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About this mod

A lore friendly, painstakingly crafted artifact overhaul. Featuring all new, lore friendly enchantments which are configurable via McM. Also features customization options for various artifact armors and 3 new artifacts from TES lore, one of which cannot be found anywhere else.

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"Why do I need a reason for everything? Mortals, mortals, mortals! Always needing a reason to do things. For example: people think light chases away the shadows! I prefer to think that without a few lights, there'd be no shadows to enjoy."  - Sheogorath

Introduction and Overview:
In a nutshell, this mod was designed to offer a lore friendly and interesting take on most of the artifacts in skyrim.  It's been balanced and tested very thoroughly to ensure consistency to both the game and TES lore in general.  What started as just another "daedric artifact with infinite charges" mod ended up evolving into something quite special.  In the process of making this, I've learned a good bit more about the lore behind these artifacts and I feel like this mod gives you a more accurate representation of what many of these relics were meant to do.

This isn't your average Artifact Overhaul with a few uberfied effects and infinite charges.  Some of these artifacts now do unique and truly impressive things.  This was a passion project done for no other reason than it's needed doing since 2011.  A tremendous amount of research both on lore, and on game/modding tools themselves went into this project.  This mod will bring life to your playthrough with expanded roleplaying elements, awesome effects and some much needed quality of life improvements.  It may even give you a reason to use artifacts you'd previously dismissed as useless(the ring of namira being a prime example).

Artifact Overview:
Spoiler:  
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  • Dawnbreaker - 30 Fire Damage, 30 sun damage during the day(can be set to anytime), 60 more sun damage to undead. Explosions ignore you, your allies and nearby clutter.
  • Ebony Blade - Absorb 40 health, or 80 from non-hostile NPCs. 50% chance to absorb 40 Stamina(togglable), 25% chance of silence for 10 seconds on strike(togglable).
  • Mace of Molag Bal - Absorb 30 points of health and magicka, soul-trap for 3 seconds(togglable), Bat Attack damage 30 points in the hands of a vampire(can be set to apply to everyone, or turned off entirely). Wielding the Mace also grants access to a Vampiric Grip spell known as "Bal's Stranglehold"(togglable).
  • Mehrune's Razor - 50% chance that the target with take 30 points of damage from fire, frost and lightning(Chaos Damage). Dealing 30, 60, or 90 enchantment damage depending on chance(togglable). Instant kill chance unaltered.
  • Volendrung - Absorbs 40 health, Deals 40 shock damage to Falmer(togglable), 5% chance to paralyze target for 6 seconds(togglable), 10% chance to send target flying(togglable).
  • The Rueful Axe - 25 frost damage to health and stamina, 15% slow for 3 seconds, absorb 25 health, 50 holy damage to those based in Daedric corruption(Afflicted, Lycanthropes, Daedra, Vampires. togglable) and 20% chance to send foes flying on forward power attack(togglable).
  • Wuuthrad - 50 shock damage, 10% slow for 3 seconds, 15% chance of giant stomp on standing power attack(Ignores you and allies and clutter, togglable ). 20% chance to send foes flying on forward power attack(togglable).
  • Auriel's Bow - 30 fire damage, 30 sun damage during the day(can be set to anytime), 60 more sun damage to undead. 25% chance of Dawnbreaker explosion with Sunhallowed Arrows, 25% chance of Duskbringer explosion with Bloodcursed arrows. All explosions ignore allies and clutter.
  • Ebony Mail - 30% fire resist, 15% magic resist, 25 to armor rating(these three toggle together), Muffle effect is constant now, though the poison cloak still only applies in combat or while sneaking. Backstab effect added(togglable).
  • The Savior's Hide - Wearing the Savior's Hide will make you a friend to all animals. They will neither fight you, nor flee from you(togglable). Original effects still in place.
  • Sanguine Rose - Summoned Dremora levels to 55, is named Valkynaz of Revelry and has a Daedric Warhammer with a small chance of knockback(togglable), You can also sacrifice the Sanguine Rose at a forge to gain a spell tome which grants the ability to summon the dremora indefinitely.
  • Ring of Hircine - Grants the wearer the ability to summon a lycanthrope to their defense. 50/50 chance of Werewolf/Werebear. Lycanthropes have a unique ability similar to that one receives whilst wearing the Ebony Mail(togglable). Original Effects still in place.
  • Ring of Namira - Grants the player the Namira's Bile shout. 1st word anytime, second word at level 20 and 3rd word at level 30. This shout is similar to the projectile vomit one used by the afflicted. However it deals significant poison damage and may send your opponents into toxic shock(paralysis). Shout can only be used while the ring is equipped(shout togglable). the original effects are still in place.
  • Masque of Clavicus Vile - Grants access to a dremora merchant while worn(togglable), original effects still in place.
  • Spellbreaker - Ward spell doubled(100 points, in other words capable of absorbing most expert and some master spells). Bashing will reflect spells toward your crosshair. Visuals and sound effects also restored.
  • Chillrend - No longer a leveled weapon.  Absorb 30 points of health, or 25 points of health in the hands of a murderer(goes by game stat, it doesn't matter if you were caught in the act or not), 15% slow for 3 seconds, 15% chance to freeze opponents solid for 4 seconds. Stalhrim equivalent does 25% more damage, and is craft only.
  • Helm of Yngol - Summonable Draugr Death Overlord(must be wearing helmet, togglable), 50% frost resistance and weapon/armor improvements are 25% stronger.
  • Duskbringer(an actual corrupted Dawnbreaker from TES lore) - 30 Frost Damage to health and stamina, 30 moon damage at night(can be set to anytime), 60 unholy damage to the living. 1/4 chance of unholy explosion on killing the living, which staggers, slows and damages opponents and may freeze them solid. Explosions ignore you, your allies and nearby clutter.
  • Ring of Khajiiti - Uses unique models pre-packaged in skyrim, yet unused. 10% movement speed increase. 30% movement speed increase and invisibility while sneaking. Wearing is muffled and moved silently. World distribution can be toggled off.
  • Dragonbone Cuirass - Uses unique Dragonplate models as seen here. 15% power attack damage bonus, 50% Fire resistance, 25 to armor rating(requires 2nd word of dragon aspect), 15% shout cooldown timer reduction(requires 3rd word of dragon aspect), chance to summon an ancient dragonborn when health falls below 50%(requires 3rd word of dragon aspect). Drawing your weapon will equip the glowing armor elements from dragon aspect in proportion to the words you know.
  • Azura's Star - Carrying Azura's Star, or the Black Star will fortify you enchanting skill(10% stronger effects) and artifact weapons will cast soul trap for 20 seconds on backward power attack(applies to every weapon included in this mod, togglable.)
  • Oghma Infinium - Carrying this book will increase your stamina and magicka regeneration by 25% and boost your magic resistance by 10%(togglable)
  • The Skeleton Key - Can be crafted after "Darkness Returns", holding it will make locks 25% easier to pick(Crafting recipe and Carry Bonus can be toggled off)

