The ring (and other variants) can be found inside the Tutorial Chest or bought from Arron (Act 1), Mattis (Act 2) or Danthelon (Act 3). Don't forget to Long Rest for trader refresh. Some passive abilities will be OFF on equip. Turn them ON by clicking.
Without it, you will get the annoying 'unable to create working story' message on loading.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Translations
No translation available on the Nexus
Changelogs
Version 2.0.0.1-ToggleParty
Same as the mine file, contains all variants (ring, amulet, lute, so on), but the passive abilities will be shared between party members. So if everyone have a ring/lute/amulet/or other variant equipped, switching ON/OFF passives will be synchronized.
Version 2.0.0.1
Arcane Gates have been reverted to their default time duration (from infinity to 10 turns) after a community member reported issues with reloading the game and finding active gates from previous saves, causing problems.
The Sanctuary Buff has been removed from the "Buff of Elder Gods" AIO package spell because it was deemed problematic, nullifying any attacks while not being able to get Sanctuary blocked. However, it can still be cast separately using the "Buff of Elder Gods" passive, which unlocks individual buffs.
Version 2.0.0.0
Provide better way to remove Invisibility status. People can't see that "Greater Restoration" actually remove it as well.
Add a "Cloak" item variant called "Cloak of Elder Gods"
Refactor the "ElderGods.xml" localization file, so it uses dynamic properties with [1], instead of just hard coding values.
Also add "LSTag Tooltip" to the localization file, so specific statuses will be shown in orange, which is way better visually.
Refactor the way spell levels are implemented.
Refactor all spells (except "Disguise Self") so they won't be affected by the "Sussur Flower Antimagic Field".
Refactor passive abilities inheritance so they have three generic passive base templates and everything after that is inherited.
Version 1.7
[BUG FIX] Withdrawn the "Maximum Damage of Elder Gods" passive, since it was causing game crashes. The game really don't like the "MinimumRollResult()" function.
Add "RemoveStatus(ASTARION_WEAK)" condition to the "Greater Restoration" spell.
Withdrawn passive "Skill Expertise of Elder Gods". It's only active on several conditions and it was not intended to work with all skills. You have the "Skill Proficiency of Elder Gods" that works with all skills as intended.
Refactor "Critical Chance of Elder Gods" with effect "Enemies cannot land a Critical Hit on you."
Refactor the Immunity and Partial Immunity of Elder Gods passives. Now they have more stable StatusImmunity conditions.
Add two variants of the Attack Roll of Elder Gods passive. Now they can increase the Attack and Hit Chance Roll with 5 or 10.
Disable the "Default Toggle ON" state on the passive "Buffs of Elder Gods". Now the single buff spells will be hidden from the hotbar and only if you need them, you can activate the passive again. This will de-clutter the spell containers.
Add "Attack Advantage of Elder Gods" passive with effect "Gain Advantage against all enemies."
Fix IRRESISTIBLE_DANCE to not have a save condition.
Version 1.6
Refactor 'TreasureTable.txt' file for a proper spawning of the items.
Refactor the way "ToggleOnFunctors" and "ToggleOffFunctors" triggers for visual effects are implemented on each passive
Refactor the items description so they reference the same String "This item holds the power of Elder Gods."
Refactor the way passives are written and make them inherit all needed properties from "Passive_SpellsElderGods", so they only overwrite specific parameters.
Add "Skills of Elder Gods" passive that will increase each skill by 30 points.
Enhance the StatusImmunity conditions to cover more statuses.
Add Extra Immunity passive that contains "StatusImmunity(SG_Condition); StatusImmunity(SG_Polymorph); StatusImmunity(SG_Invisible); StatusImmunity(SG_Incapacitated)" and explain in the description that those will block some spells, so it should be toggled ON with care.
Segregate the Proficiency passive so the "Musical Instruments", "Weapons" and "Armors" can be toggled separately.
"Advantage of Elder Gods" was refactored to cover Advantage(Concentration).
Add "Disadvantage of Elder Gods" that contains Disadvantage(AttackTarget).
Change the JumpMaxDistanceMultiplier on "Jump of Elder Gods" to 10 times (instead of 30). The hard coded jump distance by the game is 30 meters, so there is no point to increase this multiplier much higher.
Change the movement modifier on "Speed of Elder Gods" to 50 meters (from 139 meters).
Add "Extra Speed of Elder Gods" that will increase speed by additional 100 meters. (150 in total with the previous passive)
Add "Extra Actions of Elder Gods" passive that will additionally increase all action points by 6.
Extract the "RollBonus(Attack,20)" from "Roll Bonus of Elder Gods" passive. This way the old Roll Bonus passive will provide only changes to the dice rolls for skills, abilities and saving throws.
