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This page was last updated on 25 April 2025, 7:54PM
- Changelogs
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Version 2.41
- Fixed the Sphere Prism not unfreezing enemies until long after the Slow Time effect ends
- Sword of Stone Strike now has a damage over time effect to compensate for not being able to hit stone struck enemies
- Added a switch to the other side of the gate in the Silent Outpost, so it can be opened if you happen to take a different route.
- Fixed a bug in the Orb of the Moons script which prevented you from clearing marked locations.
- "Using" a Prism will now take you out of the inventory screen.
- Fixed the Jewled Greatswords behaving improperly. The nifs were had been improperly flagged as WeaponSword rather than WeaponBack.
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Version 2.21c
- Fixed an issue with the blackrock "ore" that prevented it from appearing properly in the inventory screen.
- Added a script to the Infinity Bow to allow for followers and NPCs to use it properly.
- Added the WeapTypeBoundArrow keyword to the Infinity Bow's proprietary ammo so it'll be ignored by Archery Gameplay Overhaul's arrow retrieval function.
- Changed the Death Scythe to use the 1-handed sword impact sounds instead of 2h battleaxe impact sounds, since I came to the conclusion the former made more sense due to the slender blade the scythe has.
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Version 2.21b
- Fixed Deceiver missing a tempering recipe
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Version 2.21a
- Definitively fixed the crash caused by the custom music tracks by removing them from the cell that uses them. The music may be re-instated in the future if and when I can fix things properly.
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Version 2.21
- Adjusted a couple cells in the new dungeon, mainly to tidy up the local maps for them
- Moved the custom music tracks into the root Music folder to avoid a potential crash when entering a certain chamber.
- Added a level-list failsafe item, craftable at a tanning rack. This item weighs nothing, requires nothing to make, and will remove itself from your inventory after use. Its main purpose is to seed the level-lists if the main seeding quest fails for whatever reason, or for re-seeding the lists if I make changes to the script.
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Version 2.11
- Fixed the translated Dwemer journals, which were using an incorrect font face designation, causing the text to not display.
Fixed not being able to turn the pages of the translated Dwemer journals.
- Fixed the translated Dwemer journals, which were using an incorrect font face designation, causing the text to not display.
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Version 2.6
- "Speaking" to the Black Sword is now done through a lesser power instead of an item. A few modifications have been made as well, namely: Striking a target the Sword won't kill will no longer proc the sound and imagespace modifier, these are now handled in the sword's scripts. The blade now gets wreathed in flame when launching its Fire power. If you've already obtained the True Black Sword, be sure to drop it and pick it back up to refresh the scripts on it.
- Added the Lightning Whip, the Juggernaut Hammer, the Hammer of Dedication and the mundane Battle Hammer. The Battle Hammer is level-listed, so be sure to use the Seeding Crystal to refresh the level-lists.
- Fixed the Falmer pod at the end of the Infested Caves being inaccessible.
- Replaced the stone walkways at the end of the Infested Caves with Falmer bridges
- Moved the Hoe of Destruction's shed again.
- Changed the Magebane's display case in the Archmage's Quarters to be Master locked rather than strictly requiring the archmage's key. It still can be unlocked with said key but the case can now be picked, in case you're a thiefy type or misplaced the key.
- Reduced the duration of the Death Scythe's effects from 30 minutes to 30 seconds. Also reduced its base damage very slightly.
- Added Blackrock Dwarven Armor
- Revised how the Great Dagger handles the appearance of its sword form, so the dagger itself now disappears when swung, allowing its sword form to take its place and not overlap it.
- Revised the enchantment visuals for the Fire Swords, so their flames now move in response to attacks and general motion. Also changed them to use normal sword swing sounds.
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Version 2.5.2
- Corrected an issue with the Blackrock Dwarven Shield's recipe, which was mistakenly set to give 10 shields instead of just 1.
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Version 2.5.1
- Fiddled with the Winterhold moongate to make sure it rises in its new location rather than its old one
- Reduced the swing speed of Bonecrusher
- Adjusted the Glass Sword, giving it a higher crit damage and crit mult, as well as the ability to ignore a target's armor.
