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Author notes
While the permissions on this mod are open, if you would like to make a patch for it, I would appreciate if you contacted me about it as hosting patches on the main mod page is a much more user friendly solution compared to having 69420 mod pages for separate patches that may or may not become dated with updates.
If you wish to port this mod to other platforms (like xbox), please reach out to me. I do not want someone to port this mod if they do not plan on maintaining it with future updates.
Please note that I can not give permissions for most of the assets included in this mod, check the credits below for the authors whose assets or work was used and/or referenced for the making of this mod. While most of them are open source, please note that if you want to use Norive's assets in your own work (the Abyss, Bloodmoon, and Coldfire folders) you must ask them first.
File credits
SimonMagus616 for some scripts and several assets from Thaumaturgy and Mysticism. EnaiSiaion for Lady Stone summon from Andromeda was used as a base for the Konahrik summon and Lingering Damage script from Summermyst. TitansBane for Reflect Shield script from Reliquary of Myth. AndrealphusVIII for the Rune Axe fix from Dawnguard Rune Axe Bug Fix. rotomfan123 for the idea on how to better implement Set Bonuses. Norive for help fixing the startup quest and for some wonderful assets from Abyss, Bloodmoon, and Flames of Coldharbour for the Dragon Priest staves. And assets from Necrom for Miraak. GrayMatter90 for the Dremora Spellsword that I used as one of the dremora types for Sanguine's Rose DeltaRider for. . .stuff. . .
Vestige - An Artifact Overhaul - Ukrainian translation
Changelogs
Version 2.1
Applied missing keyword to Shield of Solitude 18/25/32 variants
Corrected Condition Error in Ebony Mail enchantment
Recalculated cost of every enchantment
Fixed tooltip errors in Unique Uniques patches
Version 2.0
Save safe? I have no idea, maybe? maybe not? Just don't be in combat with the Rueful Axe or Aegisbane and it's probably fine. Also nexus changelogs suck
Fixed a lot of errant tooltips that did not reflect the actual enchantments.
Removed Thaumaturgy/Apothecary Controller record. It should not have been in the mod.
Fixed Error in Miraak's Set Bonus.
Arch-Mage Boots are no longer disenchantable.
Removed Poacher's Axe as it is now covered in Thaumaturgy.
Absorb Health now only works on living targets, to be consistent with other Simonrim mechanics. (this only applies to Vestige specific Absorb Health Enchants, any weapon that uses vanilla absorb health effect as part of the enchant will ignore this)
Sun Damage enchants now no longer scale with Auriel's Pilgrim benefit (if applicable)
Ghostblade record has now been added to Vestige and Vestige - ArteFakes patch. THe enchant was covered in previous versions, however the text on the item gave it the wrong tooltip.
Dawnbreaker Fire Damage 20 --> 10 Sun Damage 30 --> 40 Now has a modified Silver Perk that only grants bonuses vs Undead enemies Removed Turn Undead and Stagger from explosion, shortened range (80 --> 20) Buffed Damage from Explosion 20 --> 40
Ebony Mail When you fall below 50% Health, take 25% less damage. --> Increase Armor Rating by 100
Masque of Clavicus Vile Fortify Barter 35% --> 25% Removed Bribe cost bonus Removed Fortify Health Regen Effect Fortify Magicka 30% --> 50% Fortify Stamina 30% --> 50%
Mace of Molag Bal Removed Absorb Enchants Removed Soul Trap Added Damage Magicka and Damage Stamina Added "Domination" (4 magic damage per second for 10 seconds)
Ring of Hircine Removed Fortify Health Added Fortify Stamina Regeneration Now works in Mortal Form + Beast Form
Rueful Axe Damage Stamina 60 --> Damage Stamina 10 per second for 10 seconds Fire Duration End of Combat --> 10
Morokei, Nahkriin, Rahgot Reduced strength of the regeneration scaling, previously increased regen at 75%, 50%, and 25%. Now only increases regen at 50% and 25%.
Amulet of the Gargoyle: now reduces duration of conjures (additive not multiplicative)
Tweaked Miraak Sword Explosion sound
Deleted some unused records
Sanitized EditorIDs (again)
Version 1.3.8
Added Predator's Grace
Version 1.3.7
Fixed costs and flags on most weapon enchants. This should make it so there aren't some weapons that have a higher enchant cost than can be used.
