58 ratings
Powerful Artifacts
Category: Armor, Clothing, Magic, Weapons
File Size
0.025 MB
Jan 24, 2013 @ 11:21pm
Feb 11, 2013 @ 4:48pm
7 Change Notes ( view )

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Powerful Artifacts

*Dawnguard Required* - Sun Damage added to an artifact

This mod attempts to buff some of the rare artifacts found/earned in Skyrim so that they're either competetive with hand-enchanted items, or have some unique feature that makes them worth keeping around, even at the highest levels. The intention is to be sure that they've been given values comparable to hand-enchanted items with appropriate perks, in an attempt to keep them interesting.

And, if you decide you still don't want to keep them, their value has been increased. You should now be able to buy a small house after selling a Daedric artifact for full value, as befits their mythic nature.

NOTE: Most of these changes have been/will be tested on Master difficulty. Like other max-tier weapons and armor, they will most likely make your character ridiculously powerful in lower difficulties.

Update (2/11/2013):
-Hircine's Ring now adds a Power called "Ring of Hircine" even if you are not a werewolf. This allows you to transform. Feeding, perks, etc. all function normally. It doesn't change whether or not the games recognizes you as having Wolf Blood, though, so most other werewolf-exclusive activities are still gone if you're cured. This feature is still being tested, if anybody runs into any breaks because of it, let me know.

Update (1/30/2013):
-Altered some enchantments slightly, taking Morrowind and Oblivion for inspiration. Fixed Ebony Mail not always counting as Light Armor.

Update (1/28/2013):
-Fixed error with Skull of Corruption charge requirements.

Update (1/27/2013):
-Fixed error with required .esm files, should load fine with only Dawnguard required. Tweaked the proportions of damage done by Dawnbreaker. Fire damage lessened slightly (still greater than vanilla), so it really seems like a weapon more specifically designed for undead-cleansing.

Update (1/25/2013):
-Fixed the enchantments on Rahgot and Morokei, changed Hevnoraak's. Buffed the Ebony Blade, nerfed Volendrung. Details in item list.


Gauldur Amulet-
Increased stat buffs to 40 points each, added a 50% regen buff to Stamina, Health, and Magicka; threw on a 3% spell reduction to all schools. It was supposed to be a world-shaking artifact worth committing patricide over. Now it almost is.

Necromancer's Amulet-
Increased Fortify Magicka amount to 75. Added disease resistance.

Daedric Artifacts:
All -
Infinite enchantment. Also increased their damage/armor rating to be equivalent to Daedric items.
Improving them via Smithing is now effected by what I felt to be the appropriate Smithing perks (usually Daedric). They also now require a Daedra Heart to temper. Ultimate power doesn't come cheap.

Ebony Blade-
Significantly boosted final absorb health enchantment to 50 (initial mod had 35; it should now be one of the highest absorb health enchantments possible, so get out there and kill your friends). Made tempering possible.

Mace of Molag Bal-
Boosted both damage enchantments to 45.

Boosted enchantment, added Sun Damage (it should do almost twice as much in sun damage as it does in fire).

Mehrunes' Razor-
Added a 1 second paralysis, 20 point Magicka damage, and Banish.

Sanguine Rose-
Increased summon time to four minutes.

Added an Absorb Health enchantment. (Revision 1/25/2013: Lessened the absorb health damage, increased the stamina damage effect; if you want a two-hander that absorbs health, get the Ebony Blade)

Ebony Mail-
Converted to light armor (sorry, heavy armor stealthies). Made armor rating equivalent to Glass. Added 25% fire resist and 10% magic resist.

Masque of Clavicus Vile-
Boosted Persuasion bonus to 35. Even the ugliest little girl can become a princess now. Increased magicka regen to 15% from 5%.

Ring of Hircine-
Added small armor rating. Added 10% Health Regen, 20% Stamina Regen, and Resist Disease. BETA: Adds an ability called "RIng of Hircine" that transforms the user into a werewolf.

Ring of Namira-
Added small armor rating and boosted cannibalism bonuses from 50% to 70%.

Savior's Hide-
Stats equivalent to Glass. Increased magic resistance to 35%, poison resistance to 75%.

Increased Ward magnitude to 75. This one only requires Dwarven Smithing perk to fully upgrade, but it still requires a Daedra heart. Peryite has spoken.

Skull of Corruption-
Boosted the damage when the staff contains dreams to about 100 (before you panic, that's about how much a fully-buffed Incinerate spell hits for, and still way less than a max-Smithing/max-Enchanted weapon will hit for).

