Skyrim Special Edition

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Overhaul most artifacts and unique items with interesting and special attributes.

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Artifacts & Uniques (Overhaul)

Overhaul all Artifacts and Unique items in order to make then truly unique. Featuring, balanced and lore friendly unique enchantments for each item with plenty of utility that will fit different play styles and builds, reasonable stats adjustments, and restoration of some effects similar to previous TES titles.



Daedric Artifacts

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Azura Star

- (Azura Star) Reusable soul gem that store souls of animals and most creatures.
- (Enchanter) While in inventory, weapons and staves enchantments cost 10% less charges.

The Black Star

- (Black Star) Reusable soul gem that store souls of most animals, creatures and people.
- (Slayer - People) While in inventory increase physical and destruction spells damage by 5% against people.

Black Books
Most Black Books are the same as in vanilla but a few had it`s effects tweaked for better balance or entirely changed (especially the ones that provided a one-time-a-day power).

Black Book: Epistolary Acumen
Dragonborn Force: Your Unrelenting Force Shout does 100 points of extra damage and may disintegrate enemies (ability).
Dragonborn Flame: When your Fire Breath Shout kills an enemy, a fire wyrm emerges from their corpse to fight for you for 60 seconds (ability).
Dragonborn Frost: Your Frost Breath Shout encases foes in ice (ability).

(Only Dragonborn Force was changed, and the damage was increased from 40 to 100, it`s a subtle change but was necessary to do not change the shout itself and creat compatibility issues).

Black Book: Filament and Filigree
Secret of Arcana: Spells and Enchatments cost 20% less Magicka or Charges (ability).
Secret of Protection: You take 15% less damage from physical attacks and elemental spells (ability).
Secret of Strength: Power attacks cost 40% less Stamina (ability).

(All one-time-per-day powers were changed to permanent abilities with reduced strengh, also balanced the effects to make the former least powerful more appealing).

Black Book: The Hidden Twilight
Mora's Agony: Summons a field of writhing tentacles that poisons foes (Conjuration Expert Spell, Cost 300 Magicka).
Mora's Boon: Restores 200 points of Health, Stamina and Magicka but reduce the maximum value of these stats by 50 por 60 seconds (Lesser Power, can be used at will).
Mora's Grasp: Freezes the target between Oblivion and Tamriel for 15 seconds, making them immune to all damage and healing by 30% of it`s maximum Health when the effect ends (Alteration Expert Spell, Cost 300 Magicka).

(All one-time-per-day powers were changed to spells or a lesser power. Mora`s Grasp has also been fixed, so that actors etherealized won`t teleport around when the effect ends).

Black Book: The Sallow Regent
Seeker of Might: 10% more effective combat skills, 10% improved Smithing (ability).
Seeker of Shadows: 10% more effective stealth abilities, 10% improved Alchemy (ability).
Seeker of Sorcery: 10% increase in spell effectiveness, 10% improved Enchanting (ability).

(Only Seeker of Sorcery was changed, making it increase spell magnitude or duration instead of cost, so it won`t overlap with Secret of Arcana).

Black Book: The Winds of Change
Companion's Insight: Your attacks, shouts, and destruction spells do no damage to followers (ability).
Lover's Insight: +10% damage to and 10% better prices from people of the opposite sex (ability).
Scholar's Insight: Reading skill books provides 2 level increases for the skill (ability).

(No changes)

Black Book: Untold Legends
Bardic Knowledge: While in combat summons a spectral drum that plays for you, increasing Stamina Recovery by 75% for you and nearby allies (ability).
Black Market: A Dremora merchant spawns for 60 seconds (lesser power).
Secret Servant: A Dremora butler that can carry your excess gear spawns for 60 seconds (lesser power).

(Bardic Knowledge was changed to be a passive ability and auto-trigger when combat start, the summon merchant and servant effects have it`s duration increased from 15 to 60 seconds and can no longer be cast in combat.

Black Book: Waking Dreams
Reset a skill tree and refund spent perk points at the cost of a dragon soul.

(No changes)


Blade of Sacrifice

Damage: 15
Speed: 1.2
Weight: 5
Enchantment: Unlimited

- (Sacrifice) Killing people before they can react will count as a sacrifice and increase the wearer damage with all weapons by 2% until midnight, if the sacrifice is a friendly target, the effect is increased ten times (stacks).
Sacrifice count as when you hit the target before he is in combat state and then he has to be dead in 3 seconds.

Dawnbreaker

Damage: 17
Speed: 1
Weight: 10
Enchantment: Unlimited

- (Bane - Undead) Burn the undead for 10 points of light damage plus 5% of the target current health. Hits have a chance to trigger a mass explosion that deal 100 points of damage and turn the undead in the area for 10 seconds. Chance is bases on the enemy lvl, higher level enemies have increased chance to trigger this effect (20 seconds cooldown).
- (Hated for the Undead) If the player is a vampire, equipping the weapon will cause constant burn damage.
The explosion chance is a random value from 1 to 200 that is compared to the undead level, for example, a level 20 undead would have 10% chance to trigger the explosion.

Ebony Blade

Damage: 28
Speed: 0.85
Weight: 19
Enchantment: Unlimited

- (Life Drain) Absorbs the life essence of enemies up to 30 points of Health when fully upgraded.
- (Absorption Burst) Steal 30 points of maximum Health and Stamina for 30 seconds (do not stack on the same target but can stack on multiple targets) when the actor hit is friendly, this effect is two times stronger and last ten times longer.
- (Silence Burst) Kills silence other enemies nearby, preventing then from casting spells for 7 seconds and dispell most beneficial effects.
- (Vulnerable) You receive +5% physical and elemental damage.
While Equipped, friendly targets ignore up to 3 hits when outside of combat (same as allies).
Can`t be upgraded (as it is in vanilla) but upgrading the weapon during it`s related quest, increase it`s base damage by +2 per rank up to +10.


Ebony Mail

Armor: 50
Weight: 25

- (Resistance - Fire) +50% fire resistance. 
- (Resistance - Poison) +100% poison resistance.
- (Guard - Curse) Unblocked attacks and hostile spells punish the attacker with 100 points of curse damage over 5 seconds that can`t be resisted and that can spread to other nearby enemies. (10 seconds Cooldown).
- (Burden) Spells and power attacks cost 10% more Magicka and Stamina.
Guard Curse will trigger on enemies that are close to the player only.

Mace of Molag Bal

Damage: 24
Speed: 0.75
Weight: 26
Enchantment: Unlimited

- (Consume Souls) Curse the target dealing 50 damage to Health over 20 seconds. (Automatons and enemies with current health higher then 1000 are immune). Cursed targets slayed will have it`s soul stored in the mace, charging it`s soul level (soul stored = enemy level) and restoring the player Health by a value equal to two times the soul stored.
- (Release Souls) When Soul level is equal or higher then 100, performing a power attack release the souls into a mass explosion, dealing damage equal to three times the soul level to all the hostiles in the area (up to 600 damage at soul level 200) and knocking down any survivor.
- (Debt) Failing to kill a cursed enemy (if the curse expires) will cause you to receive damage equal to half the soul level the mace currently has stored.

Notifications will help you keep track of the weapon Soul Level.

Masque of Clavicus Vile

Armor: 30
Weight: 12

- (Soul Weakness) Deal +40% physical and destruction spells damage to enemies affect by a soul trap enchantment or spell.
- (Enchantment Bind - Fiery Soul Trap) Unenchanted weapons equipped, receive the Fiery Soul Trap enchantment: Deal 10 points of fire damage and soul trap enemies for 3 seconds. Killing enemies trigger an explosion on their body that carries the same enchantment but ten times stronger (Enemies killed by the explosion can trigger another one and the explosion can soul trap enemies).
- (Free Spell - Soul Trap) Soul Trap spells cost nothing.
- (Soul Trader) Clavicus Vile will often come for his share, after combat finishes, 25% chance that he`ll get a soul gem from your inventory (he prefer filled ones but any will do) and give you some gold in compensation.

Mehrunes' Razor

Damage: 15
Speed: 1.3
Weight: 4
Enchantment: Unlimited

- (Disintegrate Armor) Reduce target Damage Resistance by 10 points for 30 seconds (stacks).
- (Slayer) Each enemy killed increase the slayer effect chance by 2%. Slayer can be triggered by power attacks and deal 1000 damage to any target, resetting the slayer chance to 2% (100% slayer chance when you first pick up the weapon).
- (Offering) Wearer have maximum Health reduced by 30 while the weapon is equipped.

Notifications will help you keep track of the Slayer chance

Oghma Infinium

- (Lost Knowledge) Allows you to choose the Paths of Mighty, Shadow or Magic with a different reward each.
. Path of Mighty: Increase all Warrior skills by 1 point, grant +40 base Health, +40 base Stamina and all physical attacks will permanently deal +10% damage.
. Path of Shadow: Increase all Thief skills by 1 point, grant 3 additional perk point to spend, sneaking will be 20% better and sneak attacks will deal 20% more damage permanently.
. Path of Magic: Increase all Mage skills by 1 point, grant +80 base Magicka and all spells and enchantments will cost 10% less permanently.


Ring of Hircine

- (Bestial Strength) Increase Health and Stamina by 50 points but Magicka is reduced by 100 points.
- (Predator Sense) While Sneaking and not moving, detect people and animals in a wide range.
- (Transformation - Werewolf) Provides additional transformations for werewolves.