Fixed Typo on the Mod Page regarding an incorrect magnitude for Mehrunes' Razor.
Version 1.3.6
Added Patch: Kitty Hoods - Khajiit Shaped Hoods
Version 1.3.5
Most minor update possible - repacked bsa to remove duplicate gradient
Version 1.3.4
Fixed Tooltip in Vestige - Modular Armory Zephyr Patch
Fixed some Editor IDs in main mod
Fixed Editor ID in Vestige - Canis Hysteria Patch
Fixed Description on Staff of Magnus
Fixed Description on Staff of Magnus in Vestige - PraedysStavesAIO Patch
Fixed Description on Staff of Magnus in Vestige - PraedysStavesAIOLotd Patch
Version 1.3.3
Fixed error in controller perk
Version 1.3.1
Added Patch: Ring of Namira - Improved
Version 1.3.0
Updated Patch: King-Priest
Changed Dragonbane to better work as a counter to Dragon War dragons
Version 1.2.1
Fixed Dawnbreaker tooltip.
Fixed Miraak's Sword charge. - Note that this means Miraak's sword record is now handled in Vestige's plugin so there might be some conflicts with replacers that don't just replace vanilla path.
Version 1.2.0
Reworked the way Miraak's Robes work (thanks Dareni/Norive)
Reworked Miraak's Sword Enchant (also thanks to Dareni for helping me a lot and letting me steal their scripts LOL)
Packed the mod into a BSA now that the assets should be relatively stable between updates.
Version 1.1.1
Added Fortify Stamina to Kyne's Token to reflect the mod page's incorrect tooltip (my drafts are a disaster).
Version 1.1.0
Gauldr Amulet: Removed Regen Bonus from this Amulet and the Brother's Amulets
Saarthal Amulet: Removed Enchantment - Can be enchanted.
Saarthal Amulet: Now Adds a weak Apprentice spell similar to Firebolt on Equip. (Deals 2 damage per second for 10 seconds)
Amulet of Bats: Fixed Vampiric Drain double dipping from the Drain Benefit
Amulet of Gargoyle: Changed Fortify Conjuration Power --> Can conjure one additional summon, so that the Amulet of Gargoyle acts like an alternative to the Necromancer's Amulet for non-Reanimation focused Conjurers
Azura's Star: Enchants cost 10% less. This bonus does not extend to the Black Star
Masque of Clavicus Vile: Regen buffed 25% --> 30%
Secret of Larceny: Changed from poison dose to buying and selling prices
Secret of Arcana: Spell Cost Reduction nerfed from 20% --> 10%
Secret of Arcana: Removed Armor Spell Requirement from the Buff
Updated Patch: Ave's Jewelry Replacer
Changed some editor IDs
I recommend Starting a New Game as certain new effects (specifically the Saarthal Amulet and Azura's Star) may act oddly on existing saves.
Version 1.0.8
Fixed Aegisbane's Enchant charge
Fixed FOMOD always auto selecting Canis Hysteria
Version 1.0.7
Fixed FOMOD pathing on 4thUnknown - Ancient Shrouded Armor Replacer Patch
Added Patch: Canis Hysteria - The Werewolf Disease
Added Patch: Modular Armory - Unique Trollsbane and Unique Zephyr
Corrected some errors in the JS Unique Utopia - Daggers Patch
Version 1.0.6
Updated Patch: Ave's Jewelry Replacer
Tuned the Amulet of Bats with consideration for spell mods like Abyss and Bloodmoon
Version 1.0.5
Added Patch: aMidianBorn Armor Variants Lite
Version 1.0.4
Fixed Harkon's Sword Scion Integration
Properly copied Miraak's new enchant onto the tier 1 and tier 2 version of the enchant.
Version 1.0.3
Added Patch: 4thUnknown - Ancient Shrouded Armor Replacer
Added Patch: Left Hand Rings Modified ESPFE SPIDfied - Thaumaturgy Patch
Version 1.0.2
Added Patch: Ave's Jewelry Replacer
Added Patch: Masque of Clavicus Vile
Added Patch: Unique Unique SE Re-Ported
Fixed Black Book Activators.
