Basic mod loader required for most mods to work with Elden ring. If you already mod elden ring, you already have this
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Author notes
If ya wanna make a video on this, I'd be honored, especially if also given CONSTRUCTIVE criticism. Just please credit me.
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Changelogs
Version 0.49.17
Reduced Maddening-Wall Aupaf's healing received and leech by 40%. From further testing, the healing received meant that if the player had ANY amount of ally healing, Aupaf was completely unkillable. Not to worry, even with this nerf, Aupaf is still easily the tankiest tank in the mod... for now...
Fixed Aupaf's taunt animation for real this time.
Adjusted Aupaf's AI so he'll be more likely to throw his hefty pot at distant enemies. The purpose of this pot is to effectively act as a spammable, single-target taunt at long range.
Added Blacksmith Gustav(Bruiser), replacing the Giant Rats.
Reduced poise of Rehrn's Veteran Knight by 33%.
Changed "Fanged Imp Ashes" gift text to reflect the replacement(Blighthammer Elaina and Rotblade Ulin).
Changed the chest armor of the Fallen Warrior Defender to Divine Beast Warrior. This is purely cosmetic.
Halved Colten elemental defense in pvp specifically. From 95% to 90%(this IS half, he will take twice as much elemental damage)
Fixed Warsmith Uefrun being upgraded with Grave Glovewort instead of Ghost Glovewort.
Fixed a small typo in the summary of Uefrun.
Doubled the rune cost of Upgrading Uefrun. Uefrun has his full power from the get-go, the ONLY thing upgrading him does is reduce the summoning cost. Therefore, if you can theoretically have the equivalent of a +10 spirit in Liurnia, and upgrading just increases the amount of builds that can have that +10, it SHOULD be more expensive to open up those additional builds to Uefrun, especially considering he's(from my own testing) one of the strongest general-purpose spirits, despite his average cost when maxed.
Reduced the poise damage(not stance damage) of the Fallen Warrior Pursuer, Trapper, and Spotter, and increased the poise damage of the Fallen Warrior Defender.
Fixed a glitch where Maddening-Wall Aupaf would occasionally use the ass-scratch anim when trying to use his taunt.
Necromancer Lorolo's health and fp cost now lowers by 50/10 every other upgrade, capping at 450/70. Early game, when enemies deal so little damage, and Lorolo doesn't have his full health drain, his leech makes him incredibly strong. As time goes on, however, and his health drain increases, he becomes significantly weaker without a healer compared to other bruisers.
Fixed Lorolo's "Soul Swarm" spell(skeleton summon). It now actually summons skeletons more than 2% of the time.
Soul Swarm now spawns skeletons in a smaller radius, increasing the chance of hitting the enemy Lorolo is targeting.
Reduced health and fp cost of Soulless Twins from 999/100, to 500/70.
Updated description of Soulless Twins to make clear their healing reduction.
Fixed typos in Drakilius The Outcast's description.
Altered Drakilius' description to reference his passive buffing aura.
Fixed uncapitalized role tag of Phylacter Miraal.
Removed "Enraged" from Kalyss' Title. She is now just "Vindicator Kalyss."
Reduced the hp/fp cost of Kalyss from 999/100 to 800/80
Increased the hp/fp cost of Merida & Miraal(duo summon) from 1200/120 to 1350/135
Reduced +0 fp cost of Blackheart Alera from 70 to 50, and increased +10 fp cost from 120 to 150. Upgrading now increases her fp cost by 10 instead of 5.
Updated Paladin Thalius' description to mention his buff-stacking mechanic.
Tripled Thalius' holy defense. Just because.
Doubled Thalius' PvP damage.
Thalius' stance damage, aggro generation, and the range at which enemies can see and target him now increase by 5% with every hit he lands. This is in addition to his existing buffs.
Removed the flat holy damage buff and % physical damage buff from Thalius and increased the per-hit holy damage buff from +0.7% to +3.5% in PvE, and from +0.7% to +10% in PvP. This change was made as the flat damage would apply to the invisible targeting projectile on his weapon art(which determines where the needles will spawn), causing him just raising his sword to deal damage. As much as he wishes, Thalius does not have the power. Please keep in mind that these buffs are exponential.
Removed the UI names of the Badlands Exiles. Names don't throw more bombas, so they don't have a right to them.
Increased Spellblade Donye's hp/fp cost from 999/100 to 1200/120.
Nerfed Donye's final threshold buffs, from +300% damage, +100% poise damage, and +60% absorb, down to +100% damage, +50% poise damage, and +30% absorb.
Nerfed defense of the Knight and Barbarian in the Adventuring Party in both PvE and PvP.
Doubled Queen Exhulta's poise damage, but reduced the poise damage of her honorguards by 33%.
Fixed typo in Exhulta's description.
Swapped Infinity Eye Isla's weapon art from through and through to Igon's Drake Hunt.
Isla now throws the correct type of greatarrow(Golem, instead of igon's).
Isla's thrown greatarrow has been temporarily giganerfed. it no longer deals damage, but it WILL knock enemies back in a small aoe.
Isla can now, R O C C.
[The following changes only affect currently inaccessible lord aspirant spirits]
Keraltus' description and Item have changed to be more in line with the theme set by the Frenzied Lord Aspirant.
Keraltus no longer has a "?menutext?" name tag. Just because Keraltus barely remembers his own name doesn't mean you won't.
