Strengthened Spell Knight Armor

by Emperor Jaymes·v1.0·Updated 2020-01-30

This is a simple mod that changes the enchantments of the Ebony Spell Knight Armor obtained during Heart Caves. It also slightly modifies the armor's base properties and crafting recipes. I feel like the default enchantments are pretty lame and uninspired. My mod will make your choices at the end of the mission more meaningful.

Screenshots 4 screenshots

About this mod Machine translation

This is a simple mod that changes the enchantments of the Ebony Spell Knight armor obtained during Heart Caves. It also slightly modifies the armor's base properties and crafting recipes. I feel like the default enchantments are pretty lame and uninspired. My mod will make your choices at the end of the mission more meaningful.

The Magic Knight Armor is one of the best things about Creation Club. However, there's clearly not a lot of thought put into the enchantments for the quest reward sets. Additionally, some of the statistics just aren't reasonable enough. For example, an ebony set is over-tuned compared to a generic ebony. I've rebalanced it so that it's only slightly more effective than the equivalent material. As well as paying the small extra price to upgrade it. I also changed the "Steel" setting to be slightly higher than "Steel Plate". OSJD was converted to light armor. I feel like it needs some bells and whistles to make it stand out from the other two. I didn't design this mod to turn the armors into "easy mode", but to make them more immersive and logical.

Basic statistics:

Iron: light

Helmet - Armor Class = 15, Weight = 4, Value = 150

Breastplate - Armor Class = 28, Weight = 18, Value = 325

Gauntlets - Armor Class = 10, Weight = 3, Value = 75

Boots - Armor Class = 10, Weight = 3, Value = 75

Upgrade materials: 1 iron ingot, 1 leather

Iron Spell Knight armor is equivalent to belted iron armor, but is classified as light armor and is heavier than leather. Considering the layers of material, I see no reason to do better than this. This change is logical, as the armor itself actually looks like a mix of light and heavy. I even tried to change the sound of my footsteps. So if you're using the Immersive Sound Collection, you won't sound like heavy armor while running! NOTE: Iron and leather armor will not benefit from any vanilla smithy when upgrading.

Steel: Heavy

Helmet - Armor Class = 20, Weight = 5, Value = 350

Breastplate - Armor Class = 41, Weight = 35, Value = 750

Gauntlets - Armor Class = 15, Weight = 5, Value = 150

Boots - Armor Class = 15, Weight = 5, Value = 150

Upgrade materials: 1 type of fire salt, 1 type of corundum ingot

Every piece of Steel Spell Knight armor now has 1 higher protection rating than steel plate, is slightly lighter, and requires the Advanced Armor perk to craft. You will need to upgrade it with Fire Salts to gain a slight advantage. Magic armor requires magic items to improve!

Ebony: Heavy

Helmet - Armor Class = 22, Weight = 8, Value = 800

Breastplate - Armor Class = 44, Weight = 35, Value = 1,700

Gauntlets - Armor Class = 17, Weight = 5, Value = 350

Boots - Armor Class = 17, Weight = 6, Value = 350

Upgrade materials: 1 void salt, 1 ebony ingot

Each piece of Ebony Spell Knight Armor now has an Armor Rating 1 point higher than regular Ebony and is slightly lighter. Creation Club's default places each piece at four points above generic ebony, which doesn't make much sense. In keeping with the changes made to the steel kit, upgrading with empty salt is required.

Enchantment:

The quest to find the fallen heart of the Knight reminded me of the conflict between light and dark in Star Wars. Purifying the heart is obviously the choice of light, while damaging the heart is the choice of darkness. My new enchantments focus on one group being defensive and the other being offensive. Do you want to be the scourge that wastes your enemies in flames? Or do you want to play cool and survive in a magical energy shelter? Make wise choices. Each one is powerful, but depending on one's playstyle, the choices can make a big difference. I designed these effects to be suitable for a spell knight, which I consider a swordsman in heavy armor. Of course, enchanting your own gear will always be an end-game element, but it will make your early to mid-game a lot more fun.

Lightweight Side Set: Defense-Cleanse the Heart

Helmet - Magicka increased by 50 points. Armor spells last 50% longer.

Breastplate - HP …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
强化法术骑士护甲
File size
3.8 KiB
SHA-256
c43309bc1779fb194cb1dff1473d41318c7bcbe4ca5ed8370d8101ef1b52f93f
Stored at
2026-10-08 17:51