0 of 0

File information

Last updated

Original upload

Created by

Alaebasta

Uploaded by

Alaebasta

Virus scan

Safe to use

Tags for this mod

About this mod

An overhaul of staves enchantments and some tweaks to make staves actually of use even in endgame scenario. Adding also a clever system to power up your favourite staves!

Requirements
Permissions and credits
Translations
  • Spanish
Changelogs
Donations
Useful Magical Staves
SKSE FREE
This mod is 100% compatible with perk overhauls like Ordinator and such or the new "Odin" overhaul.


UMS is basically an overhaul of Magical Staves. UMS focuses on enchantment skill and practical use of staves, adding tweaks to already present ability to make them useful even in endgame scenario.


Mod features:
- A simple quest will start at the beginning of the game (Like the Creation club content) will lead you to the 3 artifacts of Syrabane. Every artifact empower an aspect of Magical staves. This quest is a radiant quest involving the killing of a Warlock boss, which can be located in Skyrim or other region like solstheim or bruma if you have the mod.

Once founded, these 3 gems are like a potion, when consumed will give you powers when wielding magical staves.

1- Syrabane focus gem: Spell magnitude of staves will increase with your enchanting skill (up to a 60%, should compare with normal spells, using 2 staves should work like dual casting in terms of damage at max enchanting skill, still dual casting has the added perk of knock back so is a matter of play styles).

2- Syrabane Power gem: The power effect of "SoulSiphon" grows with enchanting skill (Up to 45%). When health is low (less than 50%, this can be editable) and a staff is equipped and charged (more than 1000 charges, editable value), shield bash will paralyze the target, this can make the shield/staff set up a viable opportunity.
Also, you will receive a noticeable boost while using a one-handed bound weapon and a staff, this boost is based on your enchanting skill.

3- Syrabane Influence gem: Staves spells will last longer as you increase enchanting skill.(up to a 50%)


  • This mod is build so that every staff that you might equip will be registered! The enhancements will work in fact also with all your other staves from other mods!

  • Magelight staff can cast unlimited light spheres (they won't disappear when casting another one) you can finally light up those dark dungeons with your staff!

  • Soul Siphon will work for staves now, if you kill a target with a staff, and you have a staff equipped the weakest soulgem will be consumed and double of his charge added to the staff charge, Enchanting skill up will also trigger the magnitude of the skill up depends on the soulgem used.


To further imbuing power to staves, I've also invented what I call "Staff Carving" system.
The Lore for this is that basically Azra Nightwielder was about to discover a way to place permanent magic effects on staves, but heart stones weren't discovered yet. So leaves a manual (that you will obtain at the beginning of the quest) to be used with his "Azra's scalpel" (Craftable at the forge with 30+ Enchanting skill) to engrave his magic formulas on staves. Every formula gives a different power up.

You will need 10 heart stones for every power up.



- Use "Syrabane jewels" book to engrave the RIGHT HAND equipped staff. ONLY RIGHT HAND EQUIPPED STAFF will receive, and can use, the power ups engraved.

- You can engrave EVERY (kind of design like forsworn or falmer or power like fireball or flames) staff or one of a type like Magnus staff or Arcane authority. If you powered up that type (ex. forsworn, flame) all those types are powered up.

The additional abilities that can be engraved on staves:
Alterator: Alteration spells cost less, empowers Telekinesis (Distance, power, vision)
Healer: Restoration spells cost less, when health is 100% restoration spells are 4 time more effective on undead.
Atronach Birthright: Adds armor rating, and a little percentage of spells Absorb.
Speed of light: Increase Movement speed.
Elemental affinity: Reduce by 45% damage from shock, frost, and fire.
Conjurer: Conjuration spells cost less, an additional minion can be summoned.
Modular voice: Your voice can be shaped, giving you a boost in speech skill and in shout cooldown.

This should allow having your favorite staff to use all time as a mage or, a
set of staves you use for the appropriate occasion. The choice is all
yours!

This mod was build to synergize with:

La Bella Magia - Simple compendium

Agent Of Mora - Major Spell packages compatibility

Tomes of Power - An immersive magic scaling