Additional Content:
Spoiler:  
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  • Daedric Influence ability - A rewards system for artifacts held. Can be turned off, or switched to survival mode. Standard mode grants 5% to all regenerations for 2 held artifacts, that plus 5% to all weapon damage and those plus 5% to all resistances with 6 artifacts. Survival mode grants you the entire buff for 2 artifacts.
  • Ebony Mail - Pauldroned and Daedric equivalents available at the forge.
  • Spellbreaker - Ebony and Daedric equivalents available at the forge.
  • Savior's Hide - Daedric equivalent available at the forge.
  • Chillrend - Stalhrim Equivalent available at the forge.
  • Masque of Clavicus - Daedric Helmet equivalent available at the forge.


All crafting recipes require the Daedric Smithing(or Dragon Smithing in the case of the Dragonbone cuirass) perk.  As well as the Arcane blacksmith perk.  Forge recipes will only appear if you have the base artifact required for their creation.  EG: to see Duskbringer, you'd need Dawnbreaker in your inventory.

All content has been integrated seamlessly, proper keywords have been applied to all new objects and effects.  Balance, game consistency and lore were all taken heavily into consideration at every stage of development.  This mod forwards all necessary USSEP fixes(without requiring it), fixes several more bugs and makes a few quality of life improvements. 

Note: While the enchantments are configurable, the effect descriptions linked to the weapon/arrows will always reflect the default enchantment's configuration.  I can condition effects to apply under certain circumstances however, corresponding enchantment description would then read all possible effects regardless of whether user configuration ever allows those to apply.  On your end, this just means that if you turn off say, the soul trap effect on the Mace of Molag Bal?  Soul trap will still be listed when you view the objects description in your inventory.

In Depth Artifact Analysis:
Spoiler:  
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Duskbringer - Nocturnal's Penumbra Enchantment:
"It's about the reward; the prize. Fear not. You'll have your trinkets, your desire for power, your hunger for wealth." - Nocturnal
 Big thanks to Soulsbane96 for the model and Textures used for Duskbringer(or Duskfall as he called it)! Be sure and check out His original mod!
Lore
 <- See history Section  - The Dawnstar Gem turned to Dusk, emitting a chilling glow capable of stealing the warmth of life.

The corrupted counterpart of Dawnbreaker.  During the second era, Dawnbreaker was stolen by Nocturnal who used her powers to reshape it into a weapon befitting her own champion, who dubbed it "Duskbringer".  It was recaptured and cleansed by Meridia shortly thereafter.  However, with access to the blood of a daughter of coldharbour and a bit of smithing expertise on your part?  It can be brought back into Mundas, if you're willing to sacrifice the mighty Dawnbreaker.

Duskbringer does 30 Frost Damage(15% slow for 3 seconds), 30 moon damage at night, 60 unholy damage to LIVING targets.  Killing a living target may cause an explosion which inflicts frost damage, slows and has a small chance to freeze enemies solid.  Dawnbreaker makes foes flee, Duskbringer makes it harder for them to escape.  Explosions ignore allies, and leave nearby clutter intact.  It's stats are identical to Dawnbreaker, which is now on par with a Dragonbone Longsword.