Version 1.0.1
Fixed Injected keyword (thanks Dareni)
Fixed Scion integration for Ring of the Beast
Version 1.0.0
Initial Release
Vestige
Vestige is a complete overhaul of Skyrim’s artifacts and pre-existing sets designed to balance them while keeping them both powerful and not too gimmicky in order to make artifacts act more like build defining items rather than randomly powerful gear that you may acquire throughout your playthrough. Vestige is heavily balanced around Thaumaturgy's slot restrictions and values while still making the most powerful artifacts still more worthwhile that gear that can be created by the player. All Artifacts are deleveled, though not all correlate with the maximum level the artifact may have been seen at in the vanilla game. Vestige incorporates some themes present in one of my previous mods, Sets of Skyrim, bringing the idea of functional set bonuses to Skyrim.
The Daedric Princes of Oblivion are known to create artifacts from their own essences and gift these artifacts to mortals, spreading the princes' influence in return for their power.
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Azura’s Star Increased Value Enchants cost 10% less.
The Black Star Increased Value
Black Book: Filament and Filigree Secret of Arcana: Spells and enchantments cost 10% less. Secret of Larceny: Your buying and selling prices are 25% better. Secret of Strength: Power attacks deal 50% extra damage to targets who are power attacking, drawing a bow, or casting a spell.
Black Book: The Sallow Regent Seeker of Might: Your Health regenerates twice as fast when you fall below half Health. Seeker of Sorcery: Your Magicka regenerates twice as fast when you fall below half Magicka. Seeker of Shadows: Your Stamina regenerates twice as fast when you fall below half Stamina.
Dawnbreaker Deals 10 Fire Damage. Deals 40 Sun Damage. Can proc Meridia’s Retribution staggering undead enemies in a large area, Turning undead up to level 35 for 10 seconds, and Burning Undead for 40 points. Deals Bonus damage to undead enemies. Damage increased to 14
Ebony Blade Absorb up to 30* Health all enemies. Targets up to level 50* have a 25% chance to be silenced for 30 seconds. *The effectiveness of the Absorb and Silence are based on how many friends or allies have been slain by the blade. Damage increased to 23 and Weight increased to 19.
Ebony Mail Fire Resistance is increased by 50%. Magic Resistance is increased by 25%. Your Armor Rating is increased by 100.
Masque of Clavicus Vile Prices are 25% better. Magicka and Stamina Regenerate 50% faster. Added a Tempering recipe.
Mace of Molag Bal Deal 10 damage to Magicka, and Stamina per second for 10 seconds. Deal 4 Magic damage per second for 10 seconds. If the target dies within 3 seconds, it fills a soul gem.
Mehrunes’ Razor Reduces Armor Rating by 150 points for 10 seconds. Reduces Poison Resistance by 50% for 10 seconds. Deal 5 Poison Damage per second for 10 seconds.
Oghma Infinium Health, Magicka, or Stamina is increased by 50. Gain 3 perk points. *In vanilla the Oghma Infinium grants 30 skill levels, I guesstimated based on my own Uncapper preset that this would net ~3-6 levels so the Oghma Infinium grants 5 levels worth of stat + 3 levels worth of perk points.
Ring of Hircine Stamina is increased by 50. Stamina Regenerates 50% faster. Works both while the ring is equipped and while transformed into a Werewolf.
Ring of Namira Health is increased by 50. Reflect 50% of incoming melee damage.
Rueful Axe Deal 10 Stamina Damage per second for 10 seconds. Deals 4 Fire Damage per second for 10 seconds. Added Silver weapon perk. Increased Damage and Weight to 25. Increased swing speed to be on par with other battleaxes.
Sanguine Rose Permanently summons a random Dremora.* *Summoned Dremora is leveled from 1 to 46. *Summoned Dremora can be either Melee, Missile, Warlock, or Spellsword.
Savior’s Hide Magic Resistance is increased by 25%. Poison Resistance is increased by 100%. Armor Rating increased to 34.
Skeleton Key Increased Value
Skull of Corruption Absorb 50 Health and Magicka when sated with dreams. Absorb 20 Health when unpowered.
Spell Breaker Blocking creates a 50 point ward that has a 50% chance to absorb incoming spells.
