File information
Created by
Kuzune and BlargenswargUploaded by
ThavralexVirus scan
About this mod
Redesigns Elden Ring towards shorter runs and races, with focus on increasing replayability and fluidity, decreasing inconvenience, and adding numerous modifiers that increase variety and challenge.
- Requirements
- Permissions and credits


Overview
Elden Ring Race Randomizer redesigns Elden Ring towards short form runs, particularly player vs. player races. It aims to increase the fluidity of the game without affecting balance, while also decreasing inconveniences, time sinks, and gameplay that becomes tedious on repeat playthroughs. It also aims to increase replayability by adding further randomization beyond enemies and items, different game modes, and numerous modifiers and options. However, it specifically does not alter the core gameplay of Elden Ring, like the combat mechanics. This is still Elden Ring, but restructured for short runs.
NOTE: Race Randomizer is designed to be used with "Item and Enemy Randomizer" by thefifthmatt. Currently, this is a requirement, but that may change in the future to allow for standalone usage (though it will always be intended to be played with randomized items and enemies).

- Redesigned progression and world structure; players start in a random location anywhere in the world, and can traverse the world in both directions.
- Region locking; reaching other regions requires going through challenging dungeon paths.
- Dungeon entrance randomizer.
- Redesigned character progression for shorter runs and races, especially focused on increasing build and weapon diversity.
- Built from the ground up to be used with Item and Enemy Randomizer.
- Custom list of over 25 randomly generated classes.
- A randomizer-friendly bingo generator, where the goals are also semi-randomly constructed, resulting in thousands of possible goals.
- Item traps, including random Transporter Traps.
- Some new items.
- A hint system that allows players to gain info about dungeons, items, and bosses (or even bingo goals).
- Modifiers for dungeons and bosses, as well as global game modifiers.
- Lots of options to allow for customizing runs to your liking. Make them as competitive and skill based as you want, or the complete opposite.
- Lots of further randomization beyond items and enemies, such as random weapon and Spirit Ash reinforcement levels, dual weapon lots, invaders, and more.
NOTE: currently, the only supported game mode is Randomizer Bingo. If you're not interested in playing Bingo modes, you can wait until the more traditional race game modes have finished development (but Bingo is highly recommended to try, it's a great format for Elden Ring).

In Race Randomizer, the progression of Elden Ring is significantly changed. Players start at a randomly selected Site of Grace, which can be in any of the world's six regions, including inside Legacy Dungeons, and the Land of Shadow. Players start with these core items: Crimson/Cerulean Flasks, Spectral Steed Whistle, Flask of Wondrous Physick, Spirit Calling Bell, and Crafting Kit, to allow the player to immediately get to the real game. Players can also level up immediately.

Starting Items
The world has been made bidirectional and circular; players can traverse the world in both directions, including between Caelid and Mountaintops. The world is also region locked; to reach other regions, players must fight their way through dangerous dungeons. Alternatively, a safer path can be taken in exchange for Stonesword Keys which are gained when completing objectives like dungeons and bosses. Most of the game's typical progression is removed (like Great Rune requirements), to avoid blind item scavenges, and instead progression has been made more consistent and strategic.
Alternative Routes
A few other natural paths have been created to make for interesting routing. For instance, the Four Belfries of Liurnia have been made more useful, connecting what's normally a small preview area to their surrounding region. Of course, an Imbued Key will be needed to access them...
- The First Belfry, to Farum Azula: now allows access to main Farum Azula, through a bridge of ruined structures.
- The Second Belfry, to Nokron: now allows for jumping down to Siofra River, granting access to Limgrave.
- The Third Belfry, to Chapel of Anticipation: unchanged (for now).
- Also added, The Fourth Belfry, to Nokstella: a new connection that takes one to high atop Nokstella and the Lake of Rot.

More useful Four Belfries
Land of Shadow Access
To avoid bias towards Mountaintops and players always having to go to Mohgwyn Palace, additional Miquella's Cocoons have been placed all over the Lands Between. Like other progression between regions, these too are placed in hard to reach locations, beyond Minor Dungeons and Imp Seals. Which Cocoons are active is randomized per run.

One of the 7 new Miquella's Cocoons, atop the Raya Lucaria bell tower
The Gilded Crown Terrace
A new area has been added, which acts like a warp zone. The Gilded Crown Terrace lies high atop the crown of the Erdtree, where it houses connections to all regions of The Lands Between, or the Land of Shadow. However, to access it one must not only find one of a few items that takes one to the Terrace itself, but also figure out the password (Prattling Pate phrase) to its gates...

