gives the Cleaver of St. Felms and Crosier of St. Llothis actually useful enchantments
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The Cleaver of St. Felms is literally the only axe "artifact" in the game, DLCs included. Every other weapon type has several to choose from (yes, even spear gets some variety with the DLCs) but if you want to carry around a unique axe the Cleaver is your only choice. Unfortunately, there's not much point to it because the enchantment on it is a complete joke. It applies a 20 point feather effect and a 15 point drain magicka effect to YOU every time you hit an enemy, and if that wasn't useless enough the effect only lasts for ONE second anyway. I get that the Temple artifacts are meant to represent a sort of self-flagellation by combining positive effects with negative ones, but this is just silly. So, I've decided to balance the Cleaver (and the Crosier) around this general idea, but not to the point that they're entirely useless like in vanilla.
This mod changes the Cleaver's enchantment to be a constant effect, and it swaps the feather effect out with a fire shield (since the feather constant effect is already Skullcrusher's thing, plus there's no weapons in the game that offer elemental shields as constant effects so this makes it extra unique). It also replaces the "drain magicka" effect with a "damage fatigue" effect, so your stamina will be slowly drained while wielding the axe. This is more detrimental at lower levels, but becomes trivial once you reach end-game. I think it's a pretty fair tradeoff.
And while I was at it, I decided to change the Crosier of St. Llothis as well. The Crosier has a pretty nifty enchantment, damaging health, blinding, and disintegrating armor with each hit. Unfortunately, it does all of this to the wielder rather than the enemy. So, I've simply changed the enchantment effect to effect both the player AND the target.