Fearsome Fists

The creation club's Fearsome Fists included in the Anniversery edition provides 15 gauntlets with the same base Fortify Unarmed Damage enchantment as
the Gloves of the Pugilist. I've already made an optional simple rework of the Gloves of the Pugilist by making Fortify Unarmed Damage a unique enchantment to it, and not letting the player learn it from that item.

A design consistency goal for Bruiser has been to deprecate the Fortify Unarmed Damage enchantment in place of the Fortify Hand-to-Hand enchantment. As such these gauntlets have been given a completely different set of effects and drawbacks.

Puncture and Bleed

The Fearsome Fists Gauntlets available in leveled lists are unenchanted versions. The original enchanted versions can only be added with console commands. The unenchanted gauntlets all now have two effects when someone attacks unarmed with it:

Puncture Damage: This is a flat unresistable extra damage increase dealt by the gauntlets. Only ghost NPCs are uneffected by this damage, but they too take this damage if the gauntlet is of Daedric, Dragonplate, or Dragonscale materials.

Bleed Damage: This damage works the same as it does for the unmodded game's bleed damage; it doesn't effect ghosts, undead, or Dwemer constructs. The damage is spread over 5 seconds.

This damage is scaled according to your current Hand-to-Hand level, and split into 6 tiers depending the material of the gauntlet:

0.10 per level of Hand-to-Hand: Fur, Hide and Iron 
0.12 per level of Hand-to-Hand: Leather and Steel
0.14 per level of Hand-to-Hand: Elven, Orcish and Dwemer (Without Ancient Knowledge)
0.16 per level of Hand-to-Hand: Scaled and Steel Plate
0.18 per level of Hand-to-Hand: Glass, Ebony and Dwemer (With Ancient Knowledge)
0.20 per level of Hand-to-Hand: Dragonscale, Dragonplate and Daedric.

Half this damage is dealt as puncture damage and the other as bleed damage.

These are the same tiers as those of Functional Fearsome Fists. Albeit this bonus damage is not resisted.
Using Fortify Hand-to-Hand potions and enchantments you can accrue more damage than in that mod total.

For these effects to work consistently you MUST have Scrambled bug's Perk Entry Points: Apply Multiple Spells turned ON

Enchanting

The effects of the gauntlets are done by giving a perk upon equipping the item. This works the same as how the silver sword works, and as such the gauntlets are all enchantable.

Since these gauntlets offer appropriate armor rating for their materials, they can all only be enchanted at half strength. This should hopefully be enough of a drawback to not make them always be the best choice for every unarmed build at all times.

Notes

These boosts are very little at the beginning of the game, so they may start off underwhelming. Additionally the damage being halved on non living enemies, or outright gone for ghosts should hopefully make equipping them an interesting strategic choice.

I debated allowing these to be enchantable at all for balance reasons since they already have a bonus that scales with the player. I decided that since the damage boost is not always active, that just weakening enchantments on them should be enough to make them good options, but not simply the best.


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vsky1

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