Staff of Magnus-
Increased the draining to 50 points. Infinite charge (it WAS used as a battery for the creator of magic; any actual charge on it should be so high as to be unknowable to mere mortals).

Dragonpriest Masks:
All masks have been set to be equivalent to dragonplate/scale armor if not already higher; if higher, they have been left as-is. Dragon smithing is required to temper. In addition to their base material, each one requires either a dragon bone or scale (depending on light/heavy) to temper. Konahrik requires a gold ingot and a full black soul gem, instead of dragon bone. I have left the weights as they were, to reflect the material they're ACTUALLY made of.

All masks-
enchantments that fortify skills have been lifted from 20 to 30%.

increased the magicka regen bonus to 150%, added a 10% shout cooldown (the original CK files say that it should have been 20, but that's a little high if you're packing the Amulet of Talos, too, so I felt 10% was a nice compromise)

Added a 50% Muffle enchantment. (original mod had a stamina regen; changed to fit its "theme" and keep it unique from Rahgot)

100% Stamina regen bonus added.

has seen a MASSIVE buff. You spend a good chunk of the game tracking down word walls and collecting all of the lesser masks to unseal it. Now you know why it was sealed away: it still has its original effect, but has been given
-a respectable 10% boost to all casting
-100% resist disease
-a 50% regen bonus to Health, Stamina, and Magicka
-a 5% buff to shout cooldown

Mods that change Daedric artifacts, the dragonpriest masks, Gauldur's Amulet or Magnus' Staff will probably conflict. Mods that drastically change smithing might mess with the new tempering requirements.

Future plans:
More testing. Some of these are probably too powerful, even on Master difficulty. Konahriik, while really not TOO overpowered (it's kind of a weaker fusion of several lesser masks), still has a massive list of enchantments when read in the Active Magic Effects tab... I may nerf it just because of that. The Ebony Blade is proving a little tricky to work out; let me know if it's bugged for anybody.

Comments are welcome. If I've broken something on accident, I'll try to fix it ASAP.
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rbull Aug 20, 2014 @ 1:03pm 
In the amulets of the 8 or 9 Devines, the amulet of Talos gives 20% less cool down time.
Presidente Aug 19, 2014 @ 7:26am 
I got the ring of hircine bonus, but not the power - my char is not werewolf
Indigot Jun 9, 2014 @ 10:51am 
could you make a version with the ebony mail heavy? i really love this mod but a light ebony mail is just bleh it just doesn't fit in with other ebony anymore and i just can't not have a complete set of something.
EPHHall Nov 28, 2013 @ 6:47am 
For the ebony blade, mabey you could find a way to increase its base damage along with its absorption rate for every friend killed. Or mabey you could make it temperable only at its full power. Just a suggestion, great mod.
Luckas Oct 20, 2013 @ 7:29am 
Add a ring that takes away sunlight stopping regen for vampires and vampire lords?
Time for Tickles Aug 17, 2013 @ 1:09pm 
Ah, nevermind. It finally showed up.
Time for Tickles Aug 17, 2013 @ 12:45pm 
I've subscribed, but this isn't showing up on my mod list. I've unsubscribed and resubscribed. When I do, it seems to redownload but doesn't seem to change my game any. It shouldn't matter, but I don't think I have any other mods that would conflict with this.
Any suggestions?
Morsealworth Aug 6, 2013 @ 12:39am 
And a little note - Magnus's staff isn't a Daedric Artifact by definition of Daedra. it's Aedric Artifact, same as Auri-El's Bow.
Morsealworth Aug 5, 2013 @ 9:53pm 
Well, if you want to kill men and mer, you always have Black Soul Gems and Black Star, so that shouldn't be a problem. And the Ebny Blade's power is increased by killing friends, and this increase may be scaled instead of tempering.
loremaster_kkm  [author] Aug 5, 2013 @ 6:01pm 
@Morsealworth: Keeping the weapons useful near end-game is just as important as making them fit lore and past sightings of them. I could just straight-up make the Ebony Blade really strong for a blade, but then that would negate anybody's need to work to reach the high-level weapons. Same with Molag Bal's Mace: you already murdered in cold blood, and it can be a fairly safe assumption that if somebody is using it, they aren't always just killing angry bears, but a fair share of humans as well (as pretty much everybody in Skyrim has apparently been forced into banditry). But thank you for your input, if/when I tweak it, I'll keep it in mind and see if I can't find some kind of happy middle ground.