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Daedric Artifacts -REPAIR-!


TheSnark

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Instead of simply getting a mod that corrects the wuss of these gadgets.

When found, the artifacts are dormant. In order for them to become their full potential in Mundus they require repair and enchanting. But not just any pedestrian treatments.

 

The repair requires Arcane and Daedric smithing perks and as close to a natural non augmented 100 in Smithing. Even with these requirements there is a small chance the artifact will be destroyed. Smithing skill below 100 drastically increases the chance of destroying the artifact.

 

Then the innate enchantment of the artifacts needs to be reawakened. Enchanter level 5 is mandatory along with Insightful Enchanter and the chance of success will depend upon the characters levels in Restoration and Alteration.

 

I suggest these are make or break operations. The artifact assumes tremendous power in the field specific to it's 'Patron' Daedra. These awakened effects are above and beyond the normal enchanted abilities of the artifacts, which also should be improved.

 

The awakened effects are the personifications of the respective Daedra..

Some suggested effects:

Ebony mail: A chance to briefly paralyze an enemy that successfully hits it.

Rueful Axe: High chance to deliver one hit deaths to non hostiles (including accidental hits of companions)

Savior's Hide: Drastically reduces magic damage and stamina drain.

Volendrung: Stamina damage can only be reversed at a shrine.

Mehrunes Razor: Chance to paralyze

Ebony Blade: Extreme damage to a randomly selected type of enemy. Changes periodically and arbitrarily.

Dawnbreaker: Successful hit causes almost any undead to flee.

Mace of Molag Bal: Hit can also cause vampirism,

 

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