About this mod

Awesome Artifacts is a lightweight unique items overhaul for those who want artifacts to be unique and powerful without being unimmersive or overpowered.

Permissions and credits
  • German
This item overhaul is the result of me tinkering with Skyrim's lackluster unique items for years to do them justice. The mods I found for the bland unique items were always poorly made or too boring or far too overpowered, so I took it into my own hands. Awesome Artifacts aims to be lightweight and of high quality, to have effects that are unique and fun, to stay true to the original theme and be immersive, and finally, to keep things balanced enough to make things interesting. The only item that's truly overpowered is Ysmir, but I think that's reasonable. See the gallery for tl;dr. (outdated)

Includes fixes from the Unofficial Skyrim Patches (USKP) and Weapons & Armor Fixes (WAF) anywhere changes are made.


Ysmir, Dragon of the North

- You can upgrade Konahrik to Ysmir at the Skyforge once you have become the Thane of every hold and attained every Smithing perk.
- Requires all the original Dragon Priest masks and 50.000 gold to forge. Skyrim needs more gold sinks.
- Has all enchantments from said Dragon Priest masks.
- Has the hidden effect from Dragon Aspect that makes most shouts more powerful. Does not stack.
- Comes in both Cloth, Light, and Heavy versions, which you can switch between for a fee of 10.000 gold. 
- Light version gets Matching Set bonus from all Elven and Nightingale armor, and Heavy from Daedric.
- It will use any new textures you install for Konahrik.
- Konahrik's effect now makes you explode, damaging enemies and healing allies, and leaving you with a flame cloak for 15 seconds. However, its chance to activate at low health has been decreased so that it won't make you near-immortal, but its chance to summon a Dragon Priest has been increased.
- Includes fixes and tweaks from USKP, WAF and me to all Dragon Priest masks. Noticeably, they now benefit from perks related to their material, e.g. Elven Smithing for moonstone. If you have another mod for the masks, load it after this one.


- You can craft an unenchanted replica of Chillrend called Rimeglass Sword. It requires Glass Smithing, Arcane Blacksmith and Deep Freeze to forge.
- Rimeglass Swords have been added to leveled loot lists. So they may rarely be found after level 50 anywhere enchanted Glass Swords can appear.
- Can also be crafted at the Atronach Forge for less materials than at a forge. A recipe for it can be found as random loot among the original recipes.
- Frost enchantments placed on Rimeglass Swords are 10% stronger.
- Chillrend can be disenchanted to learn Frostfeed, and it now slows the target and damages Stamina as it should. Its chance to paralyze has been reduced from 26% to 10%. The enchantment glow is designed exclusively for Chillrend, but it looks good on most other weapons. With this, you can forge your own Chillrend (or two) and add another enchantment. I personally like adding a moderate Silent Moons enchant.

Miraak's Sword

- You can craft Miraak's Sword at the Skyforge when you have completed the Dragonborn questline. It is not unenchanted.
- Requires Arcane and Daedric Smithing to forge, and the sword now benefits from the Daedric Smithing perk when being improved.
- The crafting recipe scales with your level. The different ranks of the sword become available at these levels: 1 - 45 - 60 - 75
- You can upgrade it from a lower rank to the highest available. It takes less materials than creating a new.
- The sword has infinite charges, and the bugged tentacle attack animation has been removed.
- The new Mora's Gift enchantment Soul Traps the target for 3 seconds and absorbs 10/15/20/25 points of Health, Magicka, and Stamina, depending on item level.
60% is absorbed on impact, the remaining 40% are curved over 2 seconds. It can be disenchanted. When enchanting, the enchantment magnitude controls the Soul Trap's duration, the absorption is set to 10 points. The enchantment you can apply becomes 50% stronger if you have completed the quest for Oghma Infinium.

Nightingale Armor, Weapons & Arrows

- You can craft unenchanted Nightingale Armor, Weapons and Arrows once Darkness Returns to Nirn. The elegant arrows and quiver are designed by FrankFamily.
- The armor requires Advanced Armors to craft, and the weapons and arrows require Ebony Smithing. They all require Arcane Blacksmith too.
- The 25 armor rating bonus from wearing the full set has been changed to 25% Health regeneration.
- Fixes and tweaks, which also affect the pieces you get through the questline.

Snow Elf Armor (Ancient Falmer Armor)

- Auriel bestows knowledge of Snow Elven Smithing to the finder of his bow, including the lost art of making Powdered Mammoth Tusks, which are used to craft the armor.
- Snow Elf Crown is now Light Armor and has 13 armor. A ninja has been dispatched to place the crown on the head of the boss who wears the rest of the set.
- Added a 25% Health regeneration set bonus for wearing a full set of Snow Elf armor.
- Snow Elven Smithing has prerequisites: Elven, Arcane and Advanced Smithing.
- Includes fixes and tweaks.