Volendrung Absorb 50 Stamina. Targets up to level 50 have a 25% chance to be paralyzed for 10 seconds. Damage increased to 28.
Wabbajack The Wabbajack can now be used by NPCs. The scripted elemental blasts on the vanilla Wabbajack have now been changed to spell explosions that deal damage to any enemy within 15 feet of impact. The transmogrification is no longer a temporary actor replacement, actors who are transmogrified will no longer revert back to their base form after being hit, and instead will take damage equivalent to any damage taken while transmogrified. All other effects (harmful and beneficial) have been fixed and optimized.
*Other Black Books were not touched either because I believed their benefits were already satisfactory, because I believe their benefits did not conflict with the overall vision of balance, or because they were too difficult to cleanly modify.
Dragon Priest Masks and Staves
Masks of the Dragon Cult are strange artifacts created by the dragons in the Merethic Era. The highest ranking priests of the Dragon Cult were granted magical masks that defy the laws of time and possess powerful, mysterious enchantments.
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Hevnoraak Resist 50% of incoming stagger. Reflect 50% of incoming melee damage. Power Attacks deal 25% more damage.
Krosis Potions last 50% longer. Attacks deal 5 Poison damage per second for 10 seconds. Your Poison Resistance is increased by 50%.
Morokei Magicka is increased by 50. Magicka Regenerates 50% faster, increasing the lower your Magicka gets. Changed to Clothing
Nahkriin Health is increased by 50. Health Regenerates 50% faster, increasing the lower your Health gets.
Otar Fire, Frost, and Shock Resistance are increased by 50%. Changed to Light Armor
Rahgot Stamina is increased by 50. Stamina Regenerates 50% faster, increasing the lower your Stamina gets.
Vokun Alteration, Conjuration, and Illusion spells cost 25% less.
Volsung Prices are 25% better. Unarmed Damage is increased by 25%. Can breathe underwater.
Konahrik Your Shouts are 50% stronger. Your Shouts last 50% longer. Summon a Dragon Priest in combat.
Ahzidal Fire Resistance increased by 50%. Fire spells and enchantments cost 50% less.
Dukaan Frost Resistance increased by 50%. Frost spells and enchantments cost 50% less. Changed to Light Armor
Zahkriisos Shock Resistance increased by 50%. Shock spells and enchantments cost 50% less.
All Dragon Priest masks are flagged as Dragonbone or Dragonscale for consistency in crafting menus and perks.
Hevnoraak's Staff Deal 80 Magic damage in a large area.* *Flagged as drain spell.
Krosis' Staff Creates a Wall of Frost that deals 30 Frost damage per second to Health and Stamina.
Morokei's Staff Deals 80 Frost damage in a large area. Targets suffering from Coldfire effects take extra damage over time.
Nahkriin's Staff Creates a Wall of Storms that deals 30 Shock damage per second to Health and Magicka.
Otar's Staff Deal 30 Fire Damage. 30% chance to Deal an additional 30 Frost or Shock Damage.
Rahgot's Staff Creates a Wall of Flames that deals 30 Fire damage per second. Targets on fire take extra damage over time.
Vokun's Staff Deals 12 Magic damage for 5 seconds and then the total damage dealt triggers again at the end.* *Flagged as drain spell.
Volsung's Staff Deal 40 Frost and Shock damage.
Ahzidal's Staff A blast of flame that sets targets on fire, dealing 10 Fire damage per second for 15 seconds. Upon expiration (or after 15 seconds), Absorb 20 Health.
Dukaan's Staff Deals 80 Frost damage to Health and Stamina in a large area.
Zahkriisos' Staff Reduce enemy weapon damage in a large area by 50% for 60 seconds.
Aedric Artifacts
Aedric Artifacts are leftovers of the Aedra, those who gave significant portions of their power in order to facilitate the creation of Mundus.
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Auriel’s Bow Deal 40 Sun Damage (unrestricted). Targets on fire take extra damage over time. If Bloodcursed Arrows are equipped, absorb 20 Health from Living targets.
Auriel’s Shield Absorbs energy from blocked attacks which can be released with a power bash. Blocked attacks reflect damage onto the attacker.
Staff of Magnus Absorb 60 Magicka, then half as much Health once Magicka is depleted. Especially effective vs Magical Anomalies.