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Version 2.5
- Added new arrows: Love, Lucky, Magic and Sleep.
- Added Blackrock arrows
- Added Dwarven Blackrock Crossbow, bolts and shield
- Added the Britannian Crossbow
- Added Caliburn
- Fixed the Spiked Shields being reversed. What was the full steel spiked shield should've been the bronze spiked shield and vise-versa.
- Corrected a misaligned water plane in the Deep Cistern
- Tweaked the Deep Basin so it's a little more follower friendly.
- Changed the Hunting Arrows to deal 12 points of damage instead of 11, and renamed them to Britannian Arrows. Burst arrows have also been buffed and have a description. Both have also been made longer and slightly slimmer.
- The Magic Bow now has a description
- Modified the Infinity Bow, removing the strips of red cloth on the limbs and replacing them with lemniscate (aka the infinty symbol).
- Tweaked the texture for the Dragonslayer and Glass Sword's scabbard.
- Moved the Winterhold moongate and the Hoe of Destruction to facilitate better compatability with mods like The Great City of Winterhold.
- Changed the interactable Falmer wall pods in the Infested Caves to be treated as normal load doors instead of auto load doors.
- Buffed the base damage of the Black Sword and its derivatives.
- Fixed improperly positioned draugr in the Tomb of Khumash-Gor
- Added an effect to the Sword of Stone Strike that temporarily reduces a target's armor rating and weapon effectiveness after they're unfrozen.
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Version 2.4
- Revised the textures of the Jeweled Weapons a bit and modified the gems so they're translucent. Different gem colors are no longer done through texture sets.
- Made a number of modifications to the 2.0 dungeon, some minor and some not so minor.
- Tweaked the visual effect of the Ring of Protection.
- Adjusted the magic resist effect for Dupre's shield and the Magic shield so there isn't an enchantment shader anymore. Dupre's shield now has flavor text.
- Added a safe storage chest to the Silent Forge.
- Revised the effects of the Sphere and Tetrahedron prism
- Fixed a few typos in a couple journals.
- Revised how the blue moongates rise and set, due to the original method being plagued with inconsistent behavior.
- Modified the script for the rings that can disappear.
- Added missing tempering recipes for the light armor shields.
- Revised the level-listing script so it will revert all the modified lists before re-seeding them, to avoid things progressivley becoming too common when re-seeding.
- Added the Sword of Stone Strike
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Version 2.3a
- Fixed an error in the last of the translated Dwemer journals that prevented its pages from turning.
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Version 2.3
- Added several magical rings: Ring of Regeneration, Ring of Invisibility, and the Ring of Protection. The Ring of Regeneration comes in 3 varieties: Lesser, Greater, and Superior, providing exponentially greater regeneration, and the Ring of Protection comes in Heavy and Light versions.
- Corrected a little issue with the Jeweled Weapons display case, which could be unlocked with the key for Chillrend's case. Also added a little flavor note
- Buffed the Magic Shield a bit and also gave it magic a magic resist effect. Dupre's shield has been buffed as well and now also provides magic resistance.
- Revised the explosion effects of the Burst Arrows.
- Spruced up the textures of the Burst and Standard arrows, also consolidating them into one texture file rather than two.
- Fixed a serious bug with the Orb of the Moons where only destination 1 could be used, regardless of how many other destinations were marked
- Fixed the moongate message quest so it'll actually run when it should.
- Added the Sun Sword. With this, AoU is now tied to Dawnguard, both to use the sun spell effects and in preparation for a later update.
- Added light armor variants of all the shields except the Door shield. All the mundane shields can now be crafted as well, and (excluding the Door shield) all shields can be switched between light or heavy armor at a smelter.
- Fixed a bug in the code for the blue moongates that prevented them from functioning after the College of Winterhold questline was completed. Due to said code relying on OnInit events, which only fire when the script is first initialized, the way things were set up meant that if you installed 2.0-2.21 on a character who hadn't done the College questline, the moongates would never activate after that character did the questline.
