Below I’ll just write a bunch of Unique Items that I think would really make a difference, and might even be central to certain character builds. While this runs the risk of creating cookie-cutter builds, the objective here is fun cookie-cutter builds. I’m not going to cover every single weapon class I suggested above; this is mainly to get an idea of what I mean.
Also, Unique Items should not scale to your character level. Those should have static attributes that don’t scale up or down depending on your level. Whether you get Chillrend at level 1 or at level 100, it should have the same stats.
Applies COLD to targets. If target already has COLD, there’s a 15% chance that COLD will turn to FROZEN. Critical hits on FROZEN targets will replace FROZEN with COLD and emit a wave of ice that applies COLD to nearby NPCs.
Attacks ignore 50% armour and deals 50% bonus damage to IMMATERIAL targets. Attacks that land on Shields do not get deflected but consume slightly more Stamina.
Edge of Madness
Every strike of this sword lowers a target’s Fortitude by 10%. Cannot lower Fortitude below 60% or when target is FEARED or PANICKED. Additionally, the next Illusion spells you cast will consume no Ability Charge. This effect has a cooldown of 5 seconds.
A serrated tentacle wrapped around an ancient crossguard, courtesy of Hermaeus Mora. Deals both Slashing and Impact damage. All strikes randomly inflict 1 – 3 stacks of BLEEDING.
A Greatsword imbued with the powers of winter. Power attacks by this sword will unleash an arc of frozen spikes that deal X damage to any target in a 70° angle, but consumes Magicka. If the wielder has insufficient Magicka, the frozen-arc effect will not occur.
An enchanted slab of a sword. Backwards Power Attacks will unleash a forward line of stone spikes that harm characters that stand in the way, but consumes Magicka. If the wielder has insufficient Magicka, the effect will not occur.
A Torch that never burns out, even underwater. Power attacks with Everburn are 50% stronger.
A cold flame burns atop this Torch, causing it to deal Cold damage instead. Power attacks with Coldfire have 30% chance to apply COLD and 15% chance to apply FROZEN.
The Ruby Scepter
Your Death and Life damage can affect creatures with the CONSTRUCT attribute. Additionally, Death damage will hurt UNDEAD enemies instead of healing them.
Blocking just before an attack lands will negate all damage and apply KNOCKED-DOWN to your opponent. The same block timing will also reflect projectiles back at the sender.
A shield of enchanted glass. You can cast Weapon spells while blocking (spells go through the shield) at 10% increased Magicka cost.
Every attack blocked will add 1 Retribution stack to this shield, or 3 in the case of a timed block, up to a maximum of 50. Every Retribution stack increases your Shield bash damage by 10%. You lose 10 stacks per successfully striking a character with Shield bash.
Can reflect projectiles back at the attacker by striking them. Power Attacks empower reflected projectiles with 75% more damage.
Mace of Molag Bal
Saps 20 stamina and Magicka from the target per hit. If the target has less than 20 stamina or Magicka, apply 1 stack of DECAYING or UNFOCUSED, respectively.
Has a 15% chance to apply PARALYSED on targets. Power Attacks on PARALYSED targets will apply KNOCKED-DOWN.
This Chakram will always return to its thrower. Has 60% chance to bounce to a nearby enemy. Each bounce reduces the chance it will re-bounce by 10%. Iron Wind comes in a stack of 2.
This Chakram will always return to its thrower. Returns 30% of its damage as health to the thrower on return. Moves 50% faster than ordinary Chakrams.
This Chakram will always return to its thrower. It lodges itself into the target, inflicting an additional 50% of its damage over 5 seconds. Everspin comes in a stack of 3.
Bolts have a 50% chance of penetrating a target and continuing its flight. Ignores armour rating completely when it pierces through as opposed to the usual 30%.
Every shot consumes a bolt but unleashes a special Electrocute spell instead that ignores 30% of the target’s armour. If the target has INSULATED, the armour penetration bonus drops to 15%. If the target has CONDUCTIVE, the armour penetration bonus rises to 45%. Bolts load 30% faster.
This crossbow loads up to 3 bolts at a time, allowing you to shoot all of them consecutively before requiring a reload. Bolts load 15% slower.
Increases spellpower by 50%. All buffs and debuffs you apply last 50% longer.
Your Teleport spell is now on a 2 second cooldown but no longer costs any Magicka or Ability Charges. Aetherial Transfer will still trigger if learned.
All your reanimated servants inflict 80% more damage. 10% of all damage you inflict will heal your UNDEAD allies within 20 meters of you for that amount.
The Bonded Arc
Reduces the chance that Arrows break down to 10%. Arrows also have a 50% of instantly returning to your inventory. Draws 50% faster than ordinary Longbows.
Arrows become lightning rods and targets are struck with a bolt of lightning from the sky or ground, with a 5 second cooldown time between bolts. Lightning bolts deal 40 damage and will apply SHOCKED. If a hostile character within 10 meters of the target has DRENCHED, there’s a 33% chance that the lightning bolt will chain to it.
The Endless Hunt
Every shot that inflicts damage by this bow increases the wielder’s movement speed by 30% and draw speed by 30% for 5 seconds, in addition to restoring 20 points of Stamina. The bonus draw speed can stack on top of existing bonuses, and can go over the draw speed limit.
Functions like a Torch, but melee attacks throws out short waves of flames. Forward Power Attacks will throw out a blast of fire for 8 meters, sideways Power Attacks will expel an arcing jet of fire in a 45% cone for 4 meters and backwards Power Attacks will emit a small ring of fire around the character with a 3 meter radius. Increases all Fire damage by 25%. Effective for a monk-type character.
The Lightning Rod
Increases all Electric damage by 25%. All incoming Electric damage will strike the Staff first, shielding you, and if more than X damage is absorbed, The Lightning Rod’s shielding effects will go on cooldown for 10 seconds. All melee attacks deal Electric damage.
A staff crafted by ancient Sea Elves. This Quarterstaff is a ranged weapon that blasts the enemy with spike-sharp blasts of water that inflict Piercing damage. Enemies within physical striking distance will take 50% Piercing and 50% Impact damage instead.
The Wind Needle
Inflicts Piercing damage instead of Energy damage. Increases spellpower by 20%.
Inflicts Fire damage. Your Immolate spell now passes through enemies. Increases spellpower by 20%.
The Magicka Saber
Attacks like a one-handed sword that uses Magicka instead of Stamina. Will hurt IMMATERIAL characters. Inflicts Slashing damage and Electric damage.
The Sybil (Orb)
All your Mysticism spells costs 75% less Magicka. Clairvoyance costs no Magicka.
Grim Arcanum (Graven Skull)
Spells cast from scrolls are twice as effective. You gain 50% chance not to consume a scroll on use.
Skull of Vivec
Grants the player 35% chance to not consume Ability Charges when casting Special spells. Increases spellpower by 30%.
Shard of Magnus
A piece of burning Aether straight from Magnus encased within a sacred container. Every time the wielder casts a spell, there is a 15% chance that its entire cost will be refunded. This also applies to the periodic drain of Channelled spells.
A Lantern blessed by the Daedric Prince Meridia, it deals constant proximity Fire damage to all nearby hostile enemies. Deals bonus Fire damage to the Undead with a small chance to apply PARALYSED to them for 2 seconds.
This lamp emits a bluish-purple light that extends 200% further than normal Lanterns. This special light will not reveal your location to nearby characters, allowing you to sneak without fear of being detected by the light source you’re carrying.