Savior's Hide
- Armor increased to 36 (up from 26), putting it between Scaled and Glass armor.
- Benefits from Scaled (Advanced Armors) instead of Ebony Smithing bonuses.
- Gets Matching Set bonus from Hide and Fur in addition to Scaled.
- The 15% Magic Resistance has been changed to Frost Resistance.
- Has 50% Poison Resistance.
- Added 30 Carry Weight.
- Added 20% Health and Stamina regeneration.
- Added 15 Unarmed Damage, making it the only chest armor with Unarmed Damage.

Skull of Corruption
- Does 20 points of damage to Health, Magicka, and Stamina. Increases by 5 points for every 5 dreams stored, up to a maximum of 50 points at 30 dreams.
- Has a 10% chance to consume a stored dream and reduce the target's Magic Resistance by 25-50% for 5 seconds. This stacks with diminishing returns.
- Has an AoE and slows the target by 20-40% for 5 seconds when powered with dreams.
- Victims of your dream harvest can dream again after 12 hours, instead of 10 days.
- So many fixes, nothing has ever been this fixed.

The Rueful Axe
- Benefits from Daedric Smithing, and gets Daedric-tier bleeding damage from perks.
- Now swings 6% faster than other battleaxes, instead of 30% slower.
- Now staggers as much as other battleaxes.
- Damage increased from 22 to 24.
- Weight increased from 10 to 18.
- Ignores 25% of a target's armor.
- Has 10% critical strike chance.
- Counts as a silver weapon.
- Removed the stamina damage enchantment, so it can benefit from the Elemental Fury shout.

- Can now be improved at a grindstone. Counts as Dwarven.
- Damage increased from 8 to 10 (Ebony).
- Removed the cluttering  "Mortal Wound" effect. Wraithguard is in Morrowind anyway, and Arniel notes that you're unharmed.
- The enchantment has 50% chance for each stat to absorb 25 points of Health, Magicka, and/or Stamina. Keening resonates, empowering its wielder:
Increases Health, Magicka, and Stamina by 25 points. Increases Agility by 10%: You move and attack 10% faster, jump 10% higher*, and take 10% reduced stagger and falling damage. These effects come from TES3: Morrowind. Jump height requires SKSE.

Glass Bow of the Stag Prince
- Now levels up every 25th animal kill instead of every 20th.
- Can level up 10 times (to 250 kills) instead of 4 times (to 80 kills).
- Gains 10 Health and Stamina per level (up to +100) and 1% Agility (up to +10%).
- Does 10 points of Nature Damage to Stamina and half of that to Health, increasing by 2 points every level (up to 30 points).
- Base speed slightly increased, same with Critical Strike chance and damage.
The hunt is on!

Diadem of the Savant Polymath
- Armor increased to 10, which is still very low.
- Benefits from Elven Smithing, Matching Set and Mage Armor.
- Makes life a little easier.

Vampire Royal Armor
- Armor increased from 30 to 34.
- Weight decreased from 9 to 7.
- Magicka regeneration decreased from 125% to 100%.
- Reduces the magicka cost of Conjuration and Illusion spells by 25%.

Mace of Molag Bal
- Benefits from the Daedric Smithing perk.
- Does 25 damage to Magicka and Stamina.
- Does 15 bleeding damage over 30 seconds.
- Has an 8% chance to make the target flee in horror for 30 seconds.
- The duration of its Soul Trap effect has been increased to 30 seconds.

Necromancer's Amulet
- Increases Magicka by 50 points.
- Conjuration spells cost 25% less to cast.
- Reanimation spells are 10% more powerful.
- Reanimated undead are more powerful: +5 Melee Damage, +10% Magic Resistance, +25 Armor.
- Increases effectiveness against undead by 10%: +10% physical damage, +10% spell magnitude, +10% spell duration.
- Reduces their effectiveness towards you by the same amount.
- Reduces Health and Stamina regeneration by 75%.

- Now benefits from the Daedric Smithing perk.
- Damage increased by 1, putting it between Ebony and Daedric Warhammers.
- Still swings faster than normal.
- Now has Critical Damage. (20)
- Absorbs 50 stamina, and has a 20% chance to stun targets on power attacks.

Ebony Mail
- Enemies in melee range take 10 Poison Damage per second.
- Reflects 10% of all incoming melee damage back at the attacker.
- Absorbs 10% of the Magicka from incoming spells.
- Still muffles your movement while you're sneaking.

