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Tarluk

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TarlukLegion

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About this mod

A rebalance mod that seeks to subtly tweak many of the weapons and equipment, allowing for more diverse and satisfying builds without significantly altering the overall feel of the game.

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Introduction:

Elden Ring - Re:Tarnished (now updated for 1.0.9) seeks to rebalance many of the weapons, talismans, and other mechanics such as Poison or Holy damage that feel like they've been left behind by the rest of the game, or otherwise make certain strategies more satisfying to use, but without going overboard in buffing or overhauling the gameplay like with other balance/overhaul mods.

Feedback is much appreciated, both for suggestions on additional changes to make / other things to take a look at next, as well as for existing changes.

Installation:
  • Download the .zip file from the "Download" tab, extract it in your Mod Engine 2.0 folder, and launch the mod using "launchmod_eldenring.bat".

General:
  • Weapon upgrade cost with normal Smithing Stones reduced from 2/4/6 per Smithing Stone tier to 1/2/4 per Smithing Stone tier (This should allow for more experimentation with weapons in the early game by lessening the concern of needing to carefully save smithing stones for your main weapons.)
  • Drop rates of rare weapons/armor now have double the chance to drop (Reduce the need to grind in an average playthrough)
  • Twin Maiden Husks now sell Larval Tears for 20,000 runes each
  • Balachin's Blessing no longer passively reduces your health by 5% while in your inventory (why is this even a thing)?

Talismans:
  • Cerulean Amber Medallion effect raised from 7/9/11% to 15/18/21% (In most cases even the Cerulean Amber Medallion +2 only gave FP equal to 2-3 points of Mind, so this increase should make it more similar to around at least 5 points of Mind overall)
  • Cerulean Seed Talisman effect raised from 20% to 100% (There's no good way of buffing this effect as it's fundamentally unnecessary with how much FP that Cerulean Flasks already provide, so the least I could do is buff it so that it guarantees a full mana refill in the few situations that might benefit from it, being either a relatively high Mind investment early on but low Sacred Tear levels, or some meme build of 60-99 Mind)
  • Viridian Amber Medallion effect raised from 11/13/15% to 20/25/30% (The vanilla Stamina increase feels very underwhelming, especially compared to the Green Turtle Medallion which can be obtained earlier compared to the +2, is useful to more builds, and provides far more Stamina overall; thus, I find going as far as to double its effect to be justified.)
  • Radagon's Scarseal/Soreseal only reduces physical damage negation by 10/15%, rather than all damage negations
  • Marika's Scarseal/Soreseal only reduces elemental damage negations by 10/15%, rather than all damage negations
  • Marika's Soreseal now drops much earlier at the Shaded Castle in Altus Plateau, to give it more of a chance to be used in the early-mid game where it'd actually be useful (a Golden Rune [12] is dropped instead at its former location in Elphael)
  • Dragoncrest Shield Talisman +2's physical damage reduction slightly lowered from 17% to 15%
  • Dragoncrest Greatshield Talisman also reduces physical attack power by 6% (While its tankiness will still be very powerful, a small debuff is added to serve as just enough to have players consider other options)
  • Pearldrake Talismans' effect increased from 5/7/9% to 9/12/15%
  • (All of the damage negation boosting Talismans are slightly buffed in PvP by 2%, to make them more useful in Seamless Co-Op duels)
  • Claw Talisman damage slightly lowered from 15% to 12% (With how ubiquitous and easy-to-use jumping attack are, nerfing the Claw Talisman gives more room for other talismans to shine)
  • Axe Talisman damage raised from 10% to 15%
  • Twinblade Talisman damage slightly raised from 45% to 50%
  • Graven-School Talisman and Faithful Canvas Medallion's effects raised from 4% to 6% (to make them less disappointing and not almost always just be worse than the +5 Int or Faith talismans you get at around the same time)
  • Blue Dancer Charm's effect slightly raised from 15% to 16% and weight reduced from 0.9 to 0.1, for slightly higher damage across the board
  • Scorpion Charms' reduction of physical damage negation is reduced from 10% to 7.5%, but now also reduces elemental damage negation by 7.5% (PvP: Damage increased from 8% to 10% and physical damage negation reduced from 15% to 10%, but also reduces elemental damage negation by 10%)
  • Lord of Blood's Exultation's attack power bonus reduced from 20% to 15% (bleed builds are powerful enough as is, and 15% should be enough to reasonably nerf it without sacrificing how satisfying it feels)
  • Ancestral Spirit's Horn FP restoration on kill increased from 3 FP to 7 FP

