Spells have been spread out, balanced and made more useful.Īn example of this would be the charm sphere.before the highest summons required 97 in magic (this was the hightest spell cost in the game) and you could summon all 10 creatures. Now all spells have greater versions and most of the originals have been fine-tuned. These were the things I wanted to improve or expand upon. Your pet quickly becomes obsolete in the harder modes or when deep delving. Mana/magic requirements seemed arbitrary. There's only 1 cold, but 4 fire spells only 1 type of Charm. The Ice spell is stronger than the fire-based ones, plus it has a slowing effect with no trade off. All but a few spells can be obtained for only 50 magic. Why do only the healing spells have greater versions? Magic requirements for spells don't make much sense and are far too low. Eventually I found several I liked.and whittled them down to the changes listed below. Many of the upgrades I found I didn't need or were already incorporated in the newest version of Fate.
So I downloaded many of the mods in the archive and started going through them one at a time.
I orginally made this mod because my version of fate wasn't compatable with mod man or nearly all the other mods out there. New to this version are a slew of monster improvements and a few spell tweaks to fit with the new monster changes. This is version 3 of the Greater Spell crafting mod.
Many of the upgrades I found I didn't need or were already incorporated in the newest version of Fate.īest viewed with word wrap at full screen
This Mod effects nearly every aspect of Fate.