Arcanum: Of Steamworks and Magick Obscura
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TCLBJA

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TCLBJA

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About this mod

Made to be fair but more fun.

-All overpowered spells and tech items fixed.

-All weapon styles are equal.

-Healing is very low in combat.

-Enemies have more speed.

-New and improved random encounters

-Need more xp to gain levels but quests give a lot more xp.

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Changelogs
Made to be fair but more fun.

-Designed for turn based combat.

-All healing is very low in combat (not really useful in combat). Fate points have been removed for this reason.

-Improved random encounters. Random encounters now number 4 or 5 enemies and happen more rarely.  New random encounter NPCs include: Half elf bandit (harm, chainmail and bow), Human Gun bandit 1 (rifle and suede armor), Human Gun bandit 2 (revolver and leather armor), Orc bandit 1 (bow and barbarian armor), Orc Bandit 2 (revolver), Orc marauder (axe and barbarian armor), Ogre 1 (rags and bow) and Ogre 2 (two handed sword and platemail). All NPCs and monsters have had their health looked over. Malochian hand now has armored dark robes and fine steel daggers.

-More xp needed for levelling but quests give a lot more xp.

-Backstab heavily nerfed, prowling nerfed and invisibility removed.

-All OP spells and tech items fixed.

-A lot of damage increases to weapons (and very few deal fatigue damage and if they do a lot less)

-Damage spells can be used a lot as the fatigue cost is very low.

-Maximum speed is 16. Max melee damage bonus 10.

-Maximum resistance is 75. Every character starts with 45 resistance (fire, normal, electrical). Armor and items give less resistance.

-Enemies mostly have 15-16 speed. So they put up a better fight.

-Health cap is 294 for the PC (it is possible to reach the cap without putting points into health if the PC does the ancient gods quest and max ST+WP). 164 health cap for most other characters (lvl 50+max WP and ST adds up to 164).

-Maximum followers is 2.

-OP weapons like Torian Kel sword has been nerfed.





Install:
To install just copy over the data folder in your main Arcanum location (where the Arcanum program is) and the Arcanum file to get the hex edits. Finally put the seperate rules folder in modules Arcanum.

Optional file:
I have added the Arcanum manual changed to fit my mod. You can use this if you want a manual that has the correct info for the mod.





Hints for the mod:

Melee: Balanced sword, feather weight axe, pyro axe (all are neutral so can be used by magick users).

Bow: Compound bow (can be bought in Tarant), pyro bow (both neutral).

Throwing: Mechanized decapitator (level 7 mechanical tech discipl, neutral).

Firearms: Fine revolver, hand cannon, rifled cannon, flamethrower, grenade launcher (all tech).

Blessings: Arbalah (+3 st/pe/in/dx, +5 reaction, -50 crit fail), Brigitte (+6 be, +6 ch), Toussade (+6 cn, +6 wp) and Velorien (+3 st/pe/in/dx, +12 melee/find trap/disarm trap/pickpocket, +130 hp/ft, +30 dr/fr/er).

Jongle in Shrouded Hills can train the player as an apprentice in pickpocket. After Ristezze repspaws his inventory he will have a lot less gold per day (50-100). You get more cash from the robbing the bank and convincing the bandits at the bridge to stop also nets more gold. You can sell grenades to general stores. Hervor flees under 70% health (was 20) so you can destroy the machine without killing him more easily.

Travelling from Shrouded Hills to Tarant is one of the few areas where only easy random encounters happen (orc bandits can spawn but these can be paid to avoid battle). Other areas spawn dangerous enemies and I recommend really good gear, a party and level 15+ before heading out (Troika made a lot of quests in Tarant incl the thieves underground quests so these are a good source of xp). You can still use the train to travel safely (and with 1 rank in persuasion you can convince the conductors to allow the dog to travel with you, note there are two conductors in Tarant and only one accepts the dog namely the mage one).

Remember that you can spend the points for your followers by disabling their auto level schemes. They can build you stuff, potion of intellect still adds +10 in for this reason. 

Healing jackets are good for tech healing as is healing salve (when you make them you get more as they heal less) and accelerate healing. 

Resurrect is very rare. You either need to be a master in necromantic white to be able to cast it or there is a schematic on isle of despair (by the sub) that allows you to build 2 resurrect items per run (one of these I like to use to save Virgil).

Spell damage: Shockwave and Harm 16-56 scaled (so damage depends on magick aptitude, every 5 aptitude increases damage by 2). Stonethrow 16-56 scaled, sv cn -10 for half. Fireflash and Jolt 16-56 scaled aoe, sv cn -10 for half. Disintegrate and Quench Life 56, sv cn -10 for half.


Info:
This mod has been made under Arcanum UAP 1.5.1 and it should be installed first. All credit for 1.5.1 goes to the creators of that.