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About this mod

Adds 16 different blessings to the Requiem 1.9.4.1/AZ Tweaks lineup, one for each Daedric Prince not named Nocturnal. These blessings may be found at shrines scattered throughout the world, or obtained by single-use Charms crafted using "offerings" specific to each Prince.

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Changelogs
I am a big fan of Requiem, and love the additions brought about by AZ Tweaks, especially in regards to the more complex blessing system. However, I tend to play more immoral or amoral characters, which means I miss out on a lot of interesting content due to the Divines being too snobbish to bless a criminal. With this mod, I set about the change that, and it is finally at a state that I am happy publicly releasing to Nexus. 

Within this mod, you will be able to be blessed by each Daedric Prince, with unique boons and conditions specific to each Prince. Generally, you will be allowed much more breathing room for criminal activity, and you will receive strong powers for committing yourself to a Prince's tenets. However, it is often more difficult to get these blessings in the first place, as shrines are sparse or located in dangerous locations and craftable offerings to each Prince are usually quite costly. Offerings may be crafted at a tanning rack with a roll of paper and a material component specific to the Prince in question.

My hope is that, with this mod, AZ Tweaks players will be able to create a greater diversity of character builds and roleplay more characters than they could before. Let me know if you experience any bugs or issues!

When updating, always cleanse your current blessing first if it has been changed by the new update. Otherwise you will get lingering stat modifiers and other issues.

Running Changelog:
1.01: Bugfixes.
1.1: Bugfixes. Changed naming conventions for the magic effects (Instead of "Resist Magic", Azura's blessing now says "Azura's Protection from Magic" as in AZ Tweaks). Dagon now forbids restoration but regenerates more. Malacath loses his extraneous misc quest rewards, and now reduces your health and stamina when worshipping him in exchange for less incoming damage (so you have to have a high health to benefit-- orcs no longer specifically get more health and stamina, but are natural tanks and thus benefit more from the blessing). Removed "house of troubles" Dunmer worship rewards. Molag, Mehrunes now provide that previously Dunmer-only benefit to all races, malacath now gives Dunmer the same PA reduction that all races get, and Sheo only gives +10 health to Khajiit.
1.11: Molag Bal buffs pain spells correctly now. Malacath's stamina penalty is only 25 rather than 50. Jyggalag got his bonuses reduced from 20 across the board to 15 across the board, as I felt that you became too tanky at 20.
1.12: Nerfed clavicus a bit. Bitter blessings are more equal and you only get +1 summon at 50 conjuration. May change this to 25 if it feels too belated. Malacath is now -60/-30 health/stamina instead of -50/-25 for 20% reduction instead of 25% reduction; you now break even at 300 health instead of 200 health.
1.13. Clavicus gives +1 summon at 40 because I want to allow usage of doubled apprentice summons for a bit. Namira worshippers can now craft beggar clothes at the tanning rack.
1.14: Bothela now sells charms of Hircine, Malacath, Namira, Peryite and Molag Bal. Meridia got several abilities nerfed. You can now see the first effect of Meridia's blessing in your UI. Mephala got her upkeep regen nerfed a bit. Boethiah now actually muffles 30% instead of 3,000%. Oops. Clavicus fortifies conjuration cost 15% instead of 20%.
1.2: Hircine gives less stamina, but requires fewer werewolf transformations and creatures killed for his other boons. Charms now have VendorItemIngredient so Bothela now actually sells them. Fixed Vaermina's muffle being also too strong. 
Implemented downsides for the following:
- Mephala (0.5x strength attacks, 2.2x strength sneak attacks)
- Molag Bal (0.5x strength attacks, 2.2x stronger power attacks)
- Sanguine (-0.25 stam/mag bleed and lower skill rates if not drunk)
- Hermaeus Mora (2.0x spellcost, 1.25x mag/dur)
- Dagon (no healing pots)
1.21: Mephala and Molag are less extreme. Boethiah now gives noise reduction instead of less armor weight and has a different bonus for crouching (more block instead of pure damage reduction)
1.22: Clavicus' bitter blessings are now non-optional. You must use one of the three. You will start off with Health from his charm/altar. Vaermina now only give +50 magicka after the Skull is obtained, and only gives in-combat regen if you are rested (so now you can only get magic resistance, pain/sleep boon and muffle without sleeping). Muffle improved to 0.25 from 0.2. MR boon reduced from 5/10 to 4/8. Invoke the Dreamstride is now slow time 0.15 instead of slow time 0.4. Peryite Changes: MR reduced from 4/8/12 to 3/6/9.



