Skyrim
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funkydiscogod

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funkydiscogod

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About this mod

No more running around with a spell in each hands like a goofball. Staffs will now be the weapons of choice for mages.

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Introduction:
  • So, we all know that in the vanilla game, staffs weren't viable weapons for anyone.  If you used a staff it was probably to pull out a free atronach before you shove the staff back in your inventory and grab an actual weapon.  Or, if you were a mage, you had a spell in each hand so that both your utility spells and your main form of attacking both used the same resource, and never considered using a staff because you'd get no experience.  Well, I tried to fix it.

So, what does this do?

  • This improves staffs in such a way that one might actually want to use one as a full time weapon.
  • I tried to roughly balance it, but there's not really any way to balance Skyrim.
  • I wanted each staff to be "worth" the opportunity cost of not being able to have a shield or a weapon.  There must be ~some~ reason you want to hold a staff.

More specifically.
  • All staffs now grant experience to their respective school of magic. 
  • Destruction staffs now increase in damage 1% per level in destruction.
  • Destruction staffs have had damage rebalanced according to spell level (more or less). 
  • Destruction perks that increase damage now also apply to staffs. 
  • Destruction perks that decrease mana cost, now also increase staff damage by 20% each.
  • Destruction perks that require low health, now also apply to staffs.
  • Conjuration staffs that summon something now allow an additional summon of that type.
  • Staff of Daedric Command allows command of an additional Daedra or atronach.
  • Other conjuration staffs (like Soul Trap) now allow unlimited duration for summons.
  • Alteration staffs now reduce the cost of all spells by 10%, and gives spells you cast on yourself unlimited duration.
  • Restoration perks that decrease mana cost, now also increase restoration staff effectiveness by 20% each. 
  • Restoration staffs that heal now also increase player armor and health regeneration. 
  • Staffs specific to undead (like Turn Undead) now also reduce damage taken from undead by 20%, and grant Detect Undead while equipped.
  • Staff of Magnus now drains health and magicka at the same time (I screwed it up, and can't be bothered to fix it). 
  • Wabbajack now randomizes regeneration of health, stamina, and magicka. It should be statistically 100% increase in regeneration rate.
  • Staff of Sun Fire, Vampire's Bane, Conjure Flaming Familiar, Conjure Seeker, Conjure Ash Spawn, Conjure Boneman, Conjure Mistman, and Conjure Wrathman were all added to the game's staff leveled lists. 
  • Illusion perks that now also apply to staffs. 
  • Illusion staffs now scale with level in illusion. 
  • Illusion staffs all reduce damage dealt to the player by 10%. 
  • Illusion staffs that calm, now also increase persuasion. 
  • Illusion staffs that frenzy, now increase attack speed for the player by 50%. 
  • Illusion staffs that fear, now also increase intimidation. 
  • Illusion staffs that courage, now also increase armor, health regeneration, and stamina regeneration.

Anything else?
  • Staffs added by other mods will be unaffected.
  • I haven't tested this mod for compatibility with any others that change magic perks, but I tried to make it play nice.
  • I'm assuming this mod will be the only one changing staffs and staff enchantments.


Hopefully this works.