About this mod
This mod aims to diversify builds a bit more, making so that unique gears are more useful
- Requirements
- Permissions and credits
The changes are:
[Vigilant's armor]
Chestpiece: 100% magicka regen, 10% reduction to restoration spells
(to make the battlemages early game not so painful)
[Volsung]: +100 to health +50 to carry weight, can breath underwater
one of the only 2 dragonpriest masks wich was useless (breath underwater and fortify carry weight 20 was a yoke)
[Hevnoraak] continues to give 100% poison and disease resistance
New effect: Hevnoraak's conveniance: the Mask protects the user against slow, paralysis, draining and magicka loss effects
The mask continues to be a convenient Dragon priest mask, not really fitting into any build, but rather of use for specific situations
[Tyranus gear]
Chest piece: 10% magic resistance, 200% magicka regeneration, 14% reduced cost for restoration spells
Gauntlets: fortify magicka 60 points, fortify two handed 25%
Boots: fortify stamina 60 points Rank II
Ring: 18% fortify restoration
[Haldyn fixed], Doesn't cast 2 spells and runs out of magicka anymore, he's a proper battlemage now (went from a normal bandit who could cast 2 lighting bolts to a proper battlemage boss, hella tank, uses wards now and high level destruction spells, carries a battlemage set as reward)
Blood Horkers Chest piece: 18% reduced cost for Destruction and Alteration spells
Blood Horkers Gauntlets: fortify 200% magicka regen
Blood Horkers Boots: 15% resistance to frost, shock and fire damage
Blood Horkers Helmet: 10% magic resistance
[Armor of the old Gods]
Chest piece: 12% destruction, 150% magicka regen
Gloves: fortify one handed 15%
Boots: Fortify sneak 20% (untouched)
Headgear: Fortify destruction 14%
Good early/mid game nightblade gear if you choose to join the forsworns
[Konahrik] 100 points of stamina health and magicka rank II, 200 points of armor rating, reduced cost for all spells 20%, increased damage with all weapons by 20%, Resist magic 20%, fortify absorb chance 20%, Resist poisons and diseases 300%, restore 5 points of health/Stamina/magicka per second, thu'um can be used 20% more frequently
Now has a lot of utility and gives enough resistance to be better than any of the other dragon priest masks, however it's not a god mode anymore, having it's healing reduced to a 15th of it's original state, magicka and stamina recovery are slightly more useful now and it gives any build a good buff (perhaps not for an sneak archer?)
[Auriel's Shield]
Wasn't touched by Requiem, weaker than a Vigilant's Shield, and it was the Shield of a god, now it has 25% magicka resistance and 50% resistance to frost (keeps it's powerful bash enchantment as well)
[Blackguard armor]
Wasn't touched by Requiem or Fozar's patch
Chest piece: Pickpocket is 50% easier, fortify carry weight by 50 points
Hood: fortify magic resistance 5%
Gloves: one handed and ranged weapons deal 15% more damage
Boots: moves silently, one handed weapons deal 15% more damage
[IronHand Gauntlets]
Fortify armor penetration with two handed weapons by 5%
back to being the only heavy armor piece to fortify two handed armor penetration
[Helm of the unburned]
Resist fire 50% (since it's a reward further into Labyrinthian and behind a master locked door i figured it should be at least useful)
[Helm of Yngol]
Resist frost 40%
[The forgemaster Fingers]
Fortify smithing skill 15pts
Now is an Orcish Gauntlet
[Aetherial Staff]
Now summons a enchanted sphere for 60 seconds instead of a freaking spider (come on it's one of the 3 unique final rewards to a very hard quest)
[Aetherial Shield]
40% resistance to fire and frost (to go along with Dwarven resistances), still aetherises on bash
[Greybeard clothes] now have a secondary effect when weared all together
Greybeard robes: +another 10% shout cooldown reduction adn 200% magicka regeneration
Boots: +50% stamina regeneration
Hood: +20 points of health, stamina and magicka
Amulet of talos within the tomb of Jurgen Windcaller replaced with an amulet of Akatosh (the requiem devs forgot to replace it after they've switched the blessings effects)
[Vampire Royal armor]
250% magicka regen>> Alteration and conjuration spells costs 12% less, magicka regens 300% faster
Armor materials unique effects readjust
[Daedric armor bonuses]
Magic resistance per piece 6%>>8% (to make up for the lack of effects you can put into it compared to other Endgame gear) Shields does not count
Stalharim Heavy Frost Resistance 6>>8%
Ebony Fire resistance 6%>>8%
Dragonbone Shout Resistance 9%>>14%
Dragonscale Shout Resistance 6%>>9%
Requires the Fozar's Dragonborn patch in order to work
Works on Requiem 4.x and further, but was made specific for 5.1 and further