The specific blessings of each Prince are provided below. Unless otherwise specified, Princes will refuse to bless prospective servants who carry the unique artifacts of other Princes, except for those with whom they are allied.

For example, Azura is allied with Boethiah, Mephala and Molag Bal and will thus bless followers who carry the Ebony Mail, Ebony Blade or Mace of Molag Bal, but not, say, Spellbreaker or Mehrunes' Razor.

In addition, some Daedric Princes are stated in lore to have particularly strong rivalries with others, and you will be permanently barred from receiving the blessings of a specific prince if you complete the opposing Prince's quest. (For example, Boethiah and Molag Bal)

Generic daedric weapons and armor are allowed in all cases, however.


Azura:
Azura's blessing bestows magic resistance on her followers, increasingly so depending on how much favor they have. In addition, her followers will create and charge enchanted weapons more efficiently, and followers outside during dusk or dawn will regenerate. Azura is allied with Boethiah, Mephala and Molag Bal and will allow usage of their personal artifacts. Azura also accepts worship from vampires, but not from werewolves, and neither from servants of Nocturnal.

- 4% MR. (Always available)
- 4% more MR for Khajiit and Dunmer. 
- 2% MR for pilgrimage to her Shrine. 
- 2% MR if you haven't murdered.
- 4% MR for 150 souls trapped. 
- 3% MR for 20 persuasions. 
- 8% MR for carrying the Star.
- Regenerate H/S/M 1 per second each when outdoors between the hours of 4-6 AM and 7-9 PM. (Always available)
- Soul Gems restore 30% more charge on weapons. Weapons crafted while worshipping her contain 10% more max charge.

Will take her blessing away if you are a Nightingale, or if you corrupt her Star with Nelecar. Also no blessings if you carry unaligned artifacts, or are a werewolf. Allows worship from vampires.
Allied Daedra: Boethiah, Mephala, Molag Bal

Boethiah:
Boethiah's blessing improves followers' abilities in martial combat and stealth, especially favoring one-handed weaponry, while also providing resistances against fire and shock. In addition, fighting in a crouching stance will better enable servants to get in cheap shots and protect themselves from enemy attacks. Boethiah is allied with Mephala, Azura and Mehrunes Dagon, but has strong rivalries with Molag Bal and Peryite and will refuse to bless their allies. Further, while Boethiah will bless werewolves, his/her strong hatred of Molag Bal means that vampires will receive no such favor.

- Resist fire and shock 10%.
- Dunmer get a further 10% shock resist.
- Fortify onehanded 5%. Increases to 10% at 25 assaults, 15% at 50 assaults, 20% at 100 assaults, 25% at 175 assaults.
- Take 10% less physical damage, block 30% better, and ignore 20% of enemy armor when crouching.
- Muffle 30% at 100 backstabs.
- If you are wearing the Ebony Mail, get 50% less movement noise.

No blessings if you complete Molag Bal’s quest, Malacath’s quest or Peryite’s quest or carry unaligned artifacts. Disallows vampires. 
Allies: Mephala, Azura, Dagon


Clavicus Vile:
Clavicus Vile's blessing improves the ability of his followers to summon and bind daedra, and will increase an attribute of the follower's choosing at the expense of other attributes. While Clavicus Vile is relatively difficult to offend, it is believed that werewolves remind him of his much-loathed dog, Barbas, and he will refuse to provide them with his blessing. He is allied with Mephala and Hermaeus Mora and allows followers to carry their artifacts.

-Conjuration spells are 15% cheaper. +1 max summon at 40 Conjuration.
-Grants lesser power “Summoning Pact”. For the next 10 seconds, conjuration spells cost triple but last 100x longer.
-Gives “Bitter Blessing: Health”, “Bitter Blessing: Stamina”, “Bitter Blessing: Magicka”, and “Bitter Blessing: None”. Bitter Blessing: Health gives you +75 health, -50 stamina and magicka. Stamina gives you 100 stamina, -75 magicka and -25 health. Magicka gives you +100 magicka but -75 stamina and -25 health. BBN resets the blessings; only one may be active at once, and they will only be active if you have his blessing. May be swapped out at any time.
-If you axe Barbas, gives you +35 health and +8% resist magicka. Otherwise, gives you additional +10% barter so long as you wear the masque.