Ring of Namira

- (Deflection) 20% chance that incoming physical and elemental attacks will only deal 10% of it`s total damage.
- (Cannibalism) Feeding on corpses grants +50 Health and +200% Health Regeneration for 2 (real time) hours.
- (Hunger) Hunger when not fed, reducing Health and Stamina Regeneration by 75% (Getting rid of the ring by placing it somewhere else or feeding will remove the Hunger effect).

Ring only needs to be in inventory so that you can feed on corpses and now you need to be sneaking for the prompt to appear.

Sanguine Rose

Charge Time: 2 seconds
Enchantment: 4000 / 10 uses


- (Summon - Dremora) Summons a Random Dremora for 5 minutes.
- (Conjurer) While Sanguine Rose is equipped, you can have one additional conjured creature.
- (Blood Ritual) Summoning a Dremora cost 40 health.
You can summon a Dremora Barbarian (Deal +50% damage, receive +25% damage, cannot be staggered and is equipped with enchanted two-handed Daedric weapons), a Dremora Warrior (Resist 35% damage and is equipped with enchanted Daedric one-handed weapons) or a Dremora Archer (Deal +50% damage with bows and is equipped with enchanted Daedric bow and arrows). They scale with the player level (min and max levels of 10 and 45 respectively).

Savior`s Hide

Armor: 40
Weight: 10

- (Resistance - Magic) Increase Magic Resistance by 25% and by 50% while under the moonlight.
- (Worthy Prey) While in combat, Hircine marks a random enemy (level 10 or higher) for 30 seconds giving him +30% damage and speed, if slain by the player, the player receive a blessing (+20% damage and speed) for 30 minutes (Another marked enemy will only appear when the bless expires).
- (Werewolf Metabolism) In combat, Health regenerate 300% faster but healing spells and potions are 50% less effective.
Read "Under the moonlight" as you have to be in an exterior area at night and the sky must be clear (or with a few clouds), but a glowing shadder will indicate when the conditions are met.

Skull of Corruption

Charge Time: 0.5 seconds
Enchantment: Unlimited


- (Walking Nightmare) Deal 30 points of Illusion damage to enemies in the area. Can be charged by casting on sleeping people (20 charges max and takes only one people to fully charge the staff), once charged, enemies hit will be sent to Quagmire for 15 seconds, taking a random amount of damage when it returns (Damage = random value between 50 and 150, plus 20% of it`s current health). You can only send the same enemy to Quagmire once.
- (Illusionist) While equipped, Illusion spells affect people 10 levels higher and last 25% longer.
Enemies hit by this staff while charged will be stuck in place and look like a ghost for the duration, becoming immune to any damage.
This effect works on any enemy, including Dragons and Automatons.
Curiosity: The Skull of Corruption actually have a cool explosion that never made it to the game because the enchantments were set wrong, this explosion was restored representing the gate to Quagmire.


Spellbreaker

Armor: 25
Weight: 8

- (Spellbind - Ward) Blocking creates a Ward that reflect spells (directed to your crosshair) up to 200 points of damage. The Ward slowly recharge on it`s own and if depleted you won`t be able to create a ward until it`s fully charged again but it will recharge ten times faster (20 seconds to recharge).
- (Expand Ward) Power bashes release the Ward forward, silencing anyone in it`s path for 10 seconds but will deplete the shield charges.

Spellbreaker ward is no longer is a copy of the restorarion spell, it`s now more engaging and useful but with the drawback of the periodically recharge. The ward is now cast instantaneously when the shield is raised, without the vanilla 1 sec delay. Also, when the ward depletes, it won`t stagger you like the spell.

The Rueful Axe

Damage: 27
Speed: 0.75
Weight: 15
Enchantment: Unlimited

- (Sunder) Power attacks reduce the target Damage Resistance by 100 and maximum Stamina by 200 points for 5 seconds (stacks).
- (No Damage Wasted) Kills with this weapon store the excess damage done on the last kill (how much damage is bellow 0) and apply it on the next hit.
- (Bane - Lycanthropy) Deal +100% damage against Werewolves and Werebears.
Kill cams actually force NPCs to die with some health left, in these cases, the damage bonus will be calculated bases on how much health the NPC has left.

Volendrung

Damage: 38
Speed: 0.55
Weight: 45
Enchantment: Unlimited
(Increased reach by 15%)

- (Mighty Force) While in combat, increase base Health and Stamina by 25%.
- (Adrenaline) Killing enemies slow time by 75% and increase damage by 100% for 7 seconds.

Wabbajack

Charge Time: 0.5 seconds
Enchantment: 3000 / 100 Uses


- (Madness) A blast from Wabbajack with an unpredictable effect. The following effects can trigger:
. 70% Chance (Elemental Explosions) - Cast a Fire, Frost or Shock explosion that deal 50 points of the corresponding elemental damage to enemies in the area.
. 20% Chance (Control Effects) - Cast a Frenzy, Fear, Fiery Soul Trap or Paralyze explosion that affect nearby enemies (the paralyze effect also affect the player if near the explosion).
. 10% Chance (Transmutation Effects) - Transform the target into a Rabbit, Chicken, Mudcrab, Dremora, Pile of Gold, Sweet Roll or Party stuff.
A few effects were added and other vanilla ones that were a bit odd were removed (like the invisibility and the drain status one that had no animation associate to it).
Targets that have higher then 1000 health will be immune to Control and Transmutation effects and only Elemental Explosion will trigger on then, note that the vanilla version have an immunity system as well, just this condition was added.
The elemental explosion is not cosmetic only anymore, as in vanilla it used to deal scripted 50 damage and did not take in consideration any resistance.




Dawnguard Artifacts

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Aetherial Crown

- (Constellations) Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current Stone (No changes from the vanilla effect).
- (Guard - Ethereal) When struck by an unblocked hit or hostile spell, become ethereal for 3 seconds (30 seconds cooldown).

Aetherial Shield

Armor: 28
Weight: 18

- (Shield Guard - Ethereal) Become ethereal for 5 after blocking an attack (10 seconds Cooldown). Enemies hit by a shield bash while the wielder is ethereal will be paralyzed in an ethereal form for 30 seconds, unable to attack or be attacked (enemies paralyzed will become immune to this effect).

Aetherial Staff


Charge Time: 1 Second
Enchantment: Unlimited


- (Summon - Dwarven Sphere) Summon a Guardian Dwarven Sphere for 60 seconds while the caster become ethereal for 20 seconds (3 minutes cooldown).
The Dwarven summon is no longer leveled or random, it will always summon the strongest one available and there is no longer a mishap chance since, while funny, made it much less reliable.

Amulet of Bats

- (Empower Spell - Vampiric Drain) While in human form, Vampiric Drain absorb 50% more Health from enemies. While in Vampire Lord form, bats will drain Health from nearby enemies.

Amulet of Gargoyle

- (Free Spell - Vampiric Drain) While in human form, Vampiric Drain spell cost nothing. While in Vampire Lord form, Summon Gargoyle spells grant an additional Gargoyle for 30 seconds.


Auriel Bow

Damage: 18
Speed: 0.9
Weight: 10
Enchantment: Unlimited

- (Sun Burst) Deal 20 points of Sun damage to any target and 60 points of Sun damage to undead enemies.
- (Spellbind - Ward) While the bow is fully draw, create a Ward for up to 3 seconds that protect against spells up to 100 points of damage and increase Damage Resistance by 100 points.
- (Conjure Arrows) Holding the bow fully draw for at least 3 seconds will channel the power from the ward and conjure one Sunhallowed projectile for every enemy nearby, automatically targeting and releasing at each one of then once you release the equipped arrow (If you have equipped a Blodcursed arrow, this effect will conjure these arrows instead). Trigger a 10 seconds Cooldown that prevent wards and other conjured arrows from being created until recharged.

- (Sunhallowed Elven Arrow) Explode on impact dealing 20 Sun damage to enemies and 60 Sun damage to undead enemies and create an explosion that carry the same enchantment and damage enemies in the area. Call sunburst attacks to nearby targets if shot at the sun with Auriel's Bow, dealing 40 Sun damage to all enemies and 120 Sun damage to undead enemies.

- (Bloodcursed Elven Arrow) Absorb 30 points of Health from enemies if shot with Auriel Bow (this effect replace the Sun Burst enchantment from the bow). Shrouds the sun in darkness if shot with Auriel's Bow.

Auriel Shield


Armor: 32
Weight: 14

- (Damage Absorption) Blocking absorb all physical and spell damage directed to the shield up to 100 points of damage while charging the shield based on the damage absorbed. When the shield is charged, the damage can be released by power bashing, dealing damage and staggering or knocking down enemies based on the total damage absorbed, depleting the shield for 15 seconds when it can start absorbing damage again.
Physical damage is calculated based on the attacker base weapon damage or the creature base unarmed damage and spells damage is calculated based on the spell magnitude (20% of the value if it`s a concentration spell). When the shield is fully charged, it loose it`s absorption properties and needs to be release to start the cooldown. Also, note that this effect actually makes you block 100% damage since it remove the maximum block cap while blocking and the shield can still be charged, restoring the cap to it`s former value latter.

Dawnguard Rune Axe

Damage: 14
Speed: 0.9
Weight: 13
Enchantment: Unlimited

- (Sun Strike) Burn the undead for 15 points of Sun damage to Health, the effect is increased by +1 points of damage for each undead killed with any Rune Weapon (+3 damage if the enemy killed was a Vampire) since the last Sunrise. Enemies downed by these weapons also explode after 3 seconds into a blast of sun light that carry the same enchantment but twenty times stronger and knock down any survivor.