Aetherial Artifacts
Aetherial Artifacts are created at the Aetherium Forge from a rare material that only the Dwemer knew how to forge.
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Aetherial Shield Bashing with the shield makes the target ethereal for 10 seconds* and reduces Health Regeneration by 100%. 30 second cooldown per target. Armor increased to 28.
Dawnguard Artifacts
Artifacts of the Dawnguard are powerful relics used by Vampire Hunters throughout the ages. They can be obtained by those who side with the Dawnguard.
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Dawnguard Rune Axe Deal Sun Damage based on the number of undead killed, resetting every day at 5 a.m.. Caps at 100 Sun Damage.
Dawnguard Rune Hammer Deal 10 Sun Damage. Bashing places a Sunlight Rune on a nearby surface; the rune explodes for 40 Sun Damage when enemies come near. Can place up to two runes at once.
Dawnguard Rune Shield Bashing does 10 Sun Damage. Blocking creates a minor sun shield dealing 15 Sun Damage per second while draining the wielder’s Stamina.
Vampire Artifacts
These minor artifacts are powerful relics that are known by the Volkihar clan within Skyrim. These artifacts provide strong boosts to the mortal capabilities of Vampires.
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Amulet of Bats Health is increased by 50. Destruction spells are 25% stronger.
Amulet of the Gargoyle You can conjure one additional summon. Magicka is increased by 50. Conjuration spells last 50% shorter.* *This debuff is additive meaning it can be offset by another item with Fortify Conjuration Power enchant. For comparison, the Ritual Stone in Mundus is multiplicative.
Harkon’s Sword Absorb 30 Health from living targets. If the wielder is a Vampire, absorb an additional 30 Magicka and Stamina.
Ring of the Beast Health is increased by 50. Unarmed attacks absorb 10 Health.
Ring of the Erudite Magicka is increased by 50. Magicka Regeneration is increased by 50%.
Minor Artifacts
These artifacts can be found throughout Skyrim, either in dungeons, from guild questlines, or at certain points of interest. While some of these may be competitive with higher tier artifacts, most of these are primarily meant to serve as early to mid-game items.
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Aegisbane Deal 4 Frost Damage per second for 10 seconds.
Angi's Bow Fires 30% faster than a standard (Hunting) bow. *Damage increased to 8.
Ancient Helm of the Unburned Fire Resistance is increased by 50%. *Changed model to match Helm of Yngol.
Blade of Woe Deal 5 Bleed Damage for 10 seconds. Absorb 10 Health from Living targets.
Bloodskal Blade Power attacks release energy blasts that deal 40 Magic Damage. Added Silver weapon perk
Bloodthorn Absorb 5 Health and an additional 10 Health over 3 seconds.* If the target dies within 3 seconds, it fills a soul gem. *Absorb only effective vs Living targets
Bolar’s Oathblade Deal an additional 20 damage to Altmer. Creatures up to level 20 have a 25% chance to flee from combat for 30 seconds.
Borvir's Dagger Living targets up to level 20 have a 25% chance to be silenced for 30 seconds. Reduces enemy Magic Resistance by 20% for 30 seconds.
Briarheart Geis Deal an additional 20 damage to Nords.
Champion’s Cudgel Have a 50% chance to deal 30 Fire, Frost, Shock, and/or Sun Damage.
Chillrend Deal 30 Frost Damage to Health and Stamina. Reduce Frost Resistance by 50%. Living targets have a 25% chance to be frozen for 10 seconds.* Reduced weight to 14, in line with other glass tier weapons. *Only applies to enemies with -25% Frost Resist or lower.
Diadem of the Savant Spells cost 10% less to cast. Armor Rating increased by 50. Changed to Clothing.
Dragonbane Deal 10 Shock Damage to Health and Magicka. Deal an additional 40 Magic Damage to Dragons. Deals 10 Magicka Damage per second for 10 seconds. Reduced weight to 10, in line with other Blades Swords.
Dwarven Black Bow of Fate Have a 50% chance to absorb 30 Health, Magicka, and/or Stamina.
Eduj and Okin Deal 10 Frost Damage to Health and Stamina. When wielded together, Shouts deal 30% more damage.
Eye of Melka Absorb 60 Health in a large area. Absorb only effective vs Living targets.
