[font=Times New Roman][b][b][size=6][center][/center][/size][/b][/b][/font][font=Times New Roman][b][b][size=6][center][/center][/size][/b][/b][/font][font=Times New Roman][center][b][b][size=6]Overview[/size][/b][size=6][b][/b][/size]
[/b][size=4]Reliquary of Myth is not your ordinary artifact overhaul; it is quintessential of all artifact mods. An extensive artifact overhaul that was designed to change how each artifact works significantly by lessening the need for every character to level enchanting to survive at higher levels. The objective is to make every Skyrim artifact genuinely unique that is seemly lore-friendly to the extent that it feels more rewarding and usable in a modded playthrough.
[/size][b][color=#00ffff][size=6]
Aedric Artifacts[/size][/color][/b][/center][size=3][spoiler][/size][b][color=#00ffff][size=5]Auriel's Bow[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][size=3]Inflicts 20 points of sun damage. Undead targets take triple damage. Fully drawing the bow channels the sun's power, dealing 100 extra points of sun damage.*[/size][/font]
[*][font=Times New Roman][size=3]The Bow draws its power directly from the sun, slowly recharging the weapon during the day.[/size][/font]
[*][font=Times New Roman][size=3]Sunhallowed Elven Arrows does 25 points of sun damage, double to undead targets. Bloodcursed Elven Arrows can now absorb 25 points of health, double to living targets.[/size][/font]
[*][font=Times New Roman][size=3]Sunburst attacks caused by shooting the sun with Sunhallowed arrows no longer harm allies and are more lethal to enemies.[/size][/font]
[/list][font=Times New Roman][size=3]
*Between 6 AM and 7 PM in direct sunlight empowers the bow when fully drawn shooting a beam of solar light that deals 100 extra points of sun damage.[/size]
[i][size=3]Auriel's Bow, a powerful bow allegedly used by the elven god Auri-El. But in Skyrim, it is outclassed by almost every other mundane Bow in the game. Well, not anymore, it now can turn any arrow into a "missile of death.[/size][size=3]"[/size]
[/i][color=#00ffff][size=5][b]Auriel's Shield[/b][/size][/color]
[list]
[*][color=#ffffff][size=3]Absorbs energy from blocked attacks, which can be released with a power bash. Blocking has a 20% chance to reflect melee damage delivering twice the amount back at the attacker.*[/size][/color]
[*][size=3]Reduced the number of hits required to charge the shield from five to three hits.[/size]
[*][size=3]You can now acquire a light version of Auriel's Shield, depending on your armor skill level when you first kill the Falmer Warmonger boss. If your heavy armor skill is higher or equal to your light armor skill, you will always receive a heavy version of the shield else you'll get the light version.[/size]
[/list][size=3]
[/size][size=3]*There are three levels of charge with Auriel's Shield: 0, 1, 2, and 3. At the different charge levels, the reflect blows effect is fortified by a different amount. At level 0, it's 20%. At level 1, it's 30%, then 40% at level 2 and 50% at level 3.[/size]
[i][size=3]Auriel's Shield... Its shielding ability is supposedly unsurpassed. Yet, in Skyrim, any other shield would be a better fit for the job. That's no longer the case as it now truly a reflecting shield, reflecting all melee damage when blocking.[/size]
[/i][b][color=#00ffff][size=5]The Staff of Magnus[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorb 50 Magicka per second. If the target is out of Magicka, absorb Health instead. Replenishes your depleted Magicka by absorbing it from those around you, recharging the staff in the process.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]Create a 50 point ward when not attacking. Automatically comes with the perk Ward Absorb - the ward can absorb 25% of enemy Magicka from spells.[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]The Staff will now instantly destroy magical anomalies.[/size][/color][/font]
[/list][font=Times New Roman][size=3]
*When attacking has a 25% chance to absorb 5% of Magicka from nearby enemies recharging the staff in the process.
[i]A powerful staff once serving as a metaphysical battery for Magnus, but this isn't the case in Skyrim as using the staff, one can still run out of Magicka quite easily. The Staff now acts as a magical battery for the wielder.[/i][/spoiler]
[size=6][b][color=#6d9eeb][center]Aetherial Artifacts[/center][/color][/b][/size][size=3][spoiler][/size][b][color=#6d9eeb][size=5]Aetherial Crown[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Retains the last Standing Stone ability you held, granting you its effects in addition to those of your current Stone. Grants both your previous and current Stone an additional effect when equipped.*[/size][/color][/font]
[/list]
[size=3]*Each Standing Stone will grant an additional effect when the Crown is equipped. A list of effects is below.