Unlike in vanilla, the Rune weapons now actually reset at each sunrise.

Dawnguard Rune Warhammer

Damage: 28
Speed: 0.6
Weight: 26
Enchantment: Unlimited

- (Sun Strike) Burn the undead for 20 points of Sun damage to Health, the effect is increased by +1 points of damage for each undead killed with any Rune Weapon (+3 damage if the enemy killed was a Vampire) since the last Sunrise. Enemies downed by these weapons also explode after 3 seconds into a blast of sun light that carry the same enchantment but ten times stronger and knock down any survivor.


Dawnguard Rune Shield

Armor: 27
Weight: 10

- (Guard - Sun Strike) Undead that come to be in contact with the shield (by either bashing or having an attack blocked) will suffer 10 points of sun damage plus any bonus collected by Rune weapons or this shield itself.
- (Spellbind - Guardian Circle) When your Health drops bellow 50%, cast a Guardian Circle at your location that will turn any undead in the area and heal you for 50 points of Health per second for 10 seconds (1 minute Cooldown).

Harkon's Sword

Damage: 16
Speed: 1.1
Weight: 9
Enchantment: Unlimited

- (Vampiric Drain) Absorb 15 points of Health and twice as much Magicka per hit.
- (Draining Bats) If the wielder is a Vampire, power attacks summon a cloud of Bats that absorb 40 Health and half as much magicka per enemy in area over 10 seconds (30 seconds Cooldown).
- (Empower Spell Casting) While equipped, Destruction and Illusion spells are 20% more effective.

Locket of Saint Jiub

- (Cleansed) Increase Armor Rating by 50 points. Grant immunity to poison and diseases.


Ring of the Beast

- (Beast) Increase Health and Stamina by 50 points and unarmed attacks deal +15 damage. These effects are twice as strong in Vampire Lord form.

Ring of the Erudite

- (Erudite) Increase Magicka by 75 points and it will regenerate an additional 3% of your total Magicka per second. These effects are twice as strong in Vampire Lord form.

Staff of Runnvald

Charge Time: 0.5 seconds
Enchantment: 3000 (1 Use)

- (Charm) People hit will become your follower and accept your orders until dismissed (only work on non-unique actors up to level 20).

Zephyr

Damage: 13
Speed: 1
Weight: 8
Enchantment: 2000 / 100 Shots

- (Spellbind - Chain Lighting) Release Chain Lightning when fired, dealing 30 Shock damage to Health and Magicka to enemies in the area.
Zephyr enchantment is expend on shot rather then on hit. 


Dragonborn Artifacts

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Bloodscythe

Damage: 18
Speed: 1.1
Weight: 13
Enchantment: Unlimited
(Reduced Reach by 10%)


- (Scythe) Attack against living enemies decrease their maximum Health by 20 points and bleed then for 40 damage over 10 seconds. Half the bleeding damage done is reverted to the wielder as healing (Subsequent attacks stack the effect)
- (Weapon Affinity - Soulrender) +15% damage if wielded with Soulrender.

Soulrender

Damage: 16
Speed: 1.1
Weight: 13
Enchantment: Unlimited
(Reduced Reach by 10%)


- (Anti-Magic Strike) Banish summoned creatures back to Oblivion. Attacks dispell most benefficial effects and interrupt spell casting.
- (Weapon Affinity - Bloodscythe) +15% damage if wielded with Bloodscythe.

Bloodskal Blade

Damage: 24
Speed: 0.8
Weight: 16
Enchantment: Unlimited

- (Energy Blast) Attacks release an energy blast that deal magic damage based on the attack type.
- (Silver) Deal +20 damage to Undead and Werewolves (also apply to Energy Blast attacks).
. Normal Attacks: Horizontal Energy Blast that deal 25 magic damage (Has a short range of around 12 feet or 3.5 meters and hit enemies in a cone area of effect).
. Sideways and Backwards power attacks: Horizontal Energy Blast that deal 50 magic damage (Has a medium range and hit enemies in a cone area of effect).
. Standing and Forward power attacks: Vertical Energy Blast that deal 75 magic damage (Has a long range and increased speed but has no cone area of effect, the projectile has to hit enemy).
Remade the vanilla messy implementation of the energy attack, it will also now work before it`s related quest if you obtain it with console command for testing or cheating.
This weapon had a hidden effect that would deal increased leveled damage against Zahkriisos, but applied an unnecessary script to every hit when not fighting him, this was removed in favor of the energy blast also dealing increased damage vs undead enemies.


Champion`s Cudgel

Damage: 28
Speed: 0.6
Weight: 30
Enchantment: Unlimited

- (Static Charge) Striking the same enemy 5 times creates an static charge that can be exploded by power attacks, knocking it down and dealing extra damage based on how many hits he has taken by this weapon.
- (Champion`s Strength) Increase the wearer Armor Rating by 40 points.


Deathbrand Armor

Armor: 45
Weight: 13

- (Resistance - Frost) Increase Frost Resistance by 50%.
- (Guard - Frost Cloak) When hit by unblocked attacks or hostile spells, cast a Frost Cloak that deal 15 frost damage to Health and Stamina per second for 10 seconds (30 seconds Cooldown).
- (Armor Set - Frost Leech) Wearing at least 3 pieces of this set grant the Frost Leech ability: The Frost Cloak from this armor also absorb 10 points of Health per second from nearby enemies.


Deathbrand Gauntlets

Armor: 14
Weight: 5

- (Weapon Affinity - Swords) All weapons deal +10% damage (+15% for Swords and +20% for the Bloodscythe and Soulrender)
- (Enchantment Bind - Frost) Equipped unenchanted weapons gain Frost Damage enchantment (30 points of frost damage to Health and Stamina).

Deathbrand Boots

Armor: 14
Weight: 6

- (Fortify - Stamina) Increase Stamina by 50 points.
- (Fortify - Speed) Increase Movement Speed by 10%.


Deathbrand Helmet

Armor: 19
Weight: 5

- (Fortify - Health) Increase Health by 50 points.
- (Waterbreathing) Wearer can breath underwater.

Dwemer Black Bow of Fate

Damage: 26
Speed: 0.5
Weight: 15
Enchantment: 3000 / 30 Shots

- (Arcane Experiment) Create it`s own ammunition, an Ethereal arrow that turns into a ball of light when released (the ammunition is automatically created and equipped with the bow). When fully draw, the bow release a ball of fire and place a shock rune (if target at any surface) that will be triggered by the ball of fire, dealing 40 points of Fire damage to Health (with a stagger effect) and 60 points of Shock damage to Health and Magicka in the area. Releasing the bow when not fully draw still release the light projectile that serve to illuminate the area for a short time and cost no enchantment charges (the enchantment only take effect if the bow is used with it`s own ammunition, equipping another arrow type will disable the enchantment until you reequip Ethereal arrows, but this can be advantageous to benefit from the bow high damage rating and save the enchantment charges).
Unlike other enchanted bows, the enchantment on this one is expend when the bows is release, not when hit a target, since it can be either used to directly hit a target dealing the bow damage plus the fire ball damage, or targeted in a near surface to benefit from the shock rune damage (with some skill and good positioning, all 3 damage types can proc). Also note that the Ethereal arrows deal no damage on it`s own, so only the bow damage will be used to calculate physical damage, as it server only to direct the spells to it`s target.

Horksbane

Damage: 19
Speed: 0.8
Weight: 18
Enchantment: 3000 / 60 Uses
(Changed to Stalhrim Mace)

- (Frost Burst) Deal 10 points of Frost damage to Health and Stamina and decrease Frost Resistance by 20% for 15 seconds (stacks).
- (Bane - Horker) Deal +200% damage to Horkers.

Ring of Bloodlust

- (Bloodlust) Deal +50% physical damage and receive +25% damage from physical and elemental attacks. This effect persist while in Werewolf form.

Ring of the Hunt

- (Hunt) Health regenerate 200% faster. While in Werewolf form, your Health regenerates by 5% of the total Health per second.

Ring of Instinct

- (Instinct) When entering in combat slow time by 75% for 15 seconds (2 minutes Cooldown). When transforming into a Werewolf, slow time by 75% for 30 seconds.

Ring of the Moon

- (Moon) Elemental shouts are 25% more powerful and all Shouts last 25% longer. While in Werewolf form, Howls last 100% longer.


Stormfang

Damage: 22
Speed: 0.8
Weight: 19
Enchantment: 4000 / 100 Uses
(Changed to Nordic Greatsword)

- (Enchantment - Shock Damage) Deal 30 shock damage to Health and Magicka.
- (Spellbind - Lighting Cloak) When killing enemies, create a Lighting Cloak that deal 10 points of shock damage to Health and Magicka per second for 10 seconds.

Visage of Mzund

Armor: 24
Weight: 14

- (Enchantment - Fire Resistance) Increase Fire Resistance by 25%.
- (Enchantment - Shock Resistance) Increase Shock Resistance by 25%.
- (Guard - Steam Breath) When hit by unblocked attacks cast a Steam Breath that stagger and deal 100 Fire damage over 5 seconds to anyone that get caught by the steam (15 seconds Cooldown).