Duskbringer - Creation - Customization:
You cannot have both Duskbringer and Dawnbreaker barring console use.  They are the same sword, you obtain Duskbringer by corrupting Dawnbreaker and reobtain Dawnbreaker by then purifying Duskbringer.  Either way, this process is performed on your end at the forge.
  • Duskbringer: ( 1 Dawnbreaker, 1 Daedra's Heart, 2 Black Soul Gems, 20 Bloodcursed Elven Arrows )
  • Dawnbreaker: ( 1 Duskbringer, 1 Daedra's Heart, 2 Grand Soul Gems, 20 Sunhallowed Elven Arrows )
  • The moon damage effect can be set to apply anytime
  • can make enemies collapse to dust on death, defaults to off
Note: Recipes only appear if you have the base artifact involved in their creation!

Dawnbreaker - Meridia's Resplendence Enchantment:
"Mortals call it Dawnbreaker, for it was forged in a holy light that breaks upon my foes, burning away corruption and false life." - Meridia
Lore <- the Dawnstar Gem adorns the hilt, emitting holy light which burns away false life.

A fan favorite, the mighty Dawnbreaker has broken as many cursed undead as it has immaculate clutter displays, but no more.  Now everyone's favorite dead-slayer is ally, yourself and clutter friendly!  No more Dawnbreaker burns as a vampire, no more pissed off Serana and no more searching for the loot you just blasted halfway to Hammerfell.

The blade does 30 fire damage, 30 sun damage during the day and an additional 60 holy damage to undead.  Killing the undead may result in an explosion which terrifies and burns the undead(leaving you, any allied undead and any local clutter entirely unblemished).  In addition the sword's base stats have been raised to match that of a Dragonbone longsword, effectively putting it a few points behind the Mace of Molag Bal in terms of damage output.

Dawnbreaker - Customization:
  • Refer to the Duskbringer Customization section above.
  • Sunfire damage can be set to apply anytime
  • Makes enemies collapse to dust upon death, can be toggled off

Mace of Molag Bal - Siphon of Domination Enchantment:
"Tamriel is ripe, and I have all of eternity to reap its harvest of flesh! Death comes for you and all children of the Mundus on black wings!" - Molag Bal
Lore <- Originally forged by a Soul Shriven Orc in Coldharbour.  Wielded by the worthy and unworthy alike.

The legendary Vampire Mace and most powerful one handed weapon in skyrim, never held without reverence(or obstructed sight lines).  While the base stats of this weapon were already decent, the enchantment was pretty uninspired given the iconic status of the mace itself, but I've fixed all of that.

The mace now steals 30 points of health, 30 magicka and traps a soul(Drain effects cannot be resisted).  In addition, when held by a vampire, the Vampire's mace summons hostile bats on strike which deal another 30 damage.  Further, while Wielding the mace you are given access to a left handed alteration spell known as "Bal's Stranglehold".  This spell is functionally identical to the Vampire Lord spell "Vampiric Grip" except that it benefits from Alteration perks.  This spell can only be equipped in the left-hand slot.

Mace of Molag - Customization:
  • Bat damage effect can be set to apply only for vampires(default), turned off entirely, or set to apply for everyone
  • Soul trap effect can be turned off
  • Bal's Stranglehold spell can be toggled off
  • can make enemies collapse to dust upon death, defaults to off

Mehrunes Razor - Dagon's Discord Enchantment:
As for the rest, the weak shall be winnowed, the timid shall be cast down, the mighty shall tremble at my feet and pray for pardon." -Mehrunes Dagon, Mysterium Xarses
Lore <-The Bane of the Righteous, famed instant killing dagger of Mehrune's Dagon.

While the enchantment was definitely unique, it really doesn't hold up on it's own.  Especially when we're talking about the Daedric prince of destruction.  As such, the dagger now has a chaos damage effect in addition to it's instant kill.  This means that fire, frost and lightning each have a 50% chance of dealing 30 damage to your target.  So the resulting damage may be 0, 30, 60 or 90 total chaos damage depending on chance alone.

Mehrunes Razor - Customization:
  • Chaos Damage effect can be toggled off
  • Make enemies collapse to dust on death, can be toggled off

Ebony Blade - Web-Sever Enchantment:
"Your world is admirably seeped in lies and inclinations. My blade is a darling leech that feeds on deceptions, and nourishes its master." - Mephala
Lore
 <- "The Killing Word of the Spider" A Darling Leech for Misguided Heartstrings

One of the coolest blades, with probably the worst effect in all of Skyrim.  In fact, this one has a long history of bugs.  As it sits in Skyrim, it won't function at all.  Even USSEP only fixes some of the problem, while forgetting to address the singular flag which entirely prevents the enchantment from firing.  However, even if the effect had worked?  The entire premise behind it was wildly impractical.  Killing your friends to strengthen a sword?  Don't you have enough enemies to slay without slaughtering the few friends you do make along the way?  Now the effect is plausible, the blade is effective regardless but does more damage to non-hostile NPCs.  So while betrayal and sneak attacks are encouraged?  They are no longer inherently required to reap the full benefits of this legendary artifact.

Ebony blade now absorbs 40 points of health or double that from non-hostile NPCs.  In addition, it has a 50% chance to steal 40 stamina and a 25% chance to Silence(prevent spellcasting) targets for 10 seconds.  Drain effects cannot be resisted.