(I) The Apprentice Stone: Void Seed - All spells cost 5% less Magicka.
(II) The Atronach Stone: Arcane Well - Restores 5% of your Magicka when you kill an enemy within 50 feet.
(III) The Lady Stone: Lady's Warding - Take 5% less damage from spells.
(IV) The Lord Stone: Ysmir's Scales - Take 5% less damage from attacks.
(V) The Lover Stone: Lover's Allure - Weapons deal 5% more damage to humanoids of the opposite sex.
(VI) The Mage Stone: Magicka Manifold - Learn all Mage skills 5% faster.
(VII) The Ritual Stone: Mara's Gift - Reanimation spells are 5% more effective.
(VIII) The Serpent Stone: Cobra's Dance - Poisons are 5% more effective.
(IX) The Shadow Stone: Fingernail Moon - Sneaking and sneak attacks are 5% more effective.
(X) The Steed Stone: Hellride - You move 5% faster.
(XI) The Thief Stone: Cheater's Nip - Learn all Thief skills 5% faster.
(XII) The Tower Stone: Tower Warden - When you take melee damage, you have a 5% chance to reflect that damage back at the attacker.
(XIII) The Warrior Stone: Warwyrd - Learn all Warrior skills 5% faster.
[/size][i][size=3]The Aetherial Crown is created at the Aetherium Forge as one of three possible rewards for Lost to the Ages. The crown itself was already incredibly potent and so a small buff was only needed.
[/size][/i][color=#6d9eeb][size=5][b]Aetherial Shield[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Enemies struck by this shield become ethereal and place a bomb on them for 15 seconds, making them unable to attack or be attacked and detonate the bomb dealing 250 damage to enemies upon expiring.[/size][/color][/font]
[/list][size=3]
[i]The Aetherial Shield is made at the Aetherium Forge as one of three possible rewards for Lost to the Ages. This was arguably the worst of the three rewards and in no scenario where you could make use of its signature ability. Let's make your choice a lot tougher and buff it tenfold.[/i]
[/size]
[b][color=#6d9eeb][size=5]Aetherial Staff[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Summon an upgradable Dwarven Spider or Sphere for 5 minutes wherever the caster is pointing.*[/size][/color][/font]
[/list]
[size=3]*Activate to install permanent upgrades requiring 5 Dwemer scraps to upgrade one of seven stats below.
(I) Health Upgrade 0/250 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(II) Magicka Upgrade 0/500 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(III) Stamina Upgrade 0/500 - Can be upgraded 10 times requiring 50 Dwemer scraps.
(IV) Weapon Damage Upgrade 0/100% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(V) Spell Damage Upgrade 0/100% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(VI) Damage Resist Upgrade 0/30% - Can be upgraded 10 times requiring 50 Dwemer scraps.
(VII) Magic Resist Upgrade 0/30% - Can be upgraded 10 times requiring 50 Dwemer scraps.
[i]The Aetherial Staff is a staff created at the Aetherium Forge as one of three possible rewards for Lost to the Ages. Ugh, another reward which was quite useless so making this staff a viable choice was extremely necessary.[/i][/spoiler][/size][/size]
[b][color=#e69138][size=6]
[center]Daedric Artifacts[/center][/size][/color][/b][size=3][spoiler][/size][b][color=#ff7700][size=5]Azura's Star and The Black Star[/size][/color][/b]
[/font][list]
[*][font=Times New Roman][size=3]A reusable soul gem that can capture either white souls or black souls. Enchanting is 20% stronger while in your possession.*[/size][/font]
[/list][font=Times New Roman][size=3]
*Newly-made enchantments are 20% stronger plus specific artifacts like Dawnbreaker also benefit from the bonus.[/size]
[i][size=3]Azura's Star and The Black Star is by no means underpowered as having an unlimited capacity to capture souls is arguably quite powerful already, but having a little something extra doesn't hurt. Nearly every other artifact overhaul just up its value anyway.
