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Zim

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Zimmermjaz

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About this mod

Adds lore-friendly, balanced improvements to the under-powered artifacts of Skyrim.

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The aim of this mod is to make Skyrim's most legendary and infamous artifacts more powerful without making them
over-powered, to make their effects unique and invaluable, and to stay within the Elder Scrolls lore.

This mod has been made to improve immersion. When I come across a legendary artifact that's boring or under-powered, I find it completely breaks immersion. Auriel's Bow, for example: created by a god with craftsmanship that's said to have no equal, but it's less effective than a Glass Bow and its enchantment is mediocre. The weapon of a god shouldn't be so mundane.


Updated Artifacts
Includes balanced, lore-friendly and immersive improvements
to over 50 of Skyrim's most legendary and famous artifacts,
and removes item leveling.

Modular Installation
A Vortex installer and Merging Guide let you to choose
which artifacts are improved and which are left alone.

Alternatives
Optional new textures and equipment-types
available for some artifacts.

V1.7 Now Available!
Bug fixes and improved stability.
New improvements for some artifacts.
New method for acquiring alternatives and Thane weapons.
For a general overview, see V1.7 Update: general overview in the Q&A section.
For a full list of changes, see V1.7 Update in the Changelog section.


Requirements and Compatibility
No other mods required, fully compatible with all my mods.
DLC requirements listed below; Dragonborn and Dawnguard required for full install.
Place this mod lower in your load-order than any other mods that might clash to avoid any issues.


Please check this section before posting any questions or bug reports.

For V1.7 Update: general overview,
press the spoiler button below


Spoiler:  
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V1.7 Update: general overview
Q) What's changed since V1.6?
A) The main things to be aware of are:
- For SE, ESL flags have been applied to individual artifacts esp files if you do a modular install (i.e. pick-and-choose installation instead of full installation)
- Major fixes for the Bloodskal Blade, the Oghma Infinium, the Wabbajack, and Mzual
- Minor fixes and rebalancing changes across several other artifacts
- The Nightingale equipment, Ring of Namira and Skull of Corruption have been remade to be closer to their lore descriptions
- The Amulet of Articulation (formerly renamed the Gloomwatcher Amulet) is now the Amulet of Intimidation, with a new effect
- The White Phial update has been removed from the mod
- A new, smoother means of aquiring weapon alternatives has been added (see Alternatives section for more info)
- The "ZIA_Complete Pack.esp" file is now installed even for modular installation (see Merging Guide section for more info)
- Removed the Thane Trade system; thane weapons are automatically added to your inventory on installation if you are a thane of their respective holds
- Brought back the tentacle for Miraak's Sword (removing it is now optional during installation)
For a full list of changes, see the Changelog section

Q) Do I need to start a new game to use this mod?
A) No. Even if you already have an artifact in your possession, it will still work when this mod is installed. Be sure to unequip and re-equip any armor and/or jewelry. If you have thane weapons installed, they will be added to your inventory on installation if you are a thane of their respective holds.

Q) Can I update from a previous version (e.g. V1.6) without starting a new game?
A) Not recommended. Updating from a previous version may work for some (in testing it always works for me), but there's always a possibility that it will cause bugs, especially if you're running a lot of mods.

If you are determined to install mid-playthrough, I recommend the following steps:
- Unequip any armor pieces affected by this mod
- Dispose of any weapons you have enchanted with one of the new enchantments from the Thane pack
- Make sure all artifacts with an alternative available are in their vanilla states (e.g. Dawnbreaker must be one-handed rather than two-handed)
- Save your game, then quit Skyrim
- Uninstall V1.6
- Open Skyrim, load the save you just made, save your game again, quit Skyrim
- Install V1.7
- Load your latest save and re-equip any unequipped items. If you have the new thane weapons installed, they will be added to your inventory on installation if you are a thane of their respective holds
- If you previously had the Dragon Knowledge power, you'll need to re-add it with console commands. Open the console, enter 'help "Dragon Knowledge"' to get the spell's ID number, and then enter "player.addspell " follower by the ID number
- If you had obtained the White Phial, it should now be in the cupboard next to Neruleon's bed in the White Phial shop. If it's missing, this means the White Phial is permanently gone and can't be reobtained in a functional way, even through console commands

Q) I preferred V1.6 of an artifact to V1.7, why the change?
A) When designing these mods, I have four criteria (arranged here in priority order): 1) is it lore-friendly? 2) is it powerful without being overpowered? 3) do I like it in gameplay? 4) is it potentially buggy? If I've changed an artifact between V1.6 and V1.7, it's because it was failing on one of these criteria. Here are some justifications for some of the more controversial changes:
- I removed the White Phial because it was bugged and couldn't be fixed without SKSE, which I want to keep out of this mod
- I felt the Nightingale armor set had strayed too far from the lore, and I received feedback that it wasn't the most well-liked part of this mod. The new changes feel more in-line with the lore, and generally better
- Cannibalism used to increased skills with the Ring of Namira. I found in gameplay this meant you were incentivized to eat everyone, which had the effect of slowing down gameplay. It's also not a particularly lore-friendly feature, so I remade cannibalism to be more in-line with the original effect


For common questions and requests,
press the spoiler button below


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Common questions and requests

Q) What is the Tamrielic Lore Revisited book?
See Bugs and debugging below

Q) Why is "ZIA_Complete Pack.esp" installed even if I don't choose to install everything?
This mod has been restructured so that all individual modules are patches on the base "ZIA_Complete Pack.esp" file instead of independant mod files. This has several advantages:
- Makes files much more maneagable for me, so I can actually find the time to make updates in the future
- Patches can now be made that work for modular installations, not just the full version
- Neater filing (all packages in a BSA rather than loose assets)
- Allows inclusion of a single, centralised quest to monitor quest-implemented features, including artifacts alternatives and weapon-equipping abilities, hugely helping to prevent bugs and reduce script bloat
- Avoids issues associated with merging larger files

Q) Can you recreate module files as ESLs?
A) For SE: ESL flags have been applied to individual artifact .ESP files as of V1.7.1. Note: "ZIA_Complete Pack.esp", the only ESP without an ESL flag, is installed whether you do a full or pick-and-choose install. Also note: all ESPs are still mergable using the Merging Guide below, but for ESL-flagged ESPs this probably isn't necessary.

Q) Can you create a version with unlimited charges?
A) No, this is not lore friendly and is therefore not in keeping with this mod's ethos.

Q) Can you make the artifacts disenchantable?
A) No. Many of the new enchantments are unique and wouldn't work as generic magic effects. More than that, though, the lore requires these items to be non-disenchantable, and I'm sticking to the lore in this mod.

Q) Can you update some Anniversary Edition artifacts?
A) I might do. It's a lot of work, but I'm thinking I might do this eventually.

Q) Can you update another artifact?
A) No, I've looked at all the artifacts in Skyrim and only amended the ones I feel need updating. I don't want to spend forever updating things that don't require updating from a lore perspective.

Q) Can you make a patch for X mod?
A) No, I won't be making any patches for this mod as I don't have time. The mod has good compatibility so I don't think a patch is even necessary for most playthroughs, so I simply don't want to dedicate all my time to creating patches for this. Sorry!

Q) Can you create a two-handed version of Dawnbreaker that includes a sheathe?
A) No, it's physically impossible to draw a sword from your back if its sheathed and the sword is longer than your arm. Sheathed greatswords are unrealistic and not something I want to spend any time implementing in ZIA. Sorry!

Q) Can you create more alternatives? Maybe a one-handed Rueful Axe, for example?
A) After a lot of requests and a lot of work, I found a way to make Volendrung and the Ebony Blade one-handed. I haven't done the Rueful Axe because changing it causes issues with the associated quest. Furthermore, I really don't want to spend any more time trying to find a workaround for this. Therefore, I won't be adding any more alternatives.

Q) Why hasn't the Aetherial Crown / Harkon's Sword / the Jagged Crown etc. been updated?
A) I've focused on artifacts the lore says should be more powerful. Other artifacts are either unmentioned in the lore, or they match their lore descriptions.


For compatibility questions,
press the spoiler button below


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Compatibility questions

Q) Is this mod compatible with USLEEP and Morrowloot
Yes, BUT, not all the changes implemented by USLEEP and Morrowloot are implemented in ZIA. I recommend placing ZIA lower in your load order than USLEEP and Morrowloot to avoid these mods causing any changes to the artifacts you want improved by ZIA.

Q) Is this mod compatible with Unique Uniques?
Yes.

Q) Is this mod compatible with X mod?
A) I can't test this mod against everything, so I won't always know. Overall, this mod has good compatibility. It doesn't require SKSE or any other mods. It will run with Unique Uniques, Ordinator and Morrowloot (though you should place it after Morrowloot in your load order).

Generally, any mods that only change the mesh or textures of the artifacts will be compatible (except for those affecting the Gauldur Amulet). Compatible examples which I use include:
- Spellbreaker Reborn
- Capeless Nightingale
- Improved closefaced helmets

If a mod edits .esp files (for example, if it changes stats or enchantments), then generally it won't be compatible. However, you can usually still have both mods installed, though only the mod lowest in your load order will appear to work.

Q) I'm running another Cannibalism overhaul, will this be compatible with the Ring of Namira?
A) Depends on how that other Cannibalism overhaul works. I'd suggest you test it yourself...might be they're compatible, might be they're not.


For debugging questions,
press the spoiler button below


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Debugging questions

Q) The Bloodskal Blade isn't firing
OR The Staff of Magnus isn't recharging my magicka
OR I can't reforge Wuuthrad at the Skyforge
OR I'm not receiving Thane weapons
OR I don't get the option for artifact alternatives

A) If you have any of these issues, read the book Tamrielic Lore Revisited. This will reset the underlying scripts these processes rely on, and should fix the issue. This book can only be acquired using console commands (i.e. use 'help "tamrielic lore revisited"' to find the form ID, followed by 'player.additem <formID>')

Q) I'm not receiving the Thane weapon of Whiterun
A) This is a vanilla bug not caused by this mod. To avoid it, after you kill Mirmulnir, don't fast travel anywhere until after you have heard the Greybeards summon you from High Hrothgar (usually happens on the way back to Whiterun).

Q) The Ebony Blade isn't being powered-up when I kill friendly targets, why not?
A) The vanilla system for this is fairly buggy. ZIA taps into that system, and so in rare cases this might be bugged for you too. I have found that sometimes a kill is just ignored by the Ebony Blade (even if a previous save is loaded), so just because it doesn't work once doesn't mean it won't work if you try again with a different target. I've also reduced the number of required friendly kills, which should help alleviate the problem.

Q) All my thane weapons are now named Thane Status, why is this?
A) The vanilla thane weapons are not unique items and therefore can't be replaced in the traditional way. As such, all old versions of the thane weapons will be named Thane Status and must be traded for the new versions by you in-game. See the Thane Weapons section above for information on how to do this.

Q) An artifact is invisible/purple/blue or not working properly, what's the problem?
A) A fairly common issue with mods like this is that scripts or textures aren't properly unpacked when installing. I suggest re-installing and checking your data folder if you have any issues.

