Adds 44 unique items with powerful benefits and drawbacks to the world of Requiem - The Roleplaying Overhaul. Intended to promote diversity of play, particularly unorthodox builds and behavior, as well as exploration.
Free use for all my work, please give credit. Thanks to LeanWolf for the Bromvennah mesh, and for making it free to use. Thanks to Insanity for the upgraded Folly model, and for making it free to use. Thanks to Fortran for the Mirror Shield model, and for making it free to use. Thanks to PrivateEye for the Makoto mesh, and for making it free to use.
File credits
Leanwolf for the Bromvennah mesh. Insanity for the upgraded Folly model. Fortran for the Mirror Shield model. PrivateEye for the Makoto mesh. The Requiem authors for the Requiem keywords used in this file.
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Changelogs
Version 3.5
Fixed shout fortification values.
Version 3.4
Fixed Bromvennah’s penetration interaction with Requiem's non-AR resistances by actually looking at Requiem's perk values and doing math.
Tweaked some description text.
Removed vestiges of Requiem 1.9’s sneak attack spell mechanics on Mechanical Lightning, and added disintegration properties to match 2.0’s Thunderbolt.
Mystic’s Cowl nerfed from -50% magnitude/-50% cost to -55% magnitude/-45% cost.
Impassive Ice nerfed from +110 magicka/+60% frost resistance to +100 magicka/+40% frost resistance.
Robes of the Sage nerfed from +400 magicka to +380 magicka.
Reduced Stormblood’s value.
Stripped unused records out of the file.
Version 3.3
Fixed unintended attribute bonus on Hallowed Waraxe.
Version 3.2
Fixed Atronach Forge Form ID lists so Folly is actually upgradable.
Version 3.1
Taking Skooma Gloves and Loincloth of the Monkey-Man is no longer considered stealing.
Updated Bromvennah’s new AP effect for Requiem 2.0, removing a reference to an unused damage resistance perk that has now been deleted from Requiem.
The lightning DoT enchantment on the Daedric version of Folly will now function in Requiem 2.0, and now correctly deals shock damage instead of pure magic damage.
Version 3.0
Dragonborn is now required. If anyone is legitimately put off by this let me know and I’ll consider making a DB-less version.
New items:
‘Makoto’
Weapon class: Greatsword
Weight: 17
Damage: 131
Speed: 0.78
Reach: 0.91
Effects:
• Drains 3 health per second from the wielder
• Deals 3 damage per second for 20 seconds to targets
• WeapMaterialDaedric keyword
Ring of the Troll
Weight: 0.8
Effects:
• Restores 3 health per second.
• Multiplies incoming damage by 1.5.
Red Tearstone Ring
Weight: 0.25
Effects:
• Below 25% health, deal 50% more damage.
Mystic’s Cowl
Armor class: Clothing
Equip slot: Hair, circlet
Weight: 1
Effects:
• Spells cost 50% less, but are 50% less effective
Dwemer Battlemage Armor
Armor class: Heavy Armor
Equip slot: Body
Weight: 33
Armor rating: 181
Effects:
• 15% spell absorption
• The wearer can cast “Mechanical Lightning” and “Mechanical Ward,” cheaper and more powerful versions of Thunderbolt and Greater Ward.
Mirror Shield:
Armor class: Light Armor
Equip slot: Shield
Weight: 11
Armor rating: 44
Effects:
• Reflects 1000% of damage taken while blocking.
Changes:
Folly can now be upgraded into a version with an improved enchantment, improved stats, and the WeapMaterialDaedric keyword using the Atronach Forge and a certain item that its original owner tried and failed to obtain.
Bromvennah has been reworked yet again. It now has its original stats (39 base damage, 20 piercing damage enchantment), but no Daedric or Silver keywords. Instead I’ve given it custom keyword and hidden perk implementation that should cause it to have 50% armor piercing against both normal armor rating and Requiem’s non-AR resistances (such as those used by ghosts, vampires, and – in 1.9.4 – automatons). This makes it worse than a Daedric weapon against these special resistances (though still substantially better than a non-Daedric weapon), but the same as (1.9.4) or better than (2.0.x) a Daedric weapon against normal armor. It is very likely that in some cases the non-AR resistance piercing will be higher or lower than 50% because of how complicated these perks are and how new I am to working with them, but the basic idea is working.
