Come one, come all. For a few years now I have been working on a balance mod for Arcanum for my own enjoyment. It is pretty much done now. So what does my mod do? Well in short it balances all weapon styles and magick to do about the same damage. And the broken stuff has been nerfed or removed. Here are a few examples of major changes -All healing is very low in combat (not really useful in combat). Fate points have been removed for this reason. -Backstab heavily nerfed, prowling heavily 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. -Maximum melee bonus damage is 10. -Maximum resistance is 75. Everyone one starts with 45 resistance (fire, normal, electrical) and monsters mostly have around 60 resistance. Armor and items give less resistance. But if you get a good set of armor (not hard) you will hit the cap of 75. Platemail for example gives +20 resistance. -Enemies mostly have 16 speed. So they put up a better fight. -More health for low level enemies and NPCs (and you) start with 56 health and 56 fatigue. Cap for health is 350 (PC can reach the limit with blessings without spending points). -Maximum followers is 2. -OP weapons like Torian Kel sword has been nerfed. The intended combat mode for the mod is turn based but I didnt hex edit out the ability to switch combat mode. This is due to the bug when the original Arcanum "freezes" in turn based combat so that you can quickly switch out and in with space x 2. The mod is designed for UAP (made with 1.5.1). FilthyJack is going to see if he can package it easily. But I have also put it up on nexus mods.