Staff Artifact Rebalance

⭐ — (3 endorsements) 📥 134 downloads 📌 v1 📅 10/11/2023
⚪ Last updated 2023

By LittlePuny · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 10/11/2023 📅 Created: 10/11/2023
⚠️ Install Order · 2 steps
1🛠️ MWSE — Morrowind Script Extender Download ↗
2🔧 MCP — Morrowind Code Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #3 of 120 Weapons mods in this game by downloads

📋 About This Mod

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.

📊 Mod Details

Game
Morrowind Mods
Author
LittlePuny
Version
1
Downloads
134
Endorsements
3
Category
Weapons
Created
10/11/2023
Updated
10/11/2023

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