Thieves Equipment & Nightingale Set

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Amulet of Articulation

- (Persuasion) Persuade checks in dialogue will always succeed.
- (Improved Learning) Speechcraft skill increase 8% faster and all other skills increase 4% faster. Every time you level up a skill with the amulet equipped you get 1 stack of learning, when this value reach 35, you get an extra perk point and the stack reset to 0 (notification will help you keep track of learning stacks).
There was no changes in the persuade bonus, just made the description more accurate as you actually always succeed these checks. The intention was to nerf this effect but due to the vanilla implementation, it`s pretty much impossible without editing all quests that have a persuade check.

Nightingale Armor

Armor: 38
Weight: 6

- (Resistance - Magic) Increases Magic Resistance by 15%
- (Shadow Armor) Increase Damage Resistance based on the surrounding darkness, up to +75 Armor Rating (uses light level, start when bellow 50).
- (Armor Set - Shadow Restoration) Wearing at least 3 pieces of this set grant the Shadow Restoration ability: While invisible, restore 5 points of Health and Magicka per second (this armor must be part of the set).
Light level is an engine variable that range from 0 to 150, for example a sunny day have a light level of around 100 while in a dungeon without light sources nearby, the value drop to around 10, and it can vary significantly as you move. For the Shadow Armor, the max effect is achieved at light level of 10 or lower.

* Modified the Nightingale agent abilities to better interact with the new armor effects (they are all passive abilities, instead of the vanilla one-time per day use)
. Agent of Shadow: Once every 60 seconds, when any invisible effect expires or is dispelled (such as by taking actions), you become invisible again for 30 seconds.
. Agent of Strife: Once per combat, when Health drop bellow 50% you become invisible and enemies will be frenzied and may attack each other for 15 seconds.
. Agent of Subterfuge: Once every 10 seconds, when you become invisible you also become ethereal for 5 seconds.


Nightingale Boots

Armor: 13
Weight: 2

- (Muffle) The wearer makes 75% less noise while moving.
- (Spellbind - Invisibility) Grant Invisibility for 60 seconds when sneaking in the dark (Light Level bellow 30 and 60 seconds Cooldown).

Nightingale Gloves 

Armor: 13
Weight: 1

- (Fortify - Stamina Regeneration) Stamina Regenerates 50% faster.
- (Invisible Strike) Melee attacks made from Invisibility will be a Critical Strike that deal +400% critical damage.


Nightingale Mask

Armor: 15
Weight: 2

- (Spell Affinity - Invisibility / Muffle) Invisibility and Muffle spells cost 75% less Magicka.
- (Thief Senses) While sneaking and standing still, you can sense the presence of anything that can move nearby.

Nightingale Blade

Damage: 18
Speed: 1
Weight: 15
Enchantment: Unlimited

- (Shadow Frost) Deal +10 Frost damage to Health and four times as much damage to Stamina, increased based on the area darkness (light level) up to +45 damage (the extra damage can`t be resisted).
- (Resistance Leech) Steal 25% Magic Resistance from enemies for 10 seconds or until he dies (do not stack on the same target, but stack on multiple targets).
The extra damage scale linearly with the light level with a 0.3 extra damage for each point bellow light level 150.

Nightingale Bow

Damage: 22
Speed: 0.75
Weight: 15
Enchantment: Unlimited

- (Shadow Frost) Deal +15 Frost damage to Health and four times as much damage to Stamina, increased based on the area darkness (light level) up to +45 damage (the extra damage can`t be resisted).
- (Shadow Killer) Kills turn the wielder invisible for 5 seconds.


Thieves Guild Armor (Common / Improved / Master)
The Blackguard variant armor set found in the Dragonborn DLC has the same enchantments as the Improved version but with slightly more armor then the Master version. Blackguard armor pieces also count for the Armor set bonus.

Armor: 27 / 28 / 32
Weight: 6

- (Padded) Increase Poison Resistance by 50% / 75% / 100%.
- (Pockets) Increase Carry Weight by 20 / 35 / 50.
- (Armor Set - Job Satisfaction) Wearing at least 3 pieces of this set grant the Job Satisfaction ability: After successfully pickpocketing someone or lockpicking a lock, increases Pickpocketing, Lockpicking, Sneak and Speech skills by 20 points for 30 minutes and the Guild Master set also grant +50 Health and Stamina (do not stack but the effect has it`s duration refreshed - This armor must be part of the set).

Thieves Guild Boots (Common / Improved / Master)

Armor: 8 / 9 / 11
Weight: 2

- (On The Run) Increase movement speed by 5% / 10% / 15%.

Thieves Guild Gauntlet (Common / Improved / Master)

Armor: 8 / 9 / 11
Weight: 2

- (Nimble Fingers) Increase Pickpocket chance and Lockpicking by 20% / 35% / 50%. Increase damage with daggers by +10% / 15% / 20%.

Thieves Guild Hood (Common / Improved / Master)

Armor: 11 / 12 / 15
Weight: 1


- (Disguise) Sneaking is 20% / 35% / 50% better. Bows Deal +10% / 15% / 20% damage.

Linwe`s Armor
Linwe`s boots, gauntlets and hood can replace the Thieves thieves guild correspondent pieces and still count as the full set bonus.

Armor: 30
Weight: 6

- (Padded) Increase Poison Resistance by 50%.
- (Pockets) Increase Carry Weight by 50.
- (Enchantment - Stamina regeneration) Stamina regenerate 50% faster.

Linwe`s Boots

Armor: 10
Weight: 2

- (On The Run) Increase movement speed by 5%.
- (Enchantment - Fire Resistance) Increase Fire Resistance by 20%.

Linwe`s Gauntlets


Armor: 10
Weight: 2

- (Nimble Fingers) Increase Pickpocket chance and Lockpicking by 25%. Increase damage with daggers by 25%.

Linwe`s Hood

Armor: 13
Weight: 1

- (Disguise) Sneaking is 25% better. Increase damage with bows by 25%.



Dark Brotherhood Artifacts

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Shrouded Armor (Worn / Common / Ancient)
Jester/ Robes and Cicero clothes sets are considered Common and Ancient Shrouded respectively regarding to enchantments.

Armor: 26 / 28 / 34
Weight: 5

- (Frenzy Aura) In combat, every 30 / 25 / 20 seconds, nearby enemies have 50% chance to become frenzied for 10 seconds.
- (Armor Set - Master Crafted) Wearing at least 3 pieces of this set grant an additional 20 / 40 / 60 Armor Rating (this armor must be part of the set).

Shrouded Boots (Worn / Common / Ancient)

Armor: 7 / 8 / 10
Weight: 3

- (Low Profile) Movement Speed while sneaking is increased by 10% / 20% / 30% and you take 20% / 35% / 50% less physical and elemental damage while sneaking.

Shrouded Gloves (Worn / Common/ Ancient)

Armor: 7 / 8 / 10
Weight: 2

- (Opportunist) Increase physical and elemental damage against enemies that are not attacking you by 15%/ 25%/ 35%.

Shrouded Hood (Worn / Common/ Ancient)


Armor: 10 / 12 / 15
Weight: 1

- (Backstab) Increase Sneak Attack damage with daggers by 40% / 60% / 80%, with other one-handed weapons by 20% / 30% / 40% and two-handed weapons by 10% / 15% / 20%.

Blade of Woe

Damage: 14
Speed: 1.3
Weight: 5
Enchantment: Unlimited
(Increases reach by 10%)

- (Kill Streak) Steal 20% Attack Damage for 5 seconds (do not stack on the same target, but stack on multiple targets). Kills restore 50 points of Health and grant the wielder +20% damage for 60 seconds (stacks).

Nightweaver`s Band

- (Stealth Caster) Destruction spells are 50% stronger and Illusion spells affect targets 20 levels higher against enemies that are not detecting you.

Tumblerbane Gloves

- (Nimble Hands) Equipped weapons have extra critical hit chance and damage based and on your sneak skill.
Chance = Sneak Skill * 0.2 (+20% chance at skill level 100) and Damage = 1 + [Sneak Skill * 0.02] (+200% damage at skill level 100)


Mages Artifacts

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Arch-Mage`s Robe

- (Skein of Magnus) Increase Magicka by 100 points and Magicka regenerate at a constant rate of 4 per second (this regeneration is not halted even if you are casting). Spell and elemental Enchantments are 30% more effective.

Arch-Mage`s Boots

- (Elemental Protection) Increase Fire, Frost and Shock resistances by 30%.

Diadem of the Savant

- (Magicka Reserves) When low on Magicka (less then 5% total Magicka) you can cast spells at no cost for 10 seconds (60 seconds Cooldown).

Keening

Damage: 4
Speed: 1.4
Weight: 3
Enchantment: 60000 (1 use)

- (Overcharged Arcane) Disintegrate enemies that are not immune or deal 1000 shock damage to Health and an explosion that knock down and damage everyone in the area for 300 points of Shock damage (including the player). Completely deplete it`s charges after a single use and require full enchantment charge to be used again. Grant the wearer +75% shock resistance but damage health by 10 points per second while equipped.
Functional more like a bomb then a weapon

Necromancer`s Amulet

- (Necromancer) Restore 3 points of Health and Magicka for each nearby dead corpse, draining a dead body up to level 40 for 15 seconds will reanimate it for 2 minutes (there is no limit on how many reanimated enemies you can have with this effect).
- (Wicked Mage) Increase Magicka by 80 points but reduce Health and Stamina by 40 points.
Higher then level 40 bodies won`t be reanimated, but the wearer can still drain it`s essence while close to it. 
All nearby dead bodies that are been drained will be marked with an effect similar to the detected undead spell.


