC vampires of comparable level encountered in Requiem.
  • Vampire PCs with the Mace of Molag Bal equipped are granted +50 to both Health and Stamina.
  • Vampire PCs wearing the Necromancer's Amulet are granted +25 to both Health and Stamina.
  • Vanilla Skyrim provides vampire perks up through the 156th neck bitten, then no benefits thereafter. In R-IDB For every 10 necks bitten starting at 160, vampire PCs are granted an alternating cycle of +5 to Health and Stamina, capping at +75 to both Health and Stamina after 450 necks bitten.

  • Searing Sun: Health/Stamina/Magicka debuffs are the same intensity as base Requiem (making them potentially deadly for a low level unprepared vampire PC), though all stages of Searing Sun penalties for H/M/S are each reduced by 25% for wearing the Necromancer's Amulet or having the Mace of Molag Bal equipped. Equipping both at the same time reduces H/M/S penalties for all stages by 50%.

  • Vampire Lord Enhancements: the PC passive effects that occur when transformed into a vampire lord: Requiem 2.0.x rebalances Vampire Lord PCs excellently, so changes are not made to their magnitudes in this mod. Vampire Lord blessings can be diminished though by the curses listed below.

Curses involving vampirism or the Necromancer's Amulet:

  • Completing Meridia's Daedric Quest will curse vampire PCs, or any PC attempting to wear the Necromancer's Amulet, as Meridia gains claim over the PC's soul, and she murderously hates necromancy and the undead.
  • Molag Bal's Daedric quest will be more difficult to complete if the above conditions involving Mara, Dibella, or Meridia are met.
  • The Necromancer's Amulet again follows Xarrian's narrative story telling by requiring a mortal PC to have at least 300 base Magicka before being able to wear it without the Curse of Agony. Vampires (and any other undead) can wear it freely.

Vampire Weakness to Silver
Vampire PCs with any silver weapons or items in their inventory will lose many of their blessing/enslavement benefits until they are rid of all silver objects.


Namira - Daedric Prince of Decay and Ancient Darkness.

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Namira is known as the Mistress of Decay, and the Devourer of the Dead. She is associated with spiders, insects, slugs and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira takes pleasure in Tamriel's cannibals, and the consumption of all mortals. Those with strong stomachs who enjoy consuming raw flesh that would cause most to weaken or vomit are particularly exalted.

Namira is known for granting her champions her three blessings of disease, pity, and disregard.

Blessing/Decay:

Ring of Namira: Grants greater favor to those with strong stomachs. Most of her favor is now given while digesting the flesh of the dead, with both great bounties of stamina, increased health, and ravaging blessings that accompany her exaltation.


Nocturnal - "I strove to understand her labyrinthine philosophy, the source of her mysterious pain. Everything about her was dark and shrouded, even the way she spoke and the acts she required of me. It took years for me to understand the simple fact that I could never understand Nocturnal. Her mystery was as essential to her as savagery was to Boethiah or treachery was to Molag Bal. To understand Nocturnal is to negate her, to pull back the curtains cloaking her realm of darkness. As much as I loved her, I recognized the futility of unraveling her enigmas." Sigillah Parate[1]

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Nocturnal is not interested in worship, though she is amused by those who enter where they are not intended, and take objects which are not given.


Blessing Conditions

Nocturnal doesn't care what you do.


Greater Shrine Blessings

  • Fortify Sneak: +10% for every 50 items stolen, up to a maximum of +50% at or above 250 items stolen.
  • Fortify Lockpicking (expertise): +10 for every 25 locks picked, up to a maximum of +50 at or above 125 locks picked.
  • Fortify Pickpocketing: +10% for every 50 items pickpocketed, up to a maximum of +50% at or above 250 items pickpocketed.



Peryite - Daedric Prince of Pestilence.

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Peryite influences the lives of nearly every mortal inhabitant of Nirn, as he is the cause of plagues and pandemic diseases. He is known as the Taskmaster, and is charged with maintaining the proper order among the lesser Daedric species and the lower planes of Oblivion. He and his followers frequently cite their desire to see the "natural order" maintained.

