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Skyrim:Staves

< Skyrim: Magic / Items(Redirected from Skyrim:Staff of the Storm Atronach)

This article is about the item type. For the Creation, see Staves (Creation).

Staves are one-handed weapons that are essentially rechargeable scrolls. Anyone can use a staff, regardless of magic skill, and using a staff does not use any of the caster's own Magicka; instead, it depletes the staff's charge. However, the higher the user's skill level in the relevant magic school, the lower the charge cost to use the staff. Using staves does not increase your skills, nor do staves benefit from higher skill levels, with the exception of lowering the cost per use.

Once the staff is completely discharged, it becomes unusable, and must be recharged using the same methods as any enchanted weapon, usually via a filled soul gem. However, the Soul Siphon perk will not work on it.

Although staves are listed in your inventory under "Weapons", they are treated differently from other weapons. In particular, staves will not be bought or sold by blacksmiths. Staves can only be bought from spell merchants, who will stock a random, level-dependent selection of staves. Both spell and general-goods merchants will buy staves. They can also be found in random loot. Staves cannot be disenchanted.

Staves can also be enchanted using the Staff EnchanterDB in Tel Mithryn. Using the table will allow the user to enchant any unenchanted staff that was added with the Dragonborn add-on. The type of unenchanted staff determines what kind of enchantments can be applied to it. For example, an Illusion staff cannot have flames (a Destruction effect) enchanted onto it. The list of staves below does not contain any staves specific to Dragonborn; see the Craftable StavesDB section for those.

Standard StavesEdit

Staves do not simply cast the same spell you would, per the staff's name; they employ enchantments bearing effects which are always similar but not always identical to the spell they are named after. Differences between the staff and its namesake spell are noted in each staff's entry.

AlterationEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Locations
  Staff of Magelight
(000be121)
8 239 0 10 1000/14=71 Ball of light that lasts 60 seconds and sticks where it strikes:
  Staff of Paralysis
(00029b73)
8 3965 0 34 3000/450=6 Targets that fail to resist are paralyzed for 10 seconds:

ConjurationEdit

BanishEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Locations Differences From Namesake Spell
  Staff of Banishing
(00029b79)
8 926 0 22 2000/85=23 Weaker summoned daedra are sent back to Oblivion:
  • The spell's banishing magnitude is 15, not 7; the difference is that the spell, when single-cast, can banish Potent Flame Atronachs, but the staff cannot.
  • The spell, unlike the staff, also includes an effect that deals 20 damage per second for one second.
  Staff of Daedric Command
(00029b7b)
8 2307 0 34 3000/242=12 Powerful summoned and raised creatures are put under your control:
  • The spell, unlike the staff, has a Push magnitude of 100, meaning the staff will not stagger targets who resist the command effect.
  Staff of Expulsion
(00029b7e)
8 2092 0 34 3000/215=13 Powerful summoned daedra creatures are sent back to Oblivion:
  • Banish, 20 pts
  • Banish/Command Daedra Push, 0 pts
    • This means the staff is worse than a Staff of Banishing against Potent Frost Atronachs, Storm Atronachs (potent or not), or any kind of elemental Thrall, as neither staff will Banish them, but the former will still manage a stagger effect.
  • The spell, unlike the staff, has a Push magnitude of 100, meaning the staff will not stagger summoned daedra who resist the banish effect.
  • The spell, unlike the staff, also includes an effect that deals 40 damage per second for one second.

ConjureEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Notes
  Staff of the Familiar
(00029b75)
8 926 0 1 500/107=4 Summons a Familiar for 60 seconds wherever the caster is pointing:
 
 
Staff of the Flame Atronach
(00029b78)
(xx011d58)DG
8 727 0 10 1000/75=13 Summons a Flame Atronach for 60 seconds wherever the caster is pointing:
  • Conjure Flame Atronach, for 60 secs
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • The first version can be made at the Atronach Forge.
 