A new passive called "Attack Rolls of Elder Gods" will provide +20 points to Attack Rolls and Hit Chance Rolls.
Add a new passive ability called "Luck of Elder Gods", which prevents "Critical Failure" from occurring on dice rolls for Attacks, Skill Checks, Raw Abilities and Saving Throws.
Add a new passive ability called "Critical Chance of Elder Gods", which reduces the number required to roll a "Critical Hit" during attacks by 10.
Refactor "Critical Hit of Elder Gods" to be in the same group as "Critical Chance of Elder Gods" (you can toggle one or the other). Also add a "CriticalHit(AttackTarget,Success,Never)" function to it, that will prevent enemies from landing a Critical Hit on you.
Add a new passive called "Critical Miss of Elder Gods", that will force enemies to always get "Critical Miss" on you.
[BUG] Add a new passive called "Maximum Damage of Elder Gods", which ensures you do the maximum damage possible for your weapon or spell. P.S. Here on version 1.6 I've introduced a game crashing bug with this passive, but at that time I had no idea of the effect it will have. It's all fixed now.
Add a new passive called "Extra Damage of Elder Gods" that grants either 20 Force Damage to Melee/Ranged Attacks or 20 Bonus Damage to Spells.
Add a new passive called "Skills Proficiency of Elder Gods" that gives ProficiencyBonus() to all skills.
Add a new passive called "Skills Expertise of Elder Gods" which grants "ExpertiseBonus()" alongside "ProficiencyBonus()" to all skills.
Make Feign Death able to multi cast up to 4 targets.
Change the "AmountOfTargets" on "Invisibility" spell to 4, so you can cast it on the whole party at once.
Change the "AreaRadius" on all buffs spells from 3 to 5 meters, so now you can area cast them more freely.
Refactor the "RegainHitPoints" function to use the Target.MaxHP value instead of just 100 points. This way every character will be healed by his maximum HP amount.
Combine 'Enlarge' and 'Reduce' abilities into a single container, as they were originally implemented in the game this way.
Revert 'Planar Ally: Djinni' to the original variant of the spell, using a container having three summon variants: Deva, Djinn and Cambion. They can be all summoned together and Deva uses a better 'kick-ass' skin.
Put "Light" inside a container, alongside "Daylight" and "Daylight Enchantment". They have different light variants. "Light" spell makes items glow from the inside and "Daylight Enchantment" lights up the area where the item is.
Add "Create or Destroy Water" spell.
Refactor "Arcane Recovery of Elder Gods" spell to restore "ResetCooldowns(UntilRest), "RestoreResource(Movement,100%,0)", restore Action Points, restore all Spell Slots for Wizard and Warlock, and restore all other resources from the "Resources of Elder Gods" passive.
Refactor "Power Word Kill" spell so now it can target creatures with more than 100 HP.
Version 1.5
Make Light spell to cast on multiple items and have light radius 30 meters.
Add different icons to the old passive abilities.
Replace Invisibility with Greater Invisibility
Rename the "Target_Knock_Cheat" spell to "Target_OpenDoors_Cheat", since it conflicts with the "Faerun Utility" mod (clint uses the same name)
Add all types of music instruments to the mod, alongside an amulet. After version 1.5 the mod will be called "Ring of Elder Gods (and other variants)"
Add several new spells (Madness, Hold, Laughter, Haste, Create Undead, Summon Djinni)
Remove the useless icon re-cast from the Telekinesis spell and refactor Fly spell so now it uses the sidebar.
Add "Globe Of Invulnerability" and "Mage Hand" spell.
Add a group heal spell that will heal Ally() in range of 3 meters by 100 points.
Add Debuff spell that will remove all Elder Gods buffs
Add a AIO Buff spell that will give all Elder Gods buffs.
Put the spells into groups and make new passive ability containers for them. This way everyone can activate only the spells they need.
Add new spell that can Swap/Switch characters via teleport effect and add a free Eldritch Blast.
Immunity of Elder Gods now excludes Polymorph and Invisibility, so you can have it active and still transform yourself and become invisible.
Add the "Black Hole" "Repulsor" and "Displacer Beast Shape" Illithid spells.
Fix the "Speak with Dead" green glow missing bug
Rename the description for "ResourcesElderGods" from "Become extremely resourceful" to "Gain unlimited resources for: ChannelOath, ArcaneRecoveryPoint, BardicInspiration, SorceryPoint, SuperiorityDie, KiPoint, Rage, ChannelDivinity, LayOnHandsCharge, NaturalRecoveryPoint, WildShape, FungalInfestationCharge, TidesOfChaos, HitDice and LuckPoint."