No blessings if you are a werewolf, or carry unaligned artifacts.
Allies: Mephala, Hermaeus Mora


Hermaeus Mora:
Followers of Hermaeus Mora will be rewarded with forbidden knowledge, increasing the rates at which they learn. Mora also provides followers with increased magicka for the studious, and improved shouting ability for followers dedicated to pursuit of the Thu'um. Hermaeus Mora has no animosity towards werewolves or vampires, but nonetheless requires that his followers serve only him and his allies, which include Mephala, Sheogorath, Clavicus VIle and Molag Bal. Finally, Hermaeus Mora tests his worshippers by forcing them to make every spell count.

-Cast spells will be 25% stronger and long-lasting but cost 2x as much.
-Gives +10% skill increase rates. Additional +5% if you are a member of the college; additional +5% at 200 skill increases, additional +5% at 75 training sessions.
-Gives +10 magicka. Increases to +25 at 10 spells learned, +50 at 25 learned, +75 at 50 learned, +125 at 100 spells learned.
-Fortify Thu’um 5% at 1 shout mastered, 15% at 5 words mastered, +25% at 10 shouts mastered, +35% at 20 shouts mastered.
-Gives 5% cheaper spellcasting at 50 books read. Increases to ~10% at 100 read, ~15% at 200 read, ~25% at 350 read.
-If you kill Miraak, gives +75 health.
-If you have read the Infinium, regenerate magicka 100% faster.

Revokes his blessing for carrying unaligned artifacts. Allies: Mephala, Sheogorath, Molag Bal, Clavicus
(Note that reading the Oghma Infinium counts as "carrying" it permanently for the purposes of unaligned artifacts, potentially cutting you off from many other blessings!)


Hircine:
Hircine's blessing improves the skills required to be a ranger, granting greater stamina and skill with a bow depending on how many animals and monsters followers have slain. In addition, werewolves will find their powers enhanced, especially when transformed. While Hircine favors werecreatures in particular, he also appreciates vampires' hunt for the blood of their prey and will provide them with his blessing all the same. While Hircine has few enemies, his sole ally is Peryite.

- Bosmer get +10% frost resist.
- Grants +20 stamina. Increases to +30 at 50 animals killed, +40 at 100 killed, +50 at 200 killed.
- Grants +5% archery damage. Increases to +10% at 25 beasts killed, +15% at 50 beasts killed, +20% at 70 beasts killed, +25% at 100 beasts killed.
- Gives +25% resist frost if wearing either one of his artifacts, or if you are in beast form and have them in your inventory.
- Provides +15 health if you are a werewolf.
- Gain +25 werewolf damage at 5 transformations, +50 at 12 transformations, +75 at 18 transformations, +100 at 25 transformations.
-Grants knockdown immunity if you have completed the Kyne’s Sacred Trials quest .
- Gives lesser power “Thrill of the Hunt”, improving movement speed by 10%, +15% archery damage. Lasts 30 seconds. Costs 135 stamina.

Disallows unaligned artifacts. Allies: Peryite

Jyggalag:
Followers of Jyggalag must maintain perfect order, never committing a single crime, serving any other daedra, corrupting their mortality, or wielding the truest source of chaos, magic. In return, Jyggalag bestows incredible endurance upon followers during combat at the expense of swiftness. Jyggalag has no allies.

- Gives 15 magic resistance. 
- 15% resist physical damage. 
- 15% further resistance against arrow damage. 
- Take 15 less flat damage from attacks (calculated after armor rating).
- 15% more armor rating. 
- 15% stronger blocking. 
- Take 15% less spell damage. 
- Reduce armor weight by 15%. 
- Move 15% more slowly in combat. 

Disallows crime harshly. Disallows use of daedric artifacts. Disallows werewolves. Disallows vampires. Disallows spellcasting perks.

Malacath:
Malacath's blessing is as much a curse as it is a blessing, weeding out the weak and favoring the strong. Servants will find their endurance and resilience sapped, but naturally strong individuals will become more resistant to damage overall. Followers who prove their prowess in the art of weapon crafting will gain improved prowess with larger weaponry. Lastly, Malacath will also bless the Orcish weapons and armor used by his followers. Malacath does not scorn werewolves or vampires so long as they prove their solidarity with him. However, Malacath's hatred of Boethiah means he will never bless the servants of the latter, and he has no friends among the Daedric Princes-- prospective worshippers must dedicate themselves solely to him alone.

