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WezKal

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WezKal

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About this mod

I started out just wanting to make a few things constant effect instead of cast when used, but ended up tweaking a lot more things from small stat changes to adding new enchantments to some artifacts. Details of exact changes to each item below.

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Some artifacts just never felt quite like the gear of legend the lore describes them as. With this mod I've reworked most artifacts in a lore friendly way and while mostly keeping to what it seemed like the developers intent was.

I did make some Tribunal artifacts, that were clearly meant to be jokes, into slightly useful pieces of equipment, while keeping the humor. I also enchanted and changed stats of some supposed artifacts that in game are very mundane and even weak and made some more like they were/are in other games. Lastly I added in two artifacts that were partially made but never implemented.

I may work on this more to rework some of the "unique items" in this same way, as some of them feel on par with artifacts. I'm also open to suggestions if anyone feels there were other changes I didn't make that might fit this mod.

To install download the files and move Artifacts_Reworked.omwaddon to your data files, or where every you keep your mods. The only other file is a readme with all of the changes and explanations of my thought process on some of the bigger ones

Compatible with TES3MP

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Artifacts
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Weapons


Spear of Bitter Mercy 

- Cast when used -> constant effect - Reflect 20-30 -> 20


Cleaver of ST. Felms

- Cast when strikes (for 1 second) -> constant effect 
- Feather 20 -> Fortify Strength 5 (for 25 more carry weight and 5% damage boost)

Wings of the Queen of Bats 

- Added to game, location at bottom of page. 
- Replaced Drain Health 1-10 for 30 sec with Absorb Health, Fatigue, and Magicka 5-15 
- Charge/cost/uses 500/50/10 -> 1000/100/10

Staff of Hasedoki 

- Cast when used -> constant effect 
- Resist Magicka 30-40 -> Resist Magicka 30

Staff of Magnus 

- Cast when used -> constant effect 
- Spell Absorbtion 25-50 -> 25 
- Restore Health 1

Volendrung
 

- Added enchantments, cast when strikes Paralyze for 3 and Absorb Health 5-10, charge/cost/use = 1400/100/14 
- Chop 1-39 -> 10-80 
- Slash 1-33 -> 20-70 
- Thrust 1-2 -> 10-20 
- Speed 1 -> 1.3
-This was only visually unique so I made it more on par with how it is in other games 

Auriel's Bow 

- Added enchantment, cast when used Sun Damage on target 10 for 20 sec and Damage Health 5, charge/cost/use = 500/50/10 
- Damage 2-50 -> 30-80
-I know lore wise this is likely in a low power state and that's why it's more mundane, but I wanted to make it something fun

Chrysamere 

- Cast when used -> constant effect 
- Resist Fire 5-20 -> 10 
- Restore Health 5-20 -> 1 
- Reflect 5-20 -> 10

Daedric Crescent 
- Speed 1.25 -> 1.5  
- Max slash 50 -> 62

Mehrune's Razor 
- Health 600 -> 1 
- Disintegrate Armor removed 
- Weakness to Poison 5 for 20 sec -> 100 for 20 sec 
- Poison 6-20 -> 1000 
- Charge/cost/use 210/21/10 -> 10000/10000/1
- I wanted to make this an instant death weapon (for most things) but not so easy to use that it cheeses the game. The trade off for the power is that it has high charge and cost (at level 10 enchant it can be used once and at 100 enchant it can be used 10 times) and it breaks after 1 hit so be picky about when you use it and weary of enemies with reflect.

BiPolar Blade 

- Replaced Frenzy Humanoid with Rally Humanoid 50 
- Replaced Calm Humanoid with Demoralize Humanoid 100
- The original didn't negate itself as the lore says (Calm just took priority) so I chose effects that would actually have enemies react more haphazardly. The enchantments work against each other but in a way that is actually has an effect on gameplay

Mace of Slurring 

- Added enchantment Sound 50-80 for 15 sec 
- Charge/cost/use 110/11/10 -> 1100/110/10
- My thought with this was if it's "reducing opponents to a gibbering mess" as the lore states, that would make it harder to incant spells. Silence would just make them not cast while this will leave them attempting and failing which felt better flavor wise. Charge increased due to usefulness.


