Hi so I only modified the actual character spells and not the item spells. So your fireball will still point to a fireball. Items have their own...
Hey FilthyJack, the mod makes some dramatic changes to a few spells which are primarily based on what others on this forum identified as spells...
WOW that was fast. thank you. Is action implemented in this version? I am still using the old one because is easier to pull action references but...
Neither the old one nor the new one know how to compile this action transform (obj) to basic prototype (num) While it recognizes the action it...
For next version I'd like to add some more cut content like the Poison spell for level 3 and move Harm back to 1 and maybe port Gunner Automaton...
One omission Agony was supposed to deal fatigue damage not actual damage oops. Agony is supposed to cause great stress and reduce fatigue of...
Hey guys this is my first mod for Arcanum. This mod attempts to fix some issues with the game spells, tech and adds some more cut content and...
Hey guys sorry for the necro. I found a few more addresses I thought it would post them in the same thread to keep everything neat and tidy....
Btw one trick I found I can use to control my balance tech and magick early in the game is to not spend character points until I need them. I keep...
So here's my breakdown of the various mage backgrounds Nature mage = very unreliable Finding the right surface in the right situation is almost...
Ah interesting. I know that shrink, haste and a few other spells work any time. I am going for a more hybrid build with explosive expert,...
OK maybe not ridonculous but I have found an interesting build that allows me to be Technologist and Magick whenever I need and still be able to...
Boomerang throwing builds are BROKEN. While you deal less damage than melee you actually hit a lot more time making it somewhat on par with an...
I found another ridonculous build Elf - Throwing Expert Magick User with Arachnid and Explosive tech Sheltered Childhood -6 STR +2 Int +2 Wis...
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