It respects the disadvantage, in that classes with this property do not regenerate spell points at all. Not in real time, not during rest.SangvinPingvin wrote: ↑Wed Dec 07, 2022 6:49 pm will the magicka regen provided by this mod override the classmaker disadvantage ”inability to regenerate spell points”?
Kab's Unleveled Spells
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
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- Posts: 9
- Joined: Sat Nov 26, 2022 10:16 am
Re: Kab's Unleveled Spells
Awesome, thanks.
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
Kab's Unleveled Spells has been updated to 1.0
https://www.nexusmods.com/daggerfallunity/mods/220
Changes can be found here:
https://en.uesp.net/wiki/DFU_Mod:Kab's_Unleveled_Spells
https://www.nexusmods.com/daggerfallunity/mods/220
Changes can be found here:
https://en.uesp.net/wiki/DFU_Mod:Kab's_Unleveled_Spells
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- Posts: 32
- Joined: Sun May 07, 2023 10:16 am
Re: Kab's Unleveled Spells
Hi, I really enjoy this mod but I've realised something when used in conjunction with Might Magick saving throw module, which upon a successful saving throw enemies and player will not fully resist a spell it only decreases the dmg done.
I only use the saving throw part of that mod and I think it is generally quite balanced, as is unleveled spells. I've yet to experiment at higher levels, but with both active, a mage with a large magicka pool in the early game is pretty OP. You can just spam low cost destruction spells like Arcane Arrow until everything dies because you will never run out of magicka in a dungeon. Used with any magicka regen mod it is especially overpowered.
Typically I play the base game and test mods as a hybrid class, so I was surprised to see how easy it became as a x3 int "pure spellcaster". I expect that once you get to the level that most enemies have resistances to some form of magic this might even out potentially. I also suppose a novice spellcaster roleplay wise may be a bit stronger out the gate than a lowly thief or unseasoned warrior. I'm just trying to find a good combination of combat oriented mods to make the game a bit more balanced. Daggerfall is wacky and super unbalanced in the vanilla state.
For example, Arcane Arrow is costing 5 spell points to cast, you can just walk backwards and spam it until everything dies and heal when its dead
This is by no means a criticism, just an observation. Cheers.
I only use the saving throw part of that mod and I think it is generally quite balanced, as is unleveled spells. I've yet to experiment at higher levels, but with both active, a mage with a large magicka pool in the early game is pretty OP. You can just spam low cost destruction spells like Arcane Arrow until everything dies because you will never run out of magicka in a dungeon. Used with any magicka regen mod it is especially overpowered.
Typically I play the base game and test mods as a hybrid class, so I was surprised to see how easy it became as a x3 int "pure spellcaster". I expect that once you get to the level that most enemies have resistances to some form of magic this might even out potentially. I also suppose a novice spellcaster roleplay wise may be a bit stronger out the gate than a lowly thief or unseasoned warrior. I'm just trying to find a good combination of combat oriented mods to make the game a bit more balanced. Daggerfall is wacky and super unbalanced in the vanilla state.
For example, Arcane Arrow is costing 5 spell points to cast, you can just walk backwards and spam it until everything dies and heal when its dead
This is by no means a criticism, just an observation. Cheers.
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: Kab's Unleveled Spells
I do think that playing without a miss chance in Daggerfall makes it easy to win by just spamming attacks. This applies to both physical and magic.
Maybe one day I'll make knockback moddable, so we can have glancing blows that hurt but don't just stunlock enemies