0 of 0
File information
Last updated
Original upload
Created by
AceUploaded by
xAcex0Virus scan
Safe to use
Current section
Activity logs
This page was last updated on 01 August 2018, 12:33PM
- Changelogs
-
-
Version v1.4
- Removed armor from the Gauldur amulet.
Blade of woe : Stamina absorption from 10 to 20
Dawnbreaker : Damage from 10 to 15
Auriel's bow sun damage increased to 100 and 300 against undead.
Necklace of necromancer
Added 25% destruction spells are less to cost
This is now GO-TO necklace for mages.
Dragon bane : Increased damage to dragons from 30 to 50, increased shock damage from 10 to 30
Now it's a must take item for dragon fights (Alduin im coming)
- Removed armor from the Gauldur amulet.
-
Version v1.3
- I changed almost everything, this is now the current version. v1.3
The Dark Brotherhood artifacts : This faction is about one-shot and x30 sneak damage assassination.
Blade of Woe : A good addition to a "life absorption blade" is stamina, to feel the "draining life"
Damage : 12 to 15
Attack speed fix : Attack speed is like any other dagger now
Enchantment : health absorption increased from 10 to 40 ( Added 10 stamina absorption)
Value : 5000
Ancient Shrouded Set :
Armor (Added +50 fortify sneaking) | Value increased to 3000
Gloves (Added +50 fortify one handed) | Increased value to 2000
Boots (Added + 50 fortify one handed) | Increased value to 2000
Helmet (Added water breathing) increased fortify archery to 50% Increased value to 2000
This set is now the GO-TO for assassins who want to 1 shot while sneaking.
Shadowmere : is now essential since it respawns anyway and it considered immortal, why let it die in the first place?
The thieves guild artifacts : Sorry for thieves guild fans but thieves are supposed to be master of stealth, not assassins, so I didn't add double backstab to gloves, just increased sneaking/stealing potential, utility and frost resistance/damage in the nightingale set
Nightingale armor set : ( Note this only changes the last version of the items, which you require at lv32-46 depending on the item requirements.)
Bow : Increased damage from 19 to 22 Frost damage increased from 30 to 50, Shock damage increased from 15 to 30. Value increased to 5000 (Weapon material changed to glass, now you can upgrade it like any other)
Sword : Increased damage from 14 to 18 value increased to 5000 (weapon material changed to glass)
Armor : Increased stamina from 40 to 100, increased frost resistance from 40% to 85% (maximum cap for resistance) Value increased to 200
Gloves : Fortify pickpocket increased from 25% to 50% fortify one handed increased from 25% to 50%(Added 50% fortify archery)value increased to 1000
Boots : (Added 50% fortify pick pocket and 50% fortify sneaking) increased value to 1000
Helmet : Fortify illusion increased from 17% to 50% (added fortify archery 50%) Value increased to 1000
Now this set is the GO-TO for marksman and thieves.
Chillrend : Damage nerfed from 15 to 10. Increased frost damage from 30 to 50 Increased paralyze to 3seconds (Added 50 stamina damage)
This sword is supposed to be a utility weapon, freezing enemies, of course you reduce their stamina while freezing them, it becomes harder to move. So I nerfed the high damage to make it fit into the lore
Archmage Artifacts : Archmages should be special, there is not many of them after all :)
Archmage robes hooded : All spells cost <35>% less to cast from 15%, +<200> magicka from 50, and magicka regenerates <200>% faster. from 100% Value increased to 10000
Archmage robes : All spells cost <25>% less to cast from 15%, and magicka regenerates <100>% faster, Value increased to 5000
Archmage boots : All spells cost <15>% less to cast instead of 40% shock resistance Also (adds 100 Magicka regen rate) . Value increased to 5000
GauldurAmulet : (OVERHAULED) Gauldur Amulter now gives 25% Magic resist and 50% resist for fire,frost and shock. and 50 armor rating. value increased to 10000
GauldurAmulet : (OVERHAULED) Now every piece of the amulet gives 30% element resistance. value increased to 2500
This necklace is usually obtained late game, because how hard dungeons are and how long the quest is, and by the time you get it, base stats like health stamina magicka start getting less useful because of your level. By then, what we look for is maxing armor,magic and elemental resistances. And pretty much no artifact coveres magic/elemental except otar dragon priest mask, so I modified this necklace to be a GO-TO necklace when you think about building your late game immortal dragon born. The quest is so long and difficult, so it's now worth it. Tho, this necklace is now weak early game, since 100 health will make you survive a lot longer than 25% magic resist.
