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LittlePuny

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LittlePuny

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About this mod

This mod tries to buff 3 staff artifacts so they can be something you regularly use rather than dump into your collection and forget about them. Change details in the description.

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Morrowind offers a lot of choices for weapons. Unfortunately, not every weapon is created the same, with some having very poor artifact selection. This mod tries to buff 3 staff artifacts so they can be something you regularly use rather than dump into your collection and forget about them. Expect inconsistency between written lore and gameplay effects. Two of them are made constant effects so you won't cast their effect and switch to something better for damage.

This mod only edits the enchantments of the 3 staff artifacts. It should be compatible with other weapon rebalance mods as long as they don't change the enchantments. Should work with OpenMW


Testool said mod was already clean


= Crosier of St. Llothis =
Original Enchantment:
Cast When Strikes:Damage Health 10-20 pts on Self
        Blind 50 pts for 10s on Self
Dissintegrate Armor 20 pts on Self
Charge/Cost = Uses:370/37 = 10

New Enchantment:
Cast When Strikes:Damage Health 20-30 pts on Target
        Blind 50 pts for 1s on Target
Dissintegrate Armor 20-30 pts on Target
Charge/Cost = Uses:3000/30 = 100


Crosier's enchantment was detrimental to the user. Maybe it makes sense lorewise, but we are going for usefull weapons here.
Main source of damage is from Damage Health effect. Considering staff weapons have high speed, right after short blades, it can become a good source of damage.
The blind effect can turn even the deadliest warrior into a joke. Duration is reduced to 1 second so you won't switch to a stronger weapon after first strike. As long as you keep hitting, they will keep missing. This might be "too op" for some cases, but it does nothing against spellcasters combat effectiveness and it can be reflected back. 
Dissintegrate is there because the original had it (also wanted to keep cost value clean).
When fully charged, it has 100 uses now. This keeps it useful for multiple encounters. A dedicated enchanter can get plenty of use from it with cost reductions.
All effects are "on Target" so if you have Cast-On-Swing Enchantments or something similar, it will work as a ranged weapon.


= Staff of Hasedoki =
Original Enchantment:
Cast When used:Resist Magicka 30−40% for 30 secs on Self
Charge/Cost = Uses: 525/105 = 5

New Enchantment:
Constant Effect:Resist Magicka 40%
   Fortify Maximum Magicka x1.0


Main purpose of the change is to give it a unique benefit without getting overshadowed by Staff of Magnus.
Fortify Maximum Magicka can help non-mage races to get high magicka pool for stronger spells, like summons.
Resist Magicka can negate some drawback from Altmers of Apprentice sign, or pair with Cuirass of the Savior's Hide to get normal 100% magicka immunity for many races.


= Staff of Magnus =
Original Enchantment:
Cast When used:Spell Absorbtion 25−50% for 60 secs on Self
    Restore Health 1 pt for 60 secs on Self
Charge/Cost = Uses: 5,700/1,140 = 5

New Enchantment:
Constant Effect:Spell Absorbtion 25%
   Restore Magicka 1pt


Spell Absorbtion is a really powerful defensive effect. Giving 50% for CE would be too powerful, 25% should keep it more reasonable. Since Spell Absorbtion isn't additive, you get diminishing returns for stacking it with Atronach sign but more is always better.
Real change is replacing Restore Health effect with Restore Magicka. This gives any character (Atronach signs included) a consistent magicka regeneration.
While the amount is low (and maybe slower than what passive magicka regen mods gives you), it allows hybrid caster classes like Nightblade or Spellsword to spam spells with no issue.


I've spent more time writing this page than making the mod. you can do whatever you want with it.