About this mod

Artifacts are legendary weapons, supposed to exceed mortal limits and in some cases break the rules of the universe itself, and yet in the vanilla game items like Dawnbreaker, Wabbajack, Volendrung, Wuuthrad, Auriel's Bow and the Staff of Magnus are almost unusable because they're so weak. This mod aims to fix this problem with several upgrades.

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Daedric artifacts and other legendary weapons are supposed to be weapons filled with power that transcends mortal understanding, with some artifacts in particular having power that can completely unbalance the mortal world or even compare in power to beings stronger than Daedric Princes, and the story and characters treat them as terrifyingly powerful. Despite this lore, the weapons are generally early game weapons that get outclassed quickly in the early game due to not being as easy to improve, and then completely outclassed in the late game by other weapons. These are the weapons of the gods, some strong enough to affect beings comparable to Daedric Princes, so they shouldn't be matched or exceeded by weapons you can find lying around or being wielded by bandits. 

This mod aims to correct this issue and make the Daedric Artifacts and other legendary weapons viable by strengthening the weapons in various ways, including making all the Daedric Artifact weapons which have limited enchantments have unlimited ones, since these weapons shouldn't be bound by typical rules of enchanted weapons. If Mehrunes Razor and the Ebony Blade can have unlimited charges, why not the other Daedric Artifacts and other similar items? 

The following items have been modified. 


Dawnbreaker: 
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 Now has unlimited charge for its enchantment and does 15 base damage, the same as a Dragonbone Sword. It also benefits from the Daedric Smithing perk. Its base fire enchantment also now does 25 damage instead of 10. Also now does sun damage of a similar amount to its fire damage. Still not overpowered, but not a complete joke anymore. 



Mace of Molag Bal: 
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 Now has unlimited charge for its enchantment and benefits from the Daedric Smithing perk. Its enchantment now absorbs stamina and magicka instead of just damaging them, its soul trap effect lasts 5 seconds instead of 3, and the mace has a slightly better ability to stagger enemies. 



Volendrung: 
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 Now has infinite charge for its enchantment and deals 30 base damage, slightly higher than the 28 of a Dragonbone Warhammer, has a higher stagger rate, and benefits from the Daedric Smithing perk. Its enchantment also drains twice as much stamina now and has an additional paralysis effect that lasts 3 seconds. 



Wabbajack: 
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 Now has unlimited charge and casts faster. 



Sanguine Rose: 
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 Now has unlimited charge and casts faster. Now has a new stronger type of Dremora called a Dremora Champion, which can only be summoned with Sanquine Rose, by Mehrunes' Dagon during his Daedric Quest, or by Malyn during Azura's Daedric Quest. Dremora Champions well replace Dremora Valkynaz at level 70 and higher. Dremora Champions will not appear below level 70. This allows the Sanquine Rose to exceed the Conjure Dremora Lord spell from level 70 onwards. 



Skull of Corruption: 
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 Now has unlimited charge and deals a bit more damage, 25 without dreams, 60 with dreams, instead of the vanilla 15 without dreams, 40 with dreams. Also casts a fear spell when used with dreams stored, making it a far more viable staff in battle. 



Staff of Magnus: 
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 Now has unlimited charge and deals 300 damage per second to magicka and then 100 damage per second to health instead of the vanilla 20 to both. It also casts faster. Now it's actually a powerful staff instead of becoming useless right after you use it to beat Ancano. It is after all considered to be one of the most powerful artifacts in the entire game, and only gotten after finishing the College questline. 



Auriel's Bow: 
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 In the vanilla game Auriel's Bow does 13 base damage, the same as an elven bow, and its enchantment does 20 sun damage plus 30 to undead, an enchantment that was outclassed by the second best vanilla fire enchantment which does 25 fire damage, double to undead, plus lingering fire damage. The bow of a being considered stronger than Daedric Princes, able to affect Magnus, another being stronger than them, and it was outclassed by an Elven Bow of the Blaze which can be found in levelled loot. 

With this mod, it now has its base damage boosted from 13 to 35, to almost match the combined damage of a dwarven crossbow with an exploding dwarven bolt, and its enchantment has unlimited charge and has been boosted from 10 to 40 sun damage, and an extra 80 to undead instead of the vanilla 20. The enchantment of Sunblessed Arrows has been boosted from 10 to 20 damage and another 20 to undead instead of the vanilla 10. Meaning that Auriel's Bow with Sunblessed Arrows now does a total of 60 sun damage plus 100 to undead. It also now benefits from the Dragon Armour perk in addition to the Elven Smithing perk, allowing it to be improved further if you invest in the smithing perks. It seemed reasonable given Auriel is Akatosh, the father of dragons. This allows it to reach very high damage, but it still requires skill on your character's part and can be matched by highly powerful enchantments, so it's still not too overpowered. 