 
Staff of the Frost Atronach
(000be120)
(xx011d59)DG
8 1106 0 22 2000/107=18 Summons a Frost Atronach for 60 seconds wherever the caster is pointing:
  • Conjure Frost Atronach, for 60 secs
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • The first version can be found in the Arch-Mage's Quarters of the College of Winterhold, and can be made at the Atronach Forge.
  Staff of the Storm Atronach
(00029b7d)
8 1656 0 34 3000/161=18 Summons a Storm Atronach for 60 seconds wherever the caster is pointing:
  • Conjure Storm Atronach, for 60 secs
  • This staff can be made at the Atronach Forge.

ReanimateEdit

All of these do not apply the secondary effect that disintegrates the corpse after the spell wears off, which the simulated spells all have; see the bugs section for more. Aside from this substantial upgrade, all of them are weaker than their namesake spell.

Name (ID)       Level Charge/Cost = Uses Enchantment Locations Differences From Namesake Spell
  Staff of Zombies
(00029b74)
8 449 0 1 500/48=10 Reanimate a weak dead body to fight for you for 60 seconds:
  Staff of Reanimation
(00029b76)
8 949 0 10 1000/103=9 Reanimate a weak dead body to fight for you for 60 seconds:
  Staff of Revenants
(00029b7a)
8 824 0 22 2000/72=27 Reanimate a powerful dead body to fight for you for 60 seconds:
  Staff of Dread Zombies
(00029b7c)
8 1248 0 34 3000/110=27 Reanimate a very powerful dead body to fight for you for 60 seconds:
  • Dread Zombie's reanimate magnitude is 30, not 12, and its fortified healing magnitude is 3, not 1.

Soul TrapEdit

Name (ID)       Level Charge/Cost = Uses Enchantment
  Staff of Soul Trapping
(000be122)
8 986 0 10 1000/107=9 If target dies within 60 seconds, fills a soul gem:

DestructionEdit

Fire DamageEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Notes Differences From Namesake Spell
  Staff of Flames
(0004dee0)
8 183 0 1 500/14=35 seconds A gout of fire that does 8 points per second. Targets on fire take extra damage:
  • Flames, 8 pts for 1 sec
 
 
Staff of Firebolts
(0004c6ca)
(xx011d5d)DG
8 456 0 10 1000/41=24 A blast of fire that does 25 points of damage. Targets on fire take extra damage:
  • Firebolt, 25 pts
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • The first version can be found in Shalidor's Maze, and is carried by Maluril.
 
 
Staff of Fireballs
(00029b82)
(xx011d57)DG
8 1309 0 22 2000/133=15 A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage:
  • Fireball, 40 pts in 15 ft
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • The first version can be found in an unmarked location southeast of Shadowgreen Cavern (map), and is wielded by Krosis and Vokun.
  Staff of Incineration
(0010fcf2)
8 2750 0 34 3000/298=10 A blast of fire that does 60 points of damage. Targets on fire take extra damage:
  • Incinerate, 60 pts
  Staff of the Flame Wall
(00029b85)
8 1310 0 34 3000/118=25 seconds Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second:
  • Wall of Flames only inflicts Fire Barrier for 1 second; this is the duration the target burns for when directly hit by the spell, before tapering begins, meaning the Staff deals more damage overall on a single hit basis, although the summoned wall is identical for both staff and spell.

Frost DamageEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Notes Differences From Namesake Spell
  Staff of Frostbite
(0004dee1)
8 198 0 1 500/16=31 seconds A blast of cold that does 8 points of damage per second to Health and Stamina:
  • Frostbite, 8 pts for 1 sec
 
 
Staff of Ice Spikes
(0004ded8)
(xx011d5e)DG
8 511 0 10 1000/48=20 A spike of ice that does 25 points of frost damage to Health and Stamina:
  • Ice Spike, 25 pts
  • Slow, 50 pts for 3 secs
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • The first version can be found in the Inner SanctumDG of the Forgotten Vale.
 