Staff of Magnus : Tripled the stats , increased value to 10000
Daedric Artifacts :
Here we are, the legendary artifacts should be a lot stronger than normal equipment made by mortals.
DawnBreaker : Fire damage increased to 100 from 10, Damage nerfed to 10 from 12 Value increased to 5000
It now specialize is killing unholy creatures. because of it's enchantment, but it's weaker vs normal creatures than let's say 15damage daedric sword enchanted and tempered.
Ebony Blade : This weapon is interesting, it's really power early and end game, but you have to feed it your friends's lives. so I edited the life absorption scaling to be weaker early, and stronger late. Scaling changed from 10-14-18-22-30 to 5-10-15-25-50 (Added 20 stamina absorption) Damage increased from 11 to 25 Value increased to 5000
Mehrunes Razor : Instakill untouched (Added 25 poison damage over 3 seconds) Increased damage from 12 to 15, increased value to 5000
Mace of Molagbal : Damage increased from 16 to 20, (added 25 health absorption) Increased value to 5000
Volendrung : Since it's a heavily stamina absorption based on weapon (Added 50 damage to Stamina) Damage from 25 to 30, increased value to 5000
Ebony Mail :
increased armor rating to 100 from 45 Increased poison cloak damage from 10 to 25. (Added fortify sneak +50%) Value increased to 5000
This armor is a GO-TO for 2H heavy tanks, the cloak does a decent damage that covers up the damage tanks lack, and the
armor rating increase makes up for matching set perk. Also it is really
strong early game armor now.
Ring of Namira : Increased stamina to 100 from 50, Added 25 armor increased value to 5000
Ring of hircines : Added 100 fortify health Added 25 armor value increased to 5000
Azura's star and the black star value increased to 5000
Sanguine Rose : Summon duration increased to 5 minutes from 1, value increased to 5000
Savior's Hide : This armor is considered useless, I tried but just can't help it, need suggestions for it.
Magic resistance increased from 15% to 25% Poison resistance increased from 50% to 100% added 100% disease resistance. Value increased to 5000
Spell breaker : armor increased to 50 from 38, (added 25% magic resistance) increased value to 10000
skull of corruption : It's balanced so, value increased to 10000
Wabbajack : It's like dice, left it untouched ( never miss with the percentages if you wanna keep it lore friendly. ) Increased value to 10000
Dragon priest artifacts :
Krosis increased alchemy lockpicking and archery to 25% from 20% (Added fortify pickpocket 25%)
Volsung : Fortify speechcraft increased from 20% to 50%, carry weight increased from 20 to 100
Nahkriin : (Changed fortify restoration 20% to fortify conjuring 20%)
Since it's a offensive mage mask, restoration made no sense, so I changed it to conjuring. (Classified as no armor) also armor reduced to 0.
Hevnoraak : Increased armor from 23 to 50
Otar : Added 10% magic resistance
Morokei : Magicka regeneration increased from 100% to 200%, Added 200 fortify magicka. (Classified as no armor)
Rahgot : Fortify stamina increased to 100 added 50% stamina faster recovery rate
Vokun : Changed fortify conjuration to fortify restoration (Classified as no armor) Reduced armor to 0 (Added 100 Magicka)
Konahrik : Seriously the enchantment was to disappointing, after collecting the 8 dragon priest masks and fusing them, you get this? I bet only 1 player out of 10.000 manage to do this, this gotta be worth it.
armor increased from 24 to 50 (Added 25% fortify to all magic, desturction, conjuration, restoration, alteration, illusion.) Added 25% fortify shouting, means your shouts are 20% faster to recover. (classified as no armor) Increased armor to 50.
