Skyrim Special Edition
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ElectricSparx

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ElectricSparx

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About this mod

Antiquary is an artifact overhaul, turning vanilla’s boring and underpowered artifacts into the relics of legend they’re meant to be.

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I think we can all agree that Skyrim's artifacts are pretty lackluster and underpowered compared to items that you can create yourself. So I've taken it upon myself to improve them in my own style. V+ balance is the aim here, trying to stay in line with Simonrim. Endgame items are appropriately endgame-tier without being too ridiculously powerful for the effort to acquire them.


NOTE: My perk overhaul of choice is Adamant. I honestly don't care enough to balance for other perk overhauls I don't use, nor vanilla's boring perks. Some things might not work 100% as intended if you're not also using Adamant, so please keep that in mind and don't complain in my comments. I will ignore them.




Dragon Priest Masks
The masks of the High Priests of the Dragon Cult. Mystical artifacts that defy the laws of time, and grant their wearers powerful enchantments.


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Hevnoraak

Melee damage is increased by 25%. Power attacks cost 25% less Stamina. Destruction spells are 25% stronger. Shout cooldown is reduced by 10%.

Krosis

Poison is 50% more effective. Sneak attacks deal twice as much damage. Shout cooldown is reduced by 10%.

Morokei

Spells and enchantments cost 25% less. Magicka regenerates 50% faster. Shout cooldown is reduced by 10%.

Nahkriin

You have 25% spell absorption and absorb 10 points of Magicka from nearby enemies, but cannot regenerate Magicka. Shout cooldown is reduced by 10%.

Otar

Armor Rating is increased by 100 points and Magic Resistance is increased by 25%. Shout cooldown is reduced by 10%.

Rahgot

Deal more melee and magic damage the lower your health gets. Shout cooldown is reduced by 10%.

Vokun

Conjuration magic is 25% cheaper and 25% more effective. You can summon or reanimate 1 additional minion, but your Health is reduced by 50. Shout cooldown is reduced by 10%.

Volsung

Illusion magic is 25% cheaper and 25% more effective. Prices are 25% better and intimidation is more likely to succeed. When Health is low, nearby enemies flee in terror. Shout cooldown is reduced by 10%.

Konahrik

Fortifies the wearer’s Health, Magicka, and Stamina by 50 points. The wearer’s Health, Magicka, and Stamina regenerate 50% faster, increasing by an additional 50% when you fall below half Health, Magicka, or Stamina. Shout cooldown is reduced by 25%. Grants the wearer powerful abilities.

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Konahrik's Acolyte
Summons a spectral Dragon Priest for 60 seconds.

Konahrik's Respite
Heals the caster 10 points per second for 10 seconds.

Konahrik's Wrath
A fiery explosion centered on the caster that deals 100 points of damage. Does more damage to closer targets. Grants the caster a cloak of flame that deals 10 points of damage for 60 seconds. Targets on fire take extra damage.


Ahzidal

Fortifies the wearer’s resistance to fire by 50%. Fire spells and enchantments are 25% more effective. Enemies in melee range take 8 points of fire damage per second. Shout cooldown is reduced by 15%.

Dukaan

Fortifies the wearer’s resistance to frost by 50%. Frost spells and enchantments are 25% more effective. Enemies in melee range take 8 points of frost damage per second. Shout cooldown is reduced by 15%.

Zahkriisos


Fortifies the wearer’s resistance to shock by 50%. Shock spells and enchantments are 25% more effective. Enemies in melee range take 8 points of shock damage per second. Shout cooldown is reduced by 15%.


Miraak’s Gear
The equipment used by Miraak, the First Dragonborn. Miraak himself will actually benefit from the enchantments on his gear. Prepare for a truly challenging fight with the First Dragonborn.


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Miraak

Fortifies the wearer’s Magicka by 50 points. Shout cooldown is reduced by 20%.

Miraak’s Robes

Spells and enchantments cost 25% less. The wearer’s Magicka regenerates 50% faster. Armor Rating is increased by 100. The wearer has a 15% chance to absorb Magicka from incoming spells. The wearer has a chance to spawn a tentacle explosion when hit.

Miraak’s Gloves

The wearer deals 25% increased melee and Destruction damage. Fortifies the wearer’s Health and Stamina by 25 points. Armor spells are 25% more effective. Armor Rating is increased by 50. Adds 5% spell absorption to Miraak’s Robes.

Miraak’s Boots

Fortifies the wearer’s resistance to magic by 25%. Fortifies the wearer’s Health and Stamina by 25 points. Armor Rating is increased by 50. Adds 5% spell absorption to Miraak’s Robes.

Firstblade (Miraak's Sword)

Absorbs 25 points of Health, Magicka and Stamina. Traps the souls of slain victims, recharging itself with a portion of the soul absorbed.

Miraak’s Staff

Sprays tentacles on the ground which poison and stagger opponents.


Archmage Set
The Archmage of the College of Winterhold gets a set of clothing that boosts their spellcasting efficiency to levels worthy of an archmage.

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Archmage’s Hood

Fortifies the wearer’s Magicka by 50 points.

Archmage’s Robes

Spells cost 25% less to cast. Armor Rating is increased by 100.

Archmage’s Gloves

Magicka regenerates 50% faster. Armor spells are 25% more effective.

Archmage’s Boots

The wearer resists 25% of all magic. Carry Weight is increased by 50.