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Version 2.2
- Fixed a long-standing bug in the level-listing script, which had been preventing it from running so nothing was ever seeded. Added a couple more level-lists to it while I was fixing this issue.
- Changed the sounds of the burst arrow explosion, as well as buffing the explosion damage and modifying the radius.
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Version 2.1
- Folded in the 2.01, 2.02 and 2.03 updates, along with changing the recipe for the Black Sword to use the custom anvil in the forge, as the custom grindstone didn't work so the Black Sword couldn't be crafted.
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Version 2.03
- Fixed the fire wands, which *someow* got corrupted even though I didn't even give them a sidelong glance during development of 2.0. The corruption caused a constant vertical plume of fire streaking from the wand, even when it was holstered, and dropping either wand variant crashed the game. Download includes fixed Dual Sheath Redux meshes.
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Version 2.02
- Adds map markers to the eight moongates scattered about Skyrim, and also fixes the map marker for the Tomb of Khumash-Gor, which never got its data filled in so it never worked. :B
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Version 2.01
- Removed a vestigial script that was attached to an item in the new dungeon.
- Did to the Kite shield what was done to the Brass shield (giving it its own mesh rather than texture setting it) and added DSR meshes for it (available in the hotfix download)
- Fixed a cubemap being misplaced in a texture set
- Fixed the poison dagger using a texture from a different mod (which fortunately I didn't pack, just would mean the blade would be completely green). Corrected DSR mesh is included.
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Version 2.0
- Added a few fire swords to the worldspace, and added them to a couple more level-lists.
- Added Deceiver
- Fixed torn pages with longer text so the "pages" can be turned.
- Corrected the perk Protector uses to deal extra damage to trolls so it actually deals extra damage effectively. It's also been given an addition: trolls will now deal 50% less damage to you while you're wielding the sword.
- Completely overhauled how the glass swords handle breaking. The intricate method used before has been thrown out the window and replaced with just a single script on an enchantment used by the sword. This has made the breaking effect much more responsive and consistent, and as a bonus all the bugs the old method had are now fixed, meaning they will properly break during a killmove, if a follower is wielding them, or even if you hit a corpse.
- All the Torn Pages are now numbered
- Placed a third magebane in the world
- Changed the form of the glass sword's blade as well as the refractive visuals.
- Relocated the Hoe of Destruction to a locked shed near its original location.
- Removed the soul trap effect from the Death Scythe
- Added the Black Sword, folded in from the standalone mod, but with a complete makeover and revision of its abilities.
- Added blackrock, to of course forge the Black Sword with.
- Added the Orb of the Moons.
- Corrected a bug in the Hoe of Destruction's perk that governs its 50% armor penetration effect.
- Added blue moongates. These are fixed gates scattered across Skyrim and are marked by a circle of 8 stones. Initially they're inactive, but after completion of The Eye of Magnus quest, they are re-activated and will appear at nightfall. The phases of the moons dictate the destination of the gates.
- Added a new dungeon that's tied to the Black Sword.
- Added Fire and Chaos Jewels. These are throwable explosives that can be crafted from diamonds and fire salts, as well as found in loot among normal gems and scrolls.
- Changed the wood texture on the heater shields as well as the door shield's handle texture. Updated the texture of the brass shield to be in line with the others
- Bonecrusher's model has been redone and its perk revised; it now does 50% more damage to undead rather than double, but skeletons will take 3x as much damage.
- Buffed the effects of Erinon's Axe
- Poison Daggers are now much nastier. Anyone struck by one will have their health and stamina drained, as well as get slowed down. However the daggers have a chance to break when used.
- Made a few tweaks to the Tomb of Khumash-Gor.
- PROPERLY fixed the shields not appearing on vampires. Thought I fixed this in 1.8.1/1.8.2 but evidently it somehow never happened.
- Put Dupre's shield into a nicer spot, so it'll no longer just be sitting on the floor.
- Ghosts have been added to the list of things unaffected by Slayer.
- Changed the styling of Enilno's blade engraving.
- Reduced the radius of Flamesting's explosion.
- The Dragonslayer has been thinned slightly and its textures revised.