Saarthal Amulet

- (Ease Casting) Spells cost 10% less Magicka.

Savos Aren`s Amulet

- (Mage Armor) Increase Armor Rating by 100 points if not wearing any armor.

Savos Aren's Circlet

- (Far Sight) Summon and Rune spells have unlimited range.

Staff of Jyrik Gauldurson

Charge Time: 0
Enchantment: 3000 (50 Uses)

- (Storm Call) Strike enemies with a lighting bolt that deal 40 damage to Health and four times as much Magicka damage. While equipped, increase Magicka Resistance by 15%.

Staff of Magnus

Charge Time: 0.5 seconds
Enchantment: 6000 (60 seconds)

- (Magic Spiral) Absorb 10 Magicka and deal 10 damage to Health per second, damage increases by 10 for every second the beam is affecting the target up to 100 damage per second. Kills restore 600 charges.
- (Empower Spell Casting) Spells are 20% more effective and cost 30% less magicka while equipped.

Taron Dreth's Robes

- (Enchantment - Fortify Magic Regeneration) Magicka regenerate 150% faster.
- (Dwemer Dweller) Increase Shock Resistance by 50% and Automatons deal -35% damage.



Ancient Nord Artifacts

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Ancient Helmet of the Unburned

Armor: 22
Weight: 6

- (Resistance - Fire) Increase Fire Resistance by 30%.
- (Spellbind - Incinerate) Every 25 seconds while in combat, target 3 random enemies and cast a blast of Incinerate that deal 100 points of Fire damage at each.
It is possible that the same enemy will be targeted more then once and the spell can miss based on distance and if the target is moving.

Battleaxe of Fiery Souls

Damage: 22
Speed: 0.7
Weight: 21
Enchantment: 5000 / 50 Uses

- (Fiery Souls) Deal 10 points of fire damage and soul trap enemies for 3 seconds. Killing enemies trigger an explosion on their body that carries the same enchantment but ten times stronger (Enemies killed by the explosion can trigger another one and the explosion can soul trap enemies).
The enchantment can no longer be learned.

Dragon Priest Daggers

Damage: 13
Speed: 1.15
Weight: 10
Enchantment: Can be enchanted
(Increased reach by 20% and can stagger on power attacks)
Stats are in-between a dagger and a sword

Kahvozein's Fang (Vanilla / Patch Version)
Stats change if using Unique Uniques or Legacy of the Dragonborn with the provided patches on this page to match it`s new appearance.

Damage: 14 / 10
Speed: 1.15 / 1.35
Weight: 10 / 3
Enchantment: Unlimited
(Increased reach by 20% and can stagger on power attacks in the vanilla version)

- (Scale Cut) Stagger and reduce Damage Resistance of dragons by 300 points for 30 seconds (do not stack).

Gauldur Amulet Fragments

- (Fortify - Attributes) Each fragment increase one attribute (Health, Stamina or Magicka) by 25 points.
- (Spellbind - Summon Atronach) Summon an Atronach (one element for each fragment) and increase damage with the related element by 30% for 60 seconds when hit by a corresponding elemental spells (60 seconds Cooldown).


The Gauldur Amulet

- (Fortify - All Attributes) Increase Health, Stamina and Magicka by 25 points.
- (Spellbind - Summon Atronach) Summon an Atronach and increase damage with the related element by 30% for 60 seconds when hit by a corresponding elemental spells (60 seconds Cooldown).

- (Conjurer) Allow an additional summon under the wearer control.

Gauldur Blackblade

Damage: 13
Speed: 1
Weight: 11
Enchantment: 2000 / 100 Uses

- (White Fire) Set the target under a magical white Fire that damage Health by 20 points and deal five times as much Magicka damage.

Gauldur Blackbow

Damage: 17
Speed: 0.8
Weight: 9
Enchantment: 2000 / 100 Uses

- (White Fire) Set the target under a magical white Fire that damage Health by 25 points and deal five times as much Magicka damage.


Eduj

Damage: 14
Speed: 1
Weight: 11

Enchantment: Not Enchanted / Can`t be enchanted

- (Shout Power) Elemental shouts are 30% stronger and all shouts last 30% longer while wielding this weapon.
This weapon is not considered enchanted, thus it benefit from the Enchantment Bind abilities from other artifacts and from the Elemental Fury Shout.

Okin

Damage: 15
Speed: 0.9
Weight: 13
Enchantment: Not Enchanted / Can`t be enchanted

- (Shout Recovery) Shout recovery speed is increased by 20% while wielding this weapon.
- (Echo of Power) While both Eduj and Okin are equipped, shouts will increase physical damage by 50%, reduce incoming damage from physical and elemental attacks by 25% and make the wielder immune to stagger for a duration equal to 25% of the shout recovery time.
This weapon is not considered enchanted, thus it benefit from the Enchantment Bind abilities from other artifacts and from the Elemental Fury Shout.

Ghost Battleaxe

Damage: 20
Speed: 0.8
Weight: 6
Enchantment: Unlimited

- (Ghost Damage) Deal +20 points of ghost damage that can`t be resisted.
- (Ethereal Strike) When killing enemies you become ethereal for 5 seconds or until you perform offensive actions.

Ghost Sword

Damage: 11
Speed: 1.2
Weight: 3
Enchantment: Unlimited

- (Ghost Damage) Deal +10 points of ghost damage that can`t be resisted.
- (Ethereal Strike) When killing enemies you become ethereal for 5 seconds or until you perform offensive actions.

Ghost Bow

Damage: 17
Speed: 0.95
Weight: 4
Enchantment: Unlimited

- (Ghost Damage) Deal +15 points of ghost damage that can`t be resisted.
- (Ethereal Strike) When killing enemies you become ethereal for 5 seconds or until you perform offensive actions.

Ghostblade

Damage: 12
Speed: 1.2
Weight: 3
Enchantment: Unlimited

- (Ghost Damage) Deal +20 points of ghost damage that can`t be resisted.
- (Ethereal Strike) When killing enemies you become ethereal for 5 seconds or until you perform offensive actions.
- (Possession) Enemies up to level 40 killed will be reanimated and possessed by the sword for 3 minutes and receive +200 Health and Magicka (60 seconds Cooldown).
Possession does not turn enemy corpses to ash when the effect finish.

The Pale Blade

Damage: 16
Speed: 1
Weight: 13
Enchantment: 1000 (50 uses)

- (Frost Enchantment) Deal +20 Frost damage to Health and Stamina.
- (Spellbind - Summon Wisp) When entering in combat, summon a wisps to your aid (60 seconds cooldown).
The Wisp don`t deal much damage but have 300 HP and can be good to distract enemies for awhile. Also, Summon Wisp is a innate ability and cost no charges.

The White Phial

- (Endless Bottle) Can hold different types of potions that will be refilled every 3 minutes (potion type can be changed at any time in an alchemy table by activating it while sneaking).
. I want to resist the forces of magic: Increase Magic Resistance by 40% for 30 seconds.
. I want to be tougher in battle: Increase Armor Rating by 200 points for 30 seconds.
. I want to be better hidden in the shadows: Grant Invisibility and muffle for 60 seconds.
. I want to strengthen my magical skills: Increase Magicka by 100 points and spells are 25% more effective for 30 seconds.
. I want to deal more damage in battle: Physical attacks deal +60% damage for 30 seconds.
. I'd like it to have the power of healing: Completely Restore Health, cure Poisons and Diseases.
You will get a stack of 2 White Phial and when consumed this value will not change, this is done in order to prevent it from been removed from the player favorite menu, thus the potion can have a permanent hotkey.
Trying to consume the potion while it is still refilling will have no effect and you will get a message saying so, another message will appear when the bottle is refilled.
When consumed, the White Phial will no longer become a misc object in your inventory, which also prevent some vanilla bugs.
The 2 copies are exploit-free, while you can actually move then individually, having only one in inventory will remove the permanent hotkey functionality and drinking then separately will have no additional effect because the effect has a shared cooldown. You also need both "copies" in your inventory when switching the potion type in alchemy tables.


Yngol`s Helm

Armor: 25
Weight: 8
(Is now considered as if made of Ebony material)

- (Strategist) Deal +30% damage when fighting a single enemy and receive -15% damage when fighting multiple enemies. 
- (Family Bound) Empower Ysgramor`s artifacts (Shield of Ysgramor: +20% damage blocked / Wuuthrad: +10% Damage).

Shield of Ysgramor

Armor: 40
Weight: 25

- (Resistance - Magic) Increase Magic Resistance by 20%.
- (Nordic Defense) Blocked power attacks stagger the attacker and have it`s Stamina depleted. While equipped, decrease incoming stagger strength.

Wuuthrad

Damage: 33
Speed: 0.65
Weight: 32
Enchantment: Unlimited

- (Protector of the North) Deal +30% damage against Mer.
- (Cleave) Consecutive unblocked attacks against the same target for 30 seconds deal increasing damage that can`t be resisted.

The Cleave extra damage is based on the following formula (power attacks are considered 2 hits): (Extra damage = (Number of Hits * Number of Hits) * 3), thus for example, the third hit would deal 27 extra damage and the sixth hit would deal 108, further hits have an exponential increase in damage.