- Reduces Health and Stamina by 60 and 30 points each, respectively. In exchange, you take 20% less physical damage and 20% less damage from most hostile spells.
- Improved orc weapons 25% and orc armor 30%.
- Gives +20 health and +20 stamina for completing The Cursed Tribe, and you smith 15% better while carrying Volendrung.
- 6% more two handed damage at 100 weapons made. 12% more instead at 250. 18% more at 425 made. 25% more at 610.
- Orcs get -25% PA costs. Other bloodkin get 10% less PA costs.

Will revoke favor for carrying unaligned artifacts, with the exception of the Savior’s Hide (since he supposedly created it). Will also refuse to bless you if you have Tribal Orc bounty, or if you complete Boethiah’s quest. Has no allies.

Mehrunes Dagon:
Mehrunes Dagon blesses followers with enhanced stealth and fire magic, increasingly so depending on how much carnage they cause. Servants who cause or aid revolutions will be especially favored. Followers of Mehrunes Dagon must prove their worth by shedding the blood of the innocent, for only by total destruction can true revolution occur. For those who slaughter countless individuals in his name, Dagon will grant followers Daedric blood, negating the effects of most healing potions but causing natural healing over time. Mehrunes Dagon's allies include Boethiah, Vaermina and Molag Bal. Mehrunes Dagon despises restoration, believing that change and damage should have a lasting impact on the world, and so will refuse to bless healers. 

- Grants +5% fire damage and +10% fortify sneak. Becomes 10%/20% at 10 murders, +15%/30% at 20 murders, +20%/40% at 35 murders, and +25%/+50% at 50 murders.
- Immune to the Dremora’s Revenge curse of Dremora-worn Daedric armor. 
- Gives 10 resist fire.
- Grants +20% sneak and double sneak damage if you have killed the emperor.
- Grants +20% fire damage and 15% resist physical damage if you have killed General Tulius.
- Regenerate health 1.5/second at 200 people killed. 3.5/sec at 400 killed, 7/sec at 600 killed.
- If you possess his Razor, enables a Lesser Power: Summon Dremora Lord at the cost of 200 health.

Disallows unaligned artifact usage. Requires at least one murder for blessings. Will revoke blessings if you go against his will and attempt to save Silus during PotP.
Allied Daedra: Boethiah, Vaermina, Molag Bal

Mephala:
Mephala's blessing improves the diplomacy and discretion of her followers, rewarding the usage of poison and subterfuge. Illusion mages will have the upkeep costs of their spells eased, and followers who weave their own web of business relations will also be rewarded with greater bartering ability. Mephala is allied with Azura, Boethiah, and Hermaeus Mora and will allow usage of their personal artifacts. Lastly, Mephala challenges worshippers to fight exclusively from the shadows, weakening their non-stealthy attacks significantly.

- Dunmer mix 5% more effective poisons. 
- Bribes are much cheaper.
- Get +2 uses out of each poison.
- Sneak attack damage improved by 35%.  This works on everything, including machines and undead.
- Improves sneaking by 20%. 35% at 25 poisons applied, +50% at 50 applied, +65% at 100 applied, +75% at 200 applied.
- If you possess the Ebony Blade and have fully charged it, gives 0.7/second health regeneration and improves its damage by a further 25%.
- Charm illusion magic magnitude improved by 50%.
- Restore 1.5 magicka per second while you have an illusion upkeep effect active.
- If you have more than 20 investments in shops, improves barter by 15%.
- All attacks do 0.7x damage. Sneak attacks do 1.5x damage.

Will revoke favor for carrying unaligned artifacts. 
Allies: Azura, Boethiah, Hermaeus Mora.

Meridia: 
Meridia's blessing improves followers' ability to slay undead, becoming increasingly effective the more followers eradicate undead. Meridia cares almost solely about the destruction of undead, but as the outcast Magne-Ge she has no friends among the Daedra and forbids her followers from carrying the artifacts of other Princes. In addition, Meridia will refuse to bless followers who themselves practice necromancy, and of course will not take kindly to vampires who have the audacity to seek her blessing.

