Elden Ring

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VulGyren

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VulGyren

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About this mod

Fantasy focused gameplay overhaul that improves magic casting/options and adds general improvements including dashes, deflects, armor enchanting, improved infusions with vfx, +more.
Improves the fluidity and viability of magic through new casting methods and improves on the feel of gameplay in general while trying not to deviate too much.

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Changelogs
Latest version tested and works on update 1.10

This mod introduces a multitude of balance and gameplay changes, while attempting to maintain/improve upon vanilla difficulty/feel and focuses on improving upon magic viability and fantasy/build options and ultimately does enable the player to be somewhat stronger with a full build, enchanted equipment, and/or higher-level investment as a side effect and also makes enemies in general a bit more capable and a little less mmo mob-like in attempt to keep balance.

-generally improves player mobility based on weight level and adds proper sliding 

-light load has rolls replaced with a quick dash and general move/sprint speed increased significantly
-medium load has rolls replaced with a slightly slower dash and general move/sprint speed increased noticeably 
-heavy load rolls are untouched

-timed blocking/deflects on guarding which bounce small to mid weapons reduces stamina cost and negates damage with opportunity to guard counter
-strong attacks after the first and third light attack on many weapons will switch between 1h and 2h allowing you to mix up attacks or seamlessly chain between 1 and 2 handed combos

-3 uses of physicks flask per rest

-spellbinds, channel spells, pyromancies, and cantrips all work accurately and cast properly in first person for much better immersion if using Dasaav's fps mod
 (magic effects appear appropriately from hands/seals/staves instead of coming from the camera like some vanilla magic does in first person, since my fp magic changes got implemented in the FPmod)

-significantly improves archery and bow scaling 

-Adds skyrim style Enchanting to almost all armor in the game
 -you need to have the Enchanting Tools(replacing tailoring tools) from the coastal cave and then you can alter/enchant your armor at any grace
 -each slot has 8 potential enchantments to choose from with different slots(head, chest, arms, feet) having different options
 -there are 20 different effects in total
 -enchanting costs 2 starlight shards (which are now craftable) and is permanent
 -only one enchantment per piece of equipment(like skyrim) 
 -boc still does alterations but alterations cannot be enchanted for now, so gear will need to be reverted if you wish to enchant it
 -vast majority of armor is enchantable, only glintstone crowns and maybe a few unique items shouldn't be enchantable

-4 new classes:
 -Ritualist, ghostflame themed caster with high int and good fth/fp but frail physicality and str
 -Heretic, flame themed caster with better health and starting armor and solid int/fth but poor str and less fp
 -Cultist, lightning themed caster with more physical potential but frail hp
 -Arcanist, arcane caster using blood magic, ailments, and shifting spells

-replaced lands between rune with curelean amber talisman for casters

-staves/seals are no longer upgradeable but start out about ~+0 pre 24 and become ~+10/25 around 60 in respective stats scaling and focuses/spellbinds follow the same scaling system
 -most staves/seals have similar scaling   after 60 that they would have had at max upgrade, though some staves and seals had scaling changed to give more variation or be more competitive 

-Spirit summons have somewhat expanded areas and can be summoned/dismissed freely but at cost and go on a cooldown if killed
 (seamless coop overwrites this only allowing 1 summon per grace in multiplayer)
-reworked mimic to better mimic the player visually and also have much closer stats in general with a scaling cost depending on reinforcement

-Spell requirements have been rebalanced
-there are now 3 types of magic as opposed to 2: Evocations, Invocations, and Conjurations
-stat requirements have been simplified so spells will mostly only require a main stat now(either int, fth, or arc)
-all fire and magma spells are now evocations
-blackflame and bloodbriar(which now also work on seals) spells are invocations
-Frenzy flame and bloodflame are conjurations
-seals/staves list in their description what else they can cast and have a tag by their name

-staves and seals bonk replaced with either a cantrip that is free but weaker spell or certain staves get focus 'spells' for their secondary making a total of 14 different secondary magic options