 
Staff of Ice Storms
(00029b83)
(xx011d5f)DG
8 1401 0 22 2000/144=13 A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina:
  • Ice Storm, 40 pts in 15 ft
  • Slow, 50 pts for 5 secs
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  Staff of Icy Spear
(0010fcf7)
8 2931 0 34 3000/320=9 A spear of ice that does 60 points of frost damage to Health and Stamina:
  • Icy Spear, 60 pts
  • Slow, 50 pts for 3 secs
  • This staff can be found in the Inner SanctumDG of the Forgotten Vale.
  Staff of the Frost Wall
(00029b86)
8 1468 0 34 3000/137=21 seconds Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second:
  • Frost Barrier, 8 pts for 1 sec
  • Slow, 50 pts for 5 secs

Shock DamageEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Notes Differences From Namesake Spell
  Staff of Sparks
(0004dee2)
8 218 0 1 500/19=26 seconds Lightning that does 8 points of shock damage to Health and Magicka per second:
  • Sparks, 8 pts for 1 sec
 
 
Staff of Lightning Bolts
(0004dee3)
(xx011d60)DG
8 538 0 10 1000/51=19 A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka:
  • Lightning Bolt 25 pts
 
 
Staff of Chain Lightning
(00029b84)
(xx011d56)DG
8 1494 0 22 2000/156=12 Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target:
  • Two staves with this enchantment exist. The original game only includes the standard staff, while Dawnguard adds a second staff of the same name with a different appearance, wielded by Falmer.
  • Chain Lightning does not inflict any stagger at all unless the Impact perk has been taken and the spell is dual cast, in which case it inflicts 0.25 stagger, not 1.
  Staff of Thunderbolts
(0010fcf4)
8 778 0 34 3000/51=58 A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka:
  • Lightning Bolt, 25 pts
  • Has the wrong enchantment attached, using apprentice Lightning Bolts instead of expert Thunderbolts, which explains the high amount of uses. (see bugs)
  Staff of the Storm Wall
(00029b87)
8 1531 0 34 3000/145=20 seconds Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second:
  • Wall of Storms, 8 pts for 1 sec

IllusionEdit

FearEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Locations Differences From Namesake Spell
  Staff of Fear
(00029b8c)
8 2443 0 10 1000/289=3 Creatures and people up to level 8 flee from combat for 60 seconds:
  • Fear, 8 pts for 60 secs
  • Fear's magnitude is 9, not 8, but its duration is 30 secs, not 60.
  Staff of Vanquishment
(00029b92)
8 1807 0 34 3000/180=16 Creatures and people up to level 12 flee from combat for 30 seconds:
  • Rout, 12 pts for 30 secs in 15 ft
  • Rout's magnitude is 20, not 12.

FrenzyEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Differences From Namesake Spell
  Staff of Fury
(00029b89)
8 803 0 1 500/92=5 Creatures and people up to level 4 will attack anything nearby for 60 seconds:
  • Fury, 4 pts for 60 secs
  • Fury's magnitude is 6, not 4, but its duration is 30 secs, not 60.
  • Fury simultaneously rallies the target for its duration, raising its confidence as well as its aggression.
  Staff of Frenzy
(00029b8f)
8 1149 0 22 2000/113=17 Creatures and people up to level 8 will attack anyone nearby for 60 seconds:
  • Frenzy, 8 pts for 60 secs in 15 ft
  • Frenzy's magnitude is 14, not 8.
  • Frenzy simultaneously rallies the target for its duration, raising its confidence as well as its aggression.

PacifyEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Locations Notes Differences From Namesake Spell
  Staff of Calm
(00029b8b)
8 1153 0 10 1000/128=7 Creatures and people up to level 8 won't fight for 30 seconds:
  • Calm, 8 pts for 30 secs
  • Calm's magnitude is 9, not 8.
  Grand Staff of Charming
(00029b91)
8 1393 0 34 3000/128=23 Creatures and people up to level 8 won't fight for 30 seconds:
  • Calm, 8 pts for 30 secs
  • While the game's code implies this was originally intended to be a staff carrying the Pacify spell, it instead is simply a Staff of Calm with more charges.
    • As a result, it has the same differences: Calm's magnitude is 9, not 8.