- Resaved all textures in DTX1 (for diffuse and environment mask textures) and DTX5 (for normal maps and alpha-mapped textures).
- Gave the Brass Shield its own mesh, rather than using a texture set on the Heater shield. This was mainly so DSR meshes could be made for it.
- Revised the Fire Sword script to eliminate the need for conditions on the light effect itself, in order to fix a bug with the blue fire swords not shedding light. Now it actually checks at the script level for what sword is equipped and casts the relevant spell.
- There's a few other goodies I've added that I'm deliberately not listing here or in the description, you'll just have to plumb the depths of the new dungeon to find out what they are. ;)
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Version 1.8.2
- Fixed the tempering recipe for the bronze spiked shield, and the lack of a tempering recipe for the Magic Bow.
- Items are now leveled by script.
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Version 1.8.1
- Corrected an issue with the shields, where they'd be invisible when used by vampires
- Added Protector, an upgrade of sorts to the Sword of Defense that's also great against trolls
- Added the Jeweled Weapons.
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Version 1.8
- Revised Magebane's textures
Spruced up the Door Shield
Removed the casting effects from the wands and Firedoom staves. For the fire wands, the casting effects have been replaced with a shrunken-down torch effect
The blue Firedoom staff now uses a blue version of the fireball projectile
Redid the fire swords. They now have new textures and a revised model, and their old scabbards have been removed and replaced with the Dragonslayer scabbard.
Spruced up the Tomb of Khumash-Gor
The Hoe of Destruction's head now slowly pulses and does more damage, plus it now ignores 50% of an opponent's armor.
Revised the glow on the Death Scythe's blade, adding a chromatic blue glow on top of the wispy shimmer it had before. The scythe also does much more damage than before.
Added the Blade of Striking.
Relocated Enilno and did a little re-positioning on some hint notes. Enilno's hint note has been modified to help point to its new location. - The light spell cast by fire swords has been conditioned so it doesn't turn the light on if it happens to still be active and you draw another weapon.
- Revised Magebane's textures
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Version 1.7.3
- Added the meshes for the Spiked Shields, which I had completely forgotten to add to the BSA in 1.6 and was unaware they were missing until recently. They are in with the DSR meshes, though, so that can still be used.
Added the Coldfire sword. This is a rarer variant on the blue fire sword that puts it more in line with Serpent Isle, and deals frost damage.
- Added the meshes for the Spiked Shields, which I had completely forgotten to add to the BSA in 1.6 and was unaware they were missing until recently. They are in with the DSR meshes, though, so that can still be used.
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Version 1.7.2
- Redesigned Enilno's pommel and made the gems slightly emissive.
- Flamesting has been given a bit of a makeover. All of the textures have been revised somewhat and the normal maps improved. The blade deco is now also separate from the blade and everything's a bit shinier overall.
- Fixed a problem with the Firedoom Staff that'd cause a CTD if it was dropped or put on a weapon rack
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Version 1.7.1
- Fixed the Infinity Bow's projectile impact sounds, so now its firebolt won't make the sound of an arrow when it hits things
- Corrected the bow occasionally firing an Incinerate projectile along with its normal one.
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Version 1.7
- Added the Infinity Bow and a hint note for it
The Scimitar of Khumash-Gor and Bonecrusher have been material-classed as silver, so they'll jive with mods like Truly Undead
The standard and Magic bow both have lost weight and gotten a new texture.
Fixed the Scimitar of Khumash-Gor not having a collision mesh.
- Added the Infinity Bow and a hint note for it
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Version 1.6
- Added conditions to Enilno's effects so it doesn't disrupt dwarven automatons or spiders
Added a smattering of notes to provide clues to weapon locations. Almost all of them can be found in hold inns.
Increased Bonecrusher's swing speed and slightly reduced the scale of its mesh, and revised its textures some. It's now also especially effective against Mr. Skeltal.
Did some tweaking to Enilno. It's a bit faster now and one of its effects has been strengthened.
Fixed the Great Dagger's enchantment effect. Before it used a rather roundabout method that had inconsistent results and required unequipping and re-equipping the weapon for it to work, now it should behave correctly.
