? STAVES OF SKYRIM ?
? Features ?
29 New Staves added to the game! 15 new models and textures, plus new textures for the default models
Defensive Staves! No longer feel your mage has to carry a shield around to defend against swordsmen
New Perks! Enhance your mage’s defensive abilities with new Perks in the Block Tree
? Downloads ?
http://skyrim.nexusmods.com/mods/22691
http://steamcommunity.com/sharedfiles/filedetails/?id=90376074
? Where to get the new staves ?
1- Kill enemy casters. The staves have been added to the leveled lists of enemy mages, warlocks and other casters as well as some chests.
2- Crafting. All staves have crafting recipes, and will unlock as you unlock the material-appropriate Smithing perk.
3- Vendors. Staves have been added to the leveled lists of Court Wizards. In addition, Rindirsen, a traveling staff vendor, has set up camp just outside the bridge to the Mage’s College in Winterhold to peddle his staves to aspiring mages. The staves available will increase as you level up.
? Defensive Staves ?
The Defensive Staves come in both Light and Heavy armor variants. A Light Armor staff is called a “Defender”, whereas a Heavy Armor staff is called a “Warstaff”.
Staves are roughly equivalent to the the shield of the same material. So, the Elven Defender has approximately the same stats as an Elven Shield, and wooden staves being approximately like Leather.
All staves have crafting recipes which unlock with the perks in the Smithing Tree.
Staves are added to the leveled lists of caster enemies, so you should see them drop from time to time.
? New Perks and Spells ?
A new perk now sits alongside the Block tree (and is part of the Block skill).
Most of the basic Block perks will work with Staves (and vice versa). Generally speaking, physical bonuses apply fully to shields, and half to staves. Conversely, magical bonuses apply fully to staves, and half to shields. Some perks apply fully to both, and the top-tier perks on each side of the tree only apply to one or the other. In addition, some new perks unlock spells to make your staff even more versatile. These spells are also available in Spell Tomes from Rindirsen, the staff vendor in Winterhold, though they are quite expensive to buy.
Illumination Staves:
Illuminate your staff to light up dark areas by casting Illuminate Staff. Cast Illuminate Staff again to turn it off. An Illuminated Staff is not a re-skinned torch, and can still be used to Block/Bash just like a shield.
Charged Staves:
Convert your staff to discharge Fire/Frost/Shock magic for 200 magicka. Cast again when the charge runs low to overload the remaining charge and convert back to a Defensive Staff . No need to use Soul Gems to recharge, your magicka recharges the staff. In addition, Charged Staves are bound to the Alteration Skill, so the higher your Alteration, the longer the charge will last.
You cannot sell a Charged Staff. No vendor wants to take a staff that is bristling with elemental energy. Discharge it first and convert back to a Defensive Staff to sell it.
? Hotkeys ?
Due to the way the mod handles the charging/illumination of staves, you cannot hotkey a staff directly without it being lost at some point.
To fix this, a new item should appear in your apparel inventory: = Create Defensive Staff Hotkey =
With a Defensive Staff equipped, click on the = Create Defensive Staff Hotkey =, and a new item will appear, with the name of the Defensive Staff and the word = Hotkey = after it.
This item will remain, even if you illuminate or charge your staff. Set this as a favorite, and assign a hotkey. As long as you have at least 1 of the correct Defensive Staff in your inventory, activating the Hotkey Item will equip the appropriate staff.
To remove individual Hotkey Items, simply drop the hotkey item from your inventory. The Create Hotkey item has a mesh, and will appear on the in the world when dropped. If you do not use Hotkeys, you can remove it this way (or by placing in a container). However, once it is unloaded from the game, you will need to use the following console command to re-add it:
player.additem 2801DE84 1
? Compatibility ?
This mod may conflict with other mods that happen to alter the same leveled lists. It will also conflict with mods that change the Block Perk Tree. Simply adjust the load order to change which mod gets priority.
SkyRe: I use SkyRe, and normal Staves of Skyrim will overwrite SkyRe's Block Perks with SoS ones if loaded after SkyRe in the load order. If you want to use SkyRe's Block Perks, install the compatibility patch below, which uses SkyRe's Perks for the shield-side of the Block Skill Tree, and Staves of Skyrim's perks to the staff-side.
? Optional Files Available ?
The following optional files are available at Skyrim Nexus
SkyRe Compatibility version - Allows you to use both SkyRe's Block Skill Tree Perks and Staves of Skyrim's Block Skill Tree Perks simultaneously. Note that this uses SkyRe's version of the Block perks, most of which will not work with Staves.
No Perk version - Does not add new Block Perks. Vanilla perks are modified to be compatible with the new staves. Staff-side Perks/Spells/Abilities are available for sale from Rindirsen.
? Acknowledgements ?
Special thanks to 747823 for making his staff models available for use. They formed the base for several of the new models in this mod.