The Rueful Axe: 
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 The Rueful Axe is treated as powerful, but it's arguably the worst weapon imaginable in the vanilla game. It now has an unlimited enchantment which deals extra damage to werewolves and undead, deals 50 stamina damage and 10 frost damage, and casts soul trap for 2 seconds. It now swings as fast as a normal battleaxe, deals 30 base damage, benefits from the Daedric Smithing perk, and ignores armour. It is now genuinely a powerful item. This enchantment is done to be lore-friendly, as it was given by Clavicus to a man who wanted to free his daughter from being a werewolf. Obviously, the boosted damage to werewolves makes obvious sense, and I thought the soul trap just emphasized how heartless Clavicus was, since if the man actually used that axe to kill his daughter he'd be "freeing" her from being a werewolf only to send her to the Soul Cairn, a far worse fate. 



The Ebony Blade: 
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 Now has the reach of a greatsword and does 25 base damage, the same as a Dragonbone Greatsword, and swings faster while benefitting from the two-handed skill and both two-handed and one-handed perks. This is to compensate for the fact that it still can't be improved since its inability to be worked by any forge is outlined in the book found next to it, so this isn't game-breaking. 



Mehrunes' Razor: 
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 Now does 12 base damage, the same as a Dragonbone Dagger, and its enchantment now includes a poison effect that deals 3 damage per second for 60 seconds for a total of 180 poison damage per hit, and this effect stacks each time you land a hit. It also now ignores armour and reduces armour with each hit for constantly increasing damage, deals higher critical damage and benefits from the Daedric Smithing perk. 



Chillrend: 
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 Now has an infinite enchantment and is always in its strongest form regardless of your level, since it's not really immersive that an artifact that's been around for thousands of years is changed by a few levels of the player. Its enchantment also has a weakness to frost effect, which was an effect it had in earlier games. 



Blade of Woe: 
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 Now has an infinite enchantment which drains more health and also inflicts a fear effect and soul trap. This has the side effect of making Astrid a bit harder to beat if you choose to destroy the Dark Brotherhood. 



Wuuthrad: 
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 Now deals 28 base damage with 12 critical damage, and benefits from the Ebony Smithing Perk. Now has an infinite enchantment which deals 70 health and magicka damage to all kinds of elves including Orcs, deals 50 health and stamina damage to giants and mammoths, traps the souls of enemies killed with it, and reanimates almost any dead body it hits for 60 seconds. These effects may sound silly, but they are all relevant to Wuuthrad's backstory and even powers it is confirmed to have in some form or another. 



Nettlebane: 
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 Now deals higher damage and has an infinite enchantment which deals extra damage to Spriggans. There is a mod called Improved Nettlebane which offers a similar effect with a better appearance; if you use them together simply load that after this. 



Ghostblade: 
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 Now ignores armour entirely and swings much faster, due to being weightless. It also now benefits from dagger-related perks like sneak attack perks and has higher critical damage. 



Miraak's Sword: 
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 Now has an infinite enchantment, a longer reach to match the length of the tentacle that comes out of it, and a lingering poison effect based on Apocrypha's poisonous water. It is also no longer levelled, always being in its strongest form, and now benefits from the Daedric Smithing perk. The longer reach in particular makes it now a genuinely unique sword, and makes the tentacle both relevant and immersive. 



Miraak's Staff: 
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 Now has an infinite enchantment and deals a fair bit more damage. It is also no longer levelled, always being in its strongest form. 



Bloodskal Blade: 
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 Now deals a bit more damage, 25 base damage, the same as a Dragonbone Greatsword, benefits from the Ebony Smithing perk, and has the Silvered perk to deal extra damage to vampires and werewolves. Its energy blasts now travel further and deal 100 damage instead of thirty; this part is inspired by More Powerful Bloodskal Blade. 



Aetherial Staff: 
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 Now has an infinite enchantment and casts faster. Its summons are still weak though, so it's still not an ideal conjuration staff. Considered replacing the failed summons that result in scrap piles with Dwarven Centurions, but that seemed to conflict with the intent behind the staff. 




Recommended Mods:

Vampiric Harkon's Sword: Overhauls Harkon's sword in a similar way to these changes, with a unique visual overhaul as well. 

This mod is flagged as ESL so it won't take up a slot in your load order.