-Deal 15% more damage to undead, receive 15% less damage from undead. 
-Gives +15% resist frost at 50 undead slain.
- Silver weapons inflict 30 sun damage and get 50% drain life protection at 100 undead slain.
- Get 5% restoration magnitude at 150 slain.
- Grants +15 health at 200 slain,.
- Resist magicka 5% at 250 slain.
- Additional +10% dealt/-10% taken against undead at 300 slain.
- Gives magnitude 30 sun cloak that is always on in combat at 400 slain.
- If you slay Potema, +50% regen health.
- If you slay Harkon, 15% cheaper restoration spells. 
- If you convince Serana to get cured of vampirism, get +10% speechcraft.
- Gives +15 magicka to Altmer.

Will rescind her blessing if you complete Molag Bal’s quest or take the Necromancy perk, or use the Necromancer’s amulet. Other than that doesn’t care what you do, so long as you eliminate undead. Will annihilate you if you seek favor as a vampire, though.


Molag Bal:
Molag Bal's blessing empowers followers who fight with true hate towards their foes, improving reckless attacks. In addition, his followers will gain an improved ability to cause fear, whether verbally or by magic, and especially dedicated vampires will receive stronger powers and fewer weaknesses. However, Bal's blessing carries a test of strength for his followers; worshippers will find their non-power attacks significantly weakened. Followers must prove their ambition to Molag Bal by committing at least one murder, and must not ally themselves with Meridia or Boethiah or partake in bestial blood. His allies include Azura, Mehrunes Dagon, Vaermina and Hermaeus Mora and will allow the usage of their artifacts.

- Improves your fear and pain related illusion spells by 35% magnitude.
- Improves your intimidation attempts by 100%.
- Improves your power attacks by 15%/20/25/30/35%/40% at 0/100/200/350/550/850 people killed
- Take 35% less damage when power attacking.
- If you are a vampire, +25% fire resist. Gives an additional +50% (for 75%) if you have fully perked your vampire lord tree.
- Fortify health 50 and +50% drain life damage at 125 necks bitten.
- If you wield his Mace, enemies below level 15 in melee range will flee in terror. 
- Grants +20 stamina.
- If you block out the sun using Bloodcursed Arrows and are a vamp, you regenerate 10 health per second for the duration of the bloodcurse.
- All physical attacks do 0.6x the damage. All power attacks do 1.6x the damage.


Will revoke favor for: lycanthropy, allying with the Dawnguard, completing Boethiah’s quest or Meridia’s quest, as well as for carrying unaligned artifacts. Requires at least one murder to receive his blessing.
Allied Daedra: Azura, Dagon, Vaermina, Hermaeus Mora.

Namira:
Namira blesses followers who embrace their wretchedness, allowing them to garner sympathy and go unnoticed while wearing the clothes of a beggar, and provides resistance against poison for servants who help those like them. She despises opulence, and will refuse to bless prospective worshippers who adorn themselves with jewelry other than her own Ring. Namira is allied with Peryite and Sheogorath, as disease and madness are wretched conditions of their own.

- Grants +15% sneak.
- Bosmer get +10 carryweight.
- If you wear ragged cap, ragged robes, ragged boots, gives +25% damage resist, +15% arrow resist, 20% MR, +50% sneak, +20 speech, +15% attack speed, +10% armor pen.
- If you have the gift of charity, 30% resist poison.
- If you possess her Ring you get twice the bonus as usual for eating flesh. 
- Summon Swarms get +30% magnitude and are 30% cheaper.
- After 100 days in jail, +15% lockpicking, +10% pickpocket. If you have spent at least a year in jail, fortify lockpick and pickpocket by 35%/25% instead.
- If you have contracted at least 5 diseases (cured or otherwise) gives +50% disease resistance.

No blessings for unaligned artifacts, nor if you allow or cause Eola to die. No wearing jewelry that isn’t her ring. Allies: Peryite, Sheogorath

Peryite:
Those blessed by Peryite will grow stronger the more diseases they contract, turning symptoms of diseases into boons. In addition, Peryite values the natural order of the world, and will reward the destruction of Dwemer constructs. Peryite is allied with Namira and Hircine, allowing followers to use their respective artifacts. In addition, Peryite will refuse to bless werewolves or vampires, for they are poor receptacles for his diseases.