? Known Issues ?
- None at this time
? Version History ?
1.4
Hotkey Items now work for both Illuminated and Non-Illuminated Staves. The Hotkey will favor Illuminated over Non-Illuminated, so if you have an Illuminated Staff and a one or more Non-Illuminated, it will equip the Illuminated one (the logic being you are more likely to have spare Non-Illuminated Staves in your inventory than Illuminated ones).
The = Create Defensive Staves Hotkey = item will also create Hotkeys regardless of whether the staff you are holding is currently Illuminated or not.
1.3 BUG FIXES
- Fixed Dragonbone Warstaff crash-to-desktop bug
- Discharging a right-hand equipped Charged Staff no longer creates a duplicate staff
- Defensive Staves no longer show up in the Enchanting menu. Illuminated Staves can no longer be disenchanted. The intent is that these enchantments are created on the fly, rather than being available as permanent enchantments. Permanent enchantments are reserved for Shields, since they don’t get the on-the-fly enchantments.
- You can now make hotkey items in order to assign a favorite/hotkey to a Defensive Staff. See “Hotkeys” Above for instructions.
POWERS:
- New Power: Discharge Staff. You gain this power once you learn Illuminate Staff. This lesser power converts your Illuminated or Charged Staves back into Defensive Staves. It costs no magicka and is equipped in the Power slot (no longer requiring you to equip a spell to discharge your staff)
- Changed the Illuminate Staff spell to a lesser power equipped in the Power slot (no longer requiring you to equip a spell to Illuminate/de-Illuminate your staff)
- Charge Staff spells now recharge your current staff (no need to discharge first)
PERKS/ABILITIES:
Adjusted many perks to help create a better balance between Staves and Shields. In general, a “magical” bonus will fully apply to a Staff, but only apply half effect to a Shield. Likewise, a “physical” bonus will fully apply to a Shield, but apply half to a Staff. Some Perks will apply to both, and the top-tier Perks only apply to their respective item.
NOTE: You should *not* lose any perks with this update; however, your perks may have changed.
“Magical” Perks:
- Warden: Now a top-tier Perk, and is staff-only. After playing with it a bit, I felt it was better than Resonance and more on-par with the shield-only Shield Charge.
- Resonance: Now a skill-50 perk, replacing Warden. If you had Warden before, you now have Resonance, and vice versa. Grants: 25% reduced magicka cost for Staves, 12% reduced magicka for Shields.
- Infusion: No longer a milquetoast Elemental Protection perk. Grants: 25% boost to magicka regeneration when a non-illuminated Defensive Staff is equipped, 12% boost to magicka regeneration when a Shield is equipped.
- Elemental Protection: Grants: 50% fire/frost/shock resistance when blocking with a Staff. 25% fire/frost/shock resistance when blocking with a Shield.
- Convert Fire/Frost/Shock: No longer grant an additional 25% resist to elemental damage. Conversion remains staff-only.
- Illuminate Staff: Staff only (no change)
“Physical” Perks:
- Shield Charge: Shield only (no change)
- Defender: Grants: Staves now only get 5/10/15/20/25% bonus to Block effectiveness. Shields remain 10/20/30/40/50%.
- Deflect Arrows: Grants: Staves now have 50% chance of deflecting an arrow. Shields remain 100% deflection.
- Block Runner: Can run while blocking with both Staves and Shields.
- Power Bash: Both Staves and Shields can power bash. In addition, grants 25% stamina regeneration when a Shield is equipped.
- Deadly Bash: Grants: Shields do 5 times bashing damage, Staves only do 2.5 time bashing damage.
- Disarming Bash: Now Shield only
- Quick Reflexes: Affects both Staves and Shields (no change)
- Mobility: Renamed Siphon. Grants: 25% magicka regeneration at all times. In addition, discharging a Charged Staff now grants 100 magicka immediately.
1.2- Fixed Warden perk missing description
- Fixed a bug preventing the player from buying the Infusion Perk
1.1- New Perk/Spell: Warden. When blocking with a shield, create a Ward which absorbs up to 50 pts of Damage. Requires Block 70 to unlock, or purchase from Rindirsen at level 12+
- Rearranged the perk tree. The perks which enhance the character’s physical prowess with a Defensive Staff or Shield are now located on the shield-shaped side of the Block Skill Tree. Most, but not all, physical perks now affect both Shields and Staves, check each perk to ensure it applies. The perks which enhance the character’s magical use of Staves is now entirely in the staff-shaped side of the Block Skill Tree
- Removed skill requirement from Illuminate Staff
- Lowered skill requirement for Infusion to 30, and adjusted its position accordingly
- Increased required level before Rindirsen sells Charged Staff spells from 11 to 15.
- Fixed a bug where discharging a Charged Staff would not always remove the Charged Staff from the players inventory
1.0 – Initial Release