All drgaon masks value increased to 1000 except Konahrik increased to 20000
Dawnguard DLC Artifacts :
Auriel's Bow : This is supposed to be a legendary artifact, a power no one has ever wielded before you, a bow strong enough to command the sun.
Damage increased from 13 to 25, Enchantment power tripled value increased to 10000
Both arrows damage increased from 16 to 25, value from 16 to 50
Auriel's Shield : Increased armor rating from 32 to 50 ( Added 25% Magic resistance) Increased value to 5000
Harkon's Sword : You've defeated the great and oldest vampire in all of skyrim, a immortal being, You now are granted his power. Life absorption.
Absorbs <50> points of Health and 25 points of magicka, stamina if wielded by a vampire. from 15, Increased damage to 15. (Didn't increase it much because this weapon is about life absorption not damage dealing.)
Locket of Saint Jiub : Necklace now( adds 100% to speechcraft.) 100 points to stamina instead of 50, 200 points to carry weight instead of 50. and 50 armor, Value increased to 5000
Since it's artifact of a poor weak trader, I added better prices enchantment the game also lacked this enchantment. It's really hard to get this necklace so goodluck.
Dragon born DLC Artifacts:
Miraak Equipment : I will only mention my changes to the highest level version. (Level 60+)
Sword : Enchantment stamina damage increased from 15 to 50. duration increased from 2 to 5 seconds, Weapon damage increased from 16 to 25. Value increased to 10000.
Staff : Enchantment of hentai ops I meant tentacles increased from 15 damage to 50, duration increased from 2 seconds to 5 seconds Value increased to 100000
Mask : (Added 50 armor) Now adds 100 magicka, 100 health, 100 stamina instead of 70 magicka, increased armor to 50 value increased to 10000
Gloves : (Added 25 armor) spell/shout absorption increased from 5% to 10% increased armor to 25 Value increased to 5000
Boots : (Added 25 armor) spell/shout absorption increased from 5% to 10% increased armor to 25 Value increased to 5000
Armor : (Added 50 armor) Spell/shout absorption increased from 15% to 30% increased armor to 50 Value increased to 10000
Now you absorb 50% of the spells and shouts that hit you, that equals to having 50% magic resist, but also you get 50% of the damage of the spells/shouts as magicka, pretty overpowered, didn't wanna make it 100%.
Note : All of Miraak's armor equipment now count as NO armor This serves Mage armor perk.
- I changed almost everything, this is now the current version. v1.3
-
Version v1.2
- Added Dragon priest masks and dragonborn to the artifacts pack.
Dragon priest artifacts :
Krosis increased alchemy lockpicking from 20 to 25% increased fortify archery from 20% to 50% (Added fortify pickpocket 25%)
Volsung : Fortify speechcraft increased from 20% to 50%, carry weight increased from 20 to 100
Nahkriin : fortify magicka increased from 50% to 100% (Changed fortify restoration 20% to fortify conjuring 20%)
Since it's a offensive mage mask, restoration made no sense, so I changed it to conjuring. (Classified as no armor) also armor reduced to 0.