Armor


Ten Pace Boots 

- Cast when used -> constant effect

Lord's Mail 

- Cast when used -> constant effect 
- Added enchantment Restore Health 1 
- Cure Poison -> Resist Poison 100 
- Resist Magicka 20 
-I added health regen because it was in past games, although I did entertain doing absorb health instead (as the lore in morrowind states) if I kept it cast when used.

Auriel's Shield 

- Enchantments added, constant effect Resist Fire 50, Reflect 20, and Shield 40

Spell Breaker 

- Cast when used -> constant effect 
- Removed Silence - Reflect 10-20 -> 40


Clothing


Amulet of Heartfire 

- Cast when used -> constant effect 
- Fortify Agility 10-20 -> 10 
- Fortify Unarmored 10-20 -> 10 
- Fortify Speed 10-20 -> 20 
- Fortify fatigue 20-40 -> 40

Amulet of Hearthheal 

- Cast when used -> constant effect 
- Fortify Strength 10-20 -> 10 
- Fortify Hand to Hand 10-20 -> 10 
- Shield 10-20 -> 20 
- Levitate 20 -> 30

Amulet of Heartrime 

- Cast when used -> constant effect 
- Fortify Magicka 30-60 -> 60 
- Sanctuary 10-20 -> 10

Amulet of Heartthrum 

- Cast when used -> constant effect 
- Spell Absorption 10-20 -> 20

Amulet of Usheeja
 

- Frost Damage 1-25 -> 15-25 
- Charge/cost/use 30/3/10 -> 60/6/10

Thong of Zainab 

- Cast when used -> constant effect

Belt of Heartfire 

- Cast when used -> constant effect 
- Fortify Health 10-20 -> 20 
- Resist Poison 10-20 -> 20

The seizing of the Erabenimsun 

- Cast when used -> constant effect 
- Telekenesis 50 -> 30

Blood Ring 

- Cast when used -> constant effect 
- Fortify Health 10-20 -> 20 
- Fire shield 10-20 -> 20 
- Resist Fire 10-20 -> 20 
- Resist Magicka 10-20 -> 20 
- Replaced Dispel with Reflect 10

Heart Ring 

- Cast when used -> constant effect 
- Replaced Dispel with Spell Absorption 20 
- Lightning Shield 10-20 -> 20 
- Resist Frost 30-50 -> 30 
- Resist Fire 30-50 -> 30 
- Resist Magicka 30-50 -> 30 
- Resist Shock 30-50 ->30 
- Resist Paralysis 30-50 -> 50

Ring of Khajiit 

- Cast when used -> constant effect 
- Fortify Speed 10-20 -> 10

Soul Ring 

- Cast when used -> constant effect 
- Replaced Dispel with Spell Absorption 20 
- Fortify Magicka 10-20 -> 20 
- Fortify Health 10-20 -> 20 
- Resist Shock 10-20 -> 10 
- Resist Paralysis 10-20 -> 10

Warlock's Ring
 

- Cast when used -> constant effect 
- Reflect 10-20 -> 10 
-Fortify Speed 10-20 -> 20

Hair shirt of saint Aralor 

- Cast when used -> constant effect 
- Replaced Damage Health with Drain Health 18 
- Resist Shock 10-20 -> 10 
- Restore Health 2 -> 1

Ring of Namira 

- Added to the game, location at bottom of page - Enchantments added Resist Normal Weapon 12 and Reflect 10

Robe of the Lich 

- Cast when used -> constant effect 
- Drain Health 600 -> 200 - Fortify Magicka 300 -> 100

*Spoilers* Added Artifact locations *Spoilers*

Wings of the Queen of Bats: In Ashmelech behind Dhaunayne's throne, she has ownership of it.

Ring of Namira: In Tel Fyr on the table next to Divayth next to the key, he has ownership. ID is Ring_of_Namira