Q) An artifact still has its vanilla enchantment, what's the problem?
A) Open the console and search for the artifact with the help command, e.g. "help voledrung". You should see a list of form IDs, including a file marked TEMPLATE, e.g. "WEAP: (1024CA6F) 'TEMPLATE - Volendrung'. If you don't see this, it means you haven't installed this artifact. If you do see this, add the template to your inventory, e.g. "player.additem 1024CA6F 1". Open your inventory and look at the template artifact. If it has the correct enchantment (i.e. the mod version), this means another mod is overriding ZIA, so ZIA should be moved down in your load order. If it has the vanilla enchantment, you may edited something by mistake, so you'll need to reinstall with a clean save.

Q) Why doesn't Chillrend have a sheathe even if I install the reshaped version?
A) For some reason, the Special Edition version of the reshaped Chillrend doesn't display the sheathe. I've no idea why and didn't want to delay releasing this mod by delving into it. If you discover what the issue is, do let me know!

Q) When I have Miraak's mask equipped my conjuration spells don't always work, why is this?
A) This is an unfortunate side-effect of spell-absorption, and there's no way around it. Basically, when you cast a conjuration spell, you have a 30% chance to absorb the magicka from that spell instead of feeling the effect, just like hostile spells.



The artifact improvements applied by this mod are divided into Packs.
You can choose to install all content, or only the Packs you want. You can also pick-and-choose
the individual artifact improvements you'd like installed from the Ancient and Daedric Packs.

Ancient Pack
Dawnguard and Dragonborn required
Includes improvements to Auriel's Bow and Shield, the Blade of Woe, the Bloodskal Blade,
Chillrend, the Gauldur Amulet and its Fragments, Keening, Kyne's Token, Nettlebane, the
Staff of Magnus, the Shield of Ysgramor, and Wuuthrad.

For a full list of artifact improvements,
press the spoiler button below


Spoiler:  
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Auriel's Bow
Inflicts 45 points of sun damage. Undead targets take double damage.
- Requires Dawnguard
- Enchantment capacity: 6000/44 = 136 uses
- Damage increased to 21 (just above Dragonbone quality)
- Speed and range now equivalent to a Dragonbone Bow
- Value increased to 27,380
- Sounds updated in line with USLEEP
- Enchantment effect archetype updated to Destruction

Auriel's Shield
Absorbs energy from blocked attacks, which can be released with a power bash. Blocks 30% more damage.*
- Armor rating increased to 38 (equivalent to Spellbreaker)
- Speed of knock-back spells increased
- Can now be tempered to Legendary with the Elven Smithing perk (required Moonstone)
- DaedricArtifact keyword removed
- Value increased to 26,260
- Enchantment effect set to silent

*There are three levels of charge with Auriel's Shield: 0, 1, 2 and 3 (at level 3, you can release the most powerful knock-back effect). At the different charge levels, the block effect is fortified by a different amount. At level 0, it's 30%. At level 1, it's 40%, then 50% at level 2 and 60% at level 3.

The Blade of Woe
Absorbs 25 points of health. Foes will flee when first struck for 3 seconds.*
- Enchantment capacity: 3000/75 = 40 uses
- Originally had speed and damage of a Glass Sword; now has the speed and damage of a Daedric Dagger
- Weight reduced to 6
- Value increased to 2,240
- Sounds updated in line with USLEEP

*This effect applies to all foes, regardless of level, except the undead, dragons, daedra and automatons.

The Bloodskal Blade
Inflicts 30 points of magical damage. Power attacks release energy blasts that deal 50 points of damage.*
- Enchantment capacity: 3000/16 = 187 uses (or, for energy blasts, 3000/24 = 125 uses)
- Damage increased to 22 (equivalent to an Ebony Greatsword)
- Unique hit visuals added
- Now affected by the silver perk
- Speed of energy blasts increased
- Energy blasts will now always stagger
- Value increased to 5,930
- Can be tempered to legendary with the Advanced Armor perk (requires a Silver ingot)

*Note that the Bloodskal Blade now has a weapon charge. The weapon must be charged in order to use the energy blasts.

Chillrend
Target takes 30 points of frost damage to Health and Stamina. Target is 30% weaker to frost damage for 10 seconds.
- Enchantment capacity: 3000/33 = 187 uses
- Damage of all versions set to 15 (equivalent to a Dragonbone Sword)
- Weight of all versions set to 14 (equivalent to a Glass Sword)
- Critical mult set to 1
- Value set to 5,130
- Quicksilver alternatives now available (see the Alternatives section)

The Gauldur Amulet
Your skills are 10% more effective and increase 10% faster.*
- Requires Dawnguard and Dragonborn
- A new unique texture for the Amulet and its fragments (see the Alternatives section)
- The fragments have the same enchantment but are specific to Combat, Magic and Stealth skills
- Fixed the bugs preventing some races from equipping the Amulet
- Fixed the equipping errors that stop the Amulet and its fragments becoming visible at high body weights
- Fixed the bug that prevents the Gauldur Amulet from adjusting its shape to the size of the wearer's body (this proved impossible for the fragments, but they have been improved slightly)
- Added the ClothingNecklace keyword to amulet and fragments
- Weight of amulet set to 1.5; fragments set to 0.5
- Names of the fragments have been updated to “Mikrul's Amulet Fragment”, “Sidgis's Amulet Fragment”, and “Jyrik's Amulet Fragment”
- Value increased to 8,990 (fragments are now 2,800, 3,050 and 2,950)
- Manakin's now display the amulet

*Note: the 10% effectiveness boost is similar to the first perk of each tree (e.g. the first perk of the One-Handed tree improves one-handed weapon damage; similarly, the Gauldur Amulet increases one-handed weapon damage). The only exception is the magic skills which have both increased magnitude and decreased cost.

Keening
Absorbs 10 points of health, magicka and stamina.
- Enchantment capacity: 3000/50 = 60 uses
- Unique absorption effects
- New enchantment color
- Critical damage set to 4
- Value increased to 4,360
- Sounds updated in line with USLEEP

Note: I haven't included a tempering recipe for Keening as I don't believe it should have one.
However, USLEEP does add a tempering recipe, so with USLEEP installed you'll be able to temper Keening with a dwarven ingot.

Kyne's Token
Doubles damage inflicted against animals. Increases your stamina by 50 points.
- Adds the ClothingNecklace keyword
- Value updated to 610

The Necromancer's Amulet
Doubles the strength and duration while halving the cost of Necromancy spells.* Increases Magicka by 70 points and reduces health and stamina by half as much.
- Adds the ClothingNecklace keyword
- Value updated to 4,250

*Necromancy spells include resurrection spells and conjuration spells that summon the undead.

Nettlebane
Sends spriggans fleeing in terror for 8 seconds.
- Requires Dawnguard and Dragonborn
- Enchantment capacity: 3000/25 = 120 uses
- Damage and weight now equivalent to an Ebony Dagger
- Can now be tempered to Legendary with the Ebony Smithing perk (requires Ebony ingot)
- Value increased to 810
- Sounds updated in line with USLEEP

The Shield of Ysgramor
Increases your health by 100 points.
- Armor rating increased to that of an Ebony Shield
- Value increased to 5,940
- Can now be tempered to legendary with the Ebony Smithing perk (requires an Ebony ingot)

The Staff of Magnus
Absorbs 25 points of health per second. Improves spellcasting when equipped.*
- Enchantment capacity: 6000/78 = 76 seconds of use
- The Staff will now instantly destroy magical anomalies
- Enchantment school changed to Destruction
- Value increased to 24,930

*With the Staff of Magnus equipped, magicka regenerates much faster and all spells are 50% more effective.

Wuuthrad
Inflicts 30 points of shock damage and half as much to magicka. Disintegrates elves with low health.* (i.e. elves below 30% their maximum health).
- Requires Dawnguard
- Enchantment capacity: 3000/46 = 65 uses
- Can now be tempered to Legendary with the Ebony Smithing perk (requires Ebony ingot)
- Critical damage increased
- Value increased to 6,320
- Sounds updated in line with USLEEP
- A one-handed version of Wuuthrad is available (see the Alternatives section)

*Below 30% maximum health. "Elves" include High Elves, Dark Elves, Wood Elves, Falmer, Orcs and the Snow Elves from Dawnguard (as well as the vampiric forms of these races)
Special thanks to Ghosu for the one-handed Wuuthrad mesh.


Daedric Pack
Dawnguard and Dragonborn required
Includes improvements to all of vanilla Skyrim's Daedric artifacts,
as well as the Rueful Axe and the Amulet of Articulation.

For a full list of artifact improvements,
press the spoiler button below


Spoiler:  
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Azura's Star and the Black Star
- Azura's Star value increased to 11,800
- Black Star value increased to 11,900
- Weights increased to 1

Dawnbreaker
Burns for 40 points. Inflicts additional fire damage when first striking undead foes.*
- Dawnguard required
- Enchantment capacity: 5000/18 = 277 uses
- Damage increased to 14 (equivalent to a Daedric Sword)
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Value increased to 13,590
- A two-handed version of Dawnbreaker is available (see the Alternatives section)

*The first time an undead target is struck, it receives an additional 20 points of fire damage and is staggered (35% chance of heavy stagger, 5% chance of knock down).
Special thanks to LeanWolf for the two-handed Dawnbreaker mesh

The Ebony Blade
Absorbs 25 points of health. Strengthened by the blood of deceit.*
- Enchantment capacity: 5000/82 = 60 uses
- When fully powered: damage increased to 24, crit damage to 12, and range to 1.3 (equivalent to a Daedric Greatsword)**
- Reduced number of required friend-kills to fully power from 10 to 5
- Now benefits from Two-handed perks and skills only
- Weight increased to 14
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Value increased to 15,360
- Sounds have not been updated in line with USLEEP as I believe the vanilla sounds work better
- A one-handed version of the Ebony Blade is available (see the Alternatives section)

*Killing a friend or ally will grant you the Blood of Deceit, which doubles the enchantment's power for one real-time hour (equivalent to just under a day in Skyrim)
**Powering up the Ebony Blade by killing allies now increases its physical damage, not its enchantment power. This means when you first receive the Ebony Blade, its damage will be lower.
Special thanks to tylermccl for the one-handed Ebony Blade mesh

The Ebony Mail
Confers a fire shield in combat that increases armor and fire resistance by 70 points. Muffles your movement.
- Value increased to 15,850
- A Light Armor version of the Ebony Mail is available (see the Alternatives section)
- Dark and red versions of the Ebony Mail are available (see the Alternatives section)
- For SE version, provides maximum warmth with Creation Kit's Survival Mode installed

The Mace of Molag Bal
Absorbs 40 points of magicka and stamina. Traps the target's soul if it dies within 15 seconds.
- Enchantment capacity: 5000/45 = 111 uses
- Stagger increased to 1.25 (equivalent to a Warhammer)
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Value increased to 14,310
- If you don't have a big enough soul gem, the Mace will absorb the target's soul and recharge itself
- A purple-eyed version of the Mace of Molag Bal is available (see the Alternatives section)

The Masque of Clavicus Vile
Prices and bribes are 35% better, and almost all persuasion attempts will be successful.*
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Added the DaedricArtifacts and VendorItemDaedricArtifact keywords
- Value increased to 15,450
- A Light Armor version of the Masque of Clavicus Vile is available (see the Alternatives section)
- Pelted versions of the Masque of Clavicus Vile are available (see the Alternatives section)
- Pelted versions can be made compatible with Frankly HD Masque of Clavicus Vile (see the Alternatives section)
- For SE version, provides maximum warmth with Creation Kit's Survival Mode installed

*Since the new enchantment is similar to the Amulet of Articulation, I have remade the Amulet as well. It is now named the Amulet of Intimidation, which has the following effect: Prices are 25% better, and almost all intimidation attempts will succeed. Influential illusion spells are 25% stronger.

