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TheWoodenplank

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TheWoodenplank

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4 comments

  1. TheDrawable
    TheDrawable
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    Is there an Skyrim SE equivalent to this mod?
  2. mye73
    mye73
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    This mod seems to fix some flawed design of vanilla set. Great.
    But would be perfect If this mod can be merged with this:
    https://www.nexusmods.com/skyrim/mods/64109
    I like his/her idea of adapting to player's play style and granting unique powers based on quest completion.

  3. U1849KA
    U1849KA
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    I totally get why people always unify the armor type of Miraak's gear, but I suspect the mismatch was entirely deliberate; because combined with the Atronach Stone and the Alteration Atronach perk, you can get 100% always on magic absorb chance, making you completely immune to anything but physical damage. So, to counter it, they prevented you from being able to benefit from armor perks to make you more susceptible to physical damage. Would be interesting to see a mod for his set that took that idea into account.
    1. TheWoodenplank
      TheWoodenplank
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      On one hand; yeah, being (potentially) immune to magic calls for some counter-nerf.

      But on the other hand... I think Bethesda just forgot/messed up. There are so, so many items in Skyrim and its expansions with missing tempering recipes, improper smithing perks, and wrong armor-type flags.

      And Miraak's gear is a particularly messy example.

      • The sword is tempered with Ebony and a Daedra heart, but benefits from Dwarven Smithing (??)
      • The boots are light armor, and have an armor rating, but are still flagged as clothing! So, using Atronach Stone, Atronach Alteration Perk, Miraak's Robes and Miraak's Boots you can reach 100% Magic Absorption without using Miraak's mask and/or gloves, and still benefit from the Mage Armor Perk.
      • Both gloves and boots are considered Light Armor, but neither has a proper tempering recipe.
      • The masks, while having amazing base armor rating, have a pretty forgetable enchant (+70 magicka can be replaced with Random Dropped generic gear, or a home-made enchantment). And they lack a tempering recipe, meaning that you're generally better off with Dragonscale, Daedric, or a "cloththing" circlet.
      • Compare Miraak's mask to Nahkriin from the base game. Nahkriin has 20 less Magicka, and 3 less base armor. But it reduces Destruction and Restoration costs by 20%, and it can be improved with ebony ingots and the daedric smithing perk, meaning a good blacksmith will easily get it to 150% of Miraak's mask armor rating.


      I know Miraak's gear's inconsistency could be a balance issue... but it's even inconsistent in its inconsistency. Up to three different armor types, absolutely no tempering recipes, and missing keyword flags from an actual light armor item (gloves).
      The 15-25% magicka absorption is nice, but Miraak's gear just doesn't offer much more than that. A character with 100 enchanting and 100 smithing could get 85% Magicka Resistance and more than 4 x as much armor with home-made gear and enchantments... And I'm not even counting the Double Effect possibility with Enchanting.

      TL;DR; Miraak's gear isn't all that good. And this mod makes it good.