Ebony Blade - Customization:
  • Silence effect can be toggled off
  • Stamina drain effect can be toggled off
  • can make enemies collapse to dust, defaults to off

Volendrung - Might Makes Right Enchantment:

"Mortal lives are a litany of despair and treachery. Only wrath can see you through the darkest days. Succeed, despite all those who oppose you. Grasp at a most spiteful triumph!" - Aspect of Malacath
Lore
 <- Forged by Dwarves. Thrown by a Dwarven Chief who founded Volunfell, now known as Hammerfell, where it landed.

Ah, The Hammer of Might, it puts the hammer that fell in Hammerfell(and Volunfell for that matter).  Easily one of the best looking weapons in the game, with the most mundane effects imaginable.  So mundane, I've frankly forgotten what they were for favor of what I've turned them into.  Ignorance is bliss I say!  Now you can banish the PTSD left behind from sub-par enchantments, with a friggin hammer!

Volendrung now steals 40 health and deals 40 shock damage to falmer specifically.  In addition, strikes have a 5% chance to paralyze your target for 6 seconds and a 5% chance to send them flying backwards.  Probabilities for these two effects are not linked but individually calculated, meaning you can get the paralyze effect and the knockback effect simultaneously, or one at a time.

Volendrung - Customization:
  • falmer damage effect can be toggled off
  • Knockback effect can be toggled off
  • can make enemies collapse to dust, defaults to off

The Rueful Axe - Rueful Remedy Enchantment:

"I promise that whatever I ask for as a compensation, it will not unduly cost you— anyway, no more than you can afford. On that, you have my word." - Clavicus Vile
Lore
 <- A Rued awakening for a father seeking a cure, and ended up getting the short end of the Axe.

More than you bargained for in Axe form, or I suppose... Less than you bargained for if your name is "Sebastian Lort".  The Rueful Axe is, in my personal opinion, the best looking weapon model in skyrim.  In addition, it has a decent backstory, though it's effects were somewhat lacking, it was ridiculously slow and it didn't do enough damage.  Now it swings more quickly and is on par with Wuuthrad as far as damage output.

The Rueful Axe now steals 30 health, deals 20 points of frost damage(15% slow for 3 seconds).  It may also send foes flying on forward power attack(20% chance) and it does 50 additional Holy damage to those based in, or touched by daedric corruption(Daedra, Werewolves, Vampires, The Afflicted). This helps the narrative along too given that Clavicus gave Lort the axe to kill a werewolf, whereas he wants your character to retrieve it in order to kill Barbas.  Now the Axe actually does a tremendous amount of damage to their respective species which Clavicus wants dead!

Rueful Axe - Customization:
  • Knockback effect can be toggled off
  • Holy Damage effect can be toggled off
  • can make enemies collapse to dust, defaults to off

Wuuthrad - Storm's Tears Enchantment:
"Remember this always, son of the north—a Nord is judged not by the manner in which he lived, but the manner in which he died."―Ysgramor
Lore <-Forged from the ebony Tears of Ysgramor, by his son Yngol, on the deck of their ship as they watched the Sarthaal burn.  Imbued with the power of giants, it's name means "Storm's Tears".

Despite it's distinct lack of Daedric origin, Wuuthrad is easily one of the most storied artifacts here.  The lore link above is the most interesting available here by far.  The original enchantment, while still in place, seems to have been an utter cop out on the part of whoever developed this part of the companions questline.  Ysgramor, and by extension the axe, did kill many elves.  But, Wuuthrad, or Storm's Tear in Aldmeris, was forged in the heart of a storm from the ebony tears of Ysgramor himself by Yngol, his eldest son.  Tears of grief and rage as they watched Sarthaal, the first city of men in Skyrim, burn.  Later they returned for revenge, and while Yngol died early on?  That didn't stop Ysgramor, nor quell his genocidal response.  Wuuthrad in hand, he built his legend blood for blood against the elves going far beyond revenge.  That's not all he killed though, to the contrary, Ysgramor faced down a great king of giants named Sinmur and when he lay defeated upon the ground?  Wuuthrad absorbed the giants power.  So, all we get from a legendary axe forged in the heart of a storm and imbued with the power of a giant is: "Especially deadly to Elves".  

Wuuthrad now deals 40 shock damage(almost as if it has storm right in it's name eh?).  It has a 15% chance to cause a giant stomp effect on standing power attack(75 damage, stagger, lingering slow effect).  It also has a 20% chance to send enemies flying on forward power attack.  It remains especially deadly to elves, but now at least you know part of why and further, it's not the axe's defining feature.  Not to mention, it now matches the statue of the legendary warrior who wielded it.

Wuuthrad - Customization:
  • Knockback effect can be toggled off
  • Giant Stomp effect can be toggled off
  • can make enemies collapse to dust, defaults to off

Auriel's Bow - Sanctifying Burst Enchantment:

"Even Auriel, when told he would become the king of the new world, agreed to help Lorkhan." — The Heart of the World

Lore
 <- Known to strike at the heart of Gods, an unstoppable relic of ages past.

