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!
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This mod does not have any known dependencies other than the base game.
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Bethesda and Creation Kit
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- Fixed message conditions that would make exploitable power up of staves with less than 10 heart stones - Now the quest for syrabane jewels will start by reaching the arcaneum
- fixed some typos and descriptions
Version 2.5a
- Fixed the perk that improved staves spell duration.
Version 2.5
- Due to the recent upload of "Odin" the new Einai Saion mod, i found redoundant some of my mod features. Wich have been removed (added staves, atronachs power ups, nothing that "Odin" mod is not already adding).
Now the 2 mods should work very well together.
The main page of the mod has been updated.
Version 2.4
- The special soul siphon effect wasn't working correctly due to a script malfunction. Now is fixed.
- Scripts have been optimized.
- Fixed the message that would still give hearthstone power up even if the player didn't had the correct quantity of them.
Version 2.3a
- Fixed syrabane influence power gem effect perk, all the values were 0. This was not intended.
Version 2.3
- I've rebalanced the staff scaling power to be better than dual casting but only when actually paired with a 100 skill in enchanting.
- Alterator, healer and Conjurer staff carving benefit have all being tweaked to be scaling in power with enchanting. (conjurer will add from 2 additional summon on level 50 enchanting to 4 at level 100, this should overwrite the twin souls perk but please test it)
- The Bound weapon bonus attack damage has been rebalanced, and dependant on enchanting skill level.
- Added .esp flagged as .esl file.
Version 2.2
- For compatibility reason the aesthetic overhaul by Staves of Skyrirm has been removed. All staves went back to their vanilla meshes.
- Added a condition to avoid the erroneus use of HeartStone in the staff carving System, now if a staff has received a determined carve won't happen on the message menu.
- Other minor fixes
Version 2.1a
Sorry i placed the wrong book in the quest of syrabane jewels. If you already started a new game please take the Azra instructions in the QAsmoke cell use console command "coc QAsmoke" there is a strong box on the table with all the mod items.
If you make a new game should be all ok
Version 2.1
- Removed scripts wich applied special ability to staves.
- Added Staff carving system. In short:
After completing the Syrabane jewels quest, in the same container of the Jewels you will find some special Azra Nightwielder instructions. You need to equip a staff on the Right hand and have a special Azra's scalpel and at least 10 HeartStones. Basically You can choose from 7 types of abilities wich will be applied after consuming 10 HeartStones for each Ability PERMANENTLY for each type of the specific staff.
The special Scalpel can be crafted after the Syrabane Quest is completed and the player has at least 30+ Skill in enchanting at the forge.
This special ability will work only while equipping on the right hand the type of staff you have "carved". Please refer to the main page to know the ability in the specific detail.
- Bound Weapon will be much more powerful when equipped with a staff and having obtained the Syrabane Power Gem
Version 2.0b
added a safeguard for the jewels quest, if you already absorbed the power of the jewels before going in the arcaneum and reading the book is enough activate Urag and the quest will end, Syrabane jewels book will disappear from Urag shop btw.
Version 2.0a
- Fixed the fear staff enchantment as pointed out in the forum by FnordLightbringer
Version 2.0
-SKSE DEPENDENCY REMOVED
- Minor balancing fixes have being made (Now staves simply equals regular spellcasting, only that with staves you need to skill up enchanting in order to gain the maximum potential)
- A new ability has been added to one of the gems to incentivate use of Staff+Shield, when health is low, (<50%) shield bash will paralyze the target.
- A simple quest now will lead you to all 3 Syrabane gems.
- MCM has been removed
- Casting time editing has been removed, can't be done without SKSE
- Simplified sould Siphon "for staves" script
Please refer to the description page for all the mod features.
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!