Firiniel’s End Deal 20 Frost Damage to Health and Stamina. Sneak attacks deal double damage.
Gauldur Amulet Health, Magicka, and Stamina are increased by 50.
Gauldur Amulet Fragments Health, Magicka, or Stamina are increased by 50.
Gauldur Blackblade Absorb 30 Health from Living targets. Reduced weight to 9, in line with other Nord Hero weapons.
Gauldur Blackbow Absorb 30 Stamina. Reduced weight to 7, in line with other Nord Hero weapons.
Jyrik’s Staff Deal 30 Shock Damage to Health and twice as much to Magicka. When wielding the staff, Magicka is increased by 20 and Magicka regenerates faster.* *Increases base Magicka regeneration.
Ghostblade Deal 10 points of irresistible damage.
Grimsever Deal 20 Frost Damage to Health and Stamina. Deal 5 Bleed Damage for 10 seconds.
Helm of Yngol Frost Resistance is increased by 50%.
Kahvozein's Fang Deals 10 Magicka Damage per second for 10 seconds.
Keening Absorb 15 Health, Magicka, and Stamina.
Kyne’s Token Damage taken from animals is reduced by 10%. Bows and crossbows deal 20% increased damage. Stamina is increased by 30.
The Longhammer While wielding this weapon, Power Attacks cost 25% less Stamina. *This weapon can still benefit from shouts from Elemental Fury and can be enchanted with additional effects.
Froki's Bow Deals 4 Stamina Damage per second for 10 seconds. *Damage increased to be on par with an imperial bow.
Muiri’s Ring Potions last 30% longer. Carry weight is increased by 30.
Necromancer's Amulet You can reanimate one additional zombie. Health and Stamina Regenerate 75% slower.
Nettlebane Deal 4 Poison Damage per second for 10 seconds. Spriggans up to level 50 have a 25% chance to flee from combat for 30 seconds. Damage increased to 10, weight increased to 5 to bring it in line with an Ebony Dagger.
Nightweaver’s Band Sneaking is 20% more effective. Destruction spells are 15% stronger.
Pale Blade Deal 20 Frost Damage to Health and Stamina. Deal 4 Stamina Damage per second for 10 seconds. Living targets up to level 20 have a 25% chance to flee from combat for 30 seconds.
Predator's Grace You move silently. Move Speed is increased by 20%.
Red Eagle’s Bane Deal 20 Fire Damage. Undead up to level 30 have a 33% chance to be turned for 30 seconds. Reduced weight to 9, in line with other Nord Hero weapons
Red Eagle’s Fury Deal 20 Fire Damage.
Saarthal Amulet Adds an Apprentice level spell: Unfamiliar Spell. Unfamiliar Spell: Deal 2 Fire damage per second for 10 seconds. Removed the enchantment, allowing the player to enchant this amulet themselves.
Savos Aren’s Amulet Magicka is increased by 50. Novice and Apprentice spells cost 50% less to cast.
Silver-Blood Family Ring Prices are 25% better. Deal 25% more damage with Two-Handed weapons.
Shield of Solitude Blocking is 20% more effective. Block an additional 30% of incoming spell damage. Armor Rating increased to 26.
Shield of Ysgramor Health is increased by 50. You resist 50% of incoming power attack damage while blocking. [/i]*Armor Rating increased to 32.
Stormfang Deal 20 Frost Damage to Health and Stamina. Have a 50% chance to inflict an additional 30 Shock Damage to Health and Magicka. Damage increased to 20, weight increased to 17, on par with a Skyforge Steel Greatsword.
Targe of the Blooded Bashing deals 3 Bleed Damage for 5 seconds. Power Bashing deals twice as much damage. Armor increased to 24.
Trollsbane Deal 20 Fire Damage to Trolls. Halt Health Regeneration for 10 seconds.* *Reduced Heal Rate Mult by 200%. Only effective vs Trolls.
Valdr's Lucky Dagger 10% chance to critically strike and critical attacks do 3 times as much damage.
Woodsman's Friend Deal an additional 15 Damage to Spriggans. *Damage, Weight, and Speed increased to be on par with a Steel Battleaxe.