Keraltus' tribe has had their defense doubled across the board, and all status resists have been increased by a flat 400.
Keraltus' health has been increased by ~40%(From 70k to 100k).
Keraltus has remembered to take his medicine, and as such his status resist has been fixed.
Keraltus' absorb has been removed(Bad chieftains go to the chamber that removes your bones as punishment).
The Soul of Frenzy(Frenzied Lord Aspirant) has had its summoning animation changed.
Soul of Frenzy's Soul Auras have been fixed and no longer stack with themselves(malenia will not longer randomly take and deal 200k damage in 1 hit. Gambling's baaaad, m'kay).
Version 0.42.5
Begun development of second Lord Aspirant spirit, Keraltus, The Chief of Dust.
[THIS MOD IS INCOMPATIBLE WITH ANY OTHER MOD THAT MODIFIES SPIRITS]
I recommend having a decent pc if you want to use the spirits with custom spells.
I was originally not going to release this until finished, but after fixing a problem that has doubled the goal, I realized this was going to take an eternity to finish. SO, I decided to do what every AAA def nowadays does, and release it in an unfinished, barely functioning state, and fix it later.
SO.
Here is the Healthy Heap of Ash, an npc-focused spirit replacement mod, currently containing over 40 spirits(not all currently accessible), split into 9 unimmersive categories, names possibly not final.
[Tank] At the cost of damage, speed, and/or mobility, tanks are the immovable objects of the battlefield, featuring increased aggro generation and immense survivability. Be warned, their ability to coral enemies is as often a detriment as it is a blessing.
[DPS] Fragile but fearsome, DPS are the exact opposite of tanks, obliterating their enemies with extreme prejudice. Self-preservation not included.
[Healer] Some men want to watch the world burn. Some want to stand in the flames and laugh. Who, however, will tend to those caught in the “crossfire,” HMMM? Healers, the heroes amongst us that have chosen the scalpel over the sword or shield. Or, in this case, the incantation, and maybe even a sorcery. Weak of body and arm, but strong in their convictions or fear, healers provide a variety of restorative effects, from Runia’s exponential buffs, to Helel’s damage-boosting heal spam, or even Darloka’s self-serving team leech, Healers won’t be making any bruises, but they will certainly be removing them.
[Fodder] Every army needs its rank-and-file, and that’s the job of fodder. Weak, fragile, and stupid, all fodder spirits summon multiple allies, all of whom take personal offense to the concept of enemy stance regen.
[Breaker] Bring them to their knees, tarnished. At least, that’s what breakers would tell you, possessing survivability somewhat above DPS, and damage on par with tanks, the true strength of breakers is their immense stance damage, keeping your enemies down, and your ripostes plentiful.
[Bruiser] Survivability AND damage in between a tank and DPS, Bruisers are one of 2 hybrid roles, leaning more towards offensive play, but possessing the survivability to hold their ground in the fray. Versatile and varied.
[Champion] The second of the hybrid roles, Champions lean more onto the side of survivability, standing firm against the storm, but lacking the enhanced aggro generation of tanks, as well as possessing fewer or weaker methods of directly protecting the team.
[Ascended] Some spirits give it their all, while others push themselves to the point of death, or band together to take on greater foes. Ascended spirits introduce a new level of upgrade available only to a few spirits, massively enhancing their power, at a hefty cost to their summoner.
[Lord Aspirant] The only reason these spirits never became Elden Lord was because they had no interest. Bafflingly powerful, it’s often times just as dangerous to fight along side lord aspirant spirits as it is to fight against them. Best to just let them handle it.(note: currently lord aspirant spirits are unobtainable in the mod, as they are still being worked on, but they exist, should you chose to spawn one in its unfinished form and test it out. The 2 existing lord aspirants replace tiche and mad pumpkin head, and are made with seamless coop PvP in mind. Summon them against your friends and let them die to them.)
NEW MECHANIC: SPIRIT ASCENSION
specific spirits can be ascended into greater spirits, often powerful enough to solo even dlc bosses. All ascended spirits cost 1900 health and 170 fp to summon, and must be upgraded from a set of +10 spirits, 1 marika’s blessing, a catalyst, and 1,000,000 runes. Ascended spirits cannot be upgraded. Ascended spirits are very much so OP.
[INSTALLATION] You will need Mod Engine 2 installed for this mod. -Extract the folder from the ZIP -Open extracted folder -Drag contents of folder into C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\ME2\mod
Once you’ve done that, just launch the game using the launchmod_eldenring batch and you’re good to go! If ya wanna play this in seamless, do the same, but install seamless into C:\Program Files (x86)\Steam\steamapps\common\ELDEN RING\Game\ME2
Please follow mod engine’s own installation tutorial, for I am stupid.
Why do all of the spirits drain health and fp? Because I felt like it. They are significantly stronger than most base game spirits, and that is reflected in their cost in a manner that aims not to lock most melee builds out of them.
Will you give the players access to the spirit’s spells? Nope. Those are their unique spells, which they spent countless years developing without any intent to share them… or something.
Will this work with cracked/pirated ER? I sure as hell hope not. And I will never make it work for them if it doesn’t. Buy the game.
Does this work with seamless coop? Yep! Just slap it into the mods folder in your seamless folder and send it to your friends. I am very thankful to mine for helping me test out the PvP modifiers on these spirits.