Blessing

Spellbreaker: Provides a powerful protective ward from magic when used to block, and a constant fog of pestilent Silence that drains magic from friend and foe alike.



Sanguine - Daedric Prince of the Myriad Realms of Revelry, Pranks, Addiction, and Lord of Debauchery.

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Sanguine rules over numerous pocket realms of every form of pleasure imaginable and unimaginable, most of which he chooses to have no particular control over. The realms are used by his visitors to suit their desires, and he takes delight in indulging them. Sanguine takes great personal interest in his revelers and always encourages a debaucherous time.


Blessings

The Sanguine Rose opens the gates to his servants and revelers, though he strongly encourages his adherents to at least show some decorum in making sure to show up intoxicated, if not also without clothing or armor...

The Sanguine Rose is an extended prank in motion, though if a PC explores all of its permutations, Sanguine will have rewarded them significantly.

Likes: Clavicus Vile, Mephala, Peryite, and Dibella. Brawls and pugilism. Pulp literature. Drunkenness, skooma intoxication, and skooma collectors.

Dislikes: Affiliating with worshipers of most Aedra. Becoming Mara's Agent disappoints Sanguine. He's also saddened by anyone who completes the quest The Raid (in Riften from Wujeeta).

Fear and Loathing in the Sanguine Rose: a partial spoiler operation manual for the confused...
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  • Taking off a PC's cuirass/clothes or putting them back on will often create different effects while the Sanguine Rose is activated.
  • Taking off a PC's cuirass/clothes can summon people or Dremora, and causes the visual changes to be more intense.
  • Putting a PC's cuirass/clothes on often makes animals appear, and causes the visual changes to be less intense.
  • No revelry will usually take place if the PC isn't intoxicated with alcohol or skooma, or doesn't have some skooma on hand.
  • Sanguine animals are likely filled with intoxicants and questionable intrigues.
  • Sanguine revelers aren't particularly bothered if you get rowdy and take their stuff. They'll end back up in the Myriad Realms of Revelry anyways, no worse for wear.
  • There are various Sanguine Roses from other Myriad Realms.
  • Wearing Sanguine's Amulet, while intoxicated and not wearing clothing or armor, may bring satisfaction to a pugilist.
  • Possessing pulp literature, while intoxicated and not wearing clothing or armor, may bring a smile to the debaucherous.




Stendarr – God of Mercy, Justice, charity, and luck. Righteous rule by might and merciful forbearance.
"Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy."Ten Commands: Nine Divines

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Stendarr gives merciful forbearance to his adherents. He will completely forgive moderate transgressions when a PC shows righteousness in realigning with the Aedra, and returns to offer all
greater blessings to adherents who prove themselves to be reformed. Stendarr is strictly opposed to Daedra, exalting adherents who slay them and their worshipers. Stendarr punishes any who consort with Daedra.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Stendarr.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty, or less than 10,000 with the perk Aedric Realignment - both allow greater blessings.
  • Less than 10 stolen items, or less than 20 with the perk Aedric Realignment - both allow greater blessings.
  • Less than 10 pickpocketed items, or less than 20 with the perk Aedric Realignment - both allow greater blessings.
  • Committed less than 10 murders (to make up for how many murders are potentially required to fulfill the Daedric quests portion of blessings), or less than 12 with the perk Aedric Realignment - both allow greater blessings.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.
  • PC has no Conjuration spells related to Daedra (except for Banish Daedra)..
  • PC is not a vampire.
  • PC is not a werewolf.
  • PC has no Daedric artifacts, weapons, or armor, or the Necromancer's Amulet.


Greater Shrine Blessings


Stendarr's Justice:

  • An area effect surrounds the PC, damaging hostile Daedra and hostile NPCs who consort with them. This includes atronachs, Dremora, Xivilai, Forsworn, hagravens, werewolves, vampires, and any hostile NPCs with Conjuration spells related to Daedra (except Banish Daedra). Increases in strength for every 15 Daedra slain (max after 30 Daedra slain).
  • When Stendarr's Justice is active, it displays in the active effects menu and as a minor visual effect it creates, which is identical to the one used by base Requiem for the Restoration spell Healing Aura. The effect is otherwise invisible until you're near hostile Deadra -and NPCs friendly to them- and they catch on fire.