[/size]
[/i][color=#e69138][size=5][b]Dawnbreaker[/b][/size][/color]
[list]
[*][size=3]10 points of sun damage, and if striking undead, does triple damage with a chance to cause a fiery explosion that turns and destroys nearby undead, emanating a radiating aura.*[/size]
[*][size=3]If you're an undead, wielding Dawnbreaker will damage your Health by 30 points per second.[/size]
[/list][size=3]
*The first time Dawnbreaker strikes an undead target, it has a 20% chance to trigger Meridia's Retribution, and subsequent strikes against the same target have a 2% chance to cause the same explosion. Activating Meridia's Retribution will grant the player a radiating aura periodically blessing you and nearby allies restoring both health and stamina. Undead are cursed, draining the same attributes instead.[/size]
[i][size=3]Ah, Dawnbreaker, a blade forge "in a holy light that breaks upon" the Prince's foes yet deals a pitiful 10 points of fire damage. Let's reflect its true purpose and make it incredibly deadly to undead and a boon to all those that live.[/size][/i]
[color=#e69138][size=5][b]The Ebony Blade[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorbs the life essence of your foes. Strengthened by the blood of deceit. Forward power attacks silenced targets up to level 25 for 10 seconds.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]The absorb health enchantment has been increased from 30 points to 50 points when fully powered.[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]It no longer has infinite charge but will automatically recharge itself when equipped.[/size][/color][/font]
[/list][/font][font=Times New Roman]
[size=3]*After killing ten friends or allies with the blade, any further kills will double the magnitude of the Ebony Blade’s enchantment for one real-time hour. Foward power attacks cost 500 points of charge and will prevent the caster from casting spells for the entire duration.[/size]
[i][size=3]Such a [i]malevolent and twisted weapon, a blade that should rightfully be[/i] fear by mortals. Alas, in Skyrim, it is nothing of the sorts but a jester weapon for laugh and giggles. Let rectify this mistake and make it a weapon that is greatly feared by all.[/size]
[/i][color=#e69138][size=5][b]The Ebony Mail[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Envelops the wearer in Boethiah's Embrace, weakening nearby foes or protecting against physical harm when low on Health. Muffles your movement.*[/size][/color][/font]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*Opponents that get too close take 8 points of poison damage per second that weaken them to all sources of damage by 25%. If below 50% Health, reduced the physical damage you take by 35% instead.
[/size][/font][i][font=Times New Roman][size=3]An ebony suit of armor said to possess great offensive capabilities or superior protection, why not have both?[/size][/font]
[/i][font=Times New Roman][color=#e69138][size=5][b]The Mace of Molag Bal[/b][/size][/color]
[list]
[*][size=3]Absorb 15 extra points of Magicka and Stamina for every five souls it has claimed. X souls devoured.*[/size]
[*][size=3]Traps the target's soul if it dies within 15 seconds. If you don't have a big enough soul gem, the Mace will still absorb the target's soul and will use it to recharge itself.[/size]
[/list][size=3]
*Now tracks the number of souls the Mace has claimed in its item description and every 5 killing blow you get with the mace increases its enchantment magnitude by 15 points. Souls devoured caps at 25 and will last one in-game hour, slowly reverting back to its weakening state.