-unique status effects each with unique and easily identifiable visuals on different damage types related to this mod and vanilla spells/infusions
-fire spellbinds and focus ignite enemies causing burn damage and increasing further fire, lightning, and holy damage for a brief time
-ghostfire spellbinds and focus ignite enemies causing burn damage and building up chill on the target for a time
-blackflame spellbinds use the vanilla blackflame burn which is simply a faster ticking and higher damage burn with a shorter duration
-bloodflame spellbinds and focus use a modified bloodflame balanced like ghost and fire but building up bleed on targets
-holy spellbinds and focus bind those afflicted with holy light causing them to glow and reducing their damage for all types but holy for a time 
-magic(not cold) causes glint charged making enemies glow and briefly slightly increasing magic/fire/lightning/holy but stackable
-primeval/night/darker magic causes cosmic charged making enemies glow and briefly slightly increasing phys/magic/fire but stackable
-lightning(not cold) causes sparked making enemies spark increasing damage taken(except fire/magic) and detonates after 4 seconds
-ancient/red lightning causes ancient's sparked making enemies spark red increasing damage taken(except holy/magic)
 and detonates after 4 seconds
-dark/purple lightning causes cosmic sparked making enemies spark purple increasing damage taken(except holy/lightning)
 and also detonates after 4 seconds

-non physical infusions now have basic vfx and matching weapon trails and inflict the appropriate effects listed above
 -occult gets bloodflame visuals and burn but otherwise still functions the same 

-reworked/modified weapons and armor
 -coded sword heals allies on hit and binds enemies
 -cipher pata passively grants assassin's approach and binds enemies
 -sword of night and flame ignites on swing(think quelagg's furysword from ds1) and now casts night magic in stance
 -glintstone kris can cycle it's element and changes spells accordingly
 -giant's braid ignites on swing
 -improved frozen needle projectiles and changed charged variant
 -enabled infusions on Frozen needle, Zamor curved sword, and Icerind Hatchet
 -mushroom armor creates poison spores passively poisoning enemies in the cloud(think singed from league of legends) stacking with each piece
 -robes and carian chestplate give small scaling fp regen
 -goldmask set gives hp regen

-New weapon
 -Erdlight Blade: weightless, pure holy dmg, fth scaling dagger made of light that binds enemies and has projectiles on 1h strong attacks

-Larval tears and Starlight Shards are now craftable

-adds 10 unique focuses(4-faith/4-intelligence/2-arcane) with their own 1h movesets each having a unique set of spells(4 for each and a blink, totaling about
40 new/modified spells) and themes
-offhand allows warding/venting for block and with no skill you can use left hand light combo spell or channel skill allows channeling instead
-crouch and plunge attacks are blink
-light attacks are simple repeatable spells and work while jumping and have running casts
-Aow or left hand to channel cast 
-tap strong to strong cast
-hold strong to use charge cast
-focuses are like dark hand starting 'max' upgrade with good scaling and functioning defensively in off hand
-can be 2handed to conjure a second for full moveset
-these focus weapons follow magic rules similar to warhammer, remember to watch your build up and vent

-cold and glintstone scale intelligence

-gravity is mostly int but split into dex

-ghostflame is mostly int with slight faith scaling

-flame is split faith and intelligence

-holy is faith

-wind is mostly faith with split into strength 

-lightning is mostly faith with split into dex

-bloodfire is mostly arcane with slight faith scaling

-bloodbriar is mostly arcane with slight intelligence scaling

-adds 7 new surge/channel spells(4int/3fth)
-Freezing Vortex, Ghostflame Surge, Meteor Call, Glint Stream, Elden Stream, Twister, and Storm Call
-reworked unseen body to be surge/channel 
-these spells work as aimable and aim for the center of your screen unless locked, they are better used unlocked or in first person
 so you can aim them properly

-reworked explosive ghostflame into ghostflame rite, improving animation and adding an uncharged ghostflame snake spell and improving on the vanilla spell for charged cast

-burn o flame gets flame snake when uncharged

-black flame ritual full charge was improved and uncharged cast is a blackflame snake 

-freezing mist has a different animation and creates a freezing zone that detonates after time when charged

-gravity well calls a gravity bolt when fully charged

-meteorite now creates gravity shockwave uncharged or a local meteor storm on full charge with a new animation

-new spell Pyroclasm, creates snaking surge of lava in front of you or charge cast causes a series of eruptions around you