- For each disease you have (rockjoint, ataxia, rattles, witbane, brain rot, bonebreak fever) you will get the negative effects of the disease, inverted, and improved in magnitude (effectively turning said disease into a positive effect of similar magnitude) and you won’t die of brain rot.
- For each disease you have, you have a chance to spread it to living targets you attack in melee. 
- 3% MR at 25 constructs killed; increases to 6% at 50 killed, 9% at 100 killed.
- If you possess Spellbreaker, gives you the afflicted spit power.
- Will cure sanguinare vampiris for free via lesser power.

No blessings for werewolves, vampires or for carrying unaligned artifacts. 
Allies: Namira, Hircine


Sanguine:
Sanguine's blessing enhances the merriment of his followers, improving their ability to socialize with others and compete in brawls. Dedicated individuals will become so good at brawling that they can easily best foes in true fights, especially when under the influence of alcohol or narcotics. While Sanguine is allied with Sheogorath and Vaermina, he has no qualms about followers using the artifacts of other princes, so long as they enjoy themselves. However, Sanguine's blessing has a similar mental effect on worshippers to addiction, fatiguing worshippers who are not currently drunk or high.

- Gives +15 speech, +15 unarmed damage.
- Additional +15 unarmed damage if drunk.
- Additional +25 unarmed damage if under the effects of Skooma.
- Additional +35 unarmed damage if under the effects of Sleeping Tree Sap.
- Gives +25 unarmed damage at 5 brawls won.
- Grants an additional +30 speech and +30 unarmed damage if you have his Rose.
- Restore Stamina 0.2/sec at 100 food eaten. 0.35/sec at 250 eaten. 0.5/sec at 450 eaten. 0.75/sec at 750 eaten. 1/sec at 1250 eaten. 1.2/sec at 2000 eaten. 1.5/second at 3000 eaten.
- Will provide 35% stamina regen if not carrying unaligned artifacts. Can’t lose his favor otherwise.
- If not drunk, skoomed or sapped, drain 0.25 stamina and magicka per second and skills increase 0.5x as fast. Nothing worthwhile was ever done whilst sober!
Allies: Sheogorath, Vaermina

Sheogorath:
Sheogorath's blessing is reliably unreliable. Followers will occasionally find great success in key moments during battle, but they might just as well suddenly trip or falter at an inopportune moment. Sheogorath especially favors followers who do mad things, such as fighting with silverware, collecting cheese, or running about in the nude. Sheogorath is relatively neutral as far as Daedric Princes go, and will not revoke his blessing for any actions of his followers.

- Improve frenzy spells by 50%.
- 5% chance to get +1 potion in alchemy while wearing a chef’s hat.
- Gives +10 health to Khajiit.
- Run 5% faster. Run additionally 10% faster if naked (for 15% speed)
- 10% chance to deal double damage with weapons. 10% absorb magic. 10% chance to receive 50% more damage from an attack. 10% chance to take half damage from a bow or melee attack. 1% chance to trip each second you are sprinting. If you own the Wabbajack, gives +5% magic resist and no chance of bad things happening randomly.
- If you own a complete collection of cheese, gives +6% skill rates.
- Deal greatly increased damage with forks. 
- Gives +5% speech if you join the Bard’s College.

Won’t debless you for your actions.

Vaermina:
Vaermina blesses followers with terrible nightmares, the likes of which no battle could match in intensity. Thus, followers will be able to keep a more level head in combat. In addition, the nightmares inspire followers to greater magical ability, especially regarding spells which cause fear or drowsiness. Vaermina is allied with Mehrunes Dagon, Molag Bal, and Sheogorath, and will allow followers to use their artifacts, but will refuse to bless werewolves, as they cannot drift into sleep well enough to experience nightmares, and is enemies with Boethiah and Peryite.

- Improve sleeping and pain related illusion spells by 35% each. 
- Muffle 25%.
- Regenerate stamina and magicka +100% during combat if you have a sleeping bonus (rested, well rested, blood rested, lover’s comfort)
- Gives 50 magicka while having a sleeping bonus.
- If carrying the skull, gives a lesser power “Invoke the Dreamstride”; for 200 magicka, slows time 0.15 for 4 seconds
- After crafting 400 potions, resist magicka 4%. Res Magicka 8% instead after 1000 potions.

Rescinds blessings for: carrying unaligned artifacts, being a werewolf, having completed Boethiah’s quest, Peryite’s quest, or allowing Erandur to banish the Skull. Requires at least one murder.
Allies: Dagon, Molag, Sheogorath