[i]The Vampire's Mace known to sap the victim's strength empowering both itself and the wielder, but none of these qualities are ever shown in Skyrim. Just a lousy damage Magicka and Stamina enchantment instead. Well, no more, the Mace will literally devour your victim's souls![/i]
[/size]
[b][color=#e69138][size=5]The Masque of Clavicus Vile[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Prices and bribes are 35% better and add the Vile's Charm lesser power allowing you to captivate others.*[/size][/color][/font]
[/list]
[size=3]*Make a humanoid up to level 35 an ally for 60 seconds. You can only have one target charm at a time. Those that are charm are also considered friends and are more friendly towards the player.[/size]
[i][size=3]The Masque a helm that makes the wearer more popular wherever he or she might go. However, in Skyrim, that isn't the case, and those around you treat you the same as any other. The Masques now will charm any weak-will fool into becoming your captivating thrall.[/size][/i]
[color=#e69138][size=5][b]Mehrunes' Razor[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Hits have a 5% chance to deal 1000 damage or instantly kill. Reduces armor by 300 points for 7 seconds.*[/size][/color][/font]
[*][font=Times New Roman][color=#ffffff][size=3]Deals 1000 damage to targets above a thousand health or instantly kill; chance has been increased to 5% but can be adjusted by opening the console and typing "Set ROM_DA07_ChancePct_Global to X" to whichever value you want.[/size][/color][/font]
[/list][/font]
[font=Times New Roman][size=3]*Now tracks the number of souls that were instantly killed by Mehrunes' Razor.[/size][/font]
[font=Times New Roman][i][size=3]Mehrunes' Razor, also called the Dagger of the Final Wounds, the Bane of the Righteous, and the Kingslayer is a weapon that can slay with terrifying ease. In Oblivion, this was very true; sadly, this is not the case in Skyrim. I[/size][i][size=3] just lifted Mehrunes' Razor effect from Oblivion, the superior version.[/size]
[/i][/i][/font][font=Times New Roman][color=#e69138][size=5][b]The Oghma Infinium[/b][/size][/color]
[list]
[*][size=3]When you read the book, it increases six skills by 10 points each and one attribute by 100 points, permanently.[/size]
[/list]
[size=3][i]The Oghma Infinium is an ancient tome of knowledge and an artifact of great power. Unfortunately, this isn't the case in Skyrim as one reading the tome should be granted immense power which it rightfully does now.
[/i][/size]
[color=#e69138][size=5][b]The Ring of Hircine[/b][/size][/color]
[list]
[*][size=3]Provides additional transformations for werewolves. Hircine protects you with 250 points of armor and 30% magic resistance while in Beast Form.*[/size]
[*][size=3]The cursed version's value was increased to 5000 only.[/size]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*All updates to the Ring of Hircine have been designed to ensure compatibility with Moonlight Tales.
[/size][/font][i][font=Times New Roman][size=3]The ring can temporarily give the gift of Lycanthropy to the wearer and allows lycanthropes to control their transformations. To ensure compatibility, not much was done to the main effect of the ring, but instead, it grants a powerful ability to werewolves much like the Frostmoon rings do.[/size][/font]
[/i][font=Times New Roman][color=#e69138][size=5][b]The Ring of Namira[/b][/size][/color]
[list]
[*][size=3]Creates a ward that protects against spells for up to 50 points with a 15% chance to reflect spells and melee damage. Feeding on corpses grants you increased Health and Health regeneration for five minutes. Chance to catch a disease from feeding.*[/size]
[/list][size=3]
*Cannibalism has been overhauled with the following changes.
(I) QoL changes: Once you have fed, you'll no longer receive an option to feed until the positive effects of the ring have worn off.
(II) A more potent effect: You can now stack the positive effects up to ten times (starting at 10 pts and rasing every 10 pts permanently) every time you feed.
(III) A chance for disease. Every time you feed you have a small chance of catching a disease. A disease is a negative effect that can only be cured at a shrine or drinking a potion of cure disease.
[/size]
[i][size=3]The Ring of Namira bestowed by Namira upon those who do her bidding. But why would one ever wear the ring, when any other will surpassed it quite easily? Well, that is no longer the case as the ring will provide a satisfying taste for devouring corpses. Glory to the repulsive![/size]
[/i]
[/font][font=Times New Roman][b][color=#e69138][size=5]The Rueful Axe
[/size][/color][/b][list]
[*][font=Times New Roman][size=3]Killing an enemy restores half your Stamina and increases your attack damage by 25% for every enemy slain.*[/size][/font]
[*][color=#ffffff][size=3]It is now considered a silver weapon and will do 20% bonus damage against werewolves, werebears, and undead.[/size][/color]
[/list][size=3]
*The Rueful Axe gains 25% increased attack damage for every enemy slain for 30 seconds. The player is driven into a blood frenzy, and NPCs are frenzied when they killed an enemy with the ax.