Fortify Blocking: Additionally grants resistance to draining magic.

  • +10% Lesser Blessing from activating a Shrine of Stendarr while wearing an Amulet of Stendarr
  • +10% for every 10 Daedra slain (max +30% after slaying 30 Daedra).
  • +10% from wearing an Amulet of Stendarr.

Fortify Endurance: Increases both Health and Stamina by +5 for clearing each of the following Forsworn locations (max of +70). Some locations may be unclearable if certain quests/questlines have been started, such as the Civil War.

  • Blind Cliff Cave
  • Broken Tower Redoubt
  • Bruca's Leap Redoubt
  • Dragon Bridge Overlook
  • Deepwood Redoubt
  • Druadach Redoubt
  • Hag's End
  • Hag Rock Redoubt
  • Karthspire
  • Kolskeggr Mine
  • Lost Valley Redoubt
  • Rebel's Cairn
  • Red Eagle Redoubt
  • Serpent's Bluff Redoubt

Fortify Restoration: +3% granted for clearing each of the following vampire locations (max of 33%).

  • Broken Fang Cave
  • Haemer's Shame
  • Mara's Eye Pond
  • Moldering Ruins
  • Movarth's Lair
  • Pinemoon Cave
  • Redwater Den
  • Shriekwind Bastion
  • Bloodlet Throne

  • The Wolf Queen Awakened (in Solitude from Falk) for +6% Fortify Restoration.

Fortify Armor: +50 granted for ending the following Daedric quests/questlines (max of +350):

  • The House of Horrors (in Markarth from Vigilant Tyranus). Fail this quest by killing Logrolf after the quest begins, without returning him to Molag Bal's shrine.
  • Waking Nightmare (in Dawnstar from Erandur). Destroy the Skull of Corruption.
  • Discerning the Transmundane (in a cave in the North Sea from Septimus). Fail this quest by killing Septimus when the PC understands him to worship Daedra, after the quest begins.
  • Destroy the Dark Brotherhood! (from any Hold guard after killing Astrid).
  • The Taste of Death (in Markarth from Eola). Fail this quest by killing Eola when the PC understands her to worship Daedra, after the quest begins.
  • Pieces of the Past (in Dawnstar from Silius). Fail this quest by killing Silius when the PC understands him to worship Daedra, before retrieving the pieces of the blade, and after the quest begins.
  • The Only Cure (at Peryite's Shrine from Kesh). Kill Kesh without using incense to commune with Peryite.

Restoration Power: +5% for every Dawnguard quest -not as a vampire- completed (max of +75% after 15 Dawnguard quests).

Stendarr's Justice for those who consort with Daedra:
Weakens those who consort with Daedra when they attempt to wear an Amulet of Stendarr or activate a Shrine of Stendarr.

This occurs if:
  • PC is a vampire.
  • PC is a werewolf.
  • PC has any Daedric Artifacts, weapons, or armor.
  • PC has any Conjuration spells related to Daedra (except for Banish Daedra).



Talos – Hero-god of Mankind, God of Might, Honor, State, Law, Man, War, and Governance.
"Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel." Ten Commands: Nine Divines

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Talos seeks to continually prove the mythic Prisoner archetype as the hero of Tamriel. Talos exalts those who fight to end the Skyrim Civil War, and maintain the honor of Talos and the Septim family name.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Talos.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 stolen items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Less than 10 pickpocketed items for greater blessings, or less than 20 with the perk Aedric Realignment for Cure Disease only.
  • Committed less than 10 murders for greater blessings. Talos understands that the lines between murder and killing can blur during times of war.
  • Not finished the Dark Brotherhood quest With Friends Like These...
  • Not finished the Thieves Guild quest Taking Care of Business.
  • PC has not killed Paarthurnax.
  • PC has not betrayed Talos worshippers to Aldmeri Dominion officials.
  • PC is not a vampire.
  • PC has no Daedric artifacts, weapons, or armor, or the Necromancer's Amulet.