-new spell erdlight is golden light fth variant of starlight both are now toggle spells, cast to turn on and crouch to instantly dismiss

-adds 55 Spellbinds(equippable spells you can cast from item slots or pouch)
-all spellbinds require 12+ dex and their main scaling stat at 18+(except pyros) for proper scaling functioning as catalyst requirements 

-basic spellbinds use a repeatable animation similar to catch flame and do not hinder grounded movement

-lesser spellbinds use a repeatable animation similar to swift glintstone shard and slow grounded movement

-greater spell binds use stronger spells and a slower but still repeatable animation similar to ancient dragons lightning strike that allows you to walk  while casting
-int Spellbinds include cometshard, shardspiral, cannon of haima, crystal burst, magic glintblade, nightcomet, stars of ruin, founding rain of stars, 
 gravity orb, convergence, freezing grasp, ice storm, rancour, ancient death rancour, Rykard's rancour, and Ranni"s DarkMoon.


-fth Spellbinds include spark burst, frozen lightning, ancient lightning strike, death lightning,
 earth shards, guranqs beast claw, holy disc, golden grasp, heal, wrath of gold, and EldenStars.


-arc Spellbinds include bloody swarm, bloodboon, sickening grasp, poison mist, and greater oracular bubble.
  
-pryomancy(fth/int) Spellbinds include magma shot, lavaburst, flame bolt, scatter flame, burn o flame, black flame, scouring flame,
 black flame ritual, and Flame of the fell god.

-frenzied pyromancy(str/dex/int/Fth) includes frenzied burst and frenzied flame


-restored Miranda's Prayer scaling with faith but changed animation and created intelligence and arcane scaling tools.

-reworked several talismans
-crimson talismans now have a percentage hp regen
-cerulean talismans now give slight percentage focus point regen
-blessed talisman alleviates madness faster on top of its flat regen
-concealing veil gives the old unseen form effect passively now though its affect on npcs was reduced 
-ancestral spirit's horn gives a small percent of hp and fp back
-carian filigreed reduces stamina cost of attacks
-primal glintstone blade reduces hp by less and also affects fp items now
-green turtle talisman also alleviates sleep faster
-taker's cameo causes you to create a trail of lava akin to the blasphemous praetor himself

-modified hp scaling, is similar up to around 40-60 then plateaus a bit before resuming higher scaling all the way to 99
-shifted fp and fp costs over a digit to allow better regeneration
-modified arcane to give more discovery per point making item drops less tedious

-increased draw distance

-summoned mimics are fully capable of using any spell binds or focuses equipped as they would spells or weapons

-pyroclasm and erdlight are sold by kale at church of elleh
-all 55 spell binds and 3 spell tools are currently craftable for souls
-all 7 surge/channel spells are sold by Twin Maiden Husks
-all 10 focuses are considered 'tattoos' as a unique weapon category and are found with catalysts
-all 10 focuses are obtainable in game in various locations where certain staves or torches mentioned at the bottom of the page were or alternatively can be purchased from Rogier or his bearing

-video below is outdated but still gives an idea of what the mod does



For installation you need to download either UXM selective unpacker or mod engine 2 from the requirements section above

For UXM extract the directory somewhere easy to manage and run the program you will need to direct it to your er installation and unpack everything and then click patch exe, after that you just drag the mod into your game folder and overwrite, though I do recommend modloader or seamless coop if you go this route so you can manage modded saves easier

For mod engine 2 "Mod Engine 2 does not need to be extracted to the Elden Ring game directory. Extract wherever you want, put modded files in the included mod directory, and double click "launchmod_eldenring.bat"

Everything should be polished, functional and relatively balanced, though could probably use some tweaking.
Everything will probably eventually move to appropriate vendors, current implementation allows easier access for testing.
Feel free to leave feedback or report bugs here on nexus.

Replaces torches, digger staff, demihuman queen staff, academy glintstone staff, and meteorite staff and edits too many tae files(most of them in small ways00-600ish), and the text associated with torches, and the mentioned staves.
Sorcer Rogier sells focuses, spells come from twin maiden husk, spellbinds and some other things are craftable, and a few are found/dropped.