Poisons applied to Serpent’s Staff now last for three times as many uses. Should stack multiplicatively with the increased dose count from the Alchemy skill tree. Reach lowered to 1.1, down from 1.2.
Daylight Boots now cause sneak attacks to do virtually no damage, in addition to their sneaking penalties.
Completely revamped berserker set to use health threshold effects. The formula is now one moderate benefit (two for the armor), one moderate drawback, and one large benefit requiring the wearer to be at or below 50% health.
Armor: Weapons swing slightly faster. Increases health by 20. Below 50% health, move 30% faster and take one-third damage. Above 50% health, take double damage.
Boots: +10% movement speed. Below 50% health, stamina regenerates 400% faster. Sneaking is ineffective, and causes attacks to deal almost no damage.
Gauntlets: +25% onehanded and twohanded damage. Below 50% health, ignore 30% of enemy armor. Blocking is ineffective, and depending on skills may even cause you to take increased damage instead of reduced damage.
Harvest boots health bonus increased to 60, up from 40. Speed penalty increased to -15%, up from -10%.
The Alpha now increases movement speed and magic resistance by 10% while blocking. It can no longer be enchanted.
Heavy Lead set now has 5% damage reflection.
Bug fixes:
Bromvennah no longer gives error messages about how your weapon is already enchanted on every strike.
Folly points to the correct static now.
Some more MGEFs that were being affected by resists have been fixed.
Robes of Asceticism’s penalties are now properly visible.
Cleaned up crown of validity’s effects menu.
Version 2.1
Fixed an issue where equipping some items would grant Restoration experience.
Adjusted Heavy Lead set for balance and mechanical function with Requiem 2.0.0. Arrow resistance should now be normal. Health, stamina, and weapon damage all reduced to +40, down from +50. Armor slightly reduced.
Fixed an issue where some effect magnitudes were being affected by MR.
Adjusted flavor text.
Version 2.0
Summary of changes (full changelog below):
Ten new items hand-placed in the world.
Reworked items with effects that reduced maximum stamina or magicka to use other effects instead to avoid various exploits and bugs possible with these effects.
Added temper recipes for all weapons and Helm of Determination. Berserker set is too fragile to temper, and lead cannot be obtained to temper Heavy Lead set.
Adjusted item balance.
Cleaned up effects menu.
Reworked Bromvennah to make it compatible with Requiem’s blessing conditions.
Fixed various minor bugs.
Adjusted flavor text for consistency.
Other things I’ve probably forgotten about.
Ful-lish changelog:
New items:
Hallowed Waraxe: One-handed axe that provides immunity to lifedrain, poison, disease, and paralysis, and can be enchanted further with a normal weapon enchantment. Has the WeaponMaterialSilver keyword, making it effective against ghosts and the undead.
Monk’s Staff: Battlestaff that provides +30% blocking, +6% magicka and stamina regeneration, +6% movement speed, +6% magic resistance, and +30% disease and poison resistance, while also preventing magicka loss when hit. It can also be further enchanted with a regular weapon enchantment.
Gloves of the Fastidious: Clothing gloves enchanted with +40 magicka, +40% magicka regeneration, -200% resistance to poison, -400% resistance to disease.
Loincloth of the Monkey-Man: Light armor enchanted with +150% movement speed, +30 unarmed damage, all types of weapons deal 100% less damage, all types of magic cost 200% more.
Destroyer’s Mace: Mace that makes Destruction spells 30% stronger, and can be enchanted with an additional enchantment.
Protector’s Mace: Mace that makes Restoration spells 30% stronger, and can be enchanted with an additional enchantment.
Serpent’s Staff: Very long and fast, but extremely low-damage staff. +200% blocking effectiveness, +20% movement speed, +50% resist poison, -50% frost resistance. 9 damage, 2 weight, 1.3 speed, 1.2 reach.
Harvest Boots: Clothing boots enchanted with +300 carry weight, +40 health, -200% weapon damage, +400% spell cost for all schools of magic, -10% movement speed, power attack cost penalty of 1.75x.
Ring of the Zombie: Ring enchanted with 1300 armor, 50% magic resistance, +55 unarmed damage, 70% resist poison, -100 stamina per second while equipped.