RallyEdit

All of these do not apply the secondary Fortify Health and Fortify Stamina effects that they claim they do and that their namesake spells do; see the bugs section for more.

Name (ID)       Level Charge/Cost = Uses Enchantment Differences From Namesake Spell
  Staff of Courage
(00029b88)
8 79 0 1 500/1=500 Target won't flee for 60 seconds and gets some extra health and stamina:
  • Courage has a magnitude of 100, not 6, but the magnitude of this effect may not matter between those values, as maximum Confidence is 4.
  Staff of Inspiration
(00029b8e)
8 317 0 22 2000/9=222 Targets won't flee for 60 seconds and get extra health and stamina:
  • Rally, 10 pts for 60 secs in 15 ft
  • Rally has a magnitude of 100, not 10, but the magnitude of this effect may not matter between those values, as maximum Confidence is 4.

RestorationEdit

Restore HealthEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Differences From Namesake Spell
  Staff of the Healing Hand
(00029b93)
8 198 0 10 1000/9=111 seconds Heals the target 4 points per second, but not undead, atronachs or machines:
  • Healing Hands has a magnitude of 10, not 4, and a duration of 1, not 0. Because of how the spell tapers, this means a single "shot" of healing from the staff heals 5.2 health over 0.3 seconds (17.33 healing per second), while a single "shot" from the spell heals 13 health over 1.3 seconds (10 healing per second), although actual performance will vary depending on how much you "pulse" these effects, rather than holding the key down to channel.
  Staff of Mending
(00029b99)
8 613 0 22 2000/46=43 Heals the target 45 points, but not undead, atronachs or machines:
  • Restore Health, 45 pts

Turn UndeadEdit

Name (ID)       Level Charge/Cost = Uses Enchantment Locations Differences From Namesake Spell
  Minor Staff of Turning
(00029b94)
8 556 0 10 1000/53=18 Undead up to level 4 flee for 30 seconds:
  Staff of Turning
(00029b95)
8 1036 0 22 2000/98=20 Undead up to level 8 flee for 30 seconds:
  • Turn Undead, 8 pts for 30 secs
  • Turn Undead Push, 0 pts
  • Turn Undead has a magnitude of 13, not 8; see the spell page for a discussion of this effect's lack of a stagger magnitude above 0.
  Grand Staff of Turning
(00029b97)
8 1520 0 34 3000/144=20 Undead up to level 12 flee for 30 seconds:
  Staff of Repulsion
(00029b9a)
8 675 0 22 2000/53=37 All affected undead up to level 4 flee for 30 seconds:
  Grand Staff of Repulsion
(00029b9b)
8 1289 0 34 3000/115=26 All affected undead up to level 8 flee for 30 seconds:
  • Repel Lesser Undead, 8 pts for 30 secs
  • Turn Undead Push, 100 pts
  • Repel Undead has a magnitude of 16, not 8.
  • Repel Undead delivers an effect named "Repel Undead", not "Repel Lesser Undead", which has a base cost of 5, not 3.5; as a result, this staff is more efficient than if it used the same effect.