[/size][size=3]
[/size][/font][i][font=Times New Roman][size=3]Well, technically not considered a Daedric artifact, but its involvement with Clavicus Vile deems it worthy of improving.[/size][/font]
[/i][font=Times New Roman][b][color=#e69138][size=5]The Sanguine Rose[/size][/color][/b]
[list]
[*][color=#ffffff][size=3]Permanently summons one of four powerful Dremora.*[/size][/color]
[*][color=#ffffff][size=3]Summoned Dremora can be dismissed by activating them with the Rose in your possession and selecting the option to dismiss them.[/size][/color]
[/list][size=3]
[/size][/font][size=3][font=Times New Roman]*Sanguine Rose now relies on a separate summoning system that will scale with the player level from level 6-100. One of four powerful Dremora can be summoned: Assassin, Archer, Berzerker, and Mage. [/font]
[font=Times New Roman]Each Dremora has a unique move set that they can trigger.
[/font][font=Times New Roman](I) The Assassin: Can power attack 20% faster and will cloak for 4 seconds when power attacking, 10-second cooldown.
[/font][font=Times New Roman](II) The Archer: Can mark targets for death when they are weakened, setting the target heath to 1.
[/font][font=Times New Roman](III) The Berzerker: Can randomly knockdown targets when power attacking dealing an additional 40 damage.
[/font][font=Times New Roman](IV) The Mage: Does 25% more fire damage to low health targets and reduces the cost of all fire spells it casts.[/font]
[i][font=Times New Roman]The Rose is not an artifact most would care to possess even though it is quite powerful. Regrettably, this also the case too in Skyrim, so I have taken upon myself to give much love to it as possible.[/font][/i][/size]
[font=Times New Roman][color=#e69138][size=5][b]The Savior's Hide[/b][/size][/color]
[list]
[*][size=3]Increases Magic Resistance by 25%. Increases Poison Resistance by 75%. Grants an increasingly powerful blessing for every 20 animals killed, increasing damage inflicted against animals by 10%.*[/size]
[/list][size=3]
*Now tracks the number of animals killed as long as the Hide remain equipped and increase the damage inflicted against animals by 20% for every 20 animals killed with the Savior's Hide. Capping at 200% extra damage against animals.
[/size][i][size=3]Savior's Hide, also known as Scourge of the Oathbreaker is a Daedric artifact commonly associated with Hircine. In Skyrim, the effects of the Hide weren't exactly a worthy reward. So I have double the enchantment of the Hide and gave it a unique boon that fits its theme with Hircine's realm.[/size]
[/i][/font]
[font=Times New Roman][color=#e69138][size=5][b]The Skeleton Key[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]An unbreakable lockpick. Lockpicking is 40% easier while in your possession.[/size][/color][/font]
[/list][/font][size=3]
[/size][i][font=Times New Roman][size=3]The Skeleton Key functions as a tool for "unlocking" all things, including portals, hidden potential, and other unknown possibilities. As an artifact, that is a quest item and can not be kept after its completion. This means most overhauls leave it untouched, but I've included a small bonus that it had from Oblivion to make it slightly faster to pick a lock. Yes, I know its an unbreakable lockpick, but you still benefit from the bonus.[/size][/font]
[/i][font=Times New Roman][color=#e69138][size=5][b]The Skull of Corruption[/b][/size][/color]
[list]
[*][font=Times New Roman][size=3]20 points damage, increases to 50 if powered with dreams collected from sleeping people. Create a corrupted clone that attacks the target for 30 seconds when sated with more than 15 dreams.*[/size][/font]
[*][font=Times New Roman][size=3]So many fixes to arguably the worst artifact you could ever wield. Not even the Unofficial patch deems it worthy of fixing.[/size][/font]
[*][font=Times New Roman][size=3]For those who wish to just deal damage with the Skull opening the console and typing "Set ROM_DA16_SkullDreamTotal_Global to X" to whichever value you desire but why would anyone choose damage over clones?[/size][/font]
[/list][size=3]
*Can create a clone that is equal in stats to the original and will last for 30 seconds. Cloning only works on NPCs like in Oblivion, but unlike Oblivion, it has no cap on how many clones you can have at once and can potentially be very powerful.
[/size][/font][i][font=Times New Roman][size=3]It is an incredible staff that creates a duplicate, or "clone", of whomever it is cast upon. But now the Skull shall do a feeble amount of damage to tickle your foes into submission. I reverted this terrible decision and gave back what was true to its nightmarish nature.[/size][/font]
[/i][font=Times New Roman][b][color=#e69138][size=5]Spellbreaker[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Blocking creates a ward that protects against spells for up to 180 points. Timed blocks can reflect incoming spells. When fully charged, power bashing silenced targets up to level 25 for 30 seconds.*[/size][/color][/font]
[/list][/font][font=Times New Roman][size=3]
*Absorbing 15 spell with the ward up will fully charge the shield allowing you to cast a powerful silence explosion in a 15-foot radius that prevents enemies from casting spells for the entire duration. Timing a block with Spellbreaker has a chance to reflect hostile spells back at the enemy caster.