Greater Shrine Blessings


Fortify Melee: +2% for every Civil War quest completed (max of +20%). Both Stormcloak and Imperial quests are exalted.

Fortify Strength (Stamina and Melee Damage): +10 Stamina and half that to Melee Damage per odd Civil War quest (max of +50 for 9 Civil War quests).


Fortify Shouts:

  • +5% for Elisif's Tribute (in Solitude from Elisif after completing The Man Who Cried Wolf).
  • +5% for Return to Grace (in Solitude from Svari).
  • +10% for completing 10 Civil War quests.
  • +10% from an Amulet of Talos.
  • +10% Lesser Blessing / +15% Amulet Blessing.

Fortify Strength (Stamina and half that to Melee Damage):

  • +15 for stating to a Thalmor patrol that the PC worships Talos.
  • +15 for Missing in Action (in Whiterun from Fralia or Avulstein).
  • +15 for Destroy the Dark Brotherhood! (from any Hold guard after killing Astrid).
  • +15 for Rise in the East (in Windhelm, Dawnstar, or Japhet's Folly from Orthus).
  • +15 for The Ghost of old Hrolden (in Old Hrolden Inn from Eydis).
  • +25 for The Wolf Queen Awakened (in Solitude from Falk).

Ysmir's Storm: weakens PCs who transgress too severely.



Yokudan Pantheon - Gods of the Redguard

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The following blessings are accessible to Redguard PCs and NPCs, or any PC that successfully completes the quest "In My Time of Need". They are variously found on Alik'r equipment:

Blessing of Leki (Ruptga's daughter, and Goddess of Aberrant Swordsmanship): Increases One and Two-Handed Weapon skill by +10%.

Blessing of Onsi (Yokudan Warrior God): Increases One and Two-Handed weapon damage by +7.5%.

Blessing of Ruptga (Chief God of the Yokudan, and creator of the "Walkabout"): Increases Movement Speed by +5%.

Blessing of Tu'whacca (Yokudan God of Souls and the Far Shores): Increases Health by +25.



Zenithar – God of Work and Commerce. The Trader God.
"Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished."Ten Commands: Nine Divines

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Use the mod Blocksteal-Redux for this blessing. Zenithar doesn't mess around.

Zenithar exalts those who work hard for honest profit by improving crafting and bartering abilities. Theft is punished.


Blessing Conditions

  • Receiving greater blessings requires wearing an Amulet of Zenithar.
  • No current crime bounties.
  • Less than 3000 lifetime crime bounty for greater blessings, or less than 10,000 with the perk Aedric Realignment for Cure Disease only.
  • Less than 5 stolen item for greater blessings and to avoid Zenithar's Punishment. Less than 10 with the perk Aedric Realignment for Cure Disease only, and to avoid Zenithar's Greater Punishment.
  • Less than 5 pickpocketed items for greater blessings and to avoid Zenithar's Punishment. Less than 10 with the perk Aedric Realignment for Cure Disease only, and to avoid Zenithar's Greater Punishment.
  • Committed less than 3 murders for greater blessings, or less than 5 with the perk Aedric Realignment for Cure Disease only.
  • Not finished the Dark Brotherhood quest "With Friends Like These..."
  • Not finished the Thieves Guild quest "Taking Care of Business"


Greater Shrine Blessings

Fortify Alchemy:
  • +2% for every 40 potions crafted, up to +14% at or above 280 potions.
  • Completing the quest Few and Far Between (in Riften from Ingun) grants +6%.

Fortify Barter
:
  • +2% for every 100 barters, up to +8% at or above 400 barters.
  • +3% for every 3 successful persuasions, up to +12% at or above 12 successful persuasions.
  • +3% for every 3 stores invested, up to +12% at or above 12 stores invested.
  • Completing the quest Ice Cold (in Riften from Marise) grants +4%.
  • Completing the quest Lisbet's Missing Shipment (in Markarth from Lisbet) grants +7%.
  • Completing the quest Ringmaker (in Riften from Madesi) grants +4%.
  • Completing the quest The Spiced Wine (in Solitude from Evette) grants +3%.