Added the Spiked Shield in two flavors, steel and bronze. One is heavy armor and the other is light. The Spiked Shield is an upgrade of sorts to the Targe of the Blooded, causing a bit more bleeding damage and both offer better protection, and UNLIKE the Targe the Spiked Shield(s) can be enchanted.
Added the Scimitar of Khumash-Gor, and a custom dungeon for you to get it from! Be sure to bring a lightsource, it's pretty dark in there.
- Added conditions to Enilno's effects so it doesn't disrupt dwarven automatons or spiders
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Version 1.5
- Added The Quicksword, Enilno. I took some considerable artistic license with its design since Ultima II doesn't exactly have much in the way of artwork for it, and its rendition in Ultima 5: Lazarus is, IMO, too fantastical.
Spruced up the Sword of Defense some, giving it a custom-made pommel stone (instead of the shrunk-down diamond mesh it used before) and reworked most of its textures.
The Hoe of Destruction has been totally redone, with a brand-spanking new model and textures.
Added the Great Dagger. (While unassuming in appearance, the Great Dagger is a neat economical weapon, as when swung it morphs into a two-handed sword)
Reworked Flamesting's fire blast, since the rotated dragon flame approach was butts.
Added the Magician's Wand
The Magebane now has a custom sheath and has had some additional tweaks.
Changed the grip texture on Erinon's Axe
- Added The Quicksword, Enilno. I took some considerable artistic license with its design since Ultima II doesn't exactly have much in the way of artwork for it, and its rendition in Ultima 5: Lazarus is, IMO, too fantastical.
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Version 1.4.1
- Adjusted the level-listing of fire swords and the Ophidian swords.
Twiddled how the fire swords handle their idle sound.
Reduced the duration of the poison dagger's effect and its magnitude and removed the slowing effect from its enchantment. I wanted it so the dagger's effect could be cured by cure poison potions and such, but I've found it doesn't work when the MGEF is used as an enchantment effect.
- Adjusted the level-listing of fire swords and the Ophidian swords.
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Version 1.4
- Adjusted some of the fire-based weapons. The standard Fire Sword and Flamesting now will scare the living poo out of people if you have the Intense Flames perk. The blue Fire Sword is a special snowflake, however, and will make people run like ninnies whether you have the perk or not. Also changed the two Fire Swords to use a modified 1-handed impact data, which results in the swords sparking on nearly anything they hit.
Renamed Flamesting's hazard effect and changed the hazard itself, so it now instead of a completely harmless pool of flame you get a huge searing JET of fire that actually HURTS people.
Bonecrusher's base damage has been boosted from 14 to 16, making it equivalent to a Daedric mace. The perk has been adjusted as well so Bonecrusher properly deals double damage, instead of adding on half its base damage to the overall result. (For clarity, the original setup meant that you'd deal a base 14 points plus an additional 7 if you hit undead with the hammer.)
Made custom impact data for the Magebane
Changed the magnitude of the Magebane's effects to a much higher value, so now it's got enough oomph to completely burn out opponents who have sizable mana pools.
Tweaked the Fire Sword level list and made a custom light for the blue one (it originally used the Candlelight light, which I felt to be a bit too bright).
Changed the material type of the fire swords to Steel instead of Daedric. No idea why they were set as daedric. :I
Added a couple hints for the secret sword
Did some texture tweaking on the secret sword as well.
Added Ophidian Swords. Since the Ophidian swords in Serpent Isle were, basically, re-purposed serpent swords, I took some artistic license in order to make them more distinct, rather than just the same ol' wavy rapier. You can find Order swords, Chaos swords and the sword of Balance. The former two are level-listed, but the Balance sword is somewhere in the world.
Added the Poison Dagger. It's about Orcish dagger damage wise and can't be tempered (since the blade is fashioned from a sea serpent's tooth and there aren't any sea serpents around in Skyrim), but it makes up for this by being a nasty assassination weapon.
Sexed up the textures for some of the shields (Heater, magic and Dupre's). The Brass and Door shields will be done in a future release since I plan to overhaul those two with modeled detail.
