The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Silvermane Jan 18, 2015 @ 11:38pm
Mod Request: Better Runes
Runes in Skyrim are so weak that there is no point using them. I love to place traps in other games where they do enough damage to be worthwhile.

I checked Nexus and there are a few rune mods, but none of them really make them shine.

What I'd like to see is a mod that does the following:

1. Allow 2 runes at once, make casting silent, and give them a 25% stagger chance.

2. The Rune Master perk doubles range, number at once, and stagger chance.

With those buffs, I could see myself placing a few runes down before firing into a group of enemies.

Last edited by Silvermane; Jan 19, 2015 @ 12:56am
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Showing 1-7 of 7 comments
Roscaria Jan 19, 2015 @ 8:01am 
The thing that annoyed me with runes in Skyrim was that your runes have a time period then disappear, while runes made by hostiles last for ever.
Brandybuck Jan 19, 2015 @ 9:37am 
Perks apply to runes. For example, Augmented Flames. They make a great mid-range weapon with the Rune Master perk, instant and accurate, unlike most other ranged destruction spells. And contrary to Roscaria's assertion, they last forever (but you can only have one at a time).

Other advantages:

* Only spells you can cast *behind* you. Run down the corridor casting runes on ground ahead of you, foe running after you gets hit. Nice.

* Awesome for killing draugr inside sarcophagi or behind doors.

* Earliest area damage spells, and does more damage than fireball

* First spells after the weak spray spells. You would rather sick with Flames instead of Fire Rune? Really?
Roscaria Jan 20, 2015 @ 3:21am 
Originally posted by Roscaria:
The thing that annoyed me with runes in Skyrim was that your runes have a time period then disappear, while runes made by hostiles last for ever.


Originally posted by Brandybuck:
Perks apply to runes. For example, Augmented Flames. They make a great mid-range weapon with the Rune Master perk, instant and accurate, unlike most other ranged destruction spells. And contrary to Roscaria's assertion, they last forever (but you can only have one at a time).

Other advantages:

* Only spells you can cast *behind* you. Run down the corridor casting runes on ground ahead of you, foe running after you gets hit. Nice.

* Awesome for killing draugr inside sarcophagi or behind doors.

* Earliest area damage spells, and does more damage than fireball

* First spells after the weak spray spells. You would rather sick with Flames instead of Fire Rune? Really?

If this is correct then I apologise. When I checked out the perk Rune Master it merely stated that you could cast runes 5 times farther away and you could only have one at a time. There was no mention that it dd not have a time limit. This is one of the reasons I never bothered wasting my perks on this skill tree.
Zefram Cochrane Jan 20, 2015 @ 6:50am 
Originally posted by Brandybuck:

* Awesome for killing draugr inside sarcophagi or behind doors.

Laying traps for enemies you know are going to appear in a particular spot are the best use of them I think, a bit like Illusion magic you have to think ahead, or out of the box. I like that.
Silvermane Jan 20, 2015 @ 1:05pm 
It's nice to come up with niche scenarios where runes are marginally useful.

Originally posted by luc1dox:
Traps are vital to a stealth ranged class and these spells are the only traps in the game AFAIK. I was baffled when I realized that placing one caused about as much noise as a marching band. http://www.nexusmods.com/skyrim/mods/24180/?tab=4

Vanilla runes only do 50 points of damage which makes them useless once you've gained a few levels. The Silent Casting perk has no effect on runes? Only one rune at a time? That's like giving fireballs a 60 second cooldown.

The mod Truly Balanced Destruction Magic scales rune damage solving one problem at least.

The mod Silent Rune Spells and Rune Limit Uncapper allows the player to cast as many runes as they have magicka for but they still break stealth.

Unfortunately, even with those mods runes aren't really worth the trouble. First, you have to switch to the rune spell (using a scarce hotkey slot). Then you have to cast it (likely breaking stealth). Then you have to lure the enemies to it (which means tough or many). All to do about the same damage as a regular attack? Just seems poorly balanced to me.
Last edited by Silvermane; Jan 20, 2015 @ 5:35pm
Delta 1038 Jan 20, 2015 @ 4:14pm 
I use them for offence too. Damn good stuff although it just doesn't have that cathartic feedback as Incinerate spam.
Brandybuck Jan 21, 2015 @ 9:52am 
If you want to be Tim the Blast-o-mage, then stay away from runes. Otherwise they're a valuable part of every wizard's grimoire.
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Date Posted: Jan 18, 2015 @ 11:38pm
Posts: 7