Physick Tears:
  • Crimsonspill Crystal Tear now also heals the 10% max HP that normally would be left empty
  • Cerulean Crystal Tears also each give +10% max FP in addition to their normal effect of restoring 50% FP
  • Windy Crystal Tear no longer reduces damage negation by 15% when active

Great Runes:
  • All Great Runes are no longer removed upon entering NG+, allowing you to continue builds utilizing the runes you'd normally only find within the late game
  • Godrick's Great Rune also increases all resistances by 50 and increases Poise by 25% (Allows Godrick's Rune to carve out more of its own niche within the mid to late game when it would normally fall off quite hard; credit to ArthaX9 of the Great Runes Revisited mod for the resistances idea)
  • Rykard's Great Rune health on kill increased from 7% max HP + 80 flat HP to 10% max HP + 100 flat HP (at 1900 HP, Rykard's will restore 290 health rather than 213 health, for 36% more health per kill. While the rune will still be subpar against bosses, it should be much better against normal encounters and legacy dungeons, which is the most efficient and practical situation to pop a Rune Arc anyway)

Spells:
  • All Dragon Communion incantations and Albinauric sorceries have their Intelligence/Faith and Arcane requirements swapped (with Int/Faith being lower but Arcane being higher, to have them be more accessible for builds more dedicated to Arcane)
  • All Thorn sorceries now have an Arcane requirement rather than a Faith requirement
  • Most Armament spells (Scholar's, Frozen, Electrify, Poison, Bloodflame, Order) now last for 3 minutes, up from 60/90 seconds, but cost about 50-100% more FP to cast
  • Vyke's Dragonbolt no longer grants increased Equip Load, but instead grants the effect of Dragonbolt Blessing in addition to its Lightning damage + vulnerability up, and lasts 90 seconds rather than just 70 seconds
  • Dragonbolt Blessing similarly also lasts for 90 seconds rather than just 70 seconds
  • Unseen Blade duration raised from 45 seconds to 10 minutes (It's basically just a Fashion Souls spell anyway, so might as well actually allow it to be used as such)

Weapons:
  • Serpentbone Blade inflicts stronger Lethal Poison (similar to the Poison Spraymist poison, deals [21 + 0.2% Max HP] per second for 30 seconds) rather than its current Deadly Poison, has Sword Dance as its Skill rather than Double Slash (due to the blatant similarity to its heavy attack), and can have its Ash of War be changed, but now has a small Arcane requirement (Arcane 13) and scaling (24, initially E scaling)
  • ALL Bows/Shortbows/Greatbows/Crossbows have 15% higher base damage (temporary measure until I look at and change Bows in greater depth; these weapons simply do not scale well enough after the early-game and the non-Greatbows/Ballistas especially serve as little more than status sticks)
  • All Arrows have their carry capacity increased from 99 to 250, all Great Arrows from 30 to 99, and all Ballista Bolts from 20 to 50