[/size][/font][i][font=Times New Roman][size=3]This Dwarven tower shield not only protects its wielder from physical damage, but also from magical attacks, by reflecting spells, or silencing any mage about to cast a spell. [/size][/font][i][font=Times New Roman][size=3]A shame that it provides a ward that’s only 10 points better than Lesser Ward. Let's bring back its original enchantments from its glory days. The legend is back![/size][/font]
[/i][/i][font=Times New Roman][color=#e69138][size=5][b]Volendrung[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorb 50 points of Stamina. Hits increase melee damage by 10% for 5 seconds, stacking up to 10 times. Sideways power attacks can unleash Malacath's Vengeance, consuming all stacks.*[/size][/color][/font]
[/list][size=3]
[/size][/font][font=Times New Roman][size=3]*Unleashing Malacath's Vengeance creates a ruinous cyclone that does 150 points of damage and flings victims into the air paralyzing them for 8 seconds.
[i]Volendrung, also known as the Hammer of Might, is an ancient artifact created by the Dwarven Rourken clan. In previous chapters, it could paralyze foes or temporarily drain their health yet in Skyrim it is as mundane as any other enchanted Warhammer. I took the liberty of recreating a unique ability it had in ESO, one that was incredibly powerful.[/i][/size][/font]
[font=Times New Roman][color=#e69138][size=5][b]The Wabbajack[/b][/size][/color]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]A blast from Wabbajack with an unpredictable effect.*[/size][/color][/font]
[/list][/font][font=Times New Roman][size=3]
*The Wabbajack now has over 50 random effects, which includes elemental explosion, transformation, instant kill, summons, healing, calming, paralysis, invisibility, and exploding chickens.[/size][/font]
[font=Times New Roman][size=3][i]The mad god most prized possession, as befits the Prince of Madness it is unpredictable in its effects. The randomness of the staff lacked much in Skyrim, so I added many new chaotic effects.[/i][/spoiler][/size][/font][font=Times New Roman]
[/font][font=Times New Roman][color=#45818e][size=6][b]
[center]Miscellaneous Artifacts[/center][/b][/size][/color][/font][font=Times New Roman][size=3][spoiler][/size][color=#45818e][size=5][b]The Blade of Woe[/b][/size][/color]
[list]
[*][font=Times New Roman][size=3]Does 5 points of bleeding damage for 5 seconds. Delivering a killing blow to an unsuspecting target shroud you with unbreakable invisibility and empowers the Blade of Woe's enchantment for 5 seconds.*[/size][/font]
[/list][size=3]
*Killing an undetected enemy shroud you with unbreakable invisibility and the magnitude of the enchantment increase by 400% for 5 seconds.