Wuuthrad Deal 30 Frost Damage to Health and Stamina. Deal 45 Shock Damage to Health and Magicka against Elven Races.* Damage increased to 26. *Elves include Dark Elves, High Elves, Wood Elves, Orcs, and Falmer.
Zephyr Fires 50% faster than a standard (Dwarven) bow. *Damage increased to 13.
Unique Sets
Skyrim has a lot of sets, either unique or guild related. In vanilla, most guild sets are way too strong for how easy they are to obtain but most unique sets end up being significantly weaker than most mid to end game enchanted gear. (I copy pasted this from the Sets of Skyrim page and made the appropriate tweaks, hence why the formatting is different, writing mod pages like this sucks lol).
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Helm of Vision: Conjuration and Rune spells cost 25% more, but can be cast at greater range. Your Magicka is increased by 50. Armor of Retribution: Enemies who strike you in melee range have a small chance of being paralyzed. You reflect 50% of incoming melee damage back at your attacker. Gauntlets of Warding: Wards cost 50% more Magicka, but absorb 50% of the Magicka from incoming spells. Your Magicka is increased by 50. Boots of Waterwalking: You can walk on water. You take 50% less damage from falling. Ahzidal’s Genius (Set Bonus): Weapon enchantments are 50% stronger. Replaces the Vanilla Fortify Enchanting bonus.
Ancient Shrouded Cowl: You deal 25% extra damage with ranged weapons. Ancient Shrouded Armor: Your Poison Resistance is increased by 50%. Ancient Shrouded Gloves: You deal 25% more damage with sneak attacks and spells. Ancient Shrouded Boots: You move silently. Hand of Sithis (Set Bonus): Your potions last 50% longer and your Poisons last for an additional hit.
Archmage's Hood: Your Magicka is increased by 50. Archmage's Robes: All spells cost 25% less. Archmage's Gloves: Your Magicka Regeneration is increased by 50%. Archmage's Boots: Your Magic Resistance is increased by 25%. Shalidor’s Arcana (Set Bonus): Your Magicka is increased by 50 and your Magicka Regeneration is increased by 50%.
Helmet of the Old Gods: You deal 25% extra damage with ranged weapons. Armor of the Old Gods: Your Destruction spells cost 25% less. Gauntlets of the Old Gods: Your Magicka is increased by 50. Boots of the Old Gods: You move 25% faster. Druidic Heritage (Set Bonus): Your Health and Magicka Regeneration are increased by 50%.
Cicero’s Hat: You receive 25% better prices. Cicero’s Clothes: You reflect 50% of incoming melee damage back at your attacker. Cicero’s Gloves: You deal 25% more damage with sneak attacks and spells. Cicero’s Boots: You move silently. Harlequin (Set Bonus): Your Illusion spells cost 25% less and you are 25% better at sneaking.
Deathbrand Helm: You can breathe underwater. Deathbrand Armor: Your Stamina is increased by 50. Deathbrand Gauntlets: You deal 25% extra damage with One-handed weapons. Deathbrand Boots: Your Carry Weight is increased by 50. Bloodscythe: Absorbs 20 Health and has a chance to reduce enemy Armor Rating by 150 for 15 seconds. Soulrender: Absorbs 20 Magicka and has a chance to dispel all Magical Effects on the target. Deathbrand Instinct (Set Bonus): Your Frost Resistance is increased by 50% and your Armor Rating is increased by 100.
Guild Master's/Blackguard's Hood: You receive 25% better prices. Guild Master's/Blackguard's Armor: Your Carry Weight is increased by 50. Guild Master's/Blackguard's Gloves: You are 25% better at lockpicking and pickpocketing. Guild Master's/Blackguard's Boots: You are 25% better at sneaking. Child of the Shadows (Set Bonus): Your Stamina is increased by 50 and you are 25% better at sneaking.
Jester’s Hat: You receive 20% better prices. Jester’s Clothes: You reflect 40% of incoming melee damage back at your attacker. Jester’s Gloves: You deal 20% more damage with sneak attacks and spells. Jester’s Boots: You move silently. Harlequin (Set Bonus): Your Illusion spells cost 25% less and you are 25% better at sneaking.
Linwe's Hood: You deal 25% extra damage with ranged weapons. Linwe's Armor: Your Stamina is increased by 50. Linwe's Gloves: You deal 25% extra damage with One-handed weapons. Linwe's Boots: You are 25% better at sneaking.
