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Stronger Daedric Artifacts
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Category: Armor, Weapons
File Size:
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0.011 MB
Feb 9, 2012 @ 11:48pm
Oct 9 @ 7:38pm
3 change notes ( view )
Description
Most Daedric Artifacts were modified.

-Higher damage/armor rating
-Powerful enchantments
-Unlimited charges
-Most are now disenchantable and improveable
-Worth more gold
-Stack with smithing perks

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.

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

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==REVISION 2.1 CHANGES==
-Fixed glitch with Ebony Blade. See update history for details.

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WEAPONS

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(DMG: Base Damage before any enhacements like smithing, perks, etc.)
*Approximation: This was as accurate as I could get it

Dawnbreaker: DMG: 12>25.....Fire DMG: 10>35.....$740>8000

Ebony Blade: DMG: 13>37.....$2000>20000.....Now has speed/reach of, and listed as a 2-handed weapon

Mace of Molag Bal: DMG: 17>28.....Magic and Stamina DMG: 25/25>35/35.....$: 1257>12860

Mehrunes' Razor: DMG: 11>22.....Added Banishing 100.....$: 860>8690

Skull of Corruption: DMG: 20>80.....DMG (from dreams): 50>115*.....$: 1680>17480

Volendrung: DMG: 25>40.....Added chance to Paralyze 1 sec.....$: 1843>18790

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ARMORS and ITEMS

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(AR=Base Armor Rating before any enhacements like smithing, perks, etc. )

Ebony Mail: AR: 45>55.....Poison DMG: 5>10.....$: 5000>30000

Ring of Namira: Fortify Stamina: 50>100.....$: 870>8700

Savior's Hide: AR: 26>45.....Resist Magic/Resist Poison: 15/50>25/100%.....$: 2679>26790

Spellbreaker: AR: 38>51.....$: 277>27752

Masque of Clavicus Vile: AR: 23>33.....$: 1277>1500
-Prices are 20% better, +10 Speech, and Magicka regenerates 5% faster changed to 25 / 25 / 25

Ring of Hircine: $: 400>4000
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LIMITATIONS
(this list is not exhaustive and needs to be updated)

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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 may have unlimited charges until you reboot the game, then they return to normal (thanks for the info Psychotic Killer Cheeseburger)
*this may no longer be the case; unlimited charges are now working for me. Further testing is required.


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== INSTALLATION and CONSIDERATIONS ==

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Also downloadable on the Nexus: http://www.nexusmods.com/skyrim/mods/8825/?

Featured in Le Dagz's " Skyrim Mod Review:Top 5 Must-Have Weapon Expansions!"
Check above for the video, or here: http://youtu.be/zQkebi2sQM0

This mod should be compatible with almost all other mods. It only adds a few
enchantments and buffs item statistics and little else. It should therefore
be compatible with all mods except those that change these same stats.

This mod is save game compatible; no need to start a new playthru.

Any issues can likely be fixed by altering your load order.

As with any modded game, you can either put this mod lower so that it
overwrites the changes of your other mods, or put this higher, so other mods
overwrite it.

If you have a lot of mods installed, its always a good idea to create a
merged or bashed patch.

I welcome all comments, feedback, bug reports, etc.
Thank you for viewing this, and I hope you enjoy the mod.
427 Comments
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Javetts 23 hours ago 
like i said, if you make a lighter version, everything else already seems fair. currently playing legendary difficulty, normal mace of molag bal is all i need. 100 smithing changes everything.
Bebop0389  [author] Dec 23 @ 7:19pm 
On lategame, expert difficulty, the difference is not huge vs. regular Daedric stuff IMO. I agree though, that I definitely did tweak the stats a bit much.

At this time no, but to do a lighter version at some point is a priority.
Javetts Dec 23 @ 6:56pm 
i really like the idea of better Daedra Artifacts, but this seems a bit much for me, do you have a lighter improvement version? (it's really just the damage ratings).
Bebop0389  [author] Dec 21 @ 11:03am 
It should both banish Daedra and have a % chance to instant kill.
Mehrune's Razor still with a chance to instantly kill or u have replace with banish daedra?
Bebop0389  [author] Dec 20 @ 5:52pm 
I'm glad you like it. That mod shouldn't give you a problem.
aroundthefur79 Dec 20 @ 1:10am 
awesomeness!...do you know itf this is compatible with better nightinggale equipment ?... I understand those weapons and armour are completly different but jj/w
Balthias Dec 1 @ 3:45am 
ok thanks.
Bebop0389  [author] Nov 30 @ 5:39pm 
Assuming that mod only changes the blade of woe, its a non-issue. No, I don't think it's considered an artifact.
Balthias Nov 30 @ 5:46am 
Is this compatible with "Alternate Blade of woe"? Never knew if people considered that to be a deadric artifact.