Miscellaneous Unique Items

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Aegisbane

Damage: 24
Speed: 0.6
Weight: 27
Enchantment: Unlimited
(Changed to Nordic Warhammer)

- (Hammer and Anvil) Hits reduce the target stamina by 30 points. Power attacks can disarm the enemy shield when low on Stamina.
- (Kinect Strike) Attacks blocked by enemies deal +20 damage and power attacks blocked deal +40 damage.


Angi's Bow

Damage: 9
Speed: 1.3
Weight: 5
Enchantment: Can be enchanted
(No description since it can be enchanted)

- (Reliable) Attacks have extra critical chance and damage based on your Archery skill. Archery skills increase 5% faster.
Critical Chance = Archery Skill * 0.2 (+20% chance at skill level 100) and Damage = 1 + [Archery Skill * 0.01] (+100% damage at skill level 100)

Armor of the Old Gods

Armor: 27
Weight: 6

- (Guard - Chain Soul) Unblocked attacks cast Chain Soul at the attacker for 15 seconds and any damage taken by the player will also be experienced by him but two times stronger (can only affect one enemy at a time).
- (Set Bonus - Magic Resistance) Wearing at least 3 pieces of this set grant +40% Magic Resistance (this armor must be part of the set).

Gauntlets of the Old Gods

Armor: 8
Weight: 2

- (Fortify - Archery) Ranged attacks deal +20% damage.
- (Empower Spell - Destruction) Destruction spells deal +20% damage.

Boots of the Old Gods

Armor: 8
Weight: 2

- (Fortify - Endurance) Increase Stamina by 50 points and Stamina Regeneration by 25%.

Helmet of the Old Gods

Armor: 13
Weight: 2

- (Fortify - Spell Casting) Increase Magicka by 50 points and Magicka Regeneration by 25%.

Bloodthorn

Damage: 8
Speed: 1.35
Weight: 1.5
Enchantment: 2000 (10 uses)

- (Chain Soul) Attacks bind the enemy soul to yours for 30 seconds, for this duration, all damage that you take will be also experienced by him, but three times stronger.

Bolar's Oathblade

Damage: 14
Speed: 1.1
Weight: 12
Enchantment: Unlimited

- (Flurry) When power attacking enemies, you attack 50% faster for 15 seconds (60 seconds Cooldown).
- (Revenge) Deal +50% damage against the Thalmor.
The Flurry effect takes in consideration that you may or may not have an attack speed fix mod installed, adjusting it`s magnitude accordingly.

Bow of the Hunt

Damage: 16
Speed: 0.6
Weight: 8
Enchantment: Can be enchanted
(No description since it can be enchanted)


- (Hunter) Sneak attacks deal +25% damage or +200% damage to animals.

Briarheart Geis

Damage: 13
Speed: 1
Weight: 12
Enchantment: 2000 / 50 Uses

- (Enchantment - Absorb Stamina) Absorb 30 points of Stamina.
- (Bane - Nord) Deal +100% damage to Nords.

Charmed Necklace

- (Just Passing) When combat start, pacify enemies of level 10 or lower for 20 seconds (60 seconds Cooldown).


Chillrend

Damage: 17
Speed: 1
Weight: 12
Enchantment: 4000 (100 uses)

- (Deep Frost) Deal 25 Frost damage to Health, twice as much damage to Stamina and prevent Stamina Regeneration for 3 seconds.
- (Spellbind - Icy Spear) Attacks have 10% chance to cast an Ice Spear that deal 60 Frost damage damage to Health and Stamina and stagger.

Dragonbane

Damage: 16
Speed: 1.1
Weight: 14
Enchantment: Unlimited

- (Enchantment - Shock Damage) Deal 20 Shock damage to Health and four times as much Magicka damage.
- (Stormcaller) Hits mark dragons with static for 30 seconds, for this duration, whenever it try to fly, lighting bolts will strike him every 2 seconds, dealing 40 Shock damage each and forcing it to land again.

- (Bane - Dragon) Deal +50% physical damage to Dragons.
- (Empowerment - Dragon Souls) Deal 1 point of extra damage for every two unconsumed dragon souls, up to +20 damage.

Eye of Melka

Enchantment: 1500 (30 Uses)

- (Frenzied Fire) Cast a Fireball that deal 50 Fire damage to enemies in the area and make then frenzied for 10 seconds.

Firiniel`s End

Damage: 14
Speed: 0.85
Weight: 9
Enchantment: Unlimited

- (Poison Bind) Poison the target for 30 points of damage to Health over 5 seconds. Poisons applied to this weapon last one extra hit.

Froki's Bow

Damage: 8
Speed: 1.4
Weight: 3
Enchantment: Can be enchanted
(No description since it can be enchanted)

- (Feather Weight) While equipped, increase Stamina by 50 points.

Gadnor's Staff of Charming

Charge Time: 0.5 seconds
Enchantment: 3000 (3 Use)


- (Charm Animal) Animals up to level 20 hit will see you as their Alpha, following and fighting for you until the enchantment is broken (casting spells or activating the animal will break the enchantment).
If activating the animal does not dismiss it, activate him again with the staff equipped since there is a safe guard on it.

Gloves of The Pugilist

Armor: 6
Weight: 3

- (Power Fist) Fist and claw attacks cost 10 Stamina while increasing unarmed and bash damage with weapons based on your remaining Stamina - - (Unarmed attacks deal +0.1 damage per point of Stamina and bashing with weapons deal +0.05 damage per point of Stamina).

Grimsever

Damage: 26
Speed: 0.85
Weight: 14
Enchantment: Unlimited

- (Dual Enchantment - Shock and Frost Damage) Only unlocked when wield by Mjoll: Deal +30 Shock and Frost Damage to Health, Stamina and Magic.

Hoarfrost

Damage: 10
Speed: 0.9
Weight: 8
Enchantment: 5000 (50 uses)

- (Freeze) Deal 30 points of Frost damage to Health and twice as much Stamina damage over 5 seconds, enemies have 5% chance of being frozen solid for 5 seconds.

Ironhand Gauntlets

Armor: 15
Weight: 9

- (Heavy-Handed) Power attacks deal +20% damage but cost +30% Stamina. Blocking is 20% more effective.

Kyne`s Token

- (Kyne`s Favor) Increase Health, Stamina and Magicka regeneration by 50% and physical damage by 15% when outdoors. Damage taken from animals is reduced by 25%.

Movarth`s Boots

Armor: 9
Weight: 2
(Changed to Vampire boots)

- (Night Brawler) Move 10% faster, increase Armor Rating by 30 points and unarmed attacks deal +5 damage. These effects are two times stronger during the night time.

Muiri`s Ring

- (Alchemist Gourmet) Consumed beneficial alchemy potions are 25% stronger and/ or last 50% longer.

Nettlebane

Damage: 12
Speed: 1.2

Weight: 6 
Enchantment: Unlimited

- (Bane - Spriggans) Deal +200% damage to Spriggans. 
- (Nature Drain) Empowered if you extract Eldergleam`s sap, increasing it`s damage by 50%.

Notched Pickaxe

Damage: 14
Speed: 0.9
Weight: 8
Enchantment: Unlimited

- (Crusher) Deal +10 points of Shock damage to Health and reduce Armor Rating of creatures made of stone (Gargoyles, Frost Attronachs, Storm Atronachs and Ash Guardians) by 100 points for 10 seconds (Stacks).

Predator Grace

Armor: 7
Weight: 2

- (Nimble Feet) Move 50% more silently and grant Stamina Regeneration at a constant rate of 2 per second (this stamina regeneration bonus is not halted when using stamina).

Poacher's Axe

Damage: 7
Speed: 1.05
Weight: 8
Enchantment: Unlimited

- (Bleed) Deal 10 bleeding damage over 5 seconds to living targets.
- (Bane - Animals) Animals take extra 1 points of damage for each 10 animals you have slayed, up to +50 damage.

Red Eagle's Bane

Damage: 15
Speed: 1 
Weight: 11
Enchantment: 4000 (200 uses)

- (Fire Burst) Deal +20 Fire damage and reduce Fire Resistance by 10% for 30 seconds (stacks).
- (Guard - Flame Cloak) When hit by unblocked attacks, cast a Flame Cloak for 10 seconds that deal 15 points of Fire damage to Health per second (60 seconds Cooldown).

Shield of Solitude

Armor: 29
Weight: 5

- (Protector) Increase Damage Resistance by 20 and Magic Resistance by 5%. After each attack blocked, these effects are increased by the same amount for 20 seconds.

Silver-Blood Family Ring

- (Silver Bound) All attacks (unarmed included) gain a silver-like effect that deal +10 damage to undead and werevolves/ werebears.
- (Double Jeopardy) Reduce any crime bounty in the Reach by 100 per day (Ring just need to be equipped once then kept in inventory).

Staff of Hag's Wrath

Charge Time: 0
Enchantment: 1000 (50 Seconds)

- (Absorbing Flames) Cast a gout of flames that deal 15 Fire damage per second and heal the caster by the same amount.

Staff of Halldir

Charge Time: 0.5 seconds
Enchantment: 2000 (40 Uses)

- (Frosty Souls) Cast an Icy Spear that deal 25 points of Frost damage to Health and Stamina and trigger a frost explosion that deal twice as much damage to targets nearby and soul trap then for 30 seconds. Enemies killed by this effect trigger another explosion on their body.

