Elden Ring
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VulGyren

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VulGyren

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About this mod

This mod reworks 4 staves to have unique 'spell sets' having full functionality of a melee weapon but at range with cost.
PrinceofDeath uses cold for 1h and ghostflame for 2h
Azur'sstaff uses glintstone for 1h and gravity for 2h
Gelmir'sstaff uses fire for 1h and holy for 2h
Staffofloss uses wind/earth for 1h and lightning 2h

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This mod works on 1.07.1 but I highly recommend you check out Cantrips and Spell Tools at Elden Ring Nexus - Mods and Community (nexusmods.com), it covers most of what this mod did but with more magic, features, and polish.

This is my first mod and it is not finished, feel free to report bugs or leave feedback here on nexus though I have largely moved on to the successor of this mod.

This mod should be mostly compatible with other mods as long as they don't alter tae 41, 22 or staff/seals in equipparamweapon(also any changes/mods affecting fist weapons will apply to claws because of my repurposing of tae 22).
This started as a personal project but after lots of work and a good deal of time playing with it, I decided to release it on nexus.
My mod changes the following:

-all 5 modified seals have their own cantrip style spells replacing the strong attack, they are weaker spells that only cost stamina

-Azur's staff is a new magic weapon scaling with int and has a new moveset using mostly glintstone spells when 1 handed and gravity/cosmic spells when 2 handed and a Warhammer magic winds/warp inspired modified sleep build up that costs health if 'overcharged'

-Prince of Death staff is a new magic weapon scaling with int and has a new moveset using mostly frost spells when 1 handed and ghostflame spells when 2 handed and builds modified sleep that costs health if 'overcharged' also

-Gelmir's staff is a new magic weapon scaling with faith and has fire spells when 1 handed and holy when 2 handed for its moveset instead and uses a madness version for status 'overcharge' for theme but both take the same amount of mana and health and last similar times

-Staff of loss  is a new magic weapon scaling with faith and has wind/earth spells when 1 handed and lightning when 2 handed for its moveset instead and uses  madness like gelmir's

-erdtree seal and frenzied flame have been changed to scale differently from faith and cast any spell, they also apply a buff to any weapon in hand while out

-same for beastclaw and golden order but scaling with int and the dragon seal for arcane

-all spells have had requirements removed(should still be fair since spells need stats for damage and mana for casting but dramatically opens up options)

-cerulean talisman now gives some fp regen and gives madness/sleep resist

-the blessed talisman gives some fp regen and has had its hp regen changed to scale 

-Radagon's icon causes sleep and madness build up to fall off slightly faster to help with staves

-reworked a few spells

-tweaked some weapons like frozen needle is now magic and the strong attack is improved on charging and has increased range like spells, carian knight sword has a new strong attack, and the blade of calling has a new visual effect

-unarmed now casts with light attacks and punches or swings with strong attacks

-runes can be picked up from a very long distance but still 'drop' about where you died so you can use it as a death marker or still walk back to them if you want

-due to my limitations I set all claws to use fist weapon attacks and sacrificed the claw moveset to make my new combat staff one

-all four staves and 5 seals can be crafted but the text is bugged, the staves were 4200 and seals 42 souls and no additional items

-this mod is compatible with a vanilla saves, so you don't have to start a new character unless you want to though will not be able to play on from servers with that character anymore if you use mods

feel free to report bugs or leave feedback here on nexus, I am new to this whole thing but plan to update my mod as I can and can update the list of changes or attempt to address bugs found

things should probably be considered testing phase but I take care to make sure things should be fully playable, mostly polished, and any updates will be character/save safe and as simple as replacing the previous files.(unless Elden Ring itself updates then I believe you will have to launch the game with a clean bin before updating the mod, but it will still be safe for your save/character and never go online through eac you will likely be banned but seamless coop is definitely safe)