Balance changes:
Shackle of the Troll: Movement speed bonus +65%, down from +75%. Magicka penalty replaced with +300% casting cost for all five schools of magic.
Amulet of Peace: Magicka penalty replaced with +2000% casting cost for all five schools. Stamina penalty replaced with a stamina regeneration penalty of -20% and a power attack cost penalty multiplier of 2x. Flavor text changed accordingly.
Robes of the Sage. Reverted health reduction and magicka bonus to pre-release alpha values: -150 health +400 magicka, up from -100 health and +300 magicka. Restoration bonus reduced to 20%, down from 25%. Magic resist reduced to 25%, down from 30%. Weight increased to 6, up from 3.
Bromvennah: Revamped to not depend on the WeaponMaterialDaedric keyword for its armor piercing properties to avoid breaking blessings. Increased piercing damage to 30, up from 20, increased base damage to 44, up from 39, gave WeaponMaterialSilver keyword.
Token of Sin: Stamina regeneration debuff replaced with a continuous drain of -1 stamina/second, which also halts stamina regeneration, and will be exactly counterbalanced by stamina-restoring soups. Magic resist decreased to 7%, down from 20%.
Daylight Boots: Archery bonus increased to 35, speed bonus increased to 10.
Heavy Lead Set: Added 5% spell absorption per piece. Armor increased to 90.
Robes of Asceticism: Reduced weight to 8. Fixed issue where unarmed bonus was not appearing in the active effects menu despite being active and an effect. Cleaned up active effects menu so that the Conjuration and Destruction penalties are combined into a single effect. Added a blank effect whose description clarifies which items cannot be worn in conjunction with the robes, since equipment slots are not visible to the player.
Berserker’s Gauntlets: Reduced weakness to magic to 25%, reduced armor to 1.
Berserker’s Armor: Stamina penalty replaced with a health penalty of 30.
Berserker’s Boots: Stamina penalty replaced with a health penalty of 40. Stamina regeneration bonus reduced to 400%, down from 500%.
Helm of Determination: Stamina penalty replaced with -60 stamina regeneration and a power attack cost penalty of 1.75x. Magicka bonus reduced to 200, down from 280.
Corpse Knife: Stamina regeneration penalty replaced with a constant drain of 100 stamina per second while equipped. Stamina damage (to enemies) increased to 150, up from 100.
Dullard’s Blade: Magicka regeneration penalty replaced with a constant drain of 100 magicka per second while equipped. Magicka damage (to enemies) increased to 150, up from 100.
Bug fixes (other than those mentioned on the items):
Fixed an issue where a second copy of The Alpha could be obtained under some circumstances.
Improved consistency between MGEF flags. This probably didn’t do anything.
Reworked some flavor text for grammar and consistency between items.
All weapons and Helm of Determination are now temperable.
Version 1.1
Added meshes missing in 1.0. Bromvennah should now be visible, and Folly should properly retain its appearance even for people using vanilla replacers.
Version 1.0
Initial release. 26 artifacts.
Summary: My favorite effect in Skyrim is the Atronach stone. It has a powerful positive effect, but a comparably powerful drawback. It makes builds using it immediately, noticeably different from builds not using it, and build-definition is what I love about RPGs in general and Requiem in particular.
So I set out to make a series of artifacts with these kinds of effects: powerful benefits, but comparably powerful drawbacks. The goal is to provide alternatives to "best in slot" gear, by making "best" less about the high end of a linear spectrum of power and more about context and build specificity. I see this as being highly compatible with the ideals of Requiem.
All of these items are hand-placed around the world. Locations are not spoiled in this description. The readme file ("docs" section) provides the locations of each item.
Some of them are in important locations you will visit in the course of major quests. Some of them are in locations that will be obvious to veteran Requiem or Skyrim players from their names and descriptions. Some of them are hidden in random, very out-of-the-way places, and will be almost impossible to find without the readme.
None of these items are game-breakingly powerful.The power levels range between first-tier enchanted gear and non-Daedric engame gear, falling short of Requiem's Daedric artifacts. Requirements and Compatibility: Requiem is required for this file. Several items incorporate Requiem keywords, reference enemies or mechanics added by Requiem, or simply make no sense in vanilla because the systems they depend upon to be balanced are not there.
Versions before 3.1 were developed on Reqiuem 1.9.4. Versions 3.1 and up were developed on Requiem 2.0.2. Version 3.1 should still work fine with Requiem 1.9.4.
