The Elder Scrolls V: Skyrim
1130 ratings
Stronger Daedric Artifacts
Rate  
Favorite
Favorited
Unfavorite
Report
Category: Armor, Weapons
File Size:
Posted:
Updated:
0.011 MB
Feb 9, 2012 @ 11:48pm
Feb 17, 2012 @ 9:07pm
2 change notes ( view )

Subscribe to download Stronger Daedric Artifacts

Subscribed
Unsubscribe
Description
All Daedric Artifacts were modified.

-Higher damage/armor rating
-Powerful enchantments
-Unlimited charges
-All are now disenchantable and improveable
-Worth more gold
-Stack with smithing perks
You can also download here: http://skyrim.nexusmods.com/downloads/file.php?id=8825

In the Elder Scrolls lore, daedric artifacts are ultra powerful items crafted by the god-like daedra, granting those who wield them with supreme power. While they should be the best items in the game, in Skyrim most of them are quite wimpy.

Bethesda made some weak and some a bit stronger, allowing gamers to find artifacts that are suitable to their level throughout the game, trying to never make the experience too tough or too easy. Thing is, I hate overly leveled gameplay and dumbed down items (especially daedric artifacts); it stops gameplay from being dynamic and exciting.

==========================================================================

==Revision 2.0 Changes==

-all daedric artifacts now stack with smithing perks
-wabbajack/sanguine rose now have unlimited charges, as do all of these items
-volendrung is now chance to paralyze for 1 sec
-ebony mail is now poison damage 10 x sec. value is now 35k
-ring of hircine value 4k

==========================================================================

Here is what I did to upset the balance a bit:


Weapon Old/New Base Damage Enchantment Changes, etc. Old/New Value
===========================================================================
Dawnbreaker 12/25 10 Fire damage changed to 35 740 / 8000

Ebony Blade 13 /37 Should finally be considered a 2handed weapon now. 2000 / 20000
Added power: lets you attack NPCs without retaliation
after getting blade to maximum power.
**Untested on Ebony Blade. Does NOT seem to work when putting enchantment on new weapons**

Mace of Molag Bal 17 / 28 25 Magicka Dmg, 25 Stamina Dmg changed to 35 each 1257 /12860

Mehrunes' Razor 11 /22 Banishing 100 added to make more consistent with lore 860 / 8690

Skull of Corruption 20/80 Damage, or 50 / 115 from dreams from sleeping people 1680/17480
**APPROXIMATION. As accurate as I could get because these modifiers are cryptic**

Volendrung 25 / 40 Added chance to paralyze 1 second to make more consistent with lore 1843/18790

============================================================================

Armor/Item Old/New Base armor Enchantment Changes, etc. Old/New Value
============================================================================

Ebony Mail 45 / 55 poison damage 5/10 points 5000 /30000

Ring of Namira Changed 50 Stamina to 100 870 / 8700

Savior's Hide 26 / 45 Resist Magic 15%, Resist Poison 50% changed to 25 /100 2679 / 26790

Spellbreaker 38 / 51 277 / 27752

Masque of Clavicus Vile 23/ 33 12 / 1500
Prices are 20% better, +10 Speech, and Magicka regenerates 5% faster changed to 25 / 25 / 25

Ring of Hircine value is now 4000
==========================================================================
Known Limitations:

The following items can be disenchanted, but cannot have their enchantments put on other items: all staffs, ebony mail, ring of namira, saviors hide, spellbreaker, masque of clavicus vile

-ebony blade enchantment does not work when put on other items

-newly enchanted items with daedric enchantments will have unlimited charges until you reboot the game, then they return to normal (thanks to Psychotic Killer Cheeseburger)

==========================================================================
I would welcome any feedback or bug reports on this, and appreciate everyones help so far. Among others, I will likely soon make a mod that enhances all unique items. Here I am particularly interested in the ebony blade, as i do not have enough followers to test it properly. Enjoy.
323 Comments
< >
ElPoopoLoco Apr 29, 2013 @ 10:54pm 
Still no fix for unlimited charges not existing past first reboot? Safe to say this isn't going to be fixed?
kaylax87 Apr 14, 2013 @ 9:50pm 
Keep up on the updates
Bebop0389  [author] Mar 6, 2013 @ 8:10pm 
@ JOP1996, thanks for the compliment and the suggestion. I'm hoping to find time at some point in the near future tto enhance this mod, create a new unique one, and also one that enhances non daedric artifacts/special items.

@ Titan's Bane: Yes, I agree. Item values can be easily edited in the CK, though it is tedious and time consuming to edit a large number of them. The purpose was to boost the enchantments, yes. Thanks for the suggestions
JOP1996 Feb 20, 2013 @ 10:31am 
if you will plz make a mod for the non daedric artifacts and for the dlc cuz they suck realy bad and annoys me that they dont have unlimited charges for god articats like ari-els bow fx. and damn nice mod btw nice to have a dawnbreaker that actually cleans the world from evil as it says it would and not just make a burn on the enemy and a lille paper cut xD
Titan's Bane Feb 10, 2013 @ 11:47pm 
Good mod, however it something that can be easily done within the ck. Most changes here are just boost to the original enchantments. Here a suggestion, for the Ebony blade you can add a silence script to make it more potent against mages, increase instant kill for Mehrunes Razor, add reflect damage to Ring of Namira, add a script to Spellbreaker to reflect spell, add magic resisted and fire resisted to Ebony Mail, and etc.
Jeremy Feb 10, 2013 @ 9:09pm 
dont know if anone has mentioned this already, but you cant add the spellbreakers enchantment to anything ive seen so far, when it should be enchantable to any shield no? also the weapon enchantments such as volendrung increase in potency with enchant level and perks, for example right now i can add volendrungs enchant to my sword with 83 stamina steal, which seems a tad overpowered. not sure if you can remedy that but i would advise making the enchants static. so volendrung will always only be the default (50 i belive) stamina absorbed. for example, spellbreakers 50point ward is at the perfect level i believe, enough to block all spells but the most powerful such as ancient dragon breath (for more than 3 secs anyways) as well as some of the more powerful personal magics. being able to increase that value would make you impervious to almost all magic when coupled with the shield perk elemental guard or whatever its called
VkTsU Feb 10, 2013 @ 1:02am 
Thanks for the advice Bebop0389. Now the mod works as it should.
Bebop0389  [author] Feb 9, 2013 @ 10:56pm 
eightnight: "considering that the daedric lords are godlike beings, it stands to reason that their aritfacts are a bit better than what a "lowly" mortal could whip up round a forge, dont you think?"

Exactly. Now if only if the developers understood that.
Bebop0389  [author] Feb 9, 2013 @ 10:53pm 
Omegalisk: I'm not sure about that one, but I will consider it when updating the mod

VkTsU: Its a bug; any artifacts you have will reflect this mods item stats after downloading it and configuring it in the Skyrim launcher.

Try modifying the load order of your mods (try putting mine at the bottom of the list and try it from there). You should be able to come up with an order that makes all of them work. If that doesnt work, I would try disabling all mods except this one, then re-enabling them one at a time to see which one is giving you an issue.
VkTsU Feb 6, 2013 @ 12:38pm 
I downloaded this mod after having acquired all the daedric artifacts and their values didn't change. Is this a bug or is there nothing I can do about it?