Special StavesEdit

Name (ID)       Charge/Cost = Uses
(controlling skill)
Enchantment Notes
  Aetherial Staff DG
(xx00575e)
8 1970 0 1000/75=13
(None)
Summon a Dwarven Spider or Sphere for 60 seconds wherever the caster is pointing.
  Dragon Priest Staff
(0007e5bb)
8 1570 0 5000/118=42 seconds
(Destruction)
Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second:
  Dragon Priest Staff
(0004de5b)
8 1989 2 2000/145=13 seconds
(Destruction)
Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second:
  Eye of Melka
(000b3dfa)
8 1234 0 1000/133=7
(Destruction)
A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage:
  Gadnor's Staff of Charming
(00046e0b)
8 803 0 500/92=5
(Illusion)
Creatures and people up to level 4 will attack anything nearby for 60 seconds:
  • Fury, 4 pts for 60 secs
  Goblin Totem Staff
(xx(?))
10 1614 0 (?) Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target.
  Halldir's Staff
(000ab704)
8 1874 17 1000/218=4
(Illusion/Conjuration)
Calms less powerful opponents for 60 seconds, and traps their souls should they die:
  Hevnoraak's Staff
(0010076d)
8 1791 0 5000/145=34 seconds
(Destruction)
Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second:
  Miraak's Staff DB
(xx039FA6)
8 1649 - 1849 0 3000/67=44
(None)
Sprays writhing tentacles on the ground that stagger and poison foes that enter them.
  Sanguine Rose
(0001cb36)
10 2087 0 3000/215=13
(Conjuration)
Summons a Dremora for 60 seconds.
  Skull of Corruption
(00035066)
10 1680 2 3000/40=75
(None)
20 points damage, increases to 50 if powered with dreams collected from sleeping people.
  Spider Control Rod
(000e57f0)
(000c19ff)
8 153 1 1000/1=1000
(Alteration)
Directs Aicantar's Spider to the target:
  • Spider Control, for 3600 secs
  Staff of Arcane Authority
(000940d8)
8 2443 0 1000/289=3
(Illusion)
Creatures and people up to level 8 flee from combat for 60 seconds:
  • Fear, 8 pts for 60 secs
  Staff of Hag's Wrath
(0007a4fb)
8 1310 0 3000/118=25
(Destruction)
Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second:
  Staff of Jyrik Gauldurson
(000e5f43)
8 594 0 1000/58=17
(None)
Target takes 25 points of damage, and twice as much Magicka damage:
  Staff of Magnus
(00035369)
8 1468 0 5000/106=47 seconds
(Restoration/Alteration)
Absorb 20 magicka per second. If the target is out of magicka, absorb health instead:
  Staff of Ruunvald DG
(xx01958c)
8 1393 0 3000/128=23
(Illusion)
Creatures and people up to level 8 won't fight for 30 seconds:
  • Calm, 8 pts for 30 secs
  Staff of Tandil
(0006a093)
8 2530 0 10000/165=60
(Illusion)
Creatures and people up to level 12 won't fight for 60 seconds:
  • Pacify, 12 pts for 60 secs in 15 ft
  Wabbajack
(0002ac6f)
10 1565 27 3000/150=20
(Destruction)
A blast from Wabbajack with an unpredictable effect:

Craftable StavesDBEdit

Staves can be crafted at Neloth's staff enchanter after completing the quest Reluctant Steward. All staves use an appropriate unenchanted staff as base objects and one or more heart stones. Additionally you must know the spell for the staff you want to craft. Unlike weapons and armor, however, staves cannot be renamed during the crafting process.

All of the staves you can create can also be found as random loot or sold by vendors without Dragonborn.

Unenchanted StavesEdit

Unenchanted staves can be purchased from Neloth and are needed to craft staves. These staves existed in the original Skyrim as internally used templates, but some of the statistics were changed by Dragonborn.

Name (ID)      
  Unenchanted Alteration Staff
(0007e646)
8 500 0
  Unenchanted Conjuration Staff
(0007e647)
8 500 0
  Unenchanted Destruction Staff
(000be11f)
8 500 0
  Unenchanted Illusion Staff
(0007a91b)
8 500 0
  Unenchanted Restoration Staff
(00051b0c)
8 500 0

AlterationEdit

These use an unenchanted Alteration staff as base object.

Created Staff Spell Heart Stones
Staff of Magelight Magelight 2
Staff of Paralysis Paralysis 4

ConjurationEdit

These use an unenchanted Conjuration staff as base object.

Created Staff Spell Heart Stones
Staff of Banishing Banish Daedra 3
Staff of Daedric Command Command Daedra 4
Staff of Dread Zombies Dread Zombie 4
Staff of Expulsion Expel Daedra 4
Staff of Reanimation Reanimate Corpse 2
Staff of Revenants Revenant 3
Staff of Soul Trapping Soul Trap 2
Staff of Zombies Raise Zombie 1
Staff of the Familiar Conjure Familiar 1
Staff of the Flame Atronach Conjure Flame Atronach 2
Staff of the Frost Atronach Conjure Frost Atronach 3
Staff of the Storm Atronach Conjure Storm Atronach 4

DestructionEdit

These use an unenchanted Destruction staff as base object.