Mehrunes' Razor
Inflicts a corrosive poison that damages 10 points of health per second and reduces armor rating for 5 seconds.
- Enchantment capacity: 5000/58 = 86 uses
- Damage increased to 12 (equivalent to a Dragonbone Dagger)
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Value increased to 13,160
- Sounds updated in line with USLEEP

The Oghma Infinium
When read, increases your 6 most powerful skills lower than level 100 by 8 points.*
- Dragonborn required
- The book is now a spell tome that will teach the Dragon Knowledge power, which once a day will convert a dragon soul into a perk point.
- Value increased to 30,000

*The Oghma Infinium will always try to give you 48 skill increases. So if several of your skills are higher than level 92 (i.e. they need less than 8 skill points to advance to 100), your next highest skill(s) may also be improved.

Dragon Knowledge: by default, one dragon soul is required to unlock one perk point, but you can modify this (as well as the maximum unlockable perks) by using the Dragon Knowledge spell while in Septimus Signus's Outpost.

The Ring of Hircine
- Value increased to 11,950
- Cursed version's value increased to 12,760

Note: all updates to the Ring of Hircine have been designed to ensure compatibility with Moonlight Tales.

The Ring of Namira (includes a Cannibalism overhaul)
Increases your health by 50 points. Reflects 15% of incoming damage back on the attacker.
- Added ClothingRing Keyword
- Value increased to 13,440

Cannibalism has also been updated:
(i) No more "Feed" option: Instead of an activation menu appearing with the option to "Feed", Cannibalism is now a lesser power. When cast, nearby edible corpses will glow red and can be activated to feed on.
(ii) A new effect: Cannibalism will fully restore your health and increase health and stamina regeneration by 50% for 5 minutes.
(iii) Restores hunger: If running a survival mod (e.g. the Creation Club's Survival Mode), feeding on a corpse counts as a meal.

The Rueful Axe
Magically sharpened, increasing physical damage when charged.
- Enchantment capacity: 3000/40 = 75 uses
- Changed all stats (including speed, damage, equipping sounds and smithing material) to those of a Steel Battleaxe. However, when charged with soul gems, its damage increases to 27 (slightly stronger than a Dragonbone Battleaxe)
- Value increased to 2,520
- Sounds updated in line with USLEEP
- Enchantment effect is classed as Alteration

The Sanguine Rose
Permanently summons a Dremora.*
- Enchantment capacity: 5000/1500 = 3 uses
- Fixed the bug that prevents this staff being used when you have the Elemental Potency perk
- Added missing unsummoning effects to Dremora summoned with the staff
- Summoned Dremora can be dismissed by activating them with the Rose in your possession and selecting the option to dismiss them
- Value increased to 24,200
- Sounds updated in line with USLEEP
- Black, white and purple versions of the Sanguine Rose are available (see the Alternatives section)

*The summoned Dremora is levelled. I strongly recommend downloading another of my mods, Zim's Dremora Improvements.

The Savior's Hide
Increases Magic Resistance by 35%. Increased Poison Resistance by 35%.
- Armor rating increased from 26 (equivalent to Leather Armor) to 38 (equivalent to Glass Armor)
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Leather)
- Material type changed to Scaled
- Value increased to 14,550
- Dark and white versions of the Savior's Hide are available (see the Alternatives section)

The Skeleton Key
- Value increased to 20,600

The Skull of Corruption
Damages 20 points of health and magicka. Strengthened with dreams stolen from sleeping people.
- Cast on a sleeping target to collect dreams
- Set to equip in the right hand slot (in line with USLEEP)
- Value increased to 13,060
- Sounds updated in line with USLEEP

Cast on a sleeping person to steal their dream. Stealing a dream grants you the Waking Nightmare effect for 1 real-world hour, and you can stockpile dreams for a longer duration (e.g. stealing three dreams will grant you x3 successive Waking Nightmares, for a total duration of 3 real-world hours).

With Waking Nightmare, the Skull has increased damage and a chance to stagger or terrify targets.
The damage increased is leveled, see the total damage here:
Level 01 - 04: 20 points
Level 05 - 09: 25 points
Level 10 - 14: 30 points
Level 15 - 19: 35 points
Level 20 - 24: 40 points
Level 25 - 29: 45 points
Level 30 - 34: 50 points
Level 35 - 39: 55 points
Level 40 - 45: 60 points
Level 45 - 49: 65 points
Level 50 - 54: 70 points
Level 55 - 59: 75 points
Level 60 and over: 80 points


Spellbreaker
Blocking creates an impenetrable ward.
- A new mechanic for creating the ward has been implemented; the ward will now appear immediately when you raise your shield and will disappear immediately when your shield is lowered (in vanilla, there is a second-long delay for this, not long enough to block an incoming spell)
- Can now be tempered to Legendary with the Dwarven Smithing perk (requires Dwarven ingot)
- Added MagicWard keyword to effect
- Value increased to 17,160
- A Light Armor version of Spellbreaker is available (see the Alternatives section)

Volendrung
Absorbs 50 points of stamina. Sideways power attacks will paralyze targets for 5 seconds.
- Enchantment capacity: 5000/12 = 416 uses (using the paralysis effect costs 500 points of charge)
- Damage increased to 28 (equivalent to a Dragonbone Warhammer) and critical damage increased to 14
- Weight increased to 35, but while wielding Volendrung, all power attacks consumer 30% less stamina
- Can now be tempered to Legendary with the Daedric Smithing perk (requires Ebony ingot)
- Value increased to 16,300
- Sounds updated in line with USLEEP
- A green version of the Volendrung is available (see the Alternatives section)
- A one-handed version of Volendrung is available (see the Alternatives section)

Special thanks to the Reddit user who created the one-handed Volendrung mesh specifically for this mod

The Wabbajack
Transforms the target into a random creature for 30 seconds.
- Transformed targets now retain their health when transforming. In other words, if killed while transformed, the target is killed (instead of just reverting back to original form)
- Enchantment capacity: 5000/50 = 100 uses
- Unique casting effects
- Boss characters are immune
- Set to equip in the right hand slot (in line with USLEEP)
- Value increased to 14,140
- Sounds updated in line with USLEEP
- Effect now affects targets within 20 feet


Miraak Pack
Dragonborn required
Includes improvements to all of Miraak's equipment,
including his mask, armor and weapons.

Be warned, this Pack makes Miraak a harder foe to defeat.

For a full list of artifact improvements,
press the spoiler button below


Spoiler:  
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Miraak (Mask)
Time between shouts is reduced 30%. Incoming magical attacks have a 30% chance of being absorbed.
- All versions are now identical and offer 27 points of armor (you can still receive either light or heavy variants)
- Value updated to 6,040
- Can be tempered to legendary with the Dragon Armor perk (requires an Ebony ingot)
- Miraak's mask, robes, gloves and boots are now classified as a matching set

Miraak’s Sword
Inflicts 40 points of poison damage. Paralyzes targets on low health with poisonous tentacles.*
- All versions are now identical and are slightly more powerful than a Dragonbone Sword
- Value updated to 4,640
- Sounds updated in line with USLEEP
- Can be tempered to legendary with the Dragon Armor perk (requires an Ebony ingot)

*Targets will remain paralyzed as long as their health remains low. As targets also take poison damage while paralysed, this effectively means targets are as good as dead the moment they are paralyzed. This makes it similar to the disintegration effect of shock damage.

Miraak’s Staff
Sprays writhing tentacles on the ground that stagger foes and inflict 25 points of poison damage for 3 seconds.*
- All versions are now identical
- Equip type set to right hand
- Enchantment capacity: 3000/86 = 34 seconds of use
- Removed 0.5 second delay on casting
- Effects now work when inflicted as a direct hit as well as when sprayed on the ground
- Value updated to 3,700
- Casting volume set to silent

*Tentacle damage from Miraak's Staff and Miraak's Robes will only stagger an opponent once every 9 seconds. I've implemented this to prevent stun locking.

Miraak’s Robes
Increases your health by 70 points. Tentacles inflict 35 points of damage and stagger nearby foes when struck.*
- All versions are now identical
- Weight increased to 3
- Value updated to 5,950
- This is now a light armor piece with an armor rating equivalent to Leather
- Can be tempered to legendary with the Dragon Armor perk (requires an Ebony ingot)

*Tentacle damage from Miraak's Staff and Miraak's Robes will only stagger an opponent once every 9 seconds. I've implemented this to prevent stun locking.

Miraak’s Gloves
Increases your magicka by 70 points. Allows your Tentacle Armor to absorb 35 points of magicka.
- All versions are now identical
- Keywords updated in line with USLEEP
- This is now a light armor piece with an armor rating and weight equivalent to Glass
- Value updated to 4,440
- Can be tempered to legendary with the Dragon Armor perk (requires an Ebony ingot)

Miraak’s Boots
Increases your stamina by 70 points. Allows your Tentacle Armor to absorb 35 points of stamina.
- All versions are now identical
- This is now a light armor piece with an armor rating and weight equivalent to Glass
- Value updated to 4,340
- Can be tempered to legendary with the Dragon Armor perk (requires an Ebony ingot)


Nightingale Pack
No DLC required
Includes improvements to all of the Nightingale equipment,
including the sword, bow, hood, armor, gauntlets and boots.

Fully compatible with most mods that affect
the meshes or textures of Nightingale armor.

For a full list of artifact improvements,
press the spoiler button below


Spoiler:  
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Nightingale Blade
Absorb 25 points of health and stamina. Sneak attacks are twice as strong.
- All versions are now identical with damage stats equivalent to a Daedric Sword and the weight of an Elven Sword
- Enchantment capacity: 3000/25 = 120 uses
- Fixed the bug that prevents one version of the sword being tempered
- Detection sound set to silent
- Value increased to 4,470
- Sounds updated in line with USLEEP

Nightingale Bow
Absorb 25 points of health and stamina. Sneak attacks are twice as strong.
- All versions are now identical with damage stats equivalent to a Daedric Bow and the weight of an Elven Bow
- Enchantment capacity: 3000/25 = 120 uses
- Detection sound set to silent
- Value increased to 5,280

Nightingale Hood
Increases Frost Resistance by 50%. Illusion spells cost 35% less to cast.
- When equipped, Nocturnal grants you her Blessing of Insight, causing your Alchemy and Illusion skills to level up 15% faster
- Can now be tempered to Legendary with the Advanced Armors perk (requires void salts)
- Value increased to 5,000

Nightingale Gloves
One-handed attacks do 35% more damage. Bows do 35% more damage.
- When equipped, Nocturnal grants you her Blessing of Dexterity, causing your Lockpicking and Pickpocket skills to level up 15% faster
- Can now be tempered to Legendary with the Advanced Armors perk (requires void salts)
- Value increased to 5,050

*This affects enchantment power as well, meaning your frost and shock weapons will inflict more damage
**Piercing weapons include greatswords, swords, daggers, bows and crossbows.

