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.
- Requirements
- Permissions and credits
- 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.