Ebony Blade
- Can now be improved at a grindstone. This change is not lore-friendly, but neither are the blade's effects to begin with. You can choose not to improve it.
- Now has the stats and mechanics of an artifact ebony greatsword, instead of a one-handed weapon.
- Gains 1 more point of health absorption every time it ranks up, for a maximum of 35 points (up from 30).
- Added 5 bleeding damage over 5 seconds, which increases every rank and ends up doing 15 damage over 5 seconds.
- Sneak attacks made with this weapon do 3 times normal damage instead of 2.

- Now benefits from the Daedric Smithing perk.
- Does 15 Fire Damage with increased afterburn damage and 10 Sun Damage. Does an additional 10 Sun Damage against undead.
- Changed the Bane of the Undead explosion that it can trigger by killing an undead. Originally, it made them burn for 4 seconds, and flee for 30 seconds.
The explosion now makes them burn and flee for 10 seconds, doing a total of 110 damage before modifiers, and it no longer knocks items around.

Auriel's Bow
- Damage increased to 18 (up from 13).
- The enchantment has been fixed. It now does 20 Sun Damage to anyone, triple to undead.
- The bow now draws its power directly from the sun; it will never run out of charges!
- Has a hidden 5% chance to call upon Celestial Fury when hitting a dragon. See Dragonbane.
- Increased critical strike chance multiplier by 25%, so the rank 3 perk with 20% chance gains another 5%. (125% of 20% = 25%)
- Critical Damage increased to 18 (up from 13).

Auriel's Shield
- Changed to Light Armor, for lore consistency and to match the related Snow Elf Armor.
- Because of this, armor rating has been reduced to 30, making it 1 point stronger than a Dragonscale Shield.
- Weight has been reduced to 6.
- The shockwave does 3/7/15 damage, up from 2/5/10.
- Added a hidden 10% block and 10% elemental resist enchant, because dragons.

Miraak (Mask)
- Can now be improved at a workbench. Benefits from Dragonscale and Dragonplate.
- All versions are now Light Armor with 25 armor, to match the rest of the set.
- Increases Magicka by 50, Magicka regeneration by 25%, and reduces spell costs and shout cooldown by 10%.

Miraak's Armor Set
- The robes have been changed to Light armor to match the rest of the set, and now have 31 armor.
- Added 25% Poison Resistance to the robes. The tentacle explosion now also damages Stamina.
- Added 20% Conjuration and Destruction spell cost reduction to the gloves.
- Added 20% Stamina regeneration to the boots, and the wearer moves silently and can walk on water.
- All armor has received fixes and can be improved with Dragonscale Smithing.
- Miraak's Staff counts as Conjuration and also damages Stamina.

Blade of Woe
- Benefits from the Daedric Smithing perk instead of Steel Smithing.
- Has all fixes from WAF, so its Attack Speed has been increased by 30% to match other daggers.
- The new Kiss of Death enchantment absorbs 10 Health and makes the target bleed 30 points of Health, Magicka, and Stamina over 10 seconds.
- The bleeding effect stacks and reduces the target's Health regeneration by 100% for the duration.
Hail Sithis!

Staff of Magnus
- Absorbs 25 Magicka and 10 Health per second. If target is out of Magicka, absorbs 25 Health instead.
- The Magicka absorption originally did 100% extra absorption over 1 second, an uncurved afterburn. I made both Health and Magicka do 50% extra over 1 second instead.
- The effect has been fixed and costs less enchantment charge per second. I also gave it an AoE that's as wide as the beam, to make it easier to hit with.
- The staff wards its user with the Shield of Magnus, absorbing 20% of the Magicka from incoming spells and restoring 1 point of Health per second.
This effect comes from TES3: Morrowind.

- Can be improved and counts as Ebony, giving it bleeding damage from perks.
- Now has Critical Damage. (20)
- Can be enchanted.
- The 20% bonus damage now affects all types of elves, including orcs and vampire elves.

Shield of Ysgramor
- Now benefits from Ebony Smithing.
- Armor increased from 30 to 35, which is 1 armor less than a Daedric Shield.
- Has 20% Magic Resistance, 20% Frost Resistance, and 30% increased blocking.

The Pale Blade
- Is now unleveled.
- WAF: Damage increased to 12. Weight reduced to 13.
- Does 25 base frost damage to Health and twice as much to Stamina.
- Creatures and people up to level 16 flee for 30 seconds.
- The tooltip now shows the correct enchantment values.
- All sorts of minor improvements.

Red Eagle's Bane
- Has the same stats as The Pale Blade.
- Does 25 base fire damage with slightly improved afterburn.
- Undead up to level 16 flee for 30 seconds.
- The tooltip has been corrected.
- Minor improvements.

- Upgraded to Skyforge Steel quality.
- Does 20 points of frost damage to Health and Stamina.
- Hits have three 8% chances to inflict 20/30/40 shock damage.
- Each shock damage proc has its own set of thunder sounds.
- Benefits from Augmented Frost and Shock.