Nightingale Boots
Increases Shock Resistance by 50%. Sneaking is 35% better.
- When equipped, Nocturnal grants you her Blessing of Agility, causing your Light Armor and Sneak skills to level up 15% faster
- Can now be tempered to Legendary with the Advanced Armors perk (requires void salts)
- Value increased to 4,890

Nightingale Armor
Magicka, stamina and resistance to fall damage increased by 20 points for each Nightingale item you wear.
- When equipped, Nocturnal grants you her Blessing of Balance, causing your Alchemy, Illusion, Lockpicking, Light Armor, Pickpocket and Sneak skills to level up 10% faster
- Can now be tempered to Legendary with the Advanced Armors perk (requires void salts)
- Value increased to 5,470


Thane Pack
Dragonborn required
Includes unique and disenchantable replacements
for the generic Thane weapons.

Fully compatible with Hearthfire.

Note: if you have already obtained thane weapons when installing this mod, they will be renamed Thane Status (these can be disposed of)
and the new versions will be automatically placed in your inventory. Your carry capacity will be temporarily increased to prevent over-encumbering.

For a full list of new thane weapons,
press the spoiler button below


Spoiler:  
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The Greatsword of Whiterun: Thu'um Fahdon
Base Weapon: Nordic Greatsword (though slightly more powerful)
Enchantment - Drain Voice: On striking a target, time between shouts is reduced by 40% for 20 seconds.

This effect will not stack.
Does not affect automatons.
Many thanks to Unofficial Patch Project for creating the fixed mesh for this.


Click here to see an image of this artifact.

Battleaxe of Eastmarch: Felmod
Base Weapon: Stalhrim Warhammer
Enchantment - Frostfire Damage: Target takes 30 points of fire damage to Health and Stamina.

Like Frost Damage enchantments, Frostfire Damage is more potent when used to enchant Stalhrim weapons.

Click here to see an image of this artifact.

Hammer of Haafingar: Kazogal's Glee
Base Weapon: Daedric Hammer (one-handed)
Enchantment - Sprite Damage: Target takes 20 points of shock damage, and 50% more Magicka damage.

Click here to see an image of this artifact.

Staff of the Pale: Icebreaker
Base Weapon: A two-handed quarterstaff made from quicksilver and iron (damage equivalent to a Daedric Sword)
Enchantment - Thaw Damage: Frost resistant targets take 15 points of damage. Inflicts greater damage on foes with high frost resistance.

The effect is 25% more powerful if the target has 25% frost resistance, 50% more powerful if they have 50% frost resistance, or 200% more powerful against targets that are immune to frost. Does not affect automatons.
Many thanks to PrivateEye for creating the mesh for this.


Click here to see an image of this artifact.

War Axe of Hjaalmarch: Hlardfen
Base Weapon: Hero War Axe
Enchantment - Debilitating Poison: Inflicts 15 points of poison damage. Poisoned targets are slowed and take additional damage over time.

Does not affect automatons.

Click here to see an image of this artifact.

Mace of the Reach: Mzual
Base Weapon: Dwarven Mace
Enchantment - Acceleration: After striking a target, increases weapon speed for 5 seconds.

This weapon is also considered silver and will therefore inflict greater damage against werewolves and the undead.

Click here to see an image of this artifact.

Dagger of the Rift: Black Whisper
Base Weapon: Ebony Dagger
Enchantment - Conceal Killer: If target dies within 3 seconds, casts a powerful invisibility spell on the user that lasts 8 seconds.

Does not affect automatons.

Click here to see an image of this artifact.

Bow of Falkreath: Silverwind
Base Weapon: Hunting Bow (with the stats of a Nordic Bow)
Enchantment - Momentum Damage: Damages at least 10 points of health, with additional damage and staggering over longer distances.

This enchantment will also greatly stagger and even knock down targets over longer distances.

Click here to see an image of this artifact.

Sword of Winterhold: Witdrinker
Base Weapon: Nordic Sword
Enchantment - Rip Magicka: Absorbs 25 points of magicka, inflicting 15 points of damage in the process.

Does not affect automatons.

Click here to see an image of this artifact.



Some artifacts have new options for textures, meshes
or in-game appearances, and equipment-types.

To obtain these alternatives, you will either have to make changes in-game
or implement changes during the mod installation process.

Spoiler:  
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Alternatives: textures
When installing the mod, you will have the option to install alternative textures for some artifacts.
Click on the options below to view the new textures.

Chillrend: Quicksilver Hilt
Changes the metallic details of Chillrend from golden to silver.

Chillrend: Quicksilver Hilt (Better-Shaped Weapons)
Changes the metallic details of Chillrend from golden to a silver, and incorporates LeanWolf's Better-Shaped Weapons design for Chillrend.

Ebony Mail: Dark Details
Changes the colored details of the Ebony Mail from blue to a dark grey color. Well suited to almost all other armor pieces, particularly ebony, guild-master and Nightingale armor.

Ebony Mail: Red Details
Changes the colored details of the Ebony Mail from blue to red. Well suited to daedric armor pieces and Dark Brotherhood characters.

Mace of Molag Bal: Purple Eyes
Changes the colored details of the Mace of Molag Bal from red to purple. This suits the purple enchantment color added by Zim's Immersive Artifacts.

Masque of Clavicus Vile: Frankly HD
This option implements FrankFamily's Frankly HD Masque of Clavicus Vile texture into the pelted versions of the Masque added by this mod. Note that you'll need to install FrankFamily's mod to ensure full compatibility.
Many thanks to FrankFamily for creating this texture and allowing me to implement it in this mod.

Miraak's Sword: Removed tentacle
Removes the tentacle animations from Miraak's Sword

Sanguine Rose: Black Flower
Changes the color of Sanguine Rose's petals from red to black.

Sanguine Rose: White Flower
Changes the color of Sanguine Rose's petals from red to white.

Sanguine Rose: Purple Flower
Changes the color of Sanguine Rose's petals from red to purple.

Savior's Hide: Dark Fur
Changes the color of the Savior's Hide from brown to a dark grey color similar to the hide of a black bear or a werewolf.

Savior's Hide: White Fur
Changes the color of the Savior's Hide from brown to a pale color similar to the hide of a snow bear or a ice wolf.

Volendrung: Green Glow
Changes the colored details of Volendrung from red to green. This suits the hammer's green enchantment color.


Alternatives: conversions
When you first receive some artifacts (see list below), you will be prompted to choose their equipment type (e.g. choose between Light Armor and Heavy Armor). If you ever want to change your choice, simply drop the artifact and then pick it up again in one of the following locations:
- Dragonsreach
- Kilkreath Ruins
- Knifepoint Ridge
- Largashbur
- Haemar's Shame
- Shrine of Peryite

The following artifacts have alternative equipment types:
- Ebony Blade (One- or Two-handed)
- Dawnbreaker (One- or Two-handed)
- Volendrung (One- or Two-handed)
- Ebony Mail (Heavy or Light Armor)
- Spellbreaker (Heavy or Light Armor)
- Masque of Clavicus Vile (Heavy or Light Armor)

WARNING: If uninstalling this mod, artifacts you've switched for alternative equipment types must be restored to their vanilla types or they will be lost.


Alternatives: crafting and non-optional
These alternatives require no special effort from the user; they are either craftable through regular means, or are in-built into the mod (i.e. not optional).

Masque of Clavicus Vile: Pelted
You can attach (and remove) a bear pelt to the Masque of Clavicus Vile at any tanning rack. There are three different colors: brown (from bear pelts), dark (from cave bear pelts) and white (from snow bear pelts). This is a purely aesthetic change and does not affect armor type, armor rating or warmth.

Wuuthrad: one-handed
You can convert Wuuthrad into a one-handed version. You'll first need to complete the Companions quest line and speak to Eorlund Grey-Mane, who will tell you the Skyforge now feels more "awake". Then, activate the Skyforge with Wuuthrad in your inventory, and you'll have the option to reforge it.

The Gauldur Amulet
This mod includes a new texture for the Gauldur Amulet. Because the mesh and texture for this amulet is not specific to this one artifact (Kyne's Token and the Saarthal Amulet have the same appearance), and because edits are required to the mesh files themselves, I have had to implement the new texture through the .esp file. Therefore, this texture update is not optional, unlike the other alternative textures provided.

Click here to see the Gauldur Amulet's new texture.



Depending on how you choose to install this mod's content, you can have between 1 and 35 individual esp files
installed. Most of these are ESL flagged in Skyrim SE, but for anyone looking to reduce their esp count, all
esp files in Zim's Immersive Artifacts (ZIA) are designed to be easily merged into a single esp file.

For a guide on merging ZIA's esp files,
press the spoiler button below


Spoiler:  
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Step 1: Requirements
You will need to have the following installed (links in brackets):
(i) TES5Edit OR SSEEdit (http://www.nexusmods.com/skyrim/mods/25859/? OR https://www.nexusmods.com/skyrimspecialedition/mods/164)
(ii) The Merge Plugins Script for TES5Edit/SSEEdit, see the installation tutorial here: https://www.youtube.com/watch?v=VFsHhRBilfY (note: the tutorial is for TES5Edit, but it works for SSEEdit too)
(iii) A mod manager (e.g. Vortex)
(iv) Be aware that all the .esp files provided in this mod have short names because merging several files with long names can cause issues; please see a list below which details the contents of each .esp file.