Targe of the Blooded

Armor: 20
Weight: 8
Enchantment: Can be enchanted
(No description since it can be enchanted)

- (Spikes) Bash attacks deal +30 damage.

The Bond of Matrimony

- (Fortify - All Attributes) Increase Health, Stamina and Magicka by 20 points.
- (Bond) You won`t deal damage to your spouse and Restoration spells are 300% stronger when cast on him/ her.


The Longhammer

Damage: 22
Speed: 0.7
Weight: 20
Enchantment: Can be Enchanted
(No description since it can be enchanted)

- (Perfectly Balanced) Power attacks cost -25% stamina.

Forgemaster's Fingers

Armor: 10
Weight: 20

- (Forgemaster) Crafting a weapon or armor piece will increase any equipped weapon damage and armor rating by a value equivalent to a legendary tempered equipment (20 for cuirass and 10 for everything else) for 1 real time hour (do not stack).
- (Tempering Bonus) This gauntlet can be improved 50% better.
Removed the "Quest Objective" flag which means that it can be freely moved in/ out of inventory and have weight as a normal item, in case you want to keep it instead of returning it to the quest giver.

The Woodsman's Friend

Damage: 18
Speed: 0.85
Weight: 15
Enchantment: Can be Enchanted
(No description since it can be enchanted)


- (Tracker) Wielder move 5% faster.

Trollsbane

Damage: 23
Speed: 0.6
Weight: 27
Enchantment: 2000 / 100 Uses
(Changed to Nordic Warhammer)


- (Lasting Fire) Deal 20 points of Fire damage on strike and apply a lasting burn on enemies, for a total of 50 points of Fire damage over 30 seconds.
- (Bane - Troll) Deal +100% damage to Trolls.


Valdr's Lucky Dagger

Damage: 7
Speed: 1.35
Weight: 2
Enchantment: Can be enchanted
(No description since it can be enchanted)


- (Critical Strike) Wielder have +20% critical chance and critical hits deal the base weapon damage (unlike other weapons that deal half damage), critical hits makes living targets bleed for 30 points of Health over 10 seconds.

Windshear

Damage: 14
Speed: 1.1
Weight: 11
Enchantment: Unlimited
(Reduced reach by 10%)


- (Wind Strike) Attacks deal +10 points of untyped elemental damage that can`t be resisted. 
- (Cyclone) Power attacks evoke a Cyclone that will knockdown enemies in it`s path and deal 50 points of damage. (20 seconds cooldown).



Dragon Priest Masks & Itens

Spoiler:  
Show

All Dragon Priest Maks have Armor Rating like vanilla but perk-wise, are not considered armor, thus they don`t prevent mage armor perk bonus nor benefit from armor or smithing perks.
 
Ahzidal Mask

Armor: 20
Weight: 5

- (Enchanter Master) Ahzidal Mask is unenchanted but can be enchanted with 50% enchantment bonus and any enchantment can be applied to it. Can be disenchanted at Arcane Enchanters without destroying the mask.

To disenchant the mask you have to activate any arcane enchanter while wearing the mask and hitting the "Reset Ahzidal Mask" option, this will remove any enchantment and tempering bonus from it. You also have to equipped the mask at least once so that you can apply any enchantments to it.

Ahzidal`s Armor
The Ahzidal armor set has been changed to Ebony material.

Armor: 43
Weight: 38

- (Paralyze Guard) Unblocked attacks have 10% chance to paralyze the attacker for 5 seconds.
- (Set Bonus - Enchantment Storing) Wearing at least 3 pieces of any of Ahzidal`s items decrease enchantment cost for weapons and staves by 40% (this armor must be part of the set).

Ahzidal`s Gauntlets

Armor: 20
Weight: 7

- (Empower Enchantments) Weapons and staves elemental enchantments deal +50% damage.


Ahzidal`s Boots

Armor: 20
Weight: 9

- (Waterwalking) You can walk on the surface of water.
- (Lesser Recovery) Regenerate 1 point of Health, Stamina and Magicka per second.

Ahzidal`s Helm

Armor: 25
Weight: 10

- (Enchantment Ward) Reduce damage taken from elemental enchantments by 75% (works for both weapons and staff enchantments).

Ahzidal`s Ring of Arcana

- (Fortify Protection Spells) Wards and Mage Armor spells are 50% stronger.

Ahzidal`s Ring of Necromancy

- (Empower Necromancy) Your Reanimate Undead spells affect targets 20 levels higher. Raised undead and conjured undead last 200% longer and you can command 1 more undead creature at a time.
While the vanilla effect was actually unique and cool, it had high conflict potential with most perk mods, thus a more simple approach was opted here.
The effect that allow one more 1 undead creature is suppressed by the vanilla perk "Twin Souls", well made perk mods remove this limitation.


Dukaan Mask

Armor: 19
Weight: 5

- (Frost Master) Frost spells, shouts and enchantments deal +25% damage.
- (Twisted Elements) 20% chance that hostile elemental magic will heal you instead of dealing damage (healing received is the same magnitude of the damage that would be done).


Hevnoraak Mask

Armor: 23
Weight: 6

- (False Life) Grant immunity to Poison and Disease and when taking a direct hit in combat (physical or magical) receive 100 extra Health for 30 seconds, when the health bonus fades you heal up to 200 Health (90 seconds Cooldown).

Hevnoraak`s Staff

Charge Time: 1 second
Enchantment: 4500 (30 Uses)


- (Switch Position) Create a Shock explosion on impact that deal 80 points of damage, when targeted at enemies, switch positions with him and the caster become ethereal for 2 seconds (10 seconds Cooldown).
- (Lighting Travel) Casting on any surface while sneaking will teleport you to the explosion location (10 seconds Cooldown).

Both effects share the same cooldown.
Note that this effect has a considerable range and can be used out of combat to reach places faster (traveling to unloaded cells will trigger a load screen).

Konahrik Mask

Armor: 30
Weight: 10

- (Fortify - All Attributes) Increase Health, Stamina and Magicka by 50 points.
- (Protection Field) 20% chance to interrupt nearby enemies actions when they are attacking or casting spells and hit then with a lighting strike that deal 100 points of shock damage to Health and Magicka and can spread to other nearby enemies.
- (Spell Learn - Summon Dragon Priest) While equipped, you can Summon a Dragon Priest for 30 seconds (Cost 200 Magicka and is affected by the Conjuration skill).

Krosis Mask


Armor: 19
Weight: 2

- (Ocult) You are 20% harder to detect while sneaking and sneak attacks deal +50% damage. Ranged weapons and elemental spells deal extra damage based on the distance to the target, up to +50% damage.
Bonus Damage Start at 20 feet (6 meters) with 10% increase in damage. You achieve the max bonus at 120 feet (36 meters).

Miraak Mask

Armor: 28
Weight: 9

- (Absorption Guard) When hit by physical attacks, restore Stamina based on the damage dealt and when hit by spells, restore Magicka based on the spell magnitude.

Miraak Robes

- (Resistance - Poison) Increase Poison Resistance by 100%.
- (Tentacles Guard) When hit by physical attacks or spells by enemies within 12 feet (3.5 meters), trigger an explosion of tentacles that deal 200 poison damage to enemies in the area and stagger then (10 seconds Cooldown).
- (Set Bonus - Damage Absorption) When wearing at least 3 pieces of Miraak set, incoming physical and elemental damage is reduced by 30% (Miraak Robes must be part of the set).

Miraak Gloves

- (Conservation) Spells and power attacks cost 20% less Magicka or Stamina.

Miraak Boots

- (Stability) When both Stamina and Magicka are above 65% you are immune to stagger and deal + 20% physical and elemental damage.

Miraak`s Staff


Charge Time: 1 second
Enchantment: 3000 / 30 Uses


- (Writhing Tentacles) Cast writhing tentacles on the ground that stagger and deal 60 poison damage. When targeted at enemies, 10% chance to paralyze then for 10 seconds.
Changed the casting type from concentration to fire and forget, which has a similar effect but is visually better.

Miraak`s Sword

Damage: 20
Speed: 1
Weight: 10
Enchantment: Unlimited
(Increase Reach by 30%)

- (Draining Tentacle) Deal 45 points of poison damage and restore 15 points of Health, Magicka and Stamina to the wielder (both the damage and the restoration effects are subjected to poison resistance).

Morokei Mask

Armor: 18
Weight: 2

- (Warded Casting) When casting spells, create a magical ward that protect against spells up to 50 points of damage for 2 seconds. Restoration spells are 50% stronger.

Nahkriin Mask

Armor: 26
Weight: 9

- (Power Surge) Whenever you loose 20% of your total Health within 2 seconds you will be granted with a power surge for 10 seconds. For this duration, you have additional 200 Armor Rating, 50% Magic Resistance, spells and physical attacks cost no Magic or Stamina, you deal +25% damage and spells are 25% more effective.

Otar Mask

Armor: 21
Weight: 4

- (Adaptation) Whenever hit by Fire, Frost, Shock or physical attacks, receive immunity to this attack type for 3 seconds (you can only have one immunity at a time).