A storied weapon which was reportedly used by Auriel himself when he led the Aldmer against the forces of Lorkhan in Mythic times.  Allegedly also used to then blast the heart of the torn apart Lorkhan, to sea.  Frankly, despite it's Aedric origins, Auriel's bow is one of the most ancient and powerful artifacts on Mundas.  It's a sacred relic, a household name and held in reverence by more than just daedra worshippers(Harkon) and power-hungry fools(Harkon again).   It's effects were a far cry from doing that justice, as were it's base stats which have now been elevated to that of a dragonbone bow, with higher critical damage output.

The effect mirrors that of Dawnbreaker in ranged form.  30 fire damage, 30 sun damage during the day, 60 holy damage to undead.  In addition Sunhallowed arrows have a 25% chance upon killing the dead to create a consecrated explosion which burns and terrifies nearby undead(Dawnbreaker explosion).  Whereas bloodcursed arrows have a 25% chance upon killing the living to create a terrifying explosion which inflicts slows enemies, inflicts frost damage and may freeze them solid(Duskbringer Explosion).  In addition, bloodcursed arrows deal a small amount of frost damage.

Auriel's Bow - Customization:
  • Holy and Unholy explosions can be independently toggled off
  • sunfire damage can be made to apply at any time
  • makes enemies collapse to dust upon death, can be toggled off

The Savior's Hide - In Sheep's Clothing Enchantment:"And found my favor. That skin will serve you well, child. Look more closely at it. My glories shall protect you from all this world's grievances." - Aspect of Hircine
Lore <-The Scourge of the Oathbreaker, storied artifact of Hircine that is either the Hide of Hircine himself or he hand sewed it from the hide of a Werewolf.  The sooner story is more widely known, but the latter seems more likely.

Fairly true to it's lore with it's vanilla enchantments, which are still in place.  However, the Savior's Hide needed more than simply a few resistances, it's an ancient relic of Hircine himself!  By choosing this relic, you've proven yourself a friend of mortal hunter and yet a foe hounds of hircine.  As such, when wearing this precious artifact?  Your hunting prowess will be absolute, your presence ignored by prey and predator alike.  So long as you don't instigate a fight, animals will neither fight *nor* flee.

It is suggested that you do not use the Kyne's Peace shout, or attain the standing stone bonus from High Hrothgar known as "Voice of the Sky".  These effects all rely on a different means of doing the same thing, and it's best not to confuse things.  Aside from which, Kyne's Peace and Voice of the Sky are literally identical to my effect from the user end.  You'd gain nothing by having them.  Also note that I've given you a Daedric Armor equivalent known as the Savior's Plate, in case you just couldn't get over that the puny armor rating of the original.

Savior's Hide - Customization:
  • Savior's Plate = Savior's Hide which looks like YOUR default daedric armor, with whatever retextures/reshapes you have in place included.  Defense and stats on par with daedric. 
  • Craft: (1 Savior's Hide, 1 Daedra's Heart, 5 Ebony Ingots) 
  • Convert Back: (1 Savior's Plate, 1 Daedra's Heart, 2 Werewolf Hides)Note: Recipes only appear if you have the base artifact involved in their creation!


Ebony Mail - Boethiah's Embrace Enchantment:
"A god? Assuredly not! When was the last time you saw evidence of Aedra in the world? No, we Daedra are far more powerful than any god. And among my brethren, I am the most feared." - Boethiah
Lore
 <- A malevolent shroud of pure darkness.  A fearsome artifact dating all way back to the Dawn Era, who's owners are replaced... in the "traditional fashion."

The ebony mail was probably one of the most well done artifacts, but lore and previous games have shown it with a few more defensive effects.  Further, unlike other muffle effects, Ebony Mail's vanilla effect only muffles your movement while in sneak mode.  As such, the muffle effect has been upgraded to actual constant effect.  In addition, the player has backstab is 30% more resistant to fire, 15% more resistant to magic and gains 25 armor rating.  All additional effects are configurable.  I've also given you a few customization options, in case you like Ebony with pauldrons, or Daedric is more your style.

Ebony Mail - Customization:
  • Ebony Mail - Full = Ebony Mail which looks like YOUR default ebony armor, with whatever retextures/reshapes you have in place included.  Marginally better defense rating. 
  • Craft: (1 Ebony Mail, 1 Daedra's Heart, 2 Ebony Ingots) 
  • Convert Back: (1 Ebony Mail - Full, 1 Daedra's Heart)

  • Ebony Mail - Daedric = Ebony Mail which looks like YOUR default Daedric Armor, with whatever retextures/reshapes you have in place included. Daedric armor stats base stats. 
  • Craft: (1 Ebony Mail, 1 Daedra's Heart, 5 Ebony Ingots) 
  • Convert Back: (1 Ebony Mail - Daedric, 1 Daedra's Heart, 5 Ebony Ingots)
  • Resistances can be toggled off
  • Backstab can be toggled off
Note: Recipes only appear if you have the base artifact involved in their creation!