ZIA_Ancient Pack, contains all of the following:
ZAB - Auriel's Bow
ZAU - Auriel's Shield
ZBB - Bloodskal Blade
ZBW - Blade of Woe
ZCH - Chillrend
ZGA - Gauldur Amulet
ZKN - Keening
ZKT - Kyne's Token
ZNA - Necromancer's Amulet
ZNB - Nettlebane
ZSM - Staff of Magnus
ZSY - Shield of Ysgramor
ZWP - White Phial
ZWT - Wuuthrad

ZIA_Daedric Pack, contains all of the following:
ZAS - Azura's Star (and Black Star)
ZCV - Masque of Clavicus Vile
ZDB - Dawnbreaker
ZEB - Ebony Blade
ZEM - Ebony Mail
ZMB - Mace of Molag Bal
ZMR - Mehrunes' Razor
ZOI - Oghma Infinium
ZRH - Ring of Hircine
ZRN - Ring of Namira
ZRA - Rueful Axe
ZSB - Spellbreaker
ZSC - Skull of Corruption
ZSH - Savior's Hide
ZSK - Skeleton Key
ZSR - Sanguine Rose
ZVD - Volendrung
ZWJ - Wabbajack

ZMS - Miraak's equipment

ZNI - Nightingale equipment

ZTH - Thane weapons

Step 2: Merging your .esp files
1) Install the mod with your mod manager (e.g. Vortex)
2) Open TES5Edit/SSEEdit. You'll see a list of all the .esp files in your Skyrim Data folder, which will include all the .esp files of Zim's Immersive Artifacts (ZIA) installed with your mod manager. Make sure only these files are ticked, and click "OK" to load them. Wait for the files to load.
3) Once the loader has finished, right click any of the loaded .esp files and select "Apply Script". You will then be given a list of scripts to choose from; from this list, select "Merge plugins v1.9" (or whatever the most up-to-date version is). Click "OK".
4) You'll be prompted to select the .esp files you want included in this final merged mod...make sure "ZIA_Complete Pack.esp" and any indivual modules you want merged into it are ticked, and click "OK". If it's your first time using this script, you may be asked to customize some settings...I suggest sticking with the default options unless you know what you're doing!
5) Click "OK" again to create a new file, and give it a name "My_ZIA". Once the merge is complete, the new file should appear bolded in your list of .esp files
6) Close TES5Edit/SSEEdit. You should be prompted to save your changes to the new file, make sure it is ticked before clicking "OK".
7) Go to your Skyrim data folder (most likely installed in a location like this: "Program Files\Steam\steamapps\common\Skyrim Special Edition\Data"). Delete "ZIA_Complete Pack.esp" (note: do not delete "ZIA_Complete Pack.bsa" or "ZIA_Complete Pack.bsa - Textures") and any individual modules you have installed (e.g. "ZIA_Daedric Pack.esp", or "ZAB.esp"). Find your newly merged file (which you should have named something like "My_ZIA) and rename it "ZIA_Complete Pack". This will ensure assets from "ZIA_Complete Pack.bsa" can be loaded by your new .esp file.
8) At this point, your install is complete. If you have any problems, post a comment and please specify you're having issues with merging your files. Please also note: if you decided to uninstall ZIA, your merged file will be lost, so you may need to repeat this process (or better yet, save a copy of your new "ZIA_Complete Pack.esp" file).


For information on how to safely update versions, see
the V1.7 Update: general overview section in the Q&A.

V1.7.4 update notes:
Spoiler:  
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V1.7.4 update
- Fixed meta-data labeling
- Fixed bug in the SE version causing Thane weapons to be installed even if user chose not to install them
Note: after introducing a bug in V1.7.2 (thane weapons installing even if not chosen in the fomod) and further errors in V1.7.3 (mod labelled incorrectly, thane weapons bug not properly fixed for SE version), I've setup a checklist for myself when updating this mod. This will ensure I don't make silly mistakes when updating, as I have in the last two updates. V1.7.4 has been thoroughly checked and should be error-free. My sincere apologies to anyone who found these updates confusing and/or annoying! If you're currently running V1.7.2 pr V1.7.3, you can safely update to V1.7.4 without the need for a clean save.
V1.7.3 update notes:
Spoiler:  
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V1.7.3 update
- Fixed bug causing Thane weapons to be installed even if user chose not to install them
V1.7.2 update notes:
Spoiler:  
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V1.7.2 update
- Optimised mesh files for SSE version
- Fixed the bug causing the Mace of Molag Bal enchantment effects to disappear after a successful soul trap
- Fixed the bug causing soul trap effects to fire when not successfully soul-trapping the target
- Fixed the bug causing the Ebony Blade's Blood of Deceit effect to give a permanent glow
- Fixed the bug preventing the Blood of Deceit for working with the one-handed Ebony Blade
V1.7.1 update notes:
Spoiler:  
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V1.7.1 update
- Stopped the bug-fixing book, Tamrielic Lore Revisited, from being automatically added to player inventory (now can only be obtained with console commands)
- For SE, Removed warmth from Savior's Hide (as I discovered this could cause issues when merging)
- For SE, fixed the broken Daedric Pack
- For SE, individual artifact ESP files now fave ESL flags
V1.7 update notes:
Spoiler:  
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V1.7 update
The main aim of this update was to fix bugs and improve the stability of the mod, as I had reports it would sometimes fail on longer games. As part of this, I completely restructured it, moving most changes into a central ESP file that the modules patch onto to implement their changes. This has several advantages:
- Makes files much more maneagable for me, so I can actually find the time to make updates in the future
- Most patches that previously would only work with the complete install will now work for modular installs too
- Neater filing (all packages in a BSA rather than loose assets)
- Allows inclusion of a single, centralised quest to monitor quest-implemented features, including artifacts alternatives and weapon-equipping abilities, hugely helping to prevent bugs and reduce script bloat
- Avoids issues associated with merging larger files

The result is a much more stable mod. As a failsafe, I've also added a book named Tamrielic Lore Revisited, which will reset some underlying quests when read and can be used to fix some bugs in case of a late-game fail.

I also wanted to make the process of acquring Thane weapons and alternatives smoother and easier to use, and thus replaced the old switching and Thane Trade systems. I feel the latest method fits into Skyrim quite seamlessly.

Finally, in terms of the actual artifacts themselves, there have been several changes to balancing and both major and minor bug fixes. There are major fixes for the Bloodskal Blade, the Oghma Infinium, the Wabbajack, and Mzual. The Nightingale equipment, Ring of Namira and Skull of Corruption, and Amulet of Articulation have all been remade. I removed the White Phial completely as this was bugged and could only be fixed with SKSE, which I don't want to include in this mod.

Full list of changes:

General changes
- Method of acquiring thane weapons and artifact alternatives updated to be less invasive
- Template files added
- Gold values standardised across all artifacts
- Replaced the switching system for ZCV, ZDB, ZEB, ZEM, ZSB, ZVD
- Replaced edits to vanilla objects with new objects in the following: ZAB, ZAU, ZBB, ZCH, ZGA, ZKN, ZKT, ZDB, ZEB, ZMB, ZMR, ZRH, ZRN, ZSH, ZSR, ZWJ, ZVD

Auriel's Shield
- Charging sound only fires when the shield is charging
- Refactored scripts

Blade of Woe
- Increased enchantment cost to 75 for balance (Enchantment capacity: 3000/50 = 40 uses)
- Enchantment cost now auto-generated
- Recreated effect to be scriptless

Bloodskal Blade
- Remade projectiles mechanic to be more stable (added bonus: Bloodskal Blades added with console commands now work)
- Blade should now be fully charged when first acquired, even if mod is installed mid-playthrough
- Fixed the bug preventing the Bloodskal Blade from firing blasts when first acquired

Chillrend
- Added slow effect to Chillrend enchantment (similar to standard frost enchantments)
- Enchantment now makes a standard enchantment sound rather than the constant frost sounds

Gauldur Amulet
- Added Argonian race to fragments
- Magic fragment now reduces the cost of all spells by 10% (as well as increasing enchantment power)

Necromancer Amulet
- Amended the description to better reflect the Amulet's effect
- Fixed the bug doubling the power of the Necromancer's Amulet
- The Amulet's negative effects are now highlighted red in your inventory, just like other negative effects
- Value updated to 3240
- "Damage Health" and "Damage Stamina" effects renamed to "Reduce Health" and "Reduce Stamina"

Staff of Magnus
- Remade weapon-equip abilities to be more stable
- Slightly nerfed magicka regen from 10 to 8
- New hit shader

Wuuthrad
- Several steps taken to make the one-handed version feel more lore-friendly:
i) One-handed version now has the size, cost, weight and stagger of the two-handed version (with a smaller haft)
ii) One-handed version now has the speed, damage and equipping animation of a daedric mace
iii) One-handed version has a slightly longer reach compared to other one-handed weapons
- Remade conversion mechanic to prevent smithing leveling exploit
- Removed ingot requirements for converting between one-handed and two-handed versions

Masque of Clavicus Vile
- Changed pelt-crafting to be a tanning rack operation, removing script requirements and the bug causing the Masque to have no value and not be equippable
- Removed iron ingot requirement from pelt crafting

Amulet of Articulation
- New name: Amulet of Intimidation
- New enchantment: Prices are 25% better, and almost all intimidation attempts will succeed. Influential illusion spells are 25% stronger.

Ebony Blade
- Halved the number of friend kills required to fully power the blade (the blade should now increase in power every time you kill a friend, up to 5 friends)
- Increased enchantment magnitude from 25 to 30

Oghma Infinium
- Remade the Oghma Infinium's skill increase mechanic. Simply put, it will increase your 6 highest skills by 8 points each (a slight nerf from the previous version, but still better than the vanilla version). However, there's some variations that can occur under certain conditions (i.e. one of your highest skills is over 92 and therefore can't receive the full 8-point increase, or you have more than five joint-highest skills). In these cases, the Oghma Infinium will distribute 48-points-worth of skill increases across all of your highest skills
- Remade how vanilla effects are disabled
- Updated the system for customizing Dragon Soul powers
- Fixed the bug preventing souls from being unlocked when the Maximum number of souls was set to Unlimited

Ring of Namira
- Improved how damage reflection works: in previous version, player took 100% of incoming damage, attacker received 15% back; new version, player taks 85% of incoming damage, attacker receives the same 15% back
- Remade Namira's Blessing; removed skill increases (as this was not lore-friendly), replaced with fortified health and stamina regen
- Reduced Fortify Health effect to 50
- Extended Cannibalism power duration to 10 seconds and amended description
- Stopped cannibalism from working in combat
- Changed Cannibalism power effects, now highlights edible corpses with a red shader

Spellbreaker
- Renamed the Spellbreaker effect to "Ward - Spellbreaker"
- Rewrote script in a way that will hopefully prevent some bugs preventing wards appearing as a result of mod conflicts
- Removed worldspace edits

Skull of Corruption
- Completely remade the Skull of Corruption to be more in line with the vanilla effects

Sanguine Rose
- Fixed the bug causing Summon Dremora effect to permanently appear in your inventory after dismissing a Dremora
- You don't need the Sanguine Rose in your possession to dismiss Dremora

Wabbajack
- Removed ALL edits to the Wabbajack that's used through the Mind of Madness quest (to avoid bugs)
- Added boss characters to the list of targets immune to the Wabbajack (to prevent exploiting the Wabbajack to make boss fights really easy)
- Fixed the bug causing enemies to attack the sky near the polymorphed NPC
- Fixed the bug causing unique actors (e.g. the Madwoman) not to die when their polymorph form is killed
- Increased enchantment cost to 234, reducing total casts per full charge to apx 20 (for balancing)
- Removed edit to CommandFFActor object
- Removed humanoid transformations (i.e. ghosts and zombies) to increase diversity of form (i.e. non-humanoids are now more common)
- Removed some Dremora varieties from the random list (to improve diversity of transformations)
- Added an extra function to the randomisation process to increase diversity of transformations
- Renamed armored Skeleton to Skeleton Champion; removed voice abilities
- Renamed robed Skeleton to Skeleton Mage
- If an NPC is killed while polymorphed, the caster of the Wabbajack is considered the killer
- Wabbajack doesn't work on commanded actors
- Added transformation option: giant mudcrab

