Arcanum: Of Steamworks and Magick Obscura
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me

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TheDragon13

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About this mod

This is my version of the arcane equilibrium mod, making it so everything isn't extremely nerfed. (works with UAP)

Just drag files into data folder after UAP installed.

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Balances, the game and tries to make everything good and valid.

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Mages rebalanced: much better in some ways, and yet fairer/funner in others, mana potions no longer do anything, so you can't have infinite mana.

Mages now require a dip point in meditation from a school to be a mage.

You instead now must manage your mana each combat, but everyone will have 3x their normal mana, some more/slightly less than others based on race.

Meditation can restore your mana after combat(or in desperate times in combat, though a small amount , but costs a turn (12-24 based on magickal aptitude)

The spells cost appropriate values, very large for certain ones, but not excessive for others.

Take no more fatigue damage from attacks, except from demons.

New Spells added to the game, replacing a lot of useless crap with cool stuff.

Some spells removed for balance reasons, they couldn't entirely be coded out so they will just cost 999 fatigue.

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Scientists: Tech is now a bit more powerful and they are the only ones who can restore fatigue with restorers.
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Pure Warriors: Are slightly stronger than before.


Also:  I'd rather fatigue per round of turn based combat based on con heal rate, if anyone knows how to do this, let me know.