[/size]
[i][size=3]An ebony dagger generally associated with the Dark Brotherhood and has been in the hands of many assassins. In Skyrim, the dagger comes with a generic absorb health enchantment instead of something more suitable for an assassin, I have resolved this and the blade is now an assassin dream come true.[/size][/i]
[b][color=#45818e][size=5]The Bloodskal Blade
[/size][/color][/b][list]
[*][size=3]Releases energy blast with power attacks that deal 30-55 damage.*[/size]
[*][size=3]It is now considered a silver weapon and will do 20% bonus damage against werewolves, werebears, and undead.[/size]
[/list][/font][size=3]
[font=Times New Roman]*Energy blast now scales with the player level and starts at 30 damage when below level 15 and will raise by 5 points for every ten levels, capping at 55 damage. Also, energy blast staggers enemies, speed of energy blasts increased, and the Bloodskal Blade now has a weapon charge. The weapon must be charged in order to use the energy blasts.[/font][/size][font=Times New Roman][size=3]
[i][i]The Bloodskal Blade is an ancient Nordic artifact that can shoot out an arc of red energy; sadly, this red energy is quite underpowered. The Blade is unique already, so improving it is all it would need to be an excellent weapon to use[/i].[/i][/size]
[b][color=#45818e][size=5]Chillrend[/size][/color][/b]
[list]
[*][size=3]Target takes 30 points of frost damage to Health and Stamina. Reduces frost resistance by 50% and a chance to freeze the target solid with less than -25% frost resist for 10 seconds.[/size]
[/list]
[size=3][i]Chillrend is an artifact of unknown origins. It takes the form of a glass shortsword, although, unlike regular malachite, it is blue instead of green. The blade was already fairly good in Skyrim but making something more unique is always the goal.[/i]
[b][color=#45818e][size=5]Dragonbane[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Target takes 30 points of shock damage to Health and Magicka with a 10% chance of calling a lightning strike from the sky, dealing 60 extra damage to dragons.[/size][/color][/font]
[/list]
[size=3][i][i]Dragonbane was a weapon of the Blades, perhaps dating back to the time of the Dragonguard. It is an Akaviri katana, which is especially effective against dragons. Unfortunately, this isn't the case and is quite useless even against dragons, so let's correct this mistake and make it extra deadly to dragons.[/i][/i][/size][/size]
[b][color=#45818e][size=5]The Gauldur Amulet[/size][/color][/b]
[list]
[*][font=Times New Roman][size=3]Increases your Health, Magicka, and Stamina by 50 points, and each regenerates 25% faster. The Knowledge of Gauldur unlocks the ability to resurrect with full Health once every 3 days.*[/size][/font]
[/list]
[size=3]*Once every 3 days if your health drops below 1 you'll be sent into a temporary state of submission that will fully restore your health after 12 seconds.[/size]
[i][size=3]The Gauldur Amulet was originally owned by the powerful wizard Archmage Gauldur during the First Era. The amulet is said to be incredibly powerful just like the Archmage who created it, however, in Skyrim, this is simply not true and not even worth the effort of acquiring. A reward that is this important and powerful in the lore should be worth it![/size][/i]
[b][color=#45818e][size=5]Harkon's Sword[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Absorbs 15 points of Health, Magicka, and Stamina if wielded by a vampire. Killing an enemy grants a stack of Essence. Power attack to release the Essence, restoring the wielder's vitality based on the amount released.*[/size][/color][/font]
[/list]
[size=3]*Killing an enemy grants 5 stacks of Essence and caps at 50 stacks, e.g., releasing 50 stacks will restore 50% of your attribute.[/size]
[i][size=3]Very few know about this wicked blade except that Lord Harkon carries it. The blade itself is decent enough, to say the least, if your a vampire. I have reworked the sword so that vampires now have an excellent weapon to use after finishing the Dawnguard questline.[/size][/i]
[b][color=#45818e][size=5]Kyne's Token[/size][/color][/b]
[list]
[*][font=Times New Roman][size=3]When entering combat, summons a random Guardian Spirit to aid you for 60 seconds.*[/size][/font]
[/list][size=3]
*One of six Guardian Spirit can be summoned from the amulet: Guardian Bear, Guardian Mudcrab, Guardian Sabre Cat, Guardian Skeever, Guardian Troll, and Guardian Wolf.[/size]
[size=3][i]Kyne's Token is an amulet worn by Froki Whetted-Blade. It can be obtained either as a reward for his quest, Kyne's Sacred Trials or by killing or pickpocketing him. Sadly this divine amulet is completely lackluster and not worth the effort of acquiring. I had to remedy that and now the true blessing of Kyne lies within this amulet.