Staffs & Seals:
  • All Staves no longer have Strength or Dexterity scaling, apart from Rotten Crystal Staff and Staff of Loss which now properly have physical damage increased by them 
  • Slightly increased the lower-level scaling (levels 10-30) of all Hybrid-scaling Staffs/Seals
  • Glintstone Staff can no longer be upgraded; its description is changed to signify this. (While the Finger Seal can be easily modified to make it the best jack-of-all-trades Seal for low-mid Faith builds, it's not really possible to do that for Staffs due to just how many there are that directly power-creep it and act so similar to it, like the Astrologer's, Academy Glintstone, Carian Glintstone, and Demi-Human Queen's. As such, I'm choosing to lean into that to make it clear to beginners that there are better staves out there to look for and prevent them from wasting a ton of upgrade materials on it.) 
  • Astrologer's Staff's base Intelligence scaling value slightly lowered from 89 down to the base of 85, but consumes 20% less FP (Gives the staff a niche as the most FP-efficient staff for spells in the game) 
  • Gelmir Glintstone Staff's scaling greatly increased from 40/40 (Int/Faith) to 53/53 (Int/Faith)but its Lava damage bonus is reduced from 15% to 10% (Now matches the Golden Order Seal's scaling, making it much more desirable for Golden Order Int/Faith builds) 
  • Prince of Death's Staff's Int and Faith scaling values lowered from 58 to 50, and uses Normal-scaling rather than Backloaded-scaling (meaning it will always have lower Sorcery Scaling than the Gelmir Glintstone Staff), but it can cast incantations in addition to sorceries and its Death damage bonus is increased from 10% to 20% 
  • Digger’s Staff has its Int scaling increased from 75 to 85 
  • Staff of Loss now properly includes other Night sorceries, has its base damage raised from 22 to 102 with functioning Dex scaling (35), and its Intelligence scaling is very slightly raised from 84 to the base 85 
  • Rotten Crystal Staff’s base damage is significantly increased from 42 to 116 with functioning Str scaling (32), but its base Int scaling is slightly lowered from 93 to 90 
  • Meteorite Staff can now be upgraded with Somber Smithing Stones up to +10, and has its Int scaling changed to 102 and its damage bonus reduced from 30% to 25% to compensate. It now uses a unique scaling curve that provides lower amounts of scaling at lower levels, but instead has inverse soft caps at level 40 and 80, where each level past those caps provides more Sorcery Scaling than before rather than less like other staves.
  • Staff of the Guilty has its base damage increased from 38 to 87, and no longer scales with purely Faith, instead scaling with purely Arcane (Thematically, it makes much more sense for both the weapon and the Thorn sorceries, which scaled far more off of Arcane and didn't have anything to do with Faith anyway. The Thorn sorceries shouldn't be scaling better off the bubble magic staff than the staff they're designed to be used with)
  • Albinauric Staff's Int/Arcane scaling changed from the current base split of 30//70 to a base split of 45/45 (due to the presence of a new full-Arcane staff)
  • Finger Seal’s Faith scaling increased from 83 to 85 
  • Godslayer’s Seal’s Faith scaling decreased from 85 to 82 (This means that Finger Seal will once again be able to fulfill its intended role of being the jack-of-all-trades seal for low-mid Faith levels) 
  • Erdtree Seal’s Faith scaling increased from 89 to 92 (This means that the Erdtree Seal will now be on par with Finger Seal starting at level 65 and outperform it above that level) 
  • Clawmark Seal’s scaling increased from 40/40 (Str/Faith) to 40/50 (Str/Faith) and has its damage bonus increased from 10% to 15% 
  • Frenzied Flame Seal has its scaling numbers increased from 20/20/20/40 (Str/Dex/Int/Faith) to 24/30/24/40 (Str/Dex/Int/Faith)

Debuffs:
  • All Poison sources reduce the target's physical attack power by either 10% for regular Poison sources, 15% for Deadly Poison sources, and 20% for Lethal Poison from Poison Spraymist and Serpentbone Blade (Makes Poison more of a defensive debuff compared to Bleed or Scarlet Rot's pure offense, giving it its own niche)
  • Regular Poison has its HP-scaling damage slightly raised from (7 + 0.07% Max HP) per second to (7 + 0.1% Max HP) per second (makes Poison scale slightly better against hardier mini-bosses and bosses)
  • Fetid Pot / Roped Fetid Pot both have their poison damage raised to (14 + 0.15% Max HP) per second to match the other sources of Deadly Poison (this results in higher damage)
  • Scarlet Rot damage from weapons and spells changed from (15 + 0.18% Max HP) and (13 + 0.33% Max HP) damage per second respectively, to (14 + 0.25% Max HP) damage per second (Simplifies Scarlet Rot to have one damage calculation across most sources, rather than having unnecessarily variable damage calculations depending on the source)
  • Acid Spraymist now instead reduces physical damage negation by 15% rather than physical attack power (Changed to not overlap with the new effect for Poison, and I think it makes more sense flavor-wise to be melting the enemy's armor with acid)

Enemies:
  • Morgott the Omen King has his health raised by 30%
  • Holy resistance of multiple enemies significantly lowered to make holy damage more viable in the mid-late game
  • Putrid Avatar, Putrid Tree Spirit, and Ulcerated Tree Spirit all have their Holy resistance lowered from 40% to 20%
  • Radagon of the Golden Order has his Holy resistance lowered from 80% to 40%
  • Elden Beast has its Holy resistance lowered from 80% to 50% (the other elemental resistances are each 40%)
  • Wormface's Holy resistance is lowered from 40% to 0%
  • Revenant and Royal Revenant's 40% holy resistance is converted into a 40% holy vulnerability (their main weakness is literally holy heal spells, and they're undead monstrosities; why are they, of all enemies, resistant to holy damage?)
  • Lichdragon Fortissax's 80% holy resistance is converted into a 40% holy vulnerability