W.I.P Traditional RPG Mod (1.10 ER) (2024)

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    W.I.P Traditional RPG Mod (1.10 ER) (26)

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    • W.I.P Traditional RPG Mod (1.10 ER)
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    Muugiboy

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    crayonchewer

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    About this mod

    A beta version of an upcoming overhaul that is heavily based on traditional RPGs and JRPGs. It's also intended to use Seamless when playing this, but single-player is completely fine as well.

    Permissions and credits

    This is meant to attract more people to the server so that the community can become more active.
    - Credit to the uncapper mod, the Posture Bar mod, and Erdtools!

    https://discord.gg/jfDQerAexh

    Yes I know the name sounds ridiculous lol, but there's currently no name for the mod as it still needs a good lore established before I want to come up with a name for it.

    Here is the major list of the features for this mod:

    • The mod turns Elden Ring into a far more aggressive experience overall, being more focused on fast-paced action than slow-paced hit an run gameplay.
    • You can pick a race sort of reminiscent to DnD. Each race has a upside and a downside, with the default option giving you neither a buff or debuff.
    • NPCs now sell things based on how far you progress in their questline.
    • Every single class has been replaced with a more traditional-rpg styled caricature, such as Astrologer now being called Mage.
    • Each class now specializes in a stat. There is a class for each stat now. The class is given 20 points in it's respective stat at the start of the game. For example, the Tank class starts with 20 vigor.
    • The Rogue class has access to infinite versions of pots and perfumes.
    • Multiple new bosses have been added to the game, including a Melina boss fight.
    • A COMPLETE rework of how casting works in the game. Spell slots are now capped at 5, and you are now forced to match all of your spells and the seal. There are three types of spells now. Ultimate Spells, Normal Spells, and Generator Spells. Ultimate Spells are extremely strong spells that put all magic except your Generator spells on a cooldown, however they offer many benefits like a guaranteed stagger, complete invincibility during casting, and insane damage. Normal Spells are just spells that cost FP to cast. Generator Spells are basically the "light attacks" of casters now. They are weak spells that require no FP, but will actually GIVE you FP just for casting them. If you aren't using the right catalyst, then you wont gain FP from the generator spell, forcing you to match the elements together. Additionally, sometimes spells that aren't the correct element will just do no damage unless you use the catalyst that matches it. There's a far more in-depth guide and also videos in the server.
    • Similar to traditional RPGs, the Crimson and Cerulean Flask don't have animations. Their effects are automatically activated upon pressing their designated key, allowing you to drink potions in the middle of combat without needing to disengage. However, flasks now have a shared cooldown when either of them are used. Additionally, Cerulean Flasks have essentially been nerfed to the ground due to the caster rework. So they are basically useless on anyone who isn't Summoner, meaning you will have to use your Ash of War sparingly if you are a melee user.
    • Sacred Flask and Great Runes have lost their functionality, and will be replaced with an entirely different system before the full version of the mod is released. To compensate, a new consumable called Lifegems have been added, which are just small gems that heal you on use, they do have an animation unlike flasks though.
    • Similar to traditional RPGs, the stamina system has been reworked to be less of a resource that needs to be managed in fights. When reaching 0 stamina, your stamina recovery is disabled for roughly 2-3 seconds before it quickly shoots back to full at a faster rate than in vanilla. While in this recovery disabled period, ANY form of damage you take will heavily stagger you, making you guaranteed to get hit by an extra attack.
    • With this new stamina system, attacks, dodges, and jumps no longer cost stamina.
    • The dodging animations have been reworked, Equip Load has been removed and the effects were given to the "Tired" damage reaction. Dodging now relies FAR more on which dodge you use, as most moves in the game now require a specific dodge to be used or else you will get hit. For example, forward dodge goes the farthest, but the startup has no I-Frames. Each dodge is completely unique and it requires you to think properly when you use a dodge, as even dodging slightly too early or using the wrong dodge will get you hit. Dodges have less distance as well, preventing you from escaping pressure as easy as in vanilla.
    • A new feature called Active Abilities, which are non-consumable abilities that need to be manually triggered to use. Each class starts with one, and they rely on cooldowns rather than FP or HP costs.
    • There are currently skill trees in the game for 5 out of the 10 classes. There are 3 subclasses per class, with each subclass having 10 skills that you can put 10 skill points into as a means to stack the effect. These skill trees are temporary though, as it was a scrapped idea in favor for eventually making the progression more linear. These skill trees can be obtained by talking to Miriel after beating Godrick.
    • Raw Affinity has been added to the game, a type of affinity that doesn't scale off of any stats and just increases the original damage types of the weapon. Very useful for the Tank class as they're attack stats are fairly lower.
    • Complete rework of all the Affinities in the game, such as Quality now having guaranteed 50/50 STR and DEX scaling on any weapon its applied to.
    • 3 Brand new classes which are Assassin(Replaces Confessor), Fighter(Replaces Prisoner), and Summoner(Replaces Wretch)
    • Spirit Summons are now locked to one class (Summoner), and they are way more engaging to play with and take far more work to use than in the vanilla game.
    • All bosses in the game now have a feature called a "Break Meter" (credits tothe posture bar modfor allowing me to visualize it on bosses). Until a boss reaches 75% HP, they will be completely immune to all poise damage. Once the 75% HP threshold is reached, the boss will take 4x the poise damage for a short amount of time(This is called the Break Phase), with a high amount of damage reduction being applied to the start of the timer. This makes it easier for seamless players to get free damage without having to worry about poise values being too high.
    • Some NPC summons have been nerfed to compensate for them doing ridiculous amounts of damage to bosses.
    • Enemy NPCs are FAR stronger than they used to be, and trying to defeat passive NPCs like Varre or Nepheli Loux will probably just get you killed.
    • A new type of status effect has been added which makes enemies tougher and also makes the player stronger in some scenarios. These are called "Damage Reactions" a system inspired by Sekiro, they are like status effects but they all have vastly different effects and are triggered instantly without a build-up.
    • Weapons are now class locked like in RPGs, however they have no stat requirements.
    • Miner Bell Bearings have been removed. Smithing Stones are now grinded from enemies that used to drop weapons in the base game, the server has a sheet that details all of the enemies that drop weapons so that you can venture on your own and figure it out.
    • All demigods are now far stronger than before, now feeling more like actual demigods, and cant be steamrolled anymore.
    • Weapons are no longer found out in the world, instead, they are forged by speaking to Hewg after obtaining the Whetstone Knife.
    • There are multiple bosses throughout the game that now respawn by fast traveling to the grace after beating it. These bosses can be farmed for Elemental Gems, which are used to forge all of the elemental weapons in the game.
    • Features about two years or so of cut content that I made that ended up getting scrapped long ago, and new cut content that just hasn't been added yet that can be found by looking through the regulation.bin.
    • Every single status effect in the game has been reworked for both players and enemies. These status effects can be read onthis guide.
    • Enemies now have universal base absorption percentages. 100% Physical Damage taken, 80% Magic & Holy Damage taken, 75% Lightning & Fire Damage taken
    • Leveling up is removed, instead, you automatically receive attributes through an Accessory. This Accessory gets stronger as you progress throughout the game, so in a way the game automatically levels you up, with the attributes you receive being based on what class you pick. You level up by achieving Fulfilled Lives, which is an item obtained from defeating strong bosses.
    • To compensate for not being able to level on your own accord, stats have been uncapped to 999 (credit to the uncapper mod made by Nymic_Razor).
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    W.I.P Traditional RPG Mod (1.10 ER) (2024)
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