Thane Pack
- Icebreaker: increased enchantment base cost to 13
- Silverwind: decreased speed and increased damage to match a Nordic Bow
- Kazogal's Glee now tempered with an ebony ingot
- Mzual: increased duration to 5
- Drain Voice: fixed bugs allowing exploitation of effect-stacking with conjured minions to permanently achieve free shouts; effect now doesn't stack and has a magnitude of 40%; appears in menu UI while active.
- Acceleration enchantment: fixed bugs giving odd swing speeds under some conditions; fixed bug nullifying effects on dual enchantments; reduced enchantment base duration to 8 seconds; reduced enchantment base cost to 24; shortened description; appears in menu UI while active
- Sprite Damage enchantment now damages x1.5 Magicka instead of x2; description updated accordingly
- Updated Momentum Damage enchantment description to be clearer
- Updated Momentum Damage enchantment effect to be smoother in damaging and staggering, and affect more creature types (dragons still excluded)
- Updated menu art for Momentum Damage, Drain Voice, Conceal Killer, Frostfire and Debilitating Poison enchantments
- Fixed the bug preventing the Momentum Damage and Conceal Killer enchantments from working when placed on the same weapon
- Removed the Thane Trade system and replaced it with a more reliable alternative (see description)
- Quest monitoring acquisition of thane weapons will now shut down when all are acquired, helping prevent script bloating
- Removed the environment map from Witdrinker's mesh files

Nightingale Pack
- Nerfed and brought closer to the original enchantments
- Created a new colour palette for enchantments based on Nightingale Ghost visuals

Nightingale Blade
- New enchantment: Absorbs 25 points of health and stamina. Sneak attacks are 50% stronger.
- Enchantment capacity: 3000/55 = 54 uses (same as vanilla)

Nightingale Bow
- New enchantment: Absorbs 25 points of health and stamina. Sneak attacks are 50% stronger.
- Enchantment capacity: 3000/55 = 54 uses

Nightingale Hood
- New enchantment: Increases frost resistance by 50%. Illusion spells cost 35% less to cast.

Nightingale Gloves
- New enchantment: One-handed attacks do 35% more damage. Bows do 35% more damage.

Nightingale Boots
- New enchantment: Increases shock resistance by 50%. Sneaking is 35% better.

Miraak Pack

Miraak (Mask):
- Changed Biped Object to exclude HEAD and include Hair, Circlet and Ears instead, so a patch isn't required with ICFH

Miraak's Sword
- Re-added the tentacle effect to Miraak's Sword (this can now be removed optionally, see Alternatives)
- Reduced the maximum health percentage required for paralysis from 25% to 20%
- Added a unique enchantment shader
- Edited hit effects to resemble Lurker poisoning attacks

Miraak's Boots
- Tentacle Stamina effect only appears in your inventory when you have Tentacle Armor (i.e. you're wearing Miraak's Robes)

Miraak's Gloves
- Tentacle Magicka effect only appears in your inventory when you have Tentacle Armor (i.e. you're wearing Miraak's Robes)
V1.6.2 update notes:
Spoiler:  
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V1.6.2 update
- Corrected fomod error to correct version
- For SE version, added keywords to allow compatibility with the Creation Kit's survival mode
V1.6.1 update notes:
Spoiler:  
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V1.6.1 update
- Changes from V1.5.2 re-implemented as they had been removed
- Removed superfluous texture folder from mod package
- Removed nameless enchantment file from ZVD
V1.6 update notes:
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V1.6 update
The main aim of this update was to fix minor bugs and add some much-requested new alternatives. I also made the White Phial restoration process much simpler, nerfed a few artifacts I thought were a bit OP, and improved compatability with other mods by removing unnecessary improvements to Nettlebane. Finally, I also replaced the two thane weapons I felt were least interesting; Deep-Rout is replaced with Mzual, and the Witch Hammer is replaced with Kazogal's Glee.

Bloodskal Blade
- Reimplemented the silver perk to be more dependable
- Added a filled black soul gem to the skeleton of Gratian Caerellius

Dawnbreaker
- Remade the switching system

The Ebony Blade
- Implemented a one-handed version of the Ebony Blade
- Completely overhauled how the Ebony Blade tracks kills; it now works exclusively through the sword's enchantment, preventing bugs
- Changed values in the vanilla Ebony Blade tracker quest so that it doesn't work anymore, preventing it from interfering with the new system
- Removed the bug causing permanent shader visibility when Blood of Deceit is activated

The Ebony Mail
- Remade the switching system

The Masque of Clavicus Vile
- Added constructable pelted option for the Masque of Clavicus Vile
- Changed the enchantment on the Masque to be identical for both Light and Heavy versions
- Changed the Gloomwatcher Amulet to reveal enemies' combat states
- Remade Gloomwatcher Amulet effects
- Remade the switching system

Miraak's Equipment
- Remade the switching system

The Necromancer's Amulet
- Removed the bug causing the Necromancer Amulet to provide too much magicka
- Reduced Magicka boost to 70
- Value updated to 3,240

Nettlebane
- Removed White Phial component (White Phial is now its own module)
- Removed Fortify Creativity Effect
- Removed edits to spriggan sap
- Removed corrupted spriggan sap

Nightingale
- Changed the cuirass effect: Magicka, stamina and resistance to fall damage increased by 20 points for each Nightingale item you wear.
- Changed description of boots: Frost and Shock Resistance is increased by 35%. Sneaking is 35% better.
- Frost and shock resistance stack correctly with other resistance effects
- Boots now fortify sneak instead of light armor
- "Shock" capitalised in descriptions
- Blessing power on Gloves, Hood and Boots reduced; increased on armor

The Oghma Infinum
- Reworked the Oghma Infinium's customisation options
- Added an option to cap available perks
- Added compatibility with Zim's Bag of Holding

The Sanguine Rose
- Updated Sanguine Rose dremora banish effects to match those of the Dremora merchant and butler

Spellbreaker
- Remade the switching system

The Staff of Magnus
- Reduced magicka regeneration from 15 to 10
- Remade the mechanic that provides the magicka regen boost to be more dependable

Thane Weapons
- Remade the Thane Trade system
- Added compatibility with Zim's Bag of Holding
- Nerfed the Fortify Killer enchantment by removing the stamina bonus
- Nerfed Silverwind's enchantment to work 50% of the time to prevent stun-locking exploits
- Replaced Deep-Route with Mzual
- Replaced the Witch Hammer with Kazogal's Glee

Volendrung
- Implemented a one-handed version of Volendrung
- Reduced Volendrung's paralysis time to 5 seconds

The White Phial
- Changed power icon
- Added compatibility with Zim's Bag of Holding
- Amended script to support White Phials added by console commands
- Completely changed the process for restoring the White Phial
V1.5.3 update notes:
Spoiler:  
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V1.5.3 update
Ring of Namira
- Fixed the script that was preventing cannibalism from working (note: if you have 1.5.2 installed, you can update update to 1.5.3 by downloading it and manually dragging the prkf_zrn_cannibalismperk_010d7884.pex and prkf_zrn_cannibalismperk_010d7884.psc files in the _DATA folder of the ZIA package into your Skyrim scripts folder)
V1.5.2 update notes:
Spoiler:  
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V1.5.2 update
Amulet of Articulation
- ClothingNecklace keyword added
- ArmorClothing keyword removed

Wabbajack
- Hidden cell renamed to prevent any save issues

White Phial
- Bug that prevented player's obtaining the new White Phial fixed
- Unused hidden cell removed
- Value reduced to 20,000
V1.5 update notes:
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V1.5 update
The main aim of this update was to minimise and improve scripting for improved smoothness and reliability, to fix reported bugs, and to amend any artifacts I thought could be improved. In particular, the Wabbajack, Deep-Rout, the Mace of Molag Bal and Miraak's equipment have been amended significantly.

Additionally, this update included new updates to the Skeleton Key, Keening, the White Phial, and the much-requested Necromancer's Amulet.

The version suffix has also been removed from the file names. This is so that any future updates don't cause issues when updating.

Auriel’s Bow
- Auriel's Bow enchantment effect archetype updated to Destruction

Auriel’s Shield
- V5 scripts added: generic perk implementation; improved absorption effect on shield
- Auriel's Shield enchantment effect set to silent sound

Bloodskaal Blade
- V5 scripts added: generic perk implementation; improved spell-launching
- Remade the stagger effect so it doesn't require a script
- Can now be tempered to Legendary with the Advanced Armor perk (requires a Silver ingot)

Blade of Woe
- V5 script added: fixed bug preventing FX from showing on fear effect

Dawnbreaker
- V5 scripts added: generic switch script; generic perk implementation; dawnbreaker explosion unchanged

Ebony Blade
- V5 scripts added: blood of deceit unchanged; perk implementation unchanged

Ebony Mail
- V5 script added: generic switch script

The Gauldur Amulet
- Manakin's now display the amulet

Keening
- New enchantment: Absorbs 10 points of health, magicka and stamina.
- Enchantment capacity: 3000/50 = 60 uses
- Unique absorption effects
- New enchantment colour
- Critical damage set to 4
- Value increased to 4,760
- Sounds updated in line with USLEEP

Mace of Molag Bal
- Description update to: Absorbs 40 points of magicka and stamina. Traps the target's soul if it dies within 15 seconds.
- Soul trap effect updated: if you don't have a soul gem to capture the target's soul, the Mace of Molag Bal will now use the soul trap effect to recharge itself

Masque of Clavicus Vile
- V5 script added: generic switch script
- Fixed the bug that prevented the light-armor version from correctly persuading targets

Amulet of Articulation
- Description updated to: Reveals the presence of life forces through walls.
- Global linked up to detect life effect to allow it to be switched off; type in "Set ZArticulation_DetectLifeGlobal to 0" to disable the detect life effect
- Gloomwatch power added
- Value decreased to 2420

Mehrunes Razor
- Description updated to: Inflicts a corrosive poison that damages 10 points of health per second and reduces armor rating for 5 seconds.
- V5 script added: generic spell implementation

Miraak’s Equipment
- V5 script added: switch script, effects
- Updated tentacles to be resisted by poison resistance instead of magic resistance
- Removed the dispel effect from the tentacles that dispels other Mora's Agony effects
- Tentacle's stagger effect can be resisted
- A new enchantment for Miraak's Sword: Inflicts 40 points of poison damage. Paralyzes targets on low health with poisonous tentacles.
- Changed casting volume of staff to silent
- Removed edits to the Mora's Agony spell
- Miraak's Sword can now be tempered to Legendary with the Dragon Armor perk (requires an Ebony ingot)
- Sword sounds updated to match other swords
- Increased spell absorption on Miraak's Mask to 30%; decreased shout cooldown time to 30%.
- Compatibility option for Improved Closefaced Helmets added
- Added absorption effect to the robes for Miraak as Helmet ench won't affect Miraak as normal
- Miraak's Mask can now be tempered to Legendary with the Dragon Armor perk (requires Void Salts)
- Miraak's Robes are now a light armor piece with the same protection as leather armor
- Miraak's Robes can now be tempered to Legendary with the Dragon Armor perk (requires Void Salts)
- Weight and armor rating of gloves updated to glass stats
- Miraak's Gloves can now be tempered to Legendary with the Dragon Armor perk (requires Void Salts)
- Miraak's Boots given the ArmorBoots and ArmorLight keywords
- ArmorClothing and Clothing Feet keywords removed from Miraak's Boots
- Miraak's Boots can now be tempered to Legendary with the Dragon Armor perk (requires Void Salts)
- Fortify magicka effect on boots is now silent
- Full Miraak set now benefits from the matching set perk and can also be matched with dragon scale armor pieces

