About this mod
Fantasy focused gameplay overhaul improving fluidity and viability of magic through universal casting, spell keybinds, and much more in general, including: better jumps, dodge key, deflects, armor enchanting, improved infusions with vfx, new optional mechanics, and more.
Attempts to improve gameplay while trying not to deviate too much.
- Requirements
- Permissions and credits
- Changelogs
- Donations
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.
-[OPTIONAL] Dedicated dodge key
-old dash/dodge key still dodges when pressing a direction or backsteps when still but dodging is now on key press and more responsive
-old crouch key now sprints when held and crouches/stands when still
-you can dodge while sprinting and sprint out of a dodge
-in game key bind text is updated to reflect this
-defaults to new scheme but in the crafting menu you can make 3 items letting you toggle control schemes for free
-you can choose between new scheme, new scheme with sprint toggle, and old/original controls with torrent dash and dismount swapped for now
-mkb keybind text only references the new controls regardless of which you choose
-Universal Casting modifier keys and slot grouping
-you can now cast all magic you have attuned at anytime without a catalyst by pressing Change spell, Interact(usually E, Y, or Triangle), or Change Item + R1, R2, or L2, holding L1 will scope
-change spell is first group, interact is second group, and change item is third group
-R1 is first slot, R2 is the second slot, and L2 is the third slot for each grouping
-3 spell groups, each with 3 spell slots enabling 9 spell keys combos in total to bind
-9 spell keys and 2 spells on staves/seals allows for up to 11 spells to cast at will without cycling
-spell damage and scaling is standardized and independent of weapon or upgrade levels
-elemental damage and scaling was changed in general
-different spell schools scale with different stats
-most sorceries are int
-most incants are fth
-dragon communion is split int/fth/arc
-frenzy is arc with some int/fth
-crucible/beast are fth with some arc
-the majority of spells are now jump castable
-removed spell stat requirements, spells still largely need stats to be effective
-staves and seals come with set spells 'bound' to them(replacing light and strong attacks) adding options without costing slots or dialing and works alongside 'universal' spells
-spell binds and rune etchings can be slotted in the pouch or item 'belt' for extra spell access too
-Reworked Spell weapon buffs
-2handing your left weapon allows you to buff it, if you cast again while 1hand you will buff your right weapon allowing both weapons to be buffed
-now have infinite duration and do not cost fp but reserve a portion of your max fp until dispelled
-can be applied to any and all weapons including infusions and uniques unlike item buffs which still follow normal restrictions
-have reduced strength when matching elements to help preserve balance, but are otherwise full effect on nonelemental weapons
-generally improves player mobility based on weight level and adds double/triple jumps, wall hopping, and air dashing with windy visual effects
-fixed vanilla bug causing jump magic to break on occasion
-jump magic can be used repeatedly if time and animations allow and even followed up with jump attacks
-quality air movement on key press: double(base) or triple jump(with enchantment), wall hop(base), and air dashing(with appropriate talisman or enchantment)
-jumps also go slightly further/higher if the key is held(works with double/triple jumps too)
-no auto jumps each jump or dash will require you to press the key again or hold to extend the jump
-removed equipment stat requirements
-added secondary scaling effects to stats
-enemies have much better sight and hearing and are more likely to fight together, but also all enemies can damage allies now
-lighting and stealth/crouching have a much bigger impact on detectability
-sneaking feels much better
-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
-'recovery' mechanic - you heal up to half the damage from the last hit taken slowly starting 6 seconds after no further damage taken(status effects included)
-ancester horn talisman buffs this to start slightly sooner and also heal up to the full damage incurred
-cannot recover beyond damage taken, healing from any source to or past the point you were damaged from will stop recovery
-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 1 starlight shards (which are now craftable) and is permanent
-only one enchantment per piece of equipment(like skyrim)
-vast majority of armor is enchantable, only glintstone crowns, altererations, 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 Focus magic, and shifting spells
-replaced lands between rune with blue dew 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
-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 trails of poison clouds when sprinting
-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 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
-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
-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)
-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
-blessed talisman alleviates madness faster on top of its percent 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 trades 30% max hp for 30 more max fp and allows blinking with light equipload by holding dodge during sprint
-taker's cameo causes you to create a trail of lava akin to the blasphemous praetor himself while sprinting
-moon of nokstella gives some max fp and creates a trail of ice when sprinting
-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 found below catalysts
-all 10 focuses 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.