The Dragonbone Cuirass - Dragonmail of Arctus Enchantment:"
The battle is only a leaf on the tree; if a leaf falls, does the tree die? But when a branch is lopped off, the tree is weakened; when the trunk is girdled, the tree is doomed." - Zurin Arctus, The Art of War Magic
Big thanks to Manhunter69 for the improved models.  Be sure and check out his original mod.
Lore <- One of the greatest artifacts any hero could own, crafted by Tiber Septim's first imperial battlemage, Zurin Arctus.

Thought to be one of the greatest artifacts in all of Tamriel, the Dragonbone Cuirass was reputedly created to pay a debt Zurin Arctus owed to a traveling warrior.  A few mods have added this one, creation club included, though none of them have been up to my standards as far as interesting enchantments go.  This new addition uses unique models with sleeves(linked above) which will also benefit from any Dragonbone retextures you may have.

For most, this Cuirass merely boosts Fire resistance by 50%, and power attack damage by 15%.  However, when worn by a Dragonborn who knows the Dragon Aspect shout, the effects are far more interesting.  The dragon aspect glowing armor(corresponds to the words you have unlocked) will be equipped when you draw your weapons.  Further, if you know the 2nd word, you'll gain 25 armor rating.  If you know the third word, your shout cooldown timer is reduced by 15% and you gain a chance to summon an ancient dragonborn to your defense when your health drops below 50%.  When the glowing armor elements are active, you cannot use the dragon aspect shout, if you used it prior to?  It will be dispelled.

Dragonbone Cuirass - Customization:
  • Distribution can be toggled on or off(Found on the skeleton of Haknir Deathbrand)
  • Crafting can be toggled on or off
Spellbreaker - Spellbreak Enchantment:
"I can grant you a powerful token for this task. An escutcheon of Dwemer make, capable of shielding you from both the spell and sword." - Peryite
Lore <-Created by a king to fight against Shalidor himself.  Noteworthy owners include a disgruntled former dragon cult member, and the Nerevarine!

The mighty Spellbreaker was not so mighty as it sat.  Capable of warding off journeyman spells at best, with no additional benefits.  Not to mention the visual effects and sounds were hit and miss at best.  I've corrected all of that, and given Spellbreaker the ability to reflect any spell towards your crosshair when you use shield bash.  I've also doubled the ward's magnitude, allowing you to block most expert and some master spells with it.

Spellbreaker Customization: 
  • Spellbreaker - Ebony = Spellbreaker which looks like YOUR default Ebony shield, with whatever retextures you have in place included.  Marginally better defense rating. 
  • Craft: (1 Spellbreaker OR 1 Spellbreaker - Daedric, 1 Daedra's Heart, 3 Ebony Ingots) 
  • Convert Back: (1 Spellbreaker - Ebony, 1 Daedras Heart, 3 Dwarven Metal Ingots)

  • Spellbreaker - Daedric =Spellbreaker which looks like YOUR default Daedric shield, with whatever retextures you have in place included.  Marginally better defense rating than Ebony equivalent. 
  • Craft: (1 Spellbreaker OR 1 Spellbreaker - Ebony, 1 Daedra's Heart, 3 Ebony Ingots) 
  • Convert Back: (1 Spellbreaker - Daedric, 1 Daedras Heart, 3 Dwarven Metal Ingots)
Note: Recipes only appear if you have the base artifact involved in their creation!

Masque of Clavicus Vile - Articulation Enchantment:

"Skyrim is now host to giant, flying lizards and two-legged cat-men... and you're surprised by me? Yes. I just talked. And am continuing to do so."-Barbas
Lore <-Given and taken on a whim, powerful enough to make a noble love you, yet still hate you lacking it.

The Masque of Clavicus needed very little honestly.  It's effect was already pretty true to lore, however I felt like the lord or bargains should have more to offer in counter for the Rueful Axe.  Plus you spared Barbas, so you can't be all bad!  Whilst wearing the helmet(and in addition to it's usual effects), you'll now be given access to a spell called "Bargain at any Price," which allows you to summon a dremora merchant to your location.  In addition, I've added a daedric helmet equivalent and corresponding recipes.  I've also increased the helmet's defense by a single point, putting it on par with the best helmet in the game.Masque - Customization:
  • Helmet of Clavicus Vile = Helmet of Clavicus Vile which looks like YOUR default daedric helmet with whatever retextures/reshapes you have in place included. 
  • Craft: (1 Helmet of Clavicus Vile, 1 Daedra's Heart, 3 Ebony Ingots) 
  • Convert Back: (1 Helmet of Clavicus Vile, 1 Daedra's Heart, 3 Ebony ingots)
  • Dremora Merchant spell can be toggled off
Note: Recipes only appear if you have the base artifact involved in their creation!

Ring of Hircine - Herald of the Hunting Grounds Enchantment:
"You have proven yourself a worthy hunter, and you have earned the greatest honor that can be bestowed upon a mortal:you are to be my prey." - Hircine
Lore <-Held for generations by the same werewolf, leader of the Skaal.  Stolen from him, he reclaimed it and was then killed by the Nerevarine.