Created Staff Spell Heart Stones
Staff of Chain Lightning Chain Lightning 3
Staff of Fireballs Fireball 3
Staff of Firebolts Firebolt 2
Staff of Flames Flames 1
Staff of Frostbite Frostbite 1
Staff of Ice Spikes Ice Spike 2
Staff of Ice Storms Ice Storm 3
Staff of Icy Spear Icy Spear 4
Staff of Incineration Incinerate 4
Staff of Lightning Bolts Lightning Bolt 2
Staff of Sparks Sparks 1
Staff of Thunderbolts Thunderbolt 4
Staff of the Flame Wall Wall of Flames 4
Staff of the Frost Wall Wall of Frost 4
Staff of the Storm Wall Wall of Storms 4

IllusionEdit

These use an unenchanted Illusion staff as base object.

Created Staff Spell Heart Stones
Staff of Calm Calm 2
Staff of Courage Courage 1
Staff of Fear Fear 2
Staff of Frenzy Frenzy 3
Staff of Fury Fury 2
Staff of Inspiration Rally 3
Staff of Vanquishment Rout 4

RestorationEdit

These use an unenchanted Restoration staff as base object.

Created Staff Spell Heart Stones
Grand Staff of Repulsion Repel Undead 4
Grand Staff of Turning Turn Greater Undead 4
Minor Staff of Turning Turn Lesser Undead 2
Staff of Mending Heal Other 3
Staff of Repulsion Repel Lesser Undead 3
Staff of Turning Turn Undead 3
Staff of the Healing Hand Healing Hands 2

Creation ClubEdit

Crafting these staves does not require knowledge of any spell. Despite requiring the use of a Staff Enchanter, these items are not added by the Dragonborn DLC and instead come from various Creation Club Creations.

Created Staff Related Quest Heart Stones Notes
Arm of the MoonCC The Arms of Chaos 0 Requires the Arms of Chaos Creation. This staff uses the unenchanted version of the Arm of the Moon as a base object, and requires a Green Sigil Stone instead of a Heart Stone.
Arm of the SunCC The Arms of Chaos 0 Requires the Arms of Chaos Creation. This staff uses the unenchanted version of the Arm of the Sun as a base object, and requires an Orange Sigil Stone instead of a Heart Stone.
Staff of SheogorathCC Put A Fork In It 2 Requires the Staff of Sheogorath Creation. No unenchanted staff is needed for the base; instead, you must obtain the Branch of the Tree of Shades and Ciirta's Eye.

NotesEdit

  • The charge costs given are the ones found in the Creation Kit. These are the actual cost values at skill level 0, rounded down. The cost decreases with higher levels of the controlling skill, resulting in more uses before recharging is needed. At skill level 100 this results in about 1.7 times the uses shown here.
  • The Enchanting perk Soul Siphon, which traps 5% of a creature's soul when you kill it with a weapon, does not work with staves.
  • Followers will not recharge staves.[verification needed]

BugsEdit

  • Rally staves claim in their description that they provide extra health and stamina, but they do not actually do so. ?
  • Summoning staves (e.g. Staff of the Flame Atronach, Staff of the Storm Atronach, Sanguine Rose) may not work if you have the Elemental Potency perk. ?
  • Equipping the Staff of Jyrik Gauldurson is also meant to apply Jyrik's Blessing, which increases Magicka and Magicka regeneration. However the script to apply the effect is not actually attached to the item.
  • Staves that reanimate a corpse will allow for the body to remain intact after the spell wears off allowing the corpse to be reanimated an unlimited number of times. This is unlike reanimation spells, where the body will disintegrate after the spell wears off.
    •   The Unofficial Skyrim Patch, version 2.0.9, addresses this issue. Reanimated corpses will disintegrate after the spell wears off.
  • The Staff of Thunderbolts will cast Lightning Bolt when used, rather than Thunderbolt.