• This is a rework of the Aetherial Artifacts. Have you ever felt disappointed with the original three artifacts? Disappointed with the reward after all the trouble? While other mods have changed them, none have truly satisfied me, so I decided to redo them myself. Now, they are no longer mere collectibles away but powerful tools of combat, making them more "active" and potent.(Does not include modifications to the model's appearance, they are other mods)Adjustments: Aetherial Energy Stone:
• The Aetherial Artifacts are now significantly more powerful; however, this power does not come without a cost. A new consumable has been introduced as the price of this power.
• A necessary consumable for using the three artifacts, crafted at the Aetherium Forge using soul gems and some Dwemer metal.
• Aetherial Staff:• The original staff was undoubtedly the second weakest among the artifacts. I have reworked it differently, introducing more schools of magic and transformation.
Spoiler: Show • Aetherial Staff - Destruction: Spoiler: Show • Aetherial Staff - Alteration: Spoiler: Show • Aetherial Staff - Illusion:
• Aetherial Staff - Summon:
• In the Base Game, the staff's effect was to summon a Dwarven Sphere, Spider, or even some scrap metal, based on your level. Frankly, I appreciated this mechanism; it looked like the staff was teleporting an unlucky Dwemer construct from somewhere to fight for the player. However, as a combat tool, it wasn't practical. Imagine encountering an enemy, using the staff, summoning scrap metal, and getting yourself killed—frustrating, isn't it?
• In my rework, the summoned constructs are void, directly summoned by the staff rather than transferred from somewhere else. The summoning variety has expanded from the original two to four: Centurion, Spider, Sphere, and Ballista. The void Dwemer constructs deal void damage (reducing armor, causing magical damage), And Level up with you.
• As the name suggests, this version of the Aetherial Staff focuses on destruction, dealing massive damage while also destroying resistances (magic resistance and damage resistance). By pairing it with other spells or weapons, you can inflict enormous damage on your targets. Such powerful strength naturally comes with a significant cost: high staff charge consumption. You’ll need plenty of soul gems to keep it satiated.
Basically a fusion of the Base Game Alteration master spells, but more powerful. It can apply a short-term percentage of damage resistance to yourself and your allies, and at the same time cause a very short paralysis effect on the enemy, which will increase the damage taken after being paralyzed.
It combines the master spells of the Base Game illusion, inflicting an additional damage-increasing invisibility effect on yourself and your allies, while applying random fear, frenzy, or calm effects to enemies in range. Although these effects last for a short time, they are very helpful in escaping or seizing some opportunities.
Spoiler:
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• Aetherial Staff - Restoration:
It is still a master spell that combines the Base Game restoration skills, applying a percentage of health, mana, and stamina recovery effects to yourself and your allies, which takes effect every two seconds. It is effective against high-value units, but relatively weak against ordinary units, and the recovery is not that fast, but its recovery effect is still strong, and it can also disperse the undead, causing high continuous damage.
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•None of the Aetherial Staff effects are influenced or enhanced by skill tree perks.• Aetherial Shield:•The worst choice. I seem to have never chosen it in all the time I have played the game. The effect is meaningless. • My rework allows the shield to resist spell damage, increase physical damage resistance, and improve some magical resistances. Additionally, it can reflect most spells, and the reflected spells are treated as if you cast them, which means they benefit from your skill tree perks. Shield bashing has also been replaced with straightforward damage, allowing you to stack damage through frequent shield bashes. Two additional Power have been added: • CounterAttack: Blocking can cause a large amount of AOE damage to the enemy when attacked, which is very useful against a large group of enemies, so its duration is very short. Spoiler: Show • Protection: Grants armor based on the player's level with a long duration, and it can also be cast on allies—an extremely practical Power. Spoiler: Show
•Reflected spells:Consume energy stones to reflect incoming spells. Most spells can be reflected, even those cast on yourself, but one energy stone is consumed every 5 reflections, so it can also be switched on or off through Power so it can be turned on when dealing with mage enemies.
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• Aetherial Crown:• In the Base Game, this was most people's choice (including mine). The ability to have multiple Standing Stones remained a very tempting feature, one of the few strong effects in the Base Game. • My rework slightly enhances its original enchantments, increasing magic resistance, experience gain, and some basic stat boosts. The cherry on top is the addition of five extra Power: • Veil: A practical Power. When you are hit, there is a chance that you will become invisible for 2 seconds. If you are lucky, you can avoid a lot of damage. Spoiler: Show • Avoid Death: It consumes a lot of energy stones in exchange for a full state resurrection, which consumes a lot of energy stones, so it is generally not recommended to use it. Unless you have too many energy stones to use up. Spoiler: Show • Grace: When entering a battle, you will randomly gain some enhanced skills. They are not very powerful, but they can strengthen yourself to some extent, although it depends a lot on luck. Spoiler: Show • Field: Place a magic circle to cause damage to the enemy and restore the Health, Stamina and Magicka, of yourself and your allies. It is suitable for rushing into the enemy pile. Spoiler: Show •Implications: This is a purely strengthening skill, which consumes energy stones no less than the amount of death-proof in exchange for some strengthening. Spoiler: Show • Installation & Uninstallation: • Compatibility:• Incompatible with mods that alter the records of the three artifacts. • Credits:• Kittytail: Based on some VFX series NIFs, which were adapted for my spell NIFs.
•Installation: Use a mod manager to install.
•Uninstallation: Use a mod manager to uninstall.
• Incompatible with other mods that focus on modifying the Aetherial Artifacts.
• Compatible with other artifact overhaul mods, just make sure my mod is loaded after them.