This mod contains no scripts. The only records it modifies are the Atronach Forge Sigil Stone result list and cell and worldspace records, and it does so only to place its items in the world. Everything else is a new record or a reference to an unmodified vanilla or Requiem record. This should make it highly compatible.
Artifacts:
Amulets:
Spoiler:
Show
Shackle of the Troll
Weight: 120 Effects:
+4000% health regeneration
+65% movement speed
-100% fire resistance
-100% magic resistance
+300% casting cost for all spells
Flavor text: "It could not contain him, and his power lingers within." Notes: Designed to play around with Requiem's weight system. It will be very difficult for players to wear both this and normal armor unless they focus on increasing carry weight. Offense will likewise be difficult, especially since it cannot be combined efficiently with weightless spells. The movement speed is largely counterbalanced by the equip weight, thanks to the mass effect.
Token of Sin Weight: 1.5 Effects:
+500 stamina
+7% resist magic
-1 stamina per second while equipped
Flavor text: "Grants nearly-limitless stamina and slight resistance to magic, but stamina depletes over time instead of regenerating. Perhaps you're feeling hungry?" Notes: Requiem's Atronach Stone discourages you from bothering with food, as befits its focus on the arcane; such mundane concerns are beneath you. This item, with its focus on stamina, strongly encourages the consumption of food, particularly stamina-restoring soups to counteract its stamina drain, but also regular foods for their one-time stamina effects. Of course, you could simply remove the amulet, but it's Requiem, so you can't do that in combat.
Stormblood Weight: 0.25 Effects:
+20% movement speed
-75% shock resistance
Flavor text: "The fury of the storm is within you. Move faster, but take more shock damage."
Warrior's Friend Weight: 5.5 Armor: 27 Effects:
Counts as Heavy Armor
+20% magic resistance
+20% movement speed
Notes: Meant to cover for some of Heavy Armor's greatest weaknesses in Requiem, allowing Heavy Armor builds a bit more flexibility in the midgame and early-endgame.
Amulet of Peace Weight: 2
-40% shout cooldown
-20% stamina regeneration
+2000% casting cost for all spells
Power attack cost penalty of 2x
Flavor text: "Casting spells is almost impossible and your combat prowess is reduced, but your Thu'um is almost unstoppable. Let the echoes of the Voice fill your mind. Forsake all distractions."
Rings:
Spoiler:
Show
Impassive Ice
Weight: 0.8 Effects:
+100 magicka
Magicka regenerates while running and will not be lost when hit
+40% frost resistance
-50% stamina regeneration
-20% movement speed
-15% weapon swing speed
Flavor text: "Cools the intellect and freezes the blood."
Ring of the Zombie: Weight: 5 Effects:
+1300 armor
+50% magic resistance
+70% poison resistance
+55 unarmed damage
-100 stamina per second while equipped
Flavor text: "You are extremely resilient to damage, but an insurmountable weariness grips you." Notes: Designed to play around with Requiem’s exhaustion system, much in the way that Shackle of the Troll plays around with its weight system. It virtually guarantees you’ll hit the resistance cap against physical damage, and provides an absurd amount of magic resistance, but good luck avoiding the exhaustion penalties with your stamina being drained every second. You’ll be constantly getting disarmed, taking additional damage (which may counteract some of your insane durability), dealing far less damage, moving slowly, unable to cast spells effectively, and unable to power attack. Once again, Requiem’s armor changing in combat restrictions mean this isn’t something you can put on just to tank one attack. You’re stuck with it for a whole battle, for better or worse.
Ring of the Troll Weight: 0.8 Effects:
Restores 3 health per second.
Multiplies incoming damage by 1.5.
Red Tearstone Ring Weight: 0.25 Effects:
Below 25% health, deal 50% more damage.
Notes: Based on the item from Dark Souls, obviously. Synergy with Makoto and the reworked Berserker set.
Flavor text: "Sneaking is childsplay, but you move slowly and weapons deal half damage."
Helm of Determination Armor class: Heavy Armor Equip slot: Hair, circlet Weight: 21 Armor: 99 Effects:
+200 magicka
Magicka regenerates while running and will not be lost when hit
-60% stamina regeneration
Power attack cost penalty of 1.75x
Flavor text: "This crushingly-heavy helm grants incredible magicka, but wearing it is very tiring."