Hevnoraak : Increased armor from 23 to 50
Otar : Added 10% magic resistance
Morokei : Magicka regeneration increased from 100% to 200%, Added 200 fortify magicka. (Classified as no armor)
Rahgot : Fortify stamina increased to 100 added 50% stamina faster recovery rate
Vokun : Changed fortify conjuration to fortify restoration (Classified as no armor) Reduced armor to 0 (Added 100 Magicka)
Konahrik : Seriously the enchantment was to disappointing, after collecting the 8 dragon priest masks and fusing them, you get this? I bet only 1 player out of 10.000 manage to do this, this gotta be worth it.
armor increased from 24 to 50 (Added 25% fortify to all magic, desturction, conjuration, restoration, alteration, illusion.) Added 20% fortify shouting, means your shouts are 20% faster to recover. (classified as no armor
All drgaon masks value increased to 2500 except Konahrik increased to 20000
Dragon born DLC Artifacts :
Miraak Equipment : I will only mention my changes to the highest level version. (Level 60+)
Sword : Enchantment stamina damage increased from 15 to 50. duration increased from 2 to 5 seconds, Weapon damage increased from 16 to 25. Value increased to 20000.
Staff : Enchantment of hentai ops I meant tentacles increased from 15 damage to 50, duration increased from 2 seconds to 5 seconds Value increased to 200000
Mask : (Added 50 armor) Now adds 100 magicka, 100 health, 100 stamina instead of 70 magicka, value increased to 10000
Gloves : (Added 25 armor) spell/shout absorption increased from 5% to 25% Value increased to 10000
Boots : (Added 25 armor) spell/shout absorption increased from 5% to 25% Value increased to 10000
Armor : (Added 50 armor) Spell/shout absorption increased from 15% to 50% Value increased to 20000
Note : All of Miraak's armor equipment now count as NO armor This serves Mage armor perk.
- Added Dragon priest masks and dragonborn to the artifacts pack.
-
Version v1.1
- Patch v1.1 notes :
Archmage Artifacts :
Archmage robes hooded : All spells cost <40>% less to cast nerfed to 35%
Archmage boots : Added 100 Magicka
GauldurAmulet : (OVERHAULED) Now every piece of the amulet gives 30% element resistance.
Gauldur Amulter now gives 25% Magic resist and 50% resist for fire,frost and shock.
Change notes : Let's face it guys, basic stats, HP, stamina, magicka, these are not so useful late game when we're level 50+ Because of the latest patch and ability to make a skill legendary, getting those stats is easier than anything. What we try to achieve end game is 85% magic resist and maybe 85% elemental resist too as defense, armor rating also, but it's not hard to do. Artifacts lacked these resistances. So I wanted to add resistance to a necklace and I found no better option, the quest for this necklace is sooo long. This is the most deserving for this honor. Though for early game this necklace is not that good now. So it's strategically good now.
The Dark Brotherhood artifacts : Fixed bug : Shadowmere wasn't essential, now is.
Blade of Woe: Health absorption increased to 30 from 25, stamina absorption decreased from 25 to 10.
Notes : Blade of woe is now after speed fix a quick dagger. so absorption is a bit overpowered on this weapon with dual wield and power attacks, your stamina absorption keeps your stamina bar full. so I nerfed it down to 10. and increased HP up a little bit to make up for it. Now it should fit into (Life absorption weapon more than "Forever power attacks")
The thieves guild artifacts :
Nightingale armor set : ( Note this only changes the last version of the items, which you require at lv32-46 depending on the item requirements.)
Gloves : Fortify pickpocket decreased from 100% to 50% (That was overpowered early game)
(Added 50% fortify lockpicking)
Notes : Thieves are supposed to be superior at both lockpicking and pick pocketing.
Daedric Artifacts :
Ebony Blade : Scaling changed from 10-14-18-22-30 to 5-10-15-20-40 Stamina absorption increased from 30 to 40.
Spell breaker : Nerfed from 100 armor to 50.
Ebony Mail : Increased poison cloak damage from 10 to 25. (Added fortify sneak +50%)
Ring of Namira : Added 25 armor
Ring of hircines : Added 25 armor
Savior's Hide : Added resist diseases 100% (Pretty sure it's still useless tho, maybe will think about it in the future)
Mehrunes Razor : Increased poison damage from 20 to 25.
Notes : Ebony blade is supposed to be a end game and very costy item to achieve full power, so I made the full potential even more dominant.