The Ring of Hircine really doesn't do a whole lot in the scheme of things.  To me, it was always more a mark of status amongst lycanthropes.  This said, as a human or vampire?  If you choose to help Sinding, thus keeping this ring?  You've just inherited an artifact of legacy and power, yet you cannot do anything with it.  While I was partial to the old effect from Morrowind(allowing werewolf transformations even if you aren't one), it simply won't work with Skyrim.  Lycanthropy is, by default, far too attached to the companions.That all said, now anyone with the ring of Hircine equipped will have the ability to cast "Conjure Lycanthrope" with brings a werewolf or werebear directly from Hircine's Hunting Grounds to assist you in combat for 120 seconds.  These hunters of Hircine will level with you up to level 55 and are shrouded in harmful miasma during combat.

Ring - Customization:
  • Conjure Lycanthrope spell can be toggled off
Ring of Khajiiti - Breath of the Wind Enchantment:
"Small, great … the same. Each thread tugs the other. Petty jealousy, an unintended slight, dog-like lusts … these are the things that bring empires to ruin.." -Mephala
Lore <-Stolen from Mephala by one who went on to become the thief god of Khajiits.  Said to make the bearer swift as the wind and half as visible!
The models for this were included with Skyrim, but no game data referenced it.  While the creation club, and a few other mod authors restore this ring?  Again their enchantments left something to be desired, particularly if you actually read the lore behind it.  Wearing this ring will boost your speed by 10%, unless you're sneaking in which case it's 30% AND you're invisible.  You stay invisible the entire time you're sneaking, turning briefly visible when you attack.

Ring - Customization:
  • World distribution can be toggled off(found the body of Movarth Piquine).
Ring of Namira - Pestilent Disposition Enchantment:"Your mockery will be the end of you. And on that day, another servant will feast on your entrails and discover a ring clenched in her teeth. Be grateful for what time I give you until then." - Namira
Lore <-An artifact of great reverence, yet very little known lore.The ring of Namira's Effect, while unique and somewhat interesting at that?  Honestly isn't all that spectacular in terms of usability.  So, rather than doing something conventional, I thought I'd think outside the box and do something that goes a bit beyond your average artifact's effects.  Essentially, the Ring of Namira now gives the player a projectile vomit shout(similar to that of the afflicted), which can only be used while wearing the ring.  Don't worry you can still eat your corpses, but now you have something equally grotesque, yet twice as spectacular!  Show those damned afflicted how it's done, your vomiting skill knows NO equal!

Shout Name: Namira's BileWords: Uslaad Krasaar ViirTranslation: Eternal Sickness Wither
  • First Word(Wear Ring to attain): 125 Total poison damage, small chance of toxic shock syndrome(paralyze for 5 seconds) 20 second cooldown.
  • Second Word(Wear ring at level 20 to attain): 200 Total poison damage, small chance of toxic shock syndrome(paralyze for 10) 30 second cooldown
  • Third Word(wear ring at level 30 to attain): 400 Total poison damage, small chance of toxic shock syndrome(paralyze for 15), staggers opponents 40 second cooldown

Ring - Customization:
  • Shout can be toggled off
The Sanguine Rose - Myriad of Revelry Enchantment:
"Details, details. The Sanguine Rose breaks all the time and is fixed with but a thought."  - Sanguine
Lore <-Once possessed by Martin Septim himself during his intemperate youth

Let's face it, this is far from everyone's favorite artifact.  Infinite minions sounds good in concept but the implementation was somewhat lacking, especially given that far better conjuration spells exist.  Now the Dremora you summon is truly fearsome and also probably drunk(and possibly drunk, given where he lives). Now, he's no mere Dremora, but a Valkynaz of The Myriad Realms of Revelry(Sanguine's plane of oblivion)!  He levels with you all the way to level 81 and has a unique warhammer with a 5% chance of knockback, 20 fire damage and kills turn foes to ash(Configurable).

The Sanguine Rose - Customization:
  • Spell Tome: Thrall of Revelry =  a spell tome which allows you to summon the Valkynaz indefinitely, provided you're mastered conjuration.
  • Craft: (20 filled Black soul gems, 1 Daedra's Heart, 1 Sanguine Rose) 
  • Convert Back: (Impossible - No reobtaining except via console)
Note: Recipes only appear if you have the base artifact involved in their creation!

Chillrend - Frostfeed Enchantment
"Please, take this... I won't be needing it any longer. My battles are over. I plan to live out my days on the farm in peace and quiet." -Valus Odiil, upon giving Chillrend to the Champion of Cyrodiil
Lore <-An artifact of unknown origins, but great power.

Everyone's favorite counterpart to Dawnbreaker, before Duskbringer came along anyway.  Chillrend doesn't have a particularly storied history, but it does have awesome effects that just needed some refinement here and there.  Now the mighty Chillrend deals 30 frost damage to health and stamina, or 45 in the hands of a murderer.  Further, it slows enemies by 15% for 3 seconds and has a 15% to freeze them solid(because calling it paralyze made no sense at all).It should be noted that the sword is no longer leveled, all 6 leveled options were updated to the stats and enchantments of the strongest.  In addition, any of the 6 now identical blades can be used to craft the new Stalhrim Chillrend.  This ensures compatibility with existing saves.

