Whichever potion type you choose to fill it with will be endlessly replenished. I put the daedric smithing perk keyword on it and tripled the ward enchantment's potency. My favorite daedric item, it's already the best shield in the world. I'll keep the shield vanilla and triple the enchantment on it. Vanilla version is equal to an Orc shield and a little lighter. It smells musty, and it's equivalent to leather armor. The penalty for wearing The Savior's Hide is that you are wearing an ancient pelt.
I removed the Ebony smithing keyword for tempering. The Savior's Hide is a good candidate for ability tripling. Aforementioned bloke then fashioned the pelt into some decent leather-class light armor and had the local wizard enchant it with protection magic. He didn't expect anyone to survive, and had to improvise a crappy daedric artifact on the spot to reward some poor bloke. Hircine granted a mysterious pelt to someone who escaped his Hunting Grounds, probably as an afterthought. I added a requirement to the enchantment and to the spell effects: it only works while you are not effected by Arkay's Blessing. I raised the duration of Namira's Blessing from 5 to 30 mins. One of the lesser Daedric artifacts, the Ring of Namira is fine as is. That's why Mannimarco and Arkay don't get along. Arkay won't allow that kind of soul-bending magic. I also wanted to include an armor rating boost or an armor spell or something, but I couldn't figure that out.Įxtra bonus feature: The Blessing of Arkay will nullify the Necromancer Amulet's power. Tell me what you think maybe I'll put it back. I originally included a requirement that the PC's health must be at least 150 for the amulet to activate, but I removed it. If your character's total health is 120 or lower and you are wearing this amulet, you will drop dead the moment you reach Conjuration skill level 75. A Health reduction of 120 could instantly kill some characters. Total Health and Stamina is reduced by 120 (try not to die!).
Hot dog! This is a fun amulet! With Conjuration Expert, the effects of the Necromancer Amulet are: These effects intensify when the player unlocks the Conjuration Expert Perk!
Not bad, right? A nasty penalty, an underwhelming buff, and an interesting change to PC health and stamina. Health regeneration is greatly increased. Total Health and Stamina is reduced by 40 (ouch).
New Enchantment: My mod restores the Necromancer Amulet to its former lore-based glory.Īlchemy and Enchanting are fortified by 3. Weakness, thy name is Necromancer Amulet. Old Enchantment: Conjuration spells 25% cheaper to cast, Magicka fortified by 50, Health and Stamina Regen reduced by 75%.
I changed the Amulet by editing its description, and completely changed the enchantment on the amulet. Like Callixto said, most people won't recognize the value of it. Mannimarco's tool for advanced necromancy has fallen into your hands. That Poison Cloak ability does 15 damage/sec instead of 5. Armor stats changed to match Daedric Armor, but much heavier (suffer, mortal!). Its stats are the same as a Daedric Helmet, but much heavier.īoethiah really outdid themself with this powerhouse. The masque is already pretty good, but I raised the Speech boost from 10 to 30, increased the weight (very heavy now) and now it can be tempered with Daedric smithing.
I've raised their monetary value, but some of them are unsellable now.Ģ7 artifacts or sets were modified: Masque of Clavicus Vile, Ebony Mail, Necromancer Amulet, Ring of Namira, Savior's Hide, Shield of Ysgramor, Spellbreaker, The White Phial, Auriel's Bow, Auriel's Shield, Staff of Magnus, Volendrung, the Dragon Priest Masks, the Dragonborn Acolyte Priest Masks: Ahzidal, Dukaan and Zahkriisos, Ebony Blade, Skull of Corruption, The Gauldur Amulet, Dwarven Bow of Fate, Rueful Axe, Bloodskal Blade, Aetherial Shield, Nightingale Weapon and Armor Set plus Nightingale Powers, Mace of Molag Bal, Sanguine Rose, Dawnbreaker, Wabbajack, Wuuthrad I've added a reasonable penalty to many of them. I've gone through most of the Daedric artifacts, Dragon Priest Masks and some other unique artifacts and tripled their potency. This mod removes the feeling of disappointment you feel when you acquire a unique artifact that isn't very useful.