Fortify Smithing:
  • +2% for every 40 pieces of armor crafted, up to +6% at or above 120 pieces of armor crafted.
  • +2% for every 40 pieces of armor improved, up to +6% at or above 120 pieces of armor improved.
  • +1% for every 40 weapons crafted, up to +3% at or above 120 weapons crafted.
  • +1% for every 40 weapons improved, up to +3% at or above 120 weapons improved.
  • Completing the quest Coated in Blood (in Markarth from Moth) grants +3%.
  • Completing the quest Stoking the Flames (in Riften from Balimund) grants +3%.
  • Completing the quest Skilled Apprentice (in Markarth from Ghorza) grants +1%.

The Forgemaster's Apprentice: Doubles Smithing experience skill rate if a PC wears The Forgemaster's Fingers.

The White Phial Apprentice: Doubles Alchemy experience skill rate if a PC is carrying The White Phial in inventory.

Ancient Knowledge Apprentice: Requires a PC to have the Ancient Knowledge ability. Increases Enchanting experience skill rate by +150%, and Smithing and Alchemy experience skill rates by 25% each. This Blessing can be combined with The White Phial Apprentice and The Forgemaster's Apprentice.


Zenithar's Punishment for those who steal.
If the PC ever steals or pickpockets any items, there's a reduction in PC Bartering abilities while wearing an Amulet of Zenithar, or activating a Shrine of Zenithar. The punishment increases moderately if the PC steals or pickpockets more than 4 items, and severely if the PC steals of pickpockets more than 9 items.



Using the mod Blocksteal Redux is highly encouraged when using R-IDB
. Zenithar doesn't mess around.

R-IDB combines well with Requiem - Minor Arcana Reborn by Axonis. For best results, load Requiem_Minor_Arcana.esp before Requiem - Immersive Divine Blessings.esp.

If using Requiem - Alchemy Rebalance (R-AR), place R-AR before R-IDB in your load order to get the most out of both mods.


Requiem - Werewolf and Vampire Rebalance (R-W&VR) is fully integrated into R-IDB with additional expansions integrating records specific to this mod. Don't include R-W&VR in your load order when using R-IDB.

Any mod that adds new custom silver rings, armor, or amulets won't have the silver weakness effect for werewolves and vampires in R-IDB without a patch. Mods adding silver weapons will have the silver weakness effect as intended with no need for a patch.

Load Requiem - Immersive Divine Blessings.esp after Requiem.esp and before Requiem for the Indifferent.esp.

Click here to see other Requiem improvement patches I've made or curate.


Thanks to:
Xarrian, Azirok, Axonis, and Ogerboss for each of their enormous amount of development work on Requiem.
dopalacz for permission to include meshes and textures from SPOA Silver Knight Armor and SPOA Silver Knight Shield.

Madcat221 for permission to include meshes and textures from Robed Steel Plate Armor.
lautasantenni for permission to include meshes and textures from Expanded Jewelry Crafting.
kryptopyr for permission to patch WAFR and CCF keywords and changes.
UnmeiX for permission to patch KFR values.
zilav for Skyrim engine assistance.
cheesecakerh, SilentSin26, and llanga for creative brainstorming.
Agameron, maledictoamare, agameron2, nucklesamich, dominol99, heckur, DanteStrife323, jap2112, flobe03, llanga, Hpsauce, STEAMn00b, JazzKiwifruit, Segolia94, youdontwantnoneson, codeborealis, wh1teazn, SaltarL, Johito, Maresi2009, ElectricSparx, llwenray85, CelticDreamer, SleepingBeard, thetrader, Wstonefi, jayserpa, MoonShadowFan, Munch Universe, Eurafrica, melik173, SUNNY333456, jayserpa, and Terrorforge for bug testing.

zer0morph and Applesaucez for their creative ingenuity in initially inspiring this mod.