About this mod
New equipment system based on encumbrance with tradeoffs for each class.
Improved high damage slow attacking weapons and spells, which now will be viable options (balance was broken by LOA addon).
Easier multiclassing, all possible multiclasses are viable, use what you like.
- Requirements
- Permissions and credits
Equipment changes:
All armor reduces character dexterity, based on armor weight except low level armor. Body armor affects it the most. Dexterity can not be reduced below 0. Stat requirements for armor are reduced, encumbrance will be used instead.
Low dexterity will not allow equipping some weapons (blades and ranged), ranged weapons require the most. Nothing else requires dexterity. Dexterity below 10 will reduce mana regeneration by up to 30%, higher dexterity will improve mana regeneration slightly. Base mana regen improved.
The attack speed with melee and ranged weapons also depends on dexterity. ~-5% at 0 dexterity, ~+20% at 40 dexterity, progression continue further with higher numbers
There is a slight dependence of casting speed on dexterity. ~+9% at 40 dexterity
Heavy body armor provides most armor, but reduces dexterity the most (up to 659 armor -34 dex for strongest).
Heavy body armor reduces mana regeneration by -19% to -35% depending on weight. (added in mod version 1.2)
Medium and light body armor have less armor, but more armor per weight (up to 396 armor -15 dex for strongest medium, up to 215 armor -4 dex for strongest light).
Heavy mage body armor provides +15% mana regeneration bonus, but can be quite heavy (up to 412 armor -20 dex for strongest).
Mage robes provide +25% mana regeneration bonus (up to +35% for unique and rare variants) and light, but armor is low.
Heavy helmets provide most armor, but reduce dexterity the most (up to 217 armor -11.5 dexterity for strongest).
Heavy helmets reduces mana regeneration by -2% to -8% depending on weight. (added in mod version 1.2)
Light helmets provide low armor, but light (up to 42 armor -1 dexterity for strongest).
Mage helmets provide low armor and give bonus to max mana and +5% to mana regen (up to 29 armor, +750 max mana, -3 dexterity for strongest).
Gloves and boots have various dexterity penalties based on armor and no additional bonuses (up to 69 armor, -3 dexterity for strongest).
Classes:
Stat progression from skills has been changed.
All original campaign and LOA companions are changed to a new balance.
Warrior:
Receive +0.50 strength per melee level.
Receive +0.40 dexterity per melee level.
Receive +0.10 intelligence per melee level.
Can wear the heaviest armor while remaining a capable fighter.
Some melee weapons (blades and daggers) require less strength, compared to others, but require some dexterity (up to 15), so warriors with lighter armor are able to equip higher level weapons.
Two handed weapons are stronger now, so the choice between a shield and a two-handed weapon is meaningful.
Strength (to compensate for lower strength level per melee level) and dexterity (to give bonus for lighter armor) provide a small bonus to melee armor penetration (20% as effective as melee skill level).
Some crossbows will require strength, but much weaker than dexterity required ones.
Ranger:
Receive +0.35 strength per ranged level.
Receive +0.40 dexterity per ranged level.
Receive +0.25 intelligence per ranged level.
Can theoretically wear the same armor as a warrior, but then will not be able to wear any good ranged weapon. Prefer to wear medium and light armor. Lighter armor will allow to wear better weapons.
Can equip reasonably good melee weapons (blades and daggers) which require less strength, but not as good as warrior because of lower strength.
Dexterity and intelligence provide a decent bonus to ranged armor penetration (30% as effective as ranged skill level). While it is the same bonus, dexterity is still better, because it will allow to equip stronger weapons or stronger armor. Rangers have higher intelligence than warriors and will have more ranged damage.
Warrior-ranger multiclass:
Edge between warrior and ranger melee and ranged damage is not too high, so warrior and ranger can freely and easily multiclass at any point. Warriors can equip light armor with good ranged weapons, rangers can equip decent melee weapons (blades and daggers). Rangers, equipped as warriors will not be able to hold decent heavy weapons, so they are restricted to blades and daggers, which require lighter armor. So multiclass has higher flexibility, but restricted to lighter armor.
Mage:
Receive +0.24 strength per magic skill level.
Receive +0.26 dexterity per magic skill level.
Receive +0.50 intelligence per magic skill level.
Equipping magic armor and helmet will give mana regeneration bonus, but those are not as efficient as other armor wise.
Heavier armor can be equipped, but it will hurt mana regeneration. Cannot equip both heaviest body armor and helmet at the same time, unless multiclassing or with big dex bonuses from equipment (Those bonuses could be +int or combat/nature magic, so there is opportunity cost).
Can equip decent ranged weapons if using lightest possible armor.
Magic staffs are more useful for mage. While they deal much less damage than other melee weapons, they also partially ignore enemy armor, so damage is less dependent on melee skill. Mage can effectively kill enemies in melee when out of mana, even if low skill.
Intelligence provides a big bonus to ranged armor penetration (50% as effective as magic skill level). Armor penetration is improved overall.
Area effect spells which were dealing little damage for their mana cost are improved.
Reduced mana cost for all curse spells.
Improve survivability of summons, they are also a little cheaper in mana.
Improve damage of some high level spells, damage of which was screwed by new LOA armor calculations. Some other slight spell rebalance.
Starting orb spells are available at magiclevel of 0 to provide easier magic multiclassing..
Mage-ranger multiclass:
Required to use lighter armor than pure ranger. Has less mana than pure mage.
Best when combining ranged weapons attack with spells like summons, orbs, area damage spells.
Will do better overall damage, than pure class at cost of protection.
Mage-warrior multiclass:
May be closer to mage, using area spells and then finishing off the remainder with a staff.
May be closer to warrior, using lighter armor, lighter weapons (blades and ranged) with spells like summons, orbs, area damage spells.
Or something in between.
Warrior-ranger-mage multiclass:
Can be played in the same way as other multiclasses, depending on what it is closer to.
Mods, which modify experience or spells are not compatible with PATHS Overhaul.
Only specific mods, which added on this mod page will work properly.
Optional submods:
Modify experience x2, x4, x10 options.
Extended duration for buffs and summons.
Version history:
1.1:
Added dependence of attack speed with melee and ranged weapons on dexterity. ~-5% at 0 dexterity, ~+20% at 40 dexterity
Added small dependence of casting speed on dexterity. ~+9% at 40 dexterity
1.2:
Heavy armor now reduces mana regeneration by up to -35% for heaviest body armor, -8% for heaviest helmet (in addition to existing reduction from low dexterity) to add more motivation to equip lighter armor on a mage