Loincloth of the Monkey-Man Armor class: Light armor Equip slot: Body Weight: 2 Armor: 1 Effects:
+150% movement speed
+30 unarmed damage
-100% all weapon damage
+200% casting cost for all spells
Flavor text: "Cyrodilic legend tells of a man raised by apes in the darkest jungle, wholly unfamiliar with the methods of civilized warfare but possessed of incredible strength and speed." Gloves of the Fastidious Armor class: Clothing Equip slot: Hands Weight: 0.25 Effects:
+40 magicka
Magicka regenerates while running
+40% magicka regeneration
-300% poison resistance
-400% disease resistance
Flavor text: "These gloves are spotless. Their previous owner must have been scrupulous about avoiding contact with unclean things."
Flavor text: "Allows for the carrying of heavy loads and imparts the hardiness of a working man, but with one's arms full of materials and one's mind focused on the harvest combat is difficult to say the least."
Flavor text: "Provides an intuitive understanding of magic, different from the usual arcane expertise. Spells are cheaper to cast, but less effective."
DwemerBattlemage Armor Armor class: Heavy Armor Equip slot: Body Weight:33 Armor rating: 181 Effects:
15% spell absorption.
The wearer can cast “Mechanical Lightning” and “Mechanical Ward,” cheaper and more powerful versions of Thunderbolt and Greater Ward.
Mirror Shield: Armor class: Light Armor Equip slot: Shield Weight:11 Armor rating: 44 Effects: Reflects 1000% of damage taken while blocking. Notes: Very roughly speaking, this means that when you block a hit from an unarmored enemy, they will take the amount of damage the attack would have done had the hit not been blocked. Great synergy with restoration, fortify health effects, and effects that cause you to take increased damage like those on Ring of the Troll and the reworked Berserker set.
Flavor text: "A meditation aid that focuses the mind on the body, shifting one's natural magicka regeneration to stamina regeneration. Conveniently, it is also quite sharp."
Deals 3 damage per second for 20 seconds to targets
WeapMaterialDaedric keyword
Flavor text: "This blade devours the life of anything it touches. It is inscribed with a strange word. Could it be its name? Or perhaps it is a curse.” Notes: Based on the weapon from Demon’s Souls, obviously. Has synergy with the new item effects requiring a certain percentage of health, and can be counterbalanced by Ring of the Troll, though at the cost of the latter’s vulnerability penalty.
More items! I have some more complicated ideas in the works, since I now know the bare minimum basics of scripting and working with perk-based functions.
Additional lore for some of the items. I’d like to place notes, books, dead or living NPCs, and other minor flavor to illuminate the items further.
New models for some items. I’ve been looking through free-to-use resources and asking authors whether I can include some of their meshes and textures, and now that BDA includes Dragonborn as a master I may switch a few of the items over to models added by that DLC.
Additional nerf for Token of Sin. I had planned to have conditional effects that drain more stamina depending on the strength of the wearer’s stomach so that Bestial Stew still does not allow for the continual regeneration of stamina, but with Requiem 2.0.0’s recent adjustments to bestial stew and the community currently being split between 2.0.0 and 1.9.4 I am not comfortable balancing it around either version of bestial stew yet. So enjoy its being OP for beast races while it lasts. =)
Additional effect reworks. I’m considering tweaking Ring of the Zombie a bit so that the magical side of its durability is achieved through elemental resistances instead of pure MR, because of the additional effects Requiem gives MR and so that pure magic damage is still a threat, but I’m waiting to see what people think of the item in its current state.
Additional bug fixes, as bugs and the fixes thereof are discovered.
Additional bugs.
Known Issues that I don't know how to fix because I'm really bad and basically just throw things at the wall in xEdit to see what sticks:
Corpse Knife and Dullard's Blade both have very high values that I can't figure out how to reduce.
Credits and Thanks:
Leanwolf for the Bromvennah mesh, and for making it free to use.
Insanity for the upgraded Folly model, and for making it free to use.
Fortran for the Mirror Shield model, and for making it free to use.
PrivateEye for the Makoto mesh, and for making it free to use.
Please let me know what you think! Suggestions for balance improvements, location changes, more flavorful flavor text, and new items are greatly appreciated!