Necromancer's Amulet
- Changed name to "Necromancer's Amulet"
- Added the ClothingNecklace keyword
- New enchantment: Necromancy spells are twice as powerful and efficient. Increases your Magicka by 90 points. Reduces health by 35 points. Reduces stamina by 35 points.
- Changes value to 4160

Nettlebane
- V5 script added: when killed with Nettlebane, spriggans now 1) don't drop any spriggan sap and 2) drop 1-3 corrupted spriggan saps instead of just 1
- Duration of creativity effect extended to two minutes in corrupted spriggan sap (value of ingredient has also been updated)
- Corrupted Spriggan Sap renamed Cursed Spriggan Sap
- Cursed Spriggan Sap now causes a green drugged effect when active

Nightingale Equipment
- V5 script added: generic perk implementation
- Removed the FX Persist flag from the sneak attack effect
- The sneak damage bonus now only works when the Nightingale weapons are charged

Oghma Infinium
- V5 scripts added: the quest monitoring when the player receives the Oghma Infinium now has a filter to prevent unnecessary event firings; power and ability scripts updated to be smoother and work correctly
- Removed the modifier ability; the dragon soul requirement can now be edited by typing in the console command: "Set ZOI_SoulMin to X", where X is the number of Dragon Souls required to unlock a perk point

Rueful Axe
- V5 script added: generic perk implementation
- Re-added the Alteration magic skill to the Rueful Axe

Ring of Hircine and Cursed version
- Removed edits to the Cursed Ring

Ring of Namira
- V5 script added: cannibalism quest script and adding cannibalism effect
- Non-ring cannibalism healing magnitude raised to 25; ring cannibalism healing magnitude raised to 70

Spellbreaker
- V5 script added: generic switch script, ward script

Skeleton Key
Increase cost of Skeleton Key to 21,500

Skull of Corruption
- V5 script added: dream steal

Staff of Magnus
- V5 script added: generic perk implementation, anomaly killer

Sanguine Rose
- V5 script added: summon script added

Shield of Ysgramor
- Can now be tempered to Legendary with the Ebony Smithing perk (requires an Ebony ingot)

Thane Weapons
- V5 script added: thane trade effect, thane weapon switching script, Black Whisper script
- Re-worked the Thane Trade power so that it is always added to the players inventory on loading the mod, but only appears when in a Jarl's longhouse
- Re-worked the Thane Trade so you now have the option to obtain any Thane weapons at any time
- Changed the Thane Trade description
- Black Whisper spell renamed to "Conceal Killer"
- Conceal Killer doesn't affect automatons
- Conceal Killer invisibility description amended slightly
- Removed projectile from Conceal Killer invisibility
- Changed base duration of Conceal Killer to 4 seconds
- "Crimson Shock Damage" renamed "Sprite Damage"
- Removed magnitude parameter from the Conceal Killer effect
- Added a new unique enchantment to Deep-Rout called Fortify Killer
- Momentum damage description amended
- Momentum damage bug fixed that prevented it working correctly on newly enchanted items

Volendrung
- V5 script added: generic perk implementation, enchantment effects

Wabbajack and Blue Palace Wabbajack
- Completely remade the effects of the Wabbajack so that now only the polymorph effect is available (I'd wanted to do this originally but couldn't find a bug-free way to make it work, which meant essential characters were to dangerous to polymorph. This is no longer the case; the effect is now bug-free and will work on essential actors)
- Alteration magic school added to effect
- Description changed

The White Phial
- Requires Dawnguard and Dragonborn
- New mechanism for using. Instead of drinking directly from the Potions menu, you now access the White Phial through a new Lesser Power. Using this method, you can now empty the White Phial without drinking its contents, allowing you to stockpile potions from it
- The White Phial can now be fully restored so that you can re-align it to fill with any liquid you like*†
- The amount of time taken for the White Phial to refill now varies. The more expensive the contents, the longer it takes to refill. The shortest amount of time it can take to refill is 18 in-game hours
- Value increased to 30,000

Wuuthrad
- V5 script added: enchantment effects
- Frozen falmer added to disintegration list
V1.4 update notes:
Spoiler:  
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V1.4 update
The main aim of this update was to incorporate appropriate changes from USLEEP and Morrowloot (MLU) into ZIA. There are no instances where the artifacts I've amended are identical to USLEEP and MLU; rather, I've used USLEEP and MLU as a basis for adding things like proper sound effects and keywords to the artifacts in ZIA.

Additionally, this update has included extensive tweaks to improve balance, bug fixes, changes to effects in some cases (where previous effects were bugged, underwhelming or too far from game lore), and even the implementation of new textures and equipment types for some artifacts. I have also created a formula for determining the values of the various artifacts so that their values are consistent (therefore almost all artifacts have had their values changed).

I've also included the Bloodskal Blade, Chillrend and Kyne's Token, as well as a new pack including Miraak's equipment in this update.

Auriel’s Bow
Value changed to 27,890
Changed attack fail sound to WPNSwingBladeMediumSD
Increased effect mag to 45
Reduced critical damage to 11
Removed unnecessary area effect from enchantment
Reduced effect cost to 44 (Uses = 6000/44 = 136)
Now works on resurrected undead targets as well

Auriel’s Shield
Value updated to 25,630
Removed the Daedric Artifact keyword
Enchantment sounds set to silent
Enchantment cost increased to amend value

Azura’s Star and the Black Star
Weight updated to 1
Azura’s Star value updated to 10,500
Black Star value updated to 10,750

Bloodskaal Blade
New enchantment: Inflicts 30 points of magical damage. Power attacks release energy blasts that deal 50 points of damage.
Power blasts now consume 24 points of weapon charge and will stagger the target
Enchantment capacity: 3000/16 = 187 uses
Damage increased to 22, critical damage increased to 11
Unique visuals for magical damage
Value increased to 4640
Benefits from the silver perk
Impact force of projectiles lowered to 1.5

Blade of Woe
Equip sound updated to WPNBlade1HandSmallDrawSD
Unequip sound updated to WPNBlade1HandSmallSheatheSD
Alternate block material update to MaterialBlockBlade1Hand
Damage increased to 11
Value increased to 3,260
Enchantment strength increased to 25
Enchantment cost increased to 50
Fear effect will not affect player

Chillrend
All versions of Chillrend:
Damage set to 15
Weight set to 14
Crit % Mult set to 1
Crit damage set to 7
Value set to 5,130
Enchantment capacity: 3000/33 = 187 uses
Chillrend’s enchantment name updated to “Chillrend”
New enchantment: Target takes 30 points of frost damage to Health and Stamina. Target is 30% weaker to frost damage for 10 seconds.
Created a quicksilver texture options

Dawnbreaker
Value updated to 13,880
New enchantment: Inflicts 40 points of fire damage. Inflicts additional fire damage when first striking undead foes.*
*The first time Dawnbreaker strikes an undead target, it will inflict an additional 20 points of fire damage, and it will always stagger the opponent. There is a 35% chance of inflicting a heavy stagger, and a 5% chance of knocking the target to the ground.
Removed the cloak effect (far too buggy and script heavy)
Replaced the old method of switching between the 2H and 1H versions
Set charge cost to 18 (Uses = 5000/18 = 277)
Dawnguard now required
Edited vanilla enchantment and re-applied to Dawnbreaker (instead of having a new file for the enchantment)

Ebony Blade
Value updated to 17,550
Edited vanilla enchantment and re-applied to the Ebony Blade (instead of having a new file for the enchantment)
New enchantment: Absorbs 25 points of health. Strengthened by the blood of deceit.*
Powering up the Ebony Blade now increases its physical damage, not its enchantment magnitude. This means when you first receive the Ebony Blade, its damage will be lower but its enchantment will be at full power.
Decreased charge cost to 82
Implemented a new, more bug-free system for tracking how many friends have been filled with the Ebony Blade
Weight increased to 14
*Killing a friend or ally will grant you the Blood of Deceit, which will double the power of the Ebony Blade’s enchantment for one real-time hour (equivalent to just under a day in Skyrim)

Ebony Mail
Value increased to 19,050
Replaced the old method of switching between the light and heavy versions
Updated flags on muffle effect
Created a black texture option
Created a red texture option

Gauldur Amulet
Upgraded values of the amulet and its fragments to 8,800, 2,800, 3,050 and 2,950
Added ClothingNecklace Keyword to all
Updated fragment weight to 0.5
Updated Gauldur Amulet weight 1.5
New fragments enchantment: Combat / Magic / Stealth skills are 10% more effective and increase 10% faster.
Gauldur enchantment: Your skills are 10% more effective and increase 10% faster.
Fixed the typo in the Enchantment name of the Gauldur Amulet
Changed the name of the Gauldur Amulet fragments to “Mikrul's Amulet Fragment”, “Sidgis's Amulet Fragment”, and “Jyrik's Amulet Fragment”

Kyne’s Token
New enchantment: Doubles damage inflicted against animals. Increases your stamina by 50 points.
Adds the ClothingNecklace keyword
Value updated to 2,210

Mace of Molag Bal
Value updated to 15,350
Edited vanilla enchantment and re-applied to Mace (instead of having a new file for the enchantment)
Created a purple texture option

Masque of Clavicus Vile
Added the DaedricArtifact and VendorItemDaedricArtifact keywords
Added a Light Armor version
Value updated to 16,250

Amulet of Articulation
Added ClothingNecklace Keyword
Added ArmorJewellry Keyword
Renamed: Gloomwatcher Amulet
Value updated to 1620
New Enchantment: Reveals the presence of nearby life forces through walls. Sneaking is 20% better.

Miraak’s Sword
All versions are now identical, including those used by Miraak
All have impact data set: WPNzBlade1HandMiraakImpactSet
Damage: 16
Crit Damage: 8
Enchantment capacity: 3000/31 = 96 uses
New enchantment: Absorbs 15 points of health, magicka and stamina for 3 seconds.
Value updated to 5,140
Removed tentacle effects

Miraak’s Staff
All versions are now identical, including those used by Miraak
Equip type set to right hand
Damage set to 0
Description of enchantment changed: Sprays writhing tentacles on the ground that stagger foes and inflict 25 points of poison damage for 3 seconds.
Effects now work with a direct hit on the target as well as when sprayed on the ground.
Removed the 0.5 delay on casting
Enchantment capacity: 3000/86 = 34 seconds of use
Foes can now only be staggered by tentacles once every 9 seconds. This has been done to prevent stun-locking opponents.
Value updated to 5,610

Miraak (Mask)
All versions are now identical, including those used by Miraak
New enchantment: Time between shouts is reduced 35%. Has a chance to absorb the magicka from dragon breath and spells.
Armor rating set to 27
Value updated to 5,200

Miraak’s Robes
All versions are now identical, including those used by Miraak
New enchantment: Increases your health by 70 points. Tentacles inflict 35 points of damage and stagger nearby foes when struck.
Weight increased to 3
Value updated to 4,510

Miraak’s Gloves
All versions are now identical, including those used by Miraak
Keywords removed: ArmorGauntlets, ArmorLight, VendorItemArmor
Keywords added: ArmorClothing, ClothingHands, VendorItemClothing
Now classified as clothing (with 0 armor rating)
New enchantment: Increases your magicka by 70 points. Allows your Tentacle Armor to absorb 35 points of magicka.
Weight increased to 2

Miraak’s Boots
All versions are now identical, including those used by Miraak
Now classified as clothing (with 0 armor rating)
New enchantment: Increases your stamina by 70 points. Allows your Tentacle Armor to absorb 35 points of stamina.