Miraak (Mask): Your Poison Resistance is increased by 50%. Your Poison spells cost 50% less. Miraak's Robes: Being struck has a chance to cause a tentacle explosion, dealing Poison Damage to enemies in melee range. Miraak's Gloves: You deal 25% extra damage with One-handed weapons. Your Magicka is increased by 50. Miraak's Boots: Your Magic Resistance is increased by 25%. Your Stamina is increased by 50. Miraak's Sword: Deals 12 Poison Damage per second for 3 seconds and slows enemies by 25%. Power Attacking causes an eldritch burst, dealing Poison Damage to all enemies within melee range (5 second icd). Miraak's Staff: Sprays writhing tentacles on the ground that stagger foes and inflict 30 points of Poison Damage per second. Apocryphal Boon (Set Bonus): Your Poison spells are 25% stronger and you have a 15% chance to absorb the Magicka from incoming spells.
Nightingale Hood: Your Illusion spells cost 25% less. You deal 25% extra damage with ranged weapons. Nightingale Armor: Your Stamina is increased by 50. Your Frost Resistance is increased by 50%. Nightingale Gloves: You deal 25% extra damage with One-handed weapons. Your Magicka Regeneration is increased by 50%. Nightingale Boots: You are 25% better at sneaking. You move silently. Nightingale Blade: Absorbs 20 Health and Stamina. Nightingale Bow: Absorbs 20 Health and Stamina. Increased draw speed to 0.625 (same as Glass Bow). Nocturnal’s Boon (Set Bonus): Gain 100% critical strike chance while invisible.
Shrouded Cowl: You deal 10% extra damage with ranged weapons. Shrouded Armor: Your Poison Resistance is increased by 30%. Shrouded Gloves: You deal 15% more damage with sneak attacks and spells. Shrouded Boots: You move silently.
Shrouded Hood: Your potions last 30% longer. Shrouded Robes: Your Destruction spells cost 15% less. Shrouded Hand Wraps: You deal 15% more damage with sneak attacks and spells. Shrouded Shoes: You move silently.
(Improved) Thieves Guild Hood: You receive 10/20% better prices. (Improved) Thieves Guild Armor: Your Carry Weight is increased by 20/40. (Improved) Thieves Guild Gloves: You are 10/20% better at lockpicking and pickpocketing. (Improved) Thieves Guild Boots: You are 10/20% better at sneaking.
Compatibility This mod should be compatible with any mod that doesn't edit the same records. Some mods that alter the appearance of these armors may not be compatible depending on how it is done. Mods like Visual Animated Enchants are incompatible without a patch because they edit the same records in order to apply the enchant art. For mods like Abyss, Bloodmoon, Flames of Coldharbour, Mysticism - A Magic Overhaul, Necrom, and Thaumaturgy - An Enchanting Overhaul there are some mesh and texture conflicts, you can load my mod either before or after these mods, it should not make a difference. I suggest allowing these mods to win mesh and texture conflicts over my mod. (I strongly suggest using these mods)
Credits SimonMagus616 for some scripts and several assets from Thaumaturgy and Mysticism. EnaiSiaion for Lady Stone summon from Andromeda was used as a base for the Konahrik summon. TitansBane for Reflect Shield script from Reliquary of Myth. AndrealphusVIII for the Rune Axe fix from Dawnguard Rune Axe Bug Fix. rotomfan123 for the idea on how to better implement Set Bonuses. Dareni for help fixing the startup quest and for some wonderful assets from Abyss, Bloodmoon, and Flames of Coldharbour for the Dragon Priest staves. Also used some assets from Necrom for Miraak. If you want to use Norive's assets in your own work, please ask them first. GrayMatter90 for the Dremora Spellsword that I used as one of the Dremora types for Sanguine's Rose DeltaRider for a lot of ideas I shamelessly stole.
Future Plans and Thoughts I strongly suggest players to use this mod in conjunction with Thaumaturgy and Apothecary, however it should work perfectly fine on vanilla from my testing.
With the 2.0 Update, this mod is likely finished. I will most likely be swapping to Artificer when the mod releases. I generally suggest that Daedric quests be kept to level 20-30.