Ebony Mail is now the GO-TO armor for heavy armor tanks. It's cloak now deals a decent passive damage to help what tanks lack of. Also tanks are not good at sneaking so I added the fortify sneaking. And the lack of armor perk (matching set) is overcame by the 100 armor rating ebony mail has. It's now a really powerful early game item.
Bug fixes : Mace of Molagbal and Dawnbreaker now properly don't consume charges.
Dawnguard DLC Artifacts :
Auriel's Shield : Decreased armor from 100 to 50.
Harkon's Sword : Nerfed health absorption from 50 to 30, stamina absorption from 50 to 20, Magicka absorption from 50 to 20.
Locket of Saint Jiub : (OVERHAULED) Necklace now adds 100% to speechcraft. 100 points to stamina, 200 points to carry weight.
Notes : Harkon's sword was too powerful for 1h, in dual wield you could attack forever without running out of stamina nor health, nerfed it real hard.
Locket of Saint Jiub was replaced by a more deserving necklace. I was thinking what should I give this necklace? oh yes. It's a necklace of a trader. So I added fortify speechcraft 100%, 200+ carry weight. and increase 100 stamina. and 50 armor rating. (100% speechcraft is not much, since it's utility stats and it isn't considered outside shops or in battles.) and game lacked artifacts with speechcraft and carryweight.
- Patch v1.1 notes :
-
Version v1.0
- The dark brotherhood artifacts :
Blade of Woe : This blade was supposed to be "life stealing" blade, I consider stamina a good addition to get that "draining life" feeling
Damage : 12 to 15
Attack speed fix : Attack speed is like any other dagger now
Enchantment : health absorption increased from 10 to 25 ( Added 25 stamina absorption)
Value : 5000
Ancient Shrouded Set : This set is supposed to specialize around the x30 sneak damage, I only added second enchantments
Armor (Added +50 Stamina) | Value increase to 3000
Gloves (Added +50 fortify one handed) | Increased value to 2000
Boots (Added + 50 fortify one handed) | Increased value to 2000
Helmet (Added water breathing) increased fortify archery to 50% Increased value to 1500
Shadowmere : is now essential since it respawns anyway and it considered immortal, why let it die in the first place?
The thieves guild artifacts : Sorry for thieves guild fans but thieves are supposed to be master of stealth, not assassins, so I didn't add double backstab to gloves, just increased sneaking potential, utility and frost resistance/damage in the nightingale set
Nightingale armor set : ( Note this only changes the last version of the items, which you require at lv32-46 depending on the item requirements.)
Bow : Increased damage from 19 to 22 Frost damage increased from 30 to 50, Shock damage increased from 15 to 30. Value increased to 5000 (Weapon material changed to glass, now you can upgrade it like any other)
Sword : Increased damage from 14 to 18, (added 25 frost damage) value increased to 5000 (weapon material changed to glass)
Armor : Increased stamina from 40 to 100, increased frost resistance from 40% to 85% (maximum cap for resistance) Value increased to 3000
Gloves : Fortify pickpocket increased from 25% to 100% fortify one handed increased from 25% to 50% valued increased to 1500
Boots : (Added 50 stamina and 50% fortify sneaking) increased value to 1500
Helmet : Fortify illusion increased from 17% to 50% (added fortify archery 50%) Value increased to 1500
Chillrend : Damage nerfed from 15 to 10. Increased frost damage from 30 to 50 Increased paralyze to 3seconds (Added 25 stamina damage)
This sword is supposed to be a utility weapon, freezing enemies, of course you reduce their stamina while freezing them, it becomes harder to move. So I nerfed the high damage to make it fit into the lore
Archmage Artifacts :
Archmage robes hooded : All spells cost <40>% less to cast from 15%, +<100> magicka from 50, and magicka regenerates <200>% faster. from 100% Value increased to 15000
Archmage robes : All spells cost <25>% less to cast from 15%, and magicka regenerates <100>% faster from 50% magicka regenerates <100>% faster. (un changed) Value increased to 10000
Archmage boots : All spells cost <15>% less to cast instead of 40% shock resistance. Value increased to 5000
GauldurAmulet : Increases your Health, Magicka, and Stamina by <100> points instead of 30. Value increased to 10000
each piece value changed from 500 to 1000, pieces stats increased from 30 to 50
Staff of Magnus : Tripled the stats , increased value to 10000
Daedric Artifacts :
Here we are, the legendary artifacts should be a lot stronger than normal equipment made by mortals.