- Adjusted some of the fire-based weapons. The standard Fire Sword and Flamesting now will scare the living poo out of people if you have the Intense Flames perk. The blue Fire Sword is a special snowflake, however, and will make people run like ninnies whether you have the perk or not. Also changed the two Fire Swords to use a modified 1-handed impact data, which results in the swords sparking on nearly anything they hit.
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Version 1.3
- Several new weapons added! Ultima 8 gets some love with Slayer, Flamesting and Bonecrusher have been added to the roster, as well as Erinon's Axe from Serpent Isle, and a couple bows! The Magic Bow and the standard Britannian Longbow, along with standard arrows and Burst Arrows. There's also a secret weapon, see if you can find it. ;)
Revised the Dragonslayer sword's perk addition script
Fixed the IMod for the blue fireballs, so now it's actually blue
Several weapons have had a bit of a makeover and now look purdier. The glass sword also now has a more proper scabbard.
The Fire Swords now will cast light when unsheathed, instead of on being equipped. This applies even if a fire sword is given to a follower or held in the left hand.
Added a custom blue fire damage effect, so now opponents hit by blue fire-casting stuff will be lit up with blue fire, instead of plain 'ol normal fire.
Tweaked the glass sword some. Now, when it breaks, you'll get a bladeless hilt which you can use to remake the sword (providing you have enough peer gems). Changes were also made to one of its scripts to help in case of break trace failure.
The Dragonslayer has been repositioned in its location due to the terrain eating it, now it's more easily findable (and less likely to be eaten by Skyrim Sorcery).
The gems in the Lightning Wand and Lightning Rod are now refractive.
A hint to where the Dragonslayer sword is located has been made a bit more obvious.
- Several new weapons added! Ultima 8 gets some love with Slayer, Flamesting and Bonecrusher have been added to the roster, as well as Erinon's Axe from Serpent Isle, and a couple bows! The Magic Bow and the standard Britannian Longbow, along with standard arrows and Burst Arrows. There's also a secret weapon, see if you can find it. ;)
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Version 1.2.1
- Fixed the Dragonslayer sword's perk. It was looking for a keyword the sword didn't have, so the sword never actually dealt extra damage.
- Minor level list fiddling
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Version 1.2
- Added Dupre's Shield, the Kite Shield, the Curved Heater, Door Shield, Brass Shield, and the Magic Shield.
Tweaked the level-listing a bit more.
Glass sword's mesh was tweaked again, now the blade's refractive.
Fixed an issue with the glass sword's script where you'd get "The glass sword has shattered", even if you're not using a glass sword. The script has been tightened up some as well, so now the sword behaves more consistently. There are some caveats though, check the Known Issues section in the description for more info.
Glass swords are now craftable, but they ain't no cheap cake. Check the description for moar info, bro.
- Added Dupre's Shield, the Kite Shield, the Curved Heater, Door Shield, Brass Shield, and the Magic Shield.
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Version 1.1
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Added the Firedoom staves and fire wands. These guys are in level lists, so they'll be found as loot and in the hands of wizurds
Gave the blue Fire Sword a custom impact effect
Changed the shattering sound of the glass sword to the ward's shattering sound
Tweaked the appearance of the glass sword's blade
Adjusted some of the level lists.
Gave the Magebane's ench effect a description, so it doesn't list +1000 Magebane and crap like that on the off chance the player gets hit by the sword. Also adjusted its impact effects and a few other minor streamlining tweaks.
Nerfed the damage of the lightning wands.
The Magebane can now be tempered with 2 Void Salts
Death Scythe's ench effects have been given the Magebane treatment. Duration of the Curse has been increased to 30 minutes. Aspects that shouldn't be visible in the UI (such as the Magicka Rate, stamina, etc) are now hidden, and the central effect has been given a description. Conditions have been added too to make sure the effects aren't re-applied on each hit. The enchantment shader has also been changed to a blue "membrane" rather than the knotwork style it had before, and the scythe itself now has a smokey blueness on its blade
Both Fire Swords can now be tempered with fire salts and a steel ingot.