Aedric Artifacts

These artifacts are associated with the Aedra and are usually much more elusive than their counterparts, the Daedric artifacts. Don't let this fool you, however, they are still quite powerful.


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Staff of Magnus

Absorbs 40 points of Magicka, then Health once Magicka is depleted. Destroys Magic Anomalies instantly.



Daedric Artifacts
These artifacts are bestowed upon the mortal champions of the Daedric Princes, and possess powerful boons, some far greater than mortals can produce.

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Mace of Molag Bal

Absorbs 25 points of Magicka and Stamina from the target. If player is a vampire, absorb 25 points of Health as well. Traps the souls of slain victims, recharging itself with a portion of the soul absorbed.

Skull of Corruption

Absorbs 50 points of Health when sated with dreams, 20 points otherwise.

Savior’s Hide

Resists 25% of all magic, resists 100% poison damage.

Volendrung

Absorb 100 points of stamina, critical damage is tripled, but it is a very slow attack.

Dawnbreaker

20 points of fire damage, deals 20 points of additional sun damage to undead. Still can proc Meridia’s Retribution effect. Base damage increased to 14.

Ebony Mail

+50 Armor, 20% Resist Magic, 75% Fire Resistance.

Rueful Axe

Counts as silver, doubled damage from vanilla.

Spellbreaker

50% Ward Absorb.

Masque of Clavicus Vile

Persuasion and intimidation attempts have higher chances to succeed, 30% better prices.



Anything not already included here is vanilla for a reason.



Vampire Artifacts

These artifacts are only obtainable if you side with Lord Harkon and become a Vampire Lord during the course of the Dawnguard questline.

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Ring of the Erudite

Fortifies the wearer's Magicka by 50 points. Drain Life spells cost 25% less to cast.

Ring of the Beast

Fortifies the wearer's Health by 50 points. Unarmed attacks (with two free hands) absorb 15 points of Health.

Amulet of Bats

Fortifies the wearer's Health by 50 points. Drain Life spells are 25% stronger.

Amulet of the Gargoyle

Fortifies the wearer's Magicka by 50 points. Conjuration spells cost 25% less to cast.



Miscellaneous Artifacts
Throughout Tamriel's history, many other artifacts have been created or otherwise possessed by mortals. You might find some of these in your adventures.

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Diadem of the Savant

Spells cost 10% less to cast. Armor Rating is increased by 50 points and Magic Resistance is increased by 15%.

The Gauldur Amulet

Fortifies the wearer’s Health, Magicka and Stamina by 50 points. Armor spells are 25% more effective.

The Necromancer’s Amulet

Conjuration spells cost 25% less to cast and last 25% longer. Fortifies the wearer’s Magicka by 100 points. Armor Rating is increased by 100. Health and Stamina decreased by 50 points. Health and Stamina regenerate 50% slower. You can summon or reanimate 1 additional minion. The wearer has a 25% change to absorb Magicka from incoming spells.

Volkihar Blade (Harkon's Sword)

Absorbs 25 points of Magicka and Stamina from the target. If player is a vampire, absorb 25 points of Health as well. Traps the souls of slain victims, recharging itself with a portion of the soul absorbed.

Gauldur Blackstaff (Jyrik's Staff)

Absorbs 30 points of Magicka per second.

Ghostblade

Deals 10 points of unresistable damage and traps the target's soul for 3 seconds.

The White Phial

"I want to be more effective with spells." - Alteration and Conjuration spells last 100% longer. Destruction, Illusion, and Restoration spells are 50% stronger.

"I want to be more effective with weapons." - You deal 50% more damage with melee weapons, bows, and your bare hands.

"I want to sustain my magic." - Magicka is increased by 100 points and regenerates 100% faster.

"I want to sustain my energy in combat." - Stamina is increased by 100 points and regenerates 100% faster.

"I want to resist both blade and spell." - Armor Rating is increased by 100 points and Magic Resistance is increased by 25%.

"I want to improve my health." - Health is increased by 100 points and regenerates 100% faster.

Ahzidal's Relics

When wearing at least 4 of Ahzidal's Relics, enchantments you create are 10% more powerful.

Helm of Vision - Your Conjuration and Rune spells cost 25% more, but can be cast at greater range. Your Magicka is increased by 50 points.


Armor of Retribution - You reflect 50% of incoming melee damage, and enemies who strike you with a melee attack have a small chance of being paralyzed.

Gauntlets of Warding - Wards cost 50% more Magicka, but absorb 50% of the Magicka from incoming spells. Your Magicka is increased by 50 points.

Boots of Waterwalking - Your Fire Resistance is increased by 50% and you take 50% less damage from falling. You can walk on water.

Ahzidal's mask itself also counts towards the set bonus. I don't know why this isn't the case in vanilla, lmao.


Credits
I’d like to thank my friend VictorF for being a big help in figuring out how to get things working correctly. Without him, a few features wouldn’t have been possible.

Thank you to lv10001 for assisting me in getting the standalone Archmage’s Hood working.

I’d also like to thank Simon Magus for helping me with some scripting required for maximum compatibility as well as the name "Gauldur Blackstaff" which I shamelessly stole from him.

Oh, and thanks to the guy who made Relics of Legend. That dumpster fire made me really want to make a better mod.


If you enjoy my work, please consider supporting me on Patreon!


My Other Mods

Court Wizards Sell Staves
King-Priest - Enhanced Dragon Priests
Equivalent Exchange - A Staff Recharging Spell