Add icons to the new passives alongside proper names and description.
Replace "Cure Wounds" with "Healing Word" (same 100 HP regain)
Remove annoying visual effects from the Elder God's buff spells.
Sort the new grouped spells.
Release two variants of the mod (with shared passives and without).
Version 1.4
I've added several more spells, major refactoring on previous spells in order to remove potential bugs, several more passive abilities as well. Frankly i did so many changes that it's hard to document them. Just give it a try. Version 1.4 is way superior than any of the previous ones.
Version 1.3
Version 1.3 - Main Branch - The main passive ability "Touch of Elder Gods" was segregated into several other passives, so now everyone can toggle on and off whatever they want. All those passives will be turned off by default (on equip). I've also included a main official version with a Lute variant that will be fully maintained alongside the ring version from no one.
Version 1.2
The ring can be now bought from Arron (the trader) at Druid Grove for 2 gold. Don't forget to "Long Rest" in order for the trader supplies to refresh and have the ring in it.
Version 1.1-Fixed
Miscellaneous files - "Ring Of Elder Gods - Lute Variant (Fixed)" - Basically the ring will now use the music instrument slot with proper Lute name, texture, effects and everything. All visuals and performance spells works as well. Video Preview: https://streamable.com/7jl56d
Version 1.1
Main Branch - The original 1.0 had a custom icon for the "Touch of Elder Gods" ability. Now it uses the original "Spell_Enchantment_Heroism" from the game which actually looks better.
Miscellaneous files - "Ring Of Elder Gods x4" updated alongside main regarding the same asset.
Miscellaneous files - "Ring Of Elder Gods x4" updated with a "No CarryCapacityMultiplier" version so it wont conflict with any others weight mods.
Miscellaneous files - "Ring Of Elder Gods - No CarryCapacityMultiplier" - single main version here including only one ring updated with the "No CarryCapacityMultiplier" so it wont conflict with any others weight mods.
Version 1.0
Main Branch - Original release as show on the video previews.
Miscellaneous files - Modification with X4 rings included in the Tutorial Chest
* Тhis mod was last tested on: GOG Version v4.1.1.5022896 (Equivalent to Steam Hotfix #25) * Please follow the "happy update path" from the comment section, whenupdating.
Ring of Elder Gods add several modified spells that are extremely overpowered. Here is a video preview with some of the spells:
Those spells are intentionally not in a container, so you can add them directly to "Custom" tab and use them with 1-9 keys up to =.
UPDATE: Version 1.5 contains several passive abilities for different effects that can be toggled ON and OFF. They are also OFF by default when you equip the ring (or the other variants). Just switch ON whatever you want.
Here is a list of all spells and passives explained the best way I can :
From Version 1.5 onward the mod will have other variants included. This means Ring, Amulet, Drum, Flute, Lute, Lyre and Violin.
This mod can be used on a new game and with existing save as well. For a new game the ring can be found in the tutorial chest at the start of the game (location). For existing save outside the tutorial zone, use the Tutorial Chest Summoning mod.
Alternately you can buy it from Arron (Act 1) at Druid Grove for 2 gold. Also you can buy it from Mattis (Act 2) and Danthelon (Act 3). Other variants (amulet, lute, so on) can be also bought from the traders. Don't forget to "Long Rest" in order for the trader supplies to refresh and have the items in it.
This mod can also be removed mid game without breaking your save. You need to throw the ring away, save and then remove the mod from load order. Here is a short video as proof: Game Works After Mod Being Removed
I've use them as a base at the beginning, since I wanted only a small part of the content from those mods. Eventually I've re-wrote every spell so they inherit properties from the original spells from the game and only do modifications when needed.
I want to express my GRATITUDE toward clintmich for creating the Faerun Utility - FU mod, which I used to learn how mods work in BG3. His work is superior and he should be treated as a modding god! Trust me, I've seen all of the custom spells on that mod and they are splendid.
Also a big THANK YOU to swissfred and unamazement. From the GodHero mod I've learned how to do different on/off passive abilities. From Infinite Combat Resources I've learned all of the different parameters used for all kind of modification.
Also a big thank you to MagusTheMagician for releasing the Codex Gigas mod. From him I saw several funny and well implemented spells with lore, from which the Translocation spell was the most useful one. I've implemented my own version of this spell with working animation, so again GRATITUDE for the inspiration and awesome work.
Another THANK YOU to MeMeno for giving me such a helpful feedback about the new abilities and how certain functions work. I had a specific period where I was not able to test the new code changes inside the game and he provided all the needed insights. Gratitude again.
And finally, another great deal of GRATITUDE to lucrorpg for creating a video showcase of the mod. You can check his YouTube channel here: Lucrorpg's channel