The mysterious Gilded Grown Terrace
Merchants
Merchants have been moved to more interesting locations, to make these important sources of items more challenging to reach. Some are located beyond Minor Dungeons, while others are behind Imp Statue seals. Roundtable also has a few new visitors, to give players more options with their builds, without having to repeatedly do long quests to gain access to those NPC:s:
- Roderika: available from the start, so no having to do her tedious setup every time
- Sellen: to give similar access to Sorceries as Corhyn does for Incantations
- Yura: sells random Ashes of War
- Miriel: here because he's neat
- Rennala: making Rebirth available without having to find and complete Raya Lucaria



Character progression has been rebalanced in various ways to make it more suitable for shorter runs:
- Level up cost has been reduced, to allow players to reach end-game levels (130+) within a short run (2-3 hours).
- Upgrade materials and other items have been significantly redistributed, to make it feasible to achieve late-game equipment, for things such as weapons, Spirit Ashes, flasks or Talisman Pouches.
- Smithing stone revamp, to make it viable to use multiple weapons even with items randomized, including dual wielding.
A set of over 25 custom randomly generated classes exist. Although starting class is never very important in Elden Ring, you'll find some of the classes have some unique and interesting starting conditions...
Revamped Weapon Upgrade System
To allow for higher build diversity, including dual wielding or using multiple different weapons and sidearms, the weapon reinforcement system has been revamped. Normally in randomizer runs, it is extremely difficult to find enough smithing stones to be able to upgrade more than one weapon (or sometimes even one). With the revamped system enabled, reinforcement level for all weapons is gated based on how many stones you have. The stones are not consumed, so you don't have to give up your precious stones for one weapon over another.

Dungeon Entrance Randomization
In Race Randomizer, dungeon entrances are randomized between each other. By default, all Legacy and Minor Dungeons of the same type are randomized within their own pool.

Redmane Castle Legacy-fication
On a related note, Redmane Castle has been Legacy-fied through a major expansion, and is now considered in the same category as the 8 vanilla Legacy Dungeons.

Dungeon Goals
Dungeons have a high focus in Race Randomizer, and have been redesigned to be more challenging and interactive, rather than having players just run through them on repeat playthroughs. Primarily, goals have been added to both Legacy Dungeons and Minor Dungeons, which must be completed to gain access to their bosses.
For Legacy Dungeons, the added goals aim to solve the problem of players taking the same critical path every time on repeat playthroughs. With Legacy Dungeon goals players are required to master the whole dungeon, and all the different paths and areas within it. The goals are unique per Legacy Dungeon, but generally require the player to reach various objects that have been randomly placed and interact with (often destroy) them.

For Minor Dungeons, the purpose of the added goals is similar: to increase interaction with the entirety of the dungeons, and especially, to increase interaction with enemies, which are otherwise largely ignored on repeat playthroughs. The goal is randomly selected for each dungeon, and these are the current possible Minor Dungeon goals:
- Enemy Hunt: defeat X amount of enemies.
- Phantom Hunt: defeat X amount of Purple Phantoms (specific extra strong enemies).
- Key Hunt: find a key that's been randomly placed on one of the dungeons' item lots.
- Normal: just the vanilla goal.
Keep in mind that while dungeon goals makes dungeons harder, the reward increases with the difficulty of the dungeon.

Race Randomizer aims to make Elden Ring play fluidly and quickly, and to remove inconveniences and time sinks that, while fitting in the vanilla game, become tedious over time when replaying. This only applies to out-of-combat gameplay like traversal. Combat is untouched to not upset game balance.
General QoL changes:
- Fast travel enabled almost anywhere, including inside dungeons.
- Option to enable Spirit Ashes everywhere.
- Increased player running and sprinting speed.
- Significantly increased Torrent speed, to minimize time spent riding between the action.
- A waygate network that also helps cut down traversal time.
- Instant NPC dialogue to reduce time spent mashing through dialogue.
- Various sped up animations for actions that are repeated often, for example, touching Graces and climbing ladders.
- Boss warp points, which allows warping to a previously discovered boss of a Minor Dungeon, if wanting to retry it at a later time.
- Ability to reinforce weapons at Graces, and sell items at Graces and most merchants.
- These features from ErdToolsCPP by Nordgaren: Open map anywhere, even in combat (because there's no reason you shouldn't be able to); Auto-pickup materials.
- Increased map control responsiveness.

To further reduce time spent just riding around the very large open world, there exists a teleportation network within each region, to allow players to quickly get to the places that matter.


In Race Randomizer, there are multiple levels of modifiers to maximize variety and make each run uniquely challenging. Some are overarching gameplay-modifiers that apply to the whole run, while others apply only to specific dungeons or bosses.
Game Modifiers:
These modifiers apply to the entire game, and can be almost anything. They may create additional combat or routing challenges, encourage (or even force) build types, or just be chaotic and funny. There are already well over 100 modifiers, and up to 5 can be selected per run. Choose the modifiers you want, or let fate decide and have them randomly selected. Here are some examples of what a Game Modifier may look like:

Some modifiers are quite extreme, and will result in some very challenging runs, but it's the player's choice which ones to use or not use.
Minor Dungeon Modifiers:
For Minor Dungeons, the primary modifier is the Trial, which imposes a set of extra conditions (on top of the dungeons goal) that must be fulfilled while completing the dungeon. Trials may require players to equip certain items, defeat enemies in a particular manner, or complete the dungeon in a certain amount of time.
Trials are randomly selected, and the current possible Trials are:
- Unadorned: the player may not have any armor or talisman equipped.
- Godwyn's Wager: the player builds up Deathblight over time, and must complete the dungeon before the Deathblight overtakes them.
- Obscured: the enemies within the dungeon are invisible.
- Reflection: the player weakens within the dungeon, but temporarily gains a strengthened Mimic Tear which they must rely on.
- Undying: the player is permanently shut out of the dungeon if they die within it.
- Fragile (Advanced): the player must complete the dungeon without getting hit.
Minor Dungeons also have two other non-Trial modifiers:
Dark: the dungeon has been completely darkened to the point of being pitch black... bringing a light is recommended.
Enclosed: the dungeon traps the player behind its door, not letting them out until completing the dungeon, or dying.

Boss Modifiers:
Bosses have modifiers as well, that create additional challenges players must deal with, like making the boss invisible or only able to take elemental damage.

Multiple game modes are planned, some of them being more traditional races to e.g. complete one specific objective. However, the Randomizer Bingo mode is the primary one that has been developed, because it's a format that works well for the open world of Elden Ring.
Randomizer Bingo
In Bingo, players compete to be first to complete a randomized set of goals. This may be things like completing a certain dungeon, defeating a boss in a particular way, or achieving a certain level of an attribute. Race Randomizer has its own randomizer-friendly Bingo generator, where many types of goals are semi-generated. Boss goals can have additional challenge modifiers applied to them, like having to defeat a boss without Crimson Flasks, or by finishing it with your fists.

Example Bingo board


Race Randomizer includes an elaborate hint system, which allows players to gain information about the generated chaos of the world. These hints can be found randomly, gained from completing dungeons, or read from Sword Monuments and Miquella's Crosses. They may contain information about the bosses of important dungeons, the whereabouts of important items or dungeons, or even information that help with Bingo goals.

The new Sensing Stone item allows players to reveal information about the boss of a dungeon, both what boss it is and how strong it is, allowing players to gain crucial information on which dungeons to pursue (and which ones to leave because they contain a high tier Malenia...).
Further, Gideon is now a merchant that sells information, but that information requires a resource to produce, in the form of a new currency item: Blacksap Ink. This substance is gained similarly to Stonesword Keys, as a non-random reward after completing various tasks.


Some of the new items you'll encounter
Trap Items
There are trap items, which when picked up, cause a dangerous obstacle to appear. These can be spells that shoot at the player, temporary debuffs they must deal with, or even transporter traps, which transport the player to a random location. Traps are designed to be fair and generally have some counter play, and though a transporter trap at the wrong time can lose time, they could also take you exactly where you need to be...

Reinforcement Level & More
Weapons and Spirit Ashes have their reinforcement levels randomized, so you may find a strong weapon without having to spend resources upgrading it. Weapon item lots also have a chance to become doubled, so if you're lucky you might be able to create that double Dark Moon Greatsword build you've always wanted. Ashes of War on weapons are randomized as well.
Recontextualized Items
Some item types like weapons and Spirit Ashes can be useless and disappointing to find multiple of, when you've already decided on one to use. Race Randomizer attempts to increase the relevancy of such items by creating variations of them.
For Spirit Ashes, there is the "Ephemeral" keyword, which can be randomly applied to Spirit Ashes. An Ephemeral Spirit Ash is consumed upon use, and so can only be used once, but also starts at a high level. (There are also settings to entirely disable Spirit Ashes, for those who prefer the challenge of going solo).
For weapons, there is the "Cursed" keyword, which similarly makes a weapon start at a higher level, but in exchange for limiting the players HP when wielded. This allows players to access high level weapons early in the game, but in exchange for higher risk.
Rebalanced Great Runes
Great Runes have had some balance changes to make them more equal in value. For instance, Malenia's Great Rune is quite poorly balanced in the vanilla game, and has been boosted to be more in line with the others. On top of that, all Great Runes give an attribute boost when activated, to incentivize restoring them even in a race.
Other item redistribution:
- To make chests more important, they are given extra randomly generated loot. Chests that are harder to get to have higher quality loot (particularly good chests are marked on the map).
- Increased crafting material gains so crafted items are realistic to use in races.
- Increased weapon variety by making many weapons less rare.
- Multiplayer items and other items that are useless in races have been replaced with other more useful items.

https://discord.gg/G3xGxndHCY
Development team:
Kuzune
Blargenswarg
Others:
thefifthmatt - for Darkscript3, Item and Enemy Randomizer, and Elden Ring Convenience Mod
TKGP - for Soulsformats and UXM Unpacker
katalash - for Mod Engine 2 and DSMapStudio
george/kingbore, philiquaz - for DSMapStudio and help
AinTunez, HotPocketRemix - for Darkscript3
Nordgaren - for ErdToolsCPP and UXM Unpacker
Pear - for FLVER Editor and GPARAM Studio
GompDS - for ESDStudio
Meowmaritus - for DS Anim Studio
ividyon - for Gideon
The helpful people at ?ServerName? Discord server - for general help