Chillrend - Customization: 
  • Chillrend Stalhrim = Stalhrim Chillrend which looks like YOUR default Stalhrim Longsword, with whatever retextures/reshapes you have in place included.  Enchantment is 25% stronger(Stalhrim Bonus).
  • Craft: (1 Chillrend, 1 Frost Salts, 2 Stalhrim, 1 Leather Strips) 
  • Convert Back: (1 Chillrend - Stalhrim, 1 Frost Salts, 2 Refined Malachite ingots, 1 Leather Strips )
Note: Recipes only appear if you have the base artifact involved in their creation!

Daedric Influence - Rewards for carrying artifacts:
When thou enterest into Oblivion, Oblivion entereth into thee.'- Nai Tyrol-Llar
A generalized reward system meant to simulate the effects that Champions of respective Daedric Princes are said to enjoy.  The standard settings reward the player for carrying artifacts.  Effects stack, with all the effects applied by the 6th artifact., dropping the artifacts drops the effects.  There are no lingering bonuses afterwords. The current scaling is:


2 Artifacts Carried: 5% to all regens
4 Artifacts Carried: 5% to all weapon damage
6 Artifacts Carried: 5% to all resistances
This effect can be toggled OFF, or switched to a mode suited to people using survival mode mods(2 artifacts unlocks all buffs).

Carry Bonuses, lesser enchantment changes:

Collapse to Ashes:
  • Each artifact weapon can be configured to make enemies collapse into an ash pile upon their death.
  • Most weapons default to off, but every single weapon has an McM toggle so you can configure the effect to your liking.

Skeleton Key:
  • Craftable Skeleton Key after the Thieves Guild quest "Darkness Returns" is completed.  Carrying either it, or the original skeleton key will boost your lockpicking skill by 25 points.
  • Key appears in the miscellaneous category and requires 25 lockpicks, a daedra's heart, an ebony ingot and a flawless diamond to craft.
  • Crafting recipe and perk can be turned off via the config files.
Oghma Infinium:
  • 25% Bonus to magicka and stamina regeneration and 10% resistance to magic when carried
  • Can be turned off via the config files.

Helm of Yngol:
  • "The Return, Returns" greater power added when worn.  Allows player to permanently summon a Draugr Death Overlord(levels up to 55 with you.)
  • Helmet now offers frost resistance and smithing skill to match the lore(Yngol was the one who forged Wuuthrad)
  • Greater power can be turned off via the config files.
Other Daedric Staves:
  • Wabbajack's Enchantment is now called "Bitter Mercy" in homage to the Spear of Bitter Mercy from Morrowind
  • Wabbajack and the Skull of Corruption have infinite charges
  • Both can be configured to turn enemies to ash upon killing them(off by default)


Configuration , Recipes, Notes:
"My word is as true as fate, as inevitable as destiny. Bring me what I want, and I will give you what you seek." - Hermaeus Mora
MANY enchantments can be configured to personal taste via the McM menu.  If you don't have SkyUI or SKSE, fret not!  The mod will still work, and you can still configure it via the optional batch files.  Download them from the optional files section and refer to the "Read This.txt" or the APDIConfig.txt.

Recipes require the base artifact which is involved in their creation.  In addition, they require daedric smithing and the arcane blacksmith perk.  Recipes can be toggled off on a global basis via McM.  Toggling off ALL recipes will make recipe toggles linked to individual artifacts useless.


Installation/Uninstall/Update:
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Mod manager ready, or simply extract the provided archive to Skyrim Special Edition\Data and enable the "Artifact Patch.esp"

Simply delete the relevant files to uninstall.  The mod has very few scripts and is safe to update, install or uninstall mid-save without any special precautions.

Those who lack SkyUI/SKSE: Optional batch files go in the Steam/Steamapps/Common/Skyrim Special Edition folder, NOT data.  You only need these if you don't have SkyUI/SKSE and you would still like to reconfigure the mod.  Instructions are provided on the APDIConfig.txt as well as the Read this.text.

FAQ:
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Why didn't you do XYZ artifact?
If it's not in here, I didn't think it needed it or it was beyond the scope or intention of the mod itself.

Will you do XYZ artifact, or make this change to a particular included artifact?
Probably not, unless you can come up with a fairly convincing argument as to why.

Is this compatible with XYZ?
If it effects just the visuals of one of the artifacts(Meshes, Textures) are 100% compatible.  Mods that alter the enchantment, linked magical effects, weapon records or armor records will most likely conflict.  Conflicts can be resolved by loading my mod after or before conflicting mods.  After if you want my changes, before if you want theirs.

Will you do a spell instead of the batch files?
No.  I've provided both an McM menu and exhaustively annotated batch files, which are easier and faster to use than any spell would be.  If neither of these options suit you, perhaps this isn't the mod for you.

IIs it safe to update from the old mod version "Daedric Influence - An Artifact Overhaul"?
Absolutely, I built this mod directly from that one with updating mid-save in mind.

Why are these artifacts so powerful?
There are literal slivers of Godhood and are meant to be able to turn the tide of massive battles.  They are largely on par with a master level enchanter's effects, with a secondary effect that only applies in certain conditions.  Balance and game consistency were considered before every single change.  If you disagree with my scaling, tell me why in the comments.
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