Rahgot Mask


Armor: 25
Weight: 8

- (Frenzy Rage) When attacking or casting you are immune to stagger and physical attacks damage the wearer Health but deal extra damage based on health lost up to +100% damage when bellow 25% health (damage increase start at 20% at full health and increase by 20% for every 25% health lost, this effect include ranged attacks).
Damage done to self while attacking is based on the following formula: Self Damage = [(Weapon Weight / 4) +5]

Rahgot`s Staff
Former named "Dragon Priest Staff" (this is the version carried by Rahgot, the other one with the same name is a quest item and thus left untouched)

Charge Time: 0.5 seconds
Enchantment: 2000 (40 Uses)


- (Shock Wave) Creates a shock wave that stagger or knockdown enemies and pull then to you while also reducing their Damage Resistance by 100 points for 20 seconds (you can only knockdown the same enemy once for every 20 seconds). While equipped, increase physical damage by 35%.

Vokun Mask

Armor: 24
Weight: 7

- (Fire Master) Fire spells, shouts and enchantments deal +25% damage.
- (Inferno) Every 20 seconds in combat cast 6 firebolts at enemies nearby that deal 30 Fire damage each, these firebolts stagger enemies and have 5% chance to make then flee for 10 seconds.

Volsung Mask

Armor: 20
Weight: 3

- (Restorative Shouts) Shouting in combat restore Health, Magicka and Stamina based on the shout Cooldown (3 times the shout Cooldown in seconds). Shouts recover 10% faster.

Wooden Mask 

Armor: 15
Weight: 1

- (Ancient Energy) Grant the wearer 5% Spell Absorption chance and 25% Damage Reflection. For 3 (real time) hours after learning a new shout (the mask must be equipped) these effects will be four times stronger.

Zahkriisos Mask

Armor: 24
Weight: 8

- (Shock Master) Shock spells, shouts and enchantments deal +25% damage.
- (Static Field) Create a permanent static field that drain 5 Magicka per second from every nearby enemy or 10 Magicka per second if fighting a single enemy (the static field has twice the range of a standard cloak spell).



Specialty Gear

Spoiler:  
Show

Specialty Gear contains items that are not entirely unique but are rare and normally exclusive to certain faction or groups.

Steel Crossbow

Normal / Enhanced
Damage: 20 / 22
Speed: 0.95
Weight: 15 / 18
Enchantment: Can be enchanted
No description, since it can be enchanted.

- Have 25% / 35% base critical chance and critical hits deal 75 extra damage that can`t be resisted (twice as much damage against Vampires).

Dwarven Crossbow

Normal / Enhanced
Damage: 25 / 28
Speed: 0.9
Weight: 20 / 25
Enchantment: Can be enchanted
No description, since it can be enchanted.

- Have 25% / 35% base critical chance and critical hits deal 50 extra damage that can`t be resisted (twice as much damage against Vampires) and stagger enemies.

Scimitars

- Reduced damage and reach but increased speed by 10%.

Mythic Dawn Set

- (Robes - No-Hood Version) Increase Magic Regeneration by 100%. Increase Fire resistance by 20%.
- (Robes - Hood Version) Increase Magic Regeneration by 100% and maximum Magicka by 50 points. Increase Fire resistance by 20%.
- (Shoes) Wearer makes 50% less noise while moving. 50% chance to avoid stagger.
- (Gloves) Destruction Spells and Enchantments deal 20% more damage.
- (Set Bonus - at least 3 pieces and Robes must be part of the set) Destruction spells cost 30% less Magicka.

Vaermina Robes

- Illusion spells cost 30% less Magicka.
No description, since it can be enchanted.

Wolf Armor Set & Skyforged Weapons

- (Wolf Armor Set, Skyforged Weapon and Nord Hero Weapon) Improved Stats, Skyforged weapons are 0.05 faster then other weapons and Nord Hero Weapons are 0.025 faster but deal more damage then Skyforged weapons.
- (Wolf Armor Set, Skyforged Weapon and Nord Hero Weapon) Can be tempered 50% better but enchantments are 30% weaker.
- (Wolf Armor Set) Increase physical damage by 5% / 10% / 20% / 35% for each piece equipped (Cuirass must be part of the set).
No description, since it can be enchanted.

Blades Set & Blades Sword

- Improved Stats, Blades Swords are 10% faster then other swords.
- (Blades Armor Set) Decrease incoming physical damage from Dragons and elemental shouts by 5% / 10% / 20% / 30% for each piece equipped (Cuirass must be part of the set).
- (Blades Sword) Deal +40% physical damage to Dragons.
No description, since it can be enchanted.

Dawnguard Set & Weapons

- Improved Stats.
- Modified the vanilla Dawnguard items perk to provide better bonuses against Vampires. Dawnguard weapons now deal +20 damage against vampires, from +5, Dawnguard Armor set bonus now require 3 pieces, instead of 4 and decrease drain health spell magnitude by 50% from 25%.

Vampire Armor Set

- Improved Stats.
- Vampires can enchant Vampire armor pieces 30% better.

Amulets of the Nine Divines
All religious amulets can now be enchanted with 80% effectiveness and they come with additional passive bonus.

Akatosh: Can move and attack at normal speed during slow time effects. Increase Fire and Frost resistance by 5%.
Arkay: Reduce incoming physical damage from any Undead by 15%.
Dibella: All skills increase 3% faster.
Julianos: Spells cost 5% less Magicka to cast.
Kynareth: Reduce physical damage from animals by 15%. Consumed potions are 5% stronger.
Mara: Incoming healing effects are 15% more effective.
Stendarr: Deal +10% physical damage and spells are 10% more effective against Vampires, Daedra and Warlocks.
Talos: Deal +5% physical damage.
Zenithar: Prices are 5% better. Alchemy, Enchanting, Smithing and Speechcraft skills increase 5% faster.



Visual Improvements

Visual effects from Visual Animated Enchants - VAE have been added to many unique weapons, give an endorsement there if you like it. VAE can still be used alongside to benefit from it`s vanilla enchantments effects and other features but have to be load before Artifacts & Uniques. The meshes and textures can be overwritten and if you use any VAE optional file, they will be automatically applied here.

Thnx to 
L3st4tSinobol and Guilaster for allowing me to use the assets.

Notes & Troubleshooting

- Artifacts are no longer leveled, as any item that had a different version based on the player level will now have a fixed level.

- Some Items not showing description is intentional, it means that these items can be further enchanted, as they have been given only an innate ability. Whenever this is the case, the description on this page will indicate so, if not, it might be a compatibility issue.

- Equipment effects do not show in magic tab is by design, some description would be too long or inaccurate and would clutter the tab, it`s a side effect of having more complex effects.

- Items are not working properly or as the description states might have a few causes.
a) Compatibility issue, as you have another mod overwriting this item or one of it`s effects, solution: Fix load order.
b) A rare vanilla bug that prevent a script from running when weapons and armors are equipped, this can happen when leaving an item in display for a long time or when installing the mod on an existing save, solution: you have to reset your weapon, luckily this is pretty simple, just drop it on the ground or place it in a container then pick it up again.
c) Another mod that force you to unequip and equip items via a script, as equipping items this way may cause some of it`s effects to not apply, this is noticeable with Campfire remove gear in tend feature, solution: disable such feature and reequip the gear manually.
d) I messed up something (i hope not though), solution: please report the bug as detailed as possible and i`ll try to fix ASAP. 

- No new items were added, all changes were made to existing vanilla records, some had it`s name changed though.

- Overpowered Items are not intentional for sure, i made my best to make then all balanced while useful in regards to their lore and how hard are they to get, while trying to prevent any sort of exploits with their unique effects. In case i missed something or you disagree with any changes, suggestion are welcome.

- Quick access to all items for testing or whatever purpose is possible with console commands, type help artifacts and look for the spell "ADDArtifacts", then select the player and use the command to add this spell as following addspell xxx (replace xxx with the editor ID you found with the help command).


Compatibility

- Fully compatible with any mod that do not change unique items or it`s effects.

- Weapons Armor Clothing and Clutter Fixes: Compatible, this mod already forward most of it`s fixes and keywords without creating a dependency, for further changes, mostly related to the armor swap feature for the Shroud armor and the Arch-Mage Robes, a compatibility patch is also available in the download section.

- Morrowloot Ultimate: Compatible, many of the new items stats are based on it. Just make sure to load it before Artifacts & Uniques.

- Summermyst/ Wintermyst: Compatible, while they do not change unique items, they do apply some fixes to magic effects used by then, thus they must be loaded before Artifacs & Uniques or said effects will be reverted to the vanilla form. These fixes are not needed anymore.

- ArteFakes: Patch provided in the download section.

- Unique Uniques: Patch provided in the download section.

- Legacy of the Dragonborn: Patch provided in the download section.

Zim's Immersive Artifacts: Main mod is not compatible, the Thane Weapons weapons modular version is compatible.

Reliquary of Myth - Artifact Overhaul: Not compatible, both mods alter the same content.

- Visual Animated Enchantments - VAE: It`s assets are included in Artifacts and Uniques, VAE esp needs to be load before this mod and the meshes/ textures can be overwritten.


Requirements

SKSE64
Unofficial Skyrim Special Edition Patch


Installation

- After the requirements have been installed, download the mod with your favorite mod manager and activate it.
- (New Game) All good, just play.
- (Existing Game) Make sure to remove any gear that is covered by this mod before installing, just to be sure, remove all gear. Then, you will probably have to reset unique items that were in your inventory by dropping it on the ground or placing it in a container, then picking it up again (not needed in most cases, but better do it to be sure).
- (Uninstalling) Remove all your gear before unistalling.

My Other SE Mods

Vigor - Enhanced Combat

Enchantment and Alchemy Effects Tweaks

Basics (Crafting Requires Basic Knowledge)