Miraak’s Equipment (other changes)
All tentacle damage associated with the equipment is now subject to magic resistance, not poison resistance

Mehrunes Razor
Value updated to 12,310
Edited vanilla enchantment and re-applied to Razor (instead of having a new file for the enchantment)
Block Bash Impact Data Set: changed to WPNBlockBlade1HandImpactSet
Alternate Block material: updated to MaterialBlade1Hand
Equip Sound: WPNBlade1HandSmallDrawSD
Unequip Sound: WPNBlade1HandSmallSheatheSD

Nettlebane
Value updated to 3,020
Removed edits to spriggan abilities
Remade the loot drops for spriggans: removed burnt, golden and violet spriggan sap. Spriggans now drop their normal ingredients (e.g. taproot or burnt spriggan wood). If struck with Nettlebane, all spriggans (except burnt spriggans) have a chance to drop additional spriggan sap and will always drop one portion of corrupted spriggan sap, which has the same effects as spriggan sap and can be used to make powerful crafting potions.
Changed the effects of spriggan sap to ensure balance: now damages health, fortifies smithing and fortifies enchanting at a normal magnitude (so can’t be used to create OP weapons or enchantments) but for a longer duration. Maintains the Fortify Creativity effect.
Detection sound: set to silent
Change attack fail sound to WPNSwingBladeMediumSD
New spriggan sap meshes and textures (taken from SMIM)

Nightingale Blade
Value updated to 4,030
Updated the alternative block material for version 2 of the sword
Detection Sound Level se to silent
Now inflicts 15, not 16 points of elemental damage

Nightingale Bow
Value updated to 5,660
Detection Sound Level set to silent
Now inflicts 15, not 16 points of elemental damage

Nightingale Hood
Value updated to 5,180
Wording of hood enchantment updated to make it clearer the effect affects enchantments as well as spells.
All armor pieces are now 35% boost, not 30%

Nightingale Gloves
Value updated to 4,430
All armor pieces are now 35% boost, not 30%

Nightingale Boots
Value updated to 4,430
All armor pieces are now 35% boost, not 30%

Nightingale Armor
Value updated to 6,420

Oghma Infinium
Value updated to 46,000
Dragon Knowledge description updated to: “Unlocks perk points from dragon souls.”
Added a means of customizing the number of dragon souls required to unlock a perk point: while in the Outpost, you have another power named Dragon Knowledge (Modify)
Dragon Knowledge now has silent casting
Removed duration from Dragon Knowledge (as was unnecessary)
Changed casting effects and in-menu visuals of the Dragon Knowledge power so it is more aligned with Apocrypha powers like those of the Black Books

Ring of Hircine and Cursed version
Cursed version’s value updated to 10,000
Un-cursed version’s value updated to 11,950
Cursed version’s enchantment re-added to the ring
Enchantment shaders added
Edited Ring of Hircine to ensure compatibility with Moonlight Tales

Ring of Namira
Value updated to 12,420
Added ClothingRing Keyword
Edited vanilla enchantment and re-applied to Ring (instead of having a new file for the enchantment)
Re-enabled the use of the cannibalism perk with the Ring (the cannibalism perk has been edited to do nothing, but any other mods that use the perk for scripting should now be compatible)
Cannibalism now counts as eating, so it’s compatible with needs mods like Realistic Needs and Diseases
Feeding now restores 34 points of health or 58 points on health depending on whether you’re wearing the ring or not.
Remade the Cannibalism Power: instead of targeting your food, activating this Lesser Power now means that for five seconds, any dead NPCs you activate will be eaten.

Rueful Axe
Value updated to 2,390
Menu art updated for effect
Enchantment cost reduced to 40 (Uses = 3000/40 = 75)
Detection sound: set to loud

Sanguine Rose
Value updated to 22,800
Block Bash Impact Data Set: changed to WPNBashBowImpactSet
Alternate Block material: updated to MaterialBlockBowsStaves
Enchantment name updated to “Sanguine Rose”
Created a black texture option
Created a white texture option
Created a purple texture option

Saviour’s Hide
Value updated to 15,200
Changed material to Scaled
Renamed enchantment to: Savior’s Hide
Removed the enchantment’s base (as this was unnecessary)
Cleaned the edits from the Armor Addon file
Created a black texture option
Created a white texture option

Skull of Corruption
Value updated to 15,380
Edited vanilla enchantment and re-applied to Skull (instead of having a new file for the enchantment)
Set to only equip in the RightHand slot
Block Bash Impact Data Set: updated to WPNBashBowImpactSet
Alternate Block material: updated to MaterialBlockBowsStaves
Updated scripting to prevent the fear effect being cast on someone who is already fleeing
Removed cloak mechanic for absorbing dreams; to absorb dreams, cast on a sleeping target
Fixed the bug that caused casting on the dead to bring the number of stored dreams down to 0
Updated description

Spellbreaker
Value updated to 15,800
Added a means of switching between the light and heavy versions
Added the MagicWard keyword to the ward effect
Fixed the bug preventing the Quick Reflexes perk from working with Spellbreaker

Staff of Magnus
Value updated to 25,070
Renamed enchantment: Staff of Magnus
Updated description to: Absorbs 25 points of health per second. Improves spellcasting when equipped.
Staff of Magnus (new effect): Spells are more effective and magicka regenerates much faster when the Staff of Magnus is equipped.
Added a new keyword to the Staff of Magnus to allow tracking of when it’s equipped
Changed magic skill of effect to Destruction
Implemented a new system for tracking when the Staff of Magnus is equipped that is less prone to bugs and re
quires much less scripting
Cost reduced to 76 per second (Charge / Cost = 6000 / 78 = 76 seconds)

Shield of Ysgramor
Value updated to 5,890

Thane Weapons
Witdrinker: updated Block Bash sound
Witdrinker: updated sheathing sound
Witdrinker: decreased critical damage to 5
Felmod: increased critical damage to 13
Felmod: the frostfire enchantment is now 25% more powerful when applied to Stalhrim weapons
Silverwind: increased critical damage to 5
Silverwind: enchantment is now considered part of the Destruction school
Icebreaker: enchantment is now considered part of the Destruction school
Icebreaker: fixed the bug preventing Thaw damage inflicting increased damage against foes with higher frost resistance; decreased multiplier to x2 (not x3) for frost-immune targets
Deep-Rout: increased damage to 20
Witch Hammer: decreased critical damage to 6
Thu’um Fahdon: increased damage to 21
Thu’um Fahdon: enchantment is now considered part of the Alteration school
Witdrinker: removed vertex colours from mesh file
Black Whisper: enchantment is now considered part of the Alteration school and has been renamed Conceal Killer
Black Whisper’s enchantment now works for durations under 3 seconds
Stalhrim weapons now increase the mag of frostfire damage
New switching system (and removed the Thane Sack)
Values updated

Volendrung
Value updated to 20,700
Reworked effect so that paralysis can be used by NPCs
Removed the bug that freezes NPCs as if paralyzed when killed with a sideways power attack
Paralysis effect won’t fire on targets immune to paralysis, preventing unnecessary charge depletion
Alternate Block material: updated to MaterialBlockBlunt2Hand
Removed Null Texture from blood effects
Removed unnecessary edits to Volendrung static object
Paralysis duration amended to 8 seconds
Green Volendrung now available

Wabbajack and Blue Palace Wabbajack
Value updated to 15,000
Damage of palace version updated to 0
Set to only equip in the RightHand slot
Block Bash Impact Data Set: updated to WPNBashBowImpactSet
Alternate Block material: updated to MaterialBlockBowsStaves
Equip Sound: WPNStaffHandDrawSD
Unequip Sound: WPNStaffHandSheatheSD

Wuuthrad
Added VendorItemWeapon keyword to both versions
Block Bash Impact Data Set: change to WPNBashBluntImpactSet
Alternate Block material: change to MaterialBlockBlunt2Hand
Attack Fail Sound: WPNSwing2Hand
Critical damage: increased to 12
2H value updated to 7740
1H value updated to 5240
V1.3.1 update notes:
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V1.3.1 update
Although no changes have been made to the content of the mods since V1.3, there are changes to take note of:
- The SE version has now been properly ported across to SE (i.e. all individual .esp files have been loaded in the SE Creation Kit and re-saved). This means V1.3.1 is error-free according to SSEEdit
- Restructured the fomod loader, which has allowed the file size to be much smaller allowing for easier downloading
V1.3 update notes:
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V1.3 update
Two small bug fixes:
- Added the Elven material to Auriel's Shield, allowing it to be tempered to Legendary with the Elven Smithing perk
- Fixed a bug that caused the ward effect of Spellbreaker to permanently remain in place when the shield was switched out while blocking
V1.2 update notes:
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V1.2 update
The big change is the addition of Auriel's Shield, but other minor changes have been made as well:
- Fixed the bug that causes absorb visuals when you have the Atronach Stone power and are standing next to someone with Dawnbreaker
- Fixed the blocky hit visuals on the Ebony Mail
- Fixed the error on the Staff of Magnus mod
- Fixed the error on the Sanguine Rose mod
- Removed the Alteration effect type from the Rueful Axe to prevent bugs with its enchantment
V1.1 update notes:
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V1.1 update
The most obvious change is the introduction of the Installer, which allows for easier selection of the mods you want to choose. Changes to content include the following:
- Thu'um Fahdon's Drain Voice effect now lasts longer but is capped at 80%
- Black Whisper's invisibility spell has been reduced to 8 seconds (to improve balance)
- The Marshborn Bite and the Furious Icefist have been given new names from the Nordic language (the original names were leftovers from previous versions of the weapons that, in hindsight, weren't well suited)

- Ebony Mail has been returned to a Heavy Armor piece, BUT, there is now an option to acquire a Light Armor version (see mod description)
- Sanguine Rose's enchantment cost lowered from 2000 to 1500

- Auriel's Bow has been given a faster speed (at the cost of range) to ensure it has the most powerful damage:speed ratio for a bow in the game
- The visual effects of the Gauldur Amulet have been removed (these were too invasive to gameplay; the effect is unchanged, but it will now run quietly in the background without being noticed)
- Completely remade the Staff of Magnus since the previous version was over-powered in some ways and under-powered in others (as a side note, I noticed a vanilla mistake with this Staff...it says you can absorb health, but the vanilla effect damages health. It doesn't absorb health at all! This has been fixed in this update, so if you were previously using this and wondering why the health absorption seemed slow or bugged, try it now, you should see the difference immediately)