DawnBreaker : Fire damage increased to 30 from 10, Damage increased to 20 from 12 Value increased to 10000
Ebony Blade : I consider it a "life steal" weapon so I added stamina absorption to get that feeling of absorbing the life out of your enemy. (Added 30 stamina absorption) from 11 damage to 25. It's a two handed sword and should obviously be stronger than one handed swords. Health absorption scaling left untouched it's pretty strong on it's own end game. Value increased to 10000
Mehrunes Razor : Instakill untouched (Added 20 poison damage for 5 seconds) Increased damage from 12 to 15 , increased value to 10000
Mace of Molagbal : Damage increased from 16 to 30, (added 25 health absorption) Increased value to 10000
Volendrung : Since it's a heavily stamina absorption based on weapon (Added 25 damage to Stamina) Damage from 25 to 40, increased value to 10000
Ebony Mail : It is neglected because armor perks require a WHOLE same set. So increased armor from 45 to 100. poison damage increased from 5 points per second to 10. Value increased to 5000
Ring of Namira : Increased stamina to 100 from 50, increased value to 5000
Ring of hircines : Added 100 fortify health value increased to 5000
Azura's star and the black star value increased to 5000
Sanguine Rose : Summon duration increased to 5 minutes from 1, value increased to 5000
Savior's Hide : Magic resistance increased from 15% to 25% Poison resistance increased from 50% to 100% Value increased to 5000
Spell breaker : armor increased to 100 from 38, (added 25% magic resistance) increased value to 10000
skull of corruption : It's balanced so, value increased to 10000
Wabbajack : It's like dice, left it untouched ( never miss with the percentages if you wanna keep it lore friendly. ) Increased value to 10000
Dawnguard DLC Artifacts :
Auriel's Bow : This is supposed to be a legendary artifact, a power no one has ever wielded before you, a bow strong enough to command the sun.
Damage increased from 13 to 30, Enchantment power tripled value increased to 20000
Both arrows damage increased from 16 to 30, value from 16 to 50
Auriel's Shield : Increased armor rating from 32 to 100 ( Added 25% Magic resistance) Increased value to 10000
Harkon's Sword : You've defeated the great and oldest vampire in all of skyrim, a immortal being, You now are granted his power. Life absorption.
Absorbs <50> points of Health, Magicka, and Stamina if wielded by a vampire. increased to 50 instead of 15, Increased damage to 15 (Didn't increased it so much or it wold be out of balance, this is not a damage based on weapon, this is a life absorption vampire like weapon.) Value increased to 20000
Locket of Saint Jiub (Overhauled) : I didn't want to completely change stats of a necklace, but this one needs a rework.
Lore : Since Saint Jiub has been in Soul Carin, place of lost, tortured souls, it began to absorb magic, no wonder how it survived in that world. That leaded to a contrary effect, the necklace has become so resistant. No wonder it survived for so long, It is one of the only two necklace with armor rating.
Armor rating increased to 50 (light armor) (Added 20% magic resist, 50% resistance to fire,frost and shock.) I consider this necklace a little bit overpowered end game, the quest is real pain with no arrows or indicators, goodluck earning it.
Aetherial items : value has increased to 5000, shield armor rating increased to 50
- The dark brotherhood artifacts :
-
- Author's activity
- Load more items
- Mod page activity
- Load more items