[/i]
[/size][b][color=#45818e][size=5]The Necromancer's Amulet[/size][/color][/b][/font]
[font=Times New Roman][size=3][list]
[*][font=Times New Roman]Increases your Magicka by 130 points, Reanimation spells and risen undead are 50% more powerful and regenerate Health, Increases undead summon limit by 1, Health and Stamina regenerates 75% slower.*[/font]
[*][font=Times New Roman]Armor rating increased to 10, which isn't all that much.[/font]
[/list][/size][/font][font=Times New Roman]
[size=3]*Allied conjured undead deal 50% more attack damage and slowly regenerate Health.[/size]
[i][size=3]A legendary artifact created by Mannimarco describes as being able to protect against physical harm, regenerate from injury, and becoming far more capable in the School of Conjuration. Underwhelming in Skyrim, to say the least, so a vast improvement was needed.[/size][/i]
[b][color=#45818e][size=5]Nettlebane[/size][/color][/b]
[list]
[*][font=Times New Roman][color=#ffffff][size=3]Spriggans take 50 points of extra damage. Chance to harvest random ingredients from dead Spriggans.*[/size][/color][/font]
[*][font=Times New Roman][size=3]Striking a Spriggan corrupts them for 10 seconds, changing their name to "Corrupt Spriggan" along with a unique visual cue until killed or the effect ends.[/size][/font]
[/list][size=3]
*Nettlebane can temporarily corrupt a Spriggan allowing you to harvest over 25 different ingredients from dead Spriggans. New rare ingredients like Lady's Smock, Wormwood, or the elusive Chokeberry can be harvest very rarely.[/size][size=3]
[/size]
[size=3][i]The Nettlebane is a crudely-engraved Ebony dagger that was crafted by Hagravens of Skyrim, built with the intention to harm the natural world and thus perform sacrifices on Spriggans. Ironically it is unenchanted and useless after the quest that involves the dagger even though it was described as being lethal to the natural world. Hmm.. let's fix that and make it incredibly deadly to Spriggans![/i][/size]
[color=#45818e][size=5][b]The Shield of Ysgramor[/b][/size][/color]
[list]
[*][color=#ffffff][font=Times New Roman][size=3]Incoming attacks from elves deal 25% less damage. Bashing reduces the armor rating of armored elven enemies by 100 points for 10 seconds.*[/size][/font][/color]
[/list][/font][font=Times New Roman][size=3]
*Elven foes which have any armor equip including shields will be affected by Ysgramor's Might for 10 seconds.
[i]It's unknown if Ysgramor ever wielded this shield in battle; legend only mentions his use of the ax Wuuthrad. Still warrants an improvement and another elven theme enchantment is more unique than resist magic and fortify health enchantment.[/i]
[b][color=#45818e][size=5]The White Phial[/size][/color][/b]
[list]
[*][color=#ffffff][size=3]Can refill any potion once a day by clicking on the empty Phial in your inventory.*[/size][/color]
[*][color=#ffffff][size=3]Increase the potency of the default potions from Quintus. You can now also speak to Quintus again to use one of the alignments from him.[/size][/color]
[/list][size=3]
*To align the Phial, click on the empty Phial in your inventory and after you have confirmed the realignment just drink the potion you want the Phial to replenish. After 24 hours the potion inside the White Phial will regenerate and the potion will be drinkable once again.
[/size]
[size=3]Improve potent effects for the Phial from Quintus.[/size]
[size=3](I) "I want to resist the forces of magic." - 50% Magic Resist for 300 seconds.
(II) "I want to be tougher in battle." - +100 Stamina for 300 seconds.
(III) "I want to be better hidden in the shadows." - 50% Fortify Sneak for 300 seconds.
(IV) "I want to strengthen my magical skills." - +100 Magicka for 300 seconds.
(V) "I want to deal more damage in battle." - 50% One-Handed and Two-Handed damage for 300 seconds.
(VI) "I'd like it to have the power of healing." - Completely restores Health.
[/size][i][size=3]The White Phial is a legendary bottle, forged in the days when Skyrim was just starting its turn to ice. A small container, made of the magically infused snow that first fell on the Throat of the World. It is said that the Phial will replenish whatever fluid is placed inside of it. Shame it can only refill one of six extremely weak potions for you, let's rectify that and make it refill any potion you so desire.[/size][/i][/size]
[color=#45818e][size=5][b]Wuuthrad[/b][/size][/color]
[list]
[*][color=#ffffff][font=Times New Roman][size=3]Does an additional 50% damage against Elven races. Sideways power attacks hit all targets in front of you, dealing bonus damage against Elven targets.*[/size][/font][/color]
[/list][/font][font=Times New Roman][size=3]
*Now includes Orcs, Snow Elves, Falmers, and Frozen Falmers variant.
[i]An untold number of elves were slaughter by this very ax wielded by Ysgramor himself. The fact that any other weapon was perhaps better than what it was forged to accomplished in Skyrim is a bitter disappointment. Well, no more as this weapon is truly a bane of the elfkin that even Ysgramor himself would be proud of.[/i][/spoiler][/size][/font]