- Counts as Honed Draugr material. (Dwarven Smithing)
- Damage increased to 10.
- Critical Damage doubled to 10.
- Does 10 points of spectral damage to Health, Magicka, and Stamina.

- Is now unleveled: 14 Damage, 13 Weight.
- Does 30 magic damage to Health and a third of that to Magicka against dragons. Does 10 shock damage to Health and Magicka against others.
- Has a 5% chance to call upon Celestial Fury when hitting a dragon, doing 100 non-resist damage on impact with another 300 damage over 3 seconds.
10% of this damage is also dealt to Magicka.
- Benefits from Augmented Shock.

Harkon's Sword
- WAF: Damage increased to 12. Weight reduced to 9.
- Range increased by 5% from the default sword value, and attack speed by 3%.
- Does 20 deathfrost damage (poison + frost), which slows the target and does 25% extra damage over 5 seconds.
- Vampires absorb 5 points of Health, Magicka, and Stamina per second for 5 seconds. Does not stack.
- Deathfrost damage benefits from Augmented Frost.

Tenchi (Akaviri Sword)
- Now uses this beautiful model by cnyylzy123456789.
- Silversteel: Counts as a silver weapon and benefits from Steel Smithing.
- Damage increased to 12. Weight reduced to 9.
- Has increased Critical Strike chance and damage.
- Range and attack speed increased by 5%.
- Ignores 25% of a target's armor.
- Can be enchanted.

- Can be enchanted.
- Value increased to 666.
- Imbued with burning hatred towards horkers.
- Guards may sense the foul evil in this weapon if GDO is installed.

Additional Changes
Targe of the Blooded bash does 25 damage over 5 seconds.
Dwarven Black Bow of Fate absorption increased to 50 points.
- Increased the Magicka regeneration on the Masque of Clavicus Vile to 25%.

Bolar's Oathblade also reduces damage taken from dragons and animals by 10%.
Mehrunes' Razor ignores 25% of armor, has 12 base damage, and benefits from Daedric Smithing.
Armor of the Old Gods grants 25% Health regeneration when the full set is worn. Works with any mod.
Spellbreaker wards for 70 points per second, has 20% Magic Resistance, 33 armor, and benefits from Dwarven Smithing.
The Gauldur Amulet has 20% regeneration to the attribute on each fragment.
Kyne's Token reduces damage taken from animals by 15% and increases the damage of bows by 30%.
Savos Aren's Amulet increases Magicka by 50 points and makes you stagger 15% less from incoming attacks.
- Fixed Amulet of Articulation, and you always get the best version of it. It can be improved, but doesn't benefit from any Smithing perk.
Grimsever is now a Glass Greatsword to match Mjoll's preference for two-handed weapons, and does 15 bleeding damage over 30 seconds.
- The Staff of Jyrik Gauldurson now correctly does twice its damage to Magicka, counts as Destruction, and provides its intended boost to Magicka affinity.
Eduj and Okin reduce your shout cooldown by 15% and increase your Frost Resistance by 30% when wielded together.
Notched Pickaxe can be disenchanted to learn the Storm Notch enchant, which has a weak afterburn.
Poacher's Axe does 8 extra damage to animals. It can be disenchanted and has no charge cost. Good for followers.

Briarheart Geis does 15 extra damage to Nords, and CRF is no longer required to find it. It can be disenchanted and has no charge cost. 
- Silent Moons Enchant's effect Moonlight Damage does 25% of its damage to Magicka, and its afterburn is synchronized with its visual effect.
Bleeding Damage effects from perks have been balanced to a point where they actually matter. Orcish axes cause the longest lasting bleeds, and Daedric the strongest.
- Improved random enchanted weapon material lists. Instead of finding tons of enchanted Iron Weapons, you'll find more Steel Weapons, and a little more of other types.
Blessings from Shrines last 12 hours instead of 8.
- Includes the Vampire Lord drain with Serana fix.


To manually install this mod, simply extract the files to your data folder and set your load order. It can be installed in the middle of a playthrough without issues, but you should unequip any enchanted items that this mod changes before installing or uninstalling!
This mod is simple, clean, and made with compatibility in mind, but certain mods may require a Bashed Patch for full compatibility and integration. It should especially be loaded after any item overhauls or fixes like USKP, WAF or CRF. It is fully compatible with all perk and spell mods, and everything else which doesn't edit the exact same things as this mod. Most compatibility issues can be resolved by using the right load order. Want to use another mod that changes blessings from shrines? Or perhaps there's a Wuuthrad mod which you're particularly fond of? Just load them after this mod.

Awesome Artifacts is available for Skyrim Special Edition here.