The Death Scythe now requires an ebony ingot and 3 void salts to temper.
Relocated the Dragonslayer sword. It's still in Arcwind Point, but in a more stable location as it tended to slip under the snow in its previous spot.
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Version 1.01
- Fixed the blue fire sword's enchantment so it burns a second longer than the red one, and also doesn't have a cost
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- Author's activity
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April 2025
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25 Apr 2025, 7:54PM | Action by: DMagnus
Attribute change
'Name changed to \'Artifacts of Ultima - Legendary Edition\'.'
September 2021
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16 Sep 2021, 6:43PM | Action by: DMagnus
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'Locations and IDs 2.6 [version 2.6]'
October 2020
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09 Oct 2020, 2:53AM | Action by: DMagnus
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09 Oct 2020, 2:49AM | Action by: DMagnus
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08 Oct 2020, 11:59PM | Action by: DMagnus
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Locations and IDs 2.6 [version 2.6]
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08 Oct 2020, 11:59PM | Action by: DMagnus
File added
Dual Sheath Redux Meshes 2.6 [version 2.6]
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08 Oct 2020, 11:58PM | Action by: DMagnus
Changelog added
Change log added for version 2.6
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08 Oct 2020, 11:56PM | Action by: DMagnus
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File 'Artifacts of Ultima 2.5.2' category changed to Old versions.
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08 Oct 2020, 11:55PM | Action by: DMagnus
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Artifacts of Ultima 2.6 [version 2.6]
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July 2020
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06 Jul 2020, 6:48PM | Action by: DMagnus
Changelog added
Change log added for version 2.5.2
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06 Jul 2020, 6:43PM | Action by: DMagnus
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Artifacts of Ultima 2.5.2 [version 2.5.2]
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06 Jul 2020, 6:30PM | Action by: DMagnus
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June 2020
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28 Jun 2020, 2:14PM | Action by: DMagnus
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28 Jun 2020, 2:13PM | Action by: DMagnus
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File 'Artifacts of Ultima 2.5.1' description changed.
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28 Jun 2020, 2:12PM | Action by: DMagnus
Changelog added
Change log added for version 2.5.1
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28 Jun 2020, 2:09PM | Action by: DMagnus
File added
Artifacts of Ultima 2.5.1 [version 2.5.1]
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15 Jun 2020, 2:23AM | Action by: DMagnus
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Description changed.
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15 Jun 2020, 2:18AM | Action by: DMagnus
File added
Locations and IDs 2.5 [version 2.5]
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April 2025
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28 Apr 2025, 5:11PM | Action by: Camiu
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August 2024
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20 Aug 2024, 9:03AM | Action by: rhonjhonson
Endorsed
'Artifacts of Ultima'
July 2024
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10 Jul 2024, 1:59PM | Action by: SlipHunter666
Untracked
'Artifacts of Ultima'
May 2024
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21 May 2024, 9:00PM | Action by: kalesalad121
Tracked
'Artifacts of Ultima'
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18 May 2024, 5:38PM | Action by: Mirovoi00
Endorsed
'Artifacts of Ultima'
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18 May 2024, 5:20PM | Action by: Mirovoi00
Tracked
'Artifacts of Ultima'
April 2024
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18 Apr 2024, 2:49PM | Action by: megafrickerphone
Endorsed
'Artifacts of Ultima'
February 2024
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20 Feb 2024, 10:52PM | Action by: SlipHunter666
Tracked
'Artifacts of Ultima'
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15 Feb 2024, 3:41PM | Action by: mReNdR
Endorsed
'Artifacts of Ultima'
December 2023
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10 Dec 2023, 10:56AM | Action by: Shinuni
Endorsed
'Artifacts of Ultima'
November 2023
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12 Nov 2023, 3:21AM | Action by: Kazurhix
Untracked
'Artifacts of Ultima'
October 2023
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16 Oct 2023, 1:10AM | Action by: AJopgenorth
Tracked
'Artifacts of Ultima'
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08 Oct 2023, 6:09AM | Action by: BethanyEVIL
Tracked
'Artifacts of Ultima'
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