Spirit Summon Overhaul (2024)

This mod aims to change the use of spirit summons, shifting from mainly assisting with bosses, to a more flexible tool which you can specialize into via stats and talismans. Summons will function more like an offensive spell which you can use multiple times in a fight.

The initial goal with this mod was to make spirit summons more fun to use for me, as I had previously rarely used them, and finding more enjoyment when discovering new spirit ashes and their upgrade materials. So if you're looking for a different way to play the game, this mod could be for you.

If the only change you want is to be able to summon anywhere, there is an optional download for it. (This covers the whole map unlike other similar mods.)


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Summoning changes

  • Spirit summons last for 25 seconds (and can be resummoned).
  • Spirit summons can be used anywhere.
  • Spirit summons are unable to take aggro from you.
  • Spirit summons have 30% of their original health.
  • Most summons got their FP cost reduced by 20% (some have gotten individual tweaks).
  • The damage of several spirits have been tweaked to make more summons viable and to reduce a few strong outliers.
  • You can walk and turn while summoning spirits and you can cancel the animation much earlier.
  • Spirit summons will spot enemies from a longer range and will aggro and run towards them faster.

This shifts the main purpose of spirit summons from tanking hits to dealing damage. They are now better at helping you take down a pack of mobs rather than a boss. However, as they take less hits from bosses, they can dish out more damage as well.

As you can summon multiple times, a lot more common summons feel worthwhile to use due to their lower FP costs and no longer having to survive a whole fight. The Lone Wolves for example cost less than half FP compared to some renowned summons but can still put in good work. Using combinations of summons can be powerful as you for example can stack multiple status effects. Don't miss out on the Land Squirts.

Being able to use summons anywhere simply gives you more freedom, lets them be a core part of your build and it's generally more fun seeing the
spirits fight random enemies instead of bosses.

With their increased sight range and higher aggression you can still send in your spirits to take initial aggro in an effective way, like before entering a room in a catacomb where enemies are likely waiting behind the corner. You can also let your summons do all the fighting as long as you stay hidden, which works versus outdoor bosses as well.




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Summoner specialization changes

  • Mind increases the damage done by spirit summons.
  • Clarifying Horn Charm also increases spirit summon duration by 30%, +1 version by 40%.
  • Mottled Necklace also increases spirit summon damage by 15%, +1 version by 20%.
  • Immunizing Horn Charm also grants your summons immunity from most stagger effects and reduces their damage taken by 20%, +1 version 30%.
  • Stalwart Horn Charm also allows your spirit summons to take aggro but it reduces your damage by 30%, +1 version 20%.
  • Moon of Nokstella also increases your damage by 10% while a spirit summon is active.
  • Most buffs from spells and consumables will be shared to your summons. For example Flame Grant Me Strength, Bestial Vitality, Exalted Flesh and Ironjar Aromatic.
  • Cursed-Blood Pot now only costs 1 Mushroom and 1 Bloodrose to craft and uses Cracked Pots. It also increases the damage done by spirit summons by 10% when thrown.
  • Mohg's Great Rune increases damage of spirit summons by 10% and an additional 10% when blood loss occurs in the vicinity.

These changes allow you to specialize further into a summoner build and playstyle. To get good value from summons you'll need to level some Mind and get a few FP flasks. Even as a melee build you can do alright by carrying around one FP flask.

Mind increases spirit summon damage by 1.5% per point up to 50, by 1% per point between 51 and 80, and by 0.5% per point between 81 and 99. So if you have 50 Mind, spirit summon damage is increased by 75%.

The resistance talismans have a bit of a thematic connection to spirits and weren't too exciting, so they got new spirit focused effects. Moon of Nokstella should feel a bit more legendary now. Just remember to visit the underground if you want to find most of these.

Spirit summons being able to take aggro is what makes them very powerful and something this mod tries to steer away from, which is why the Stalwart Horn Charm reduces your damage. The idea with it is to primarily allow a supportive playstyle where you heal and buff your summons.

The way the buff sharing change work is that you can cast the buff before or after you summon your spirits and they will receive the buff as long as you have it active. This does not include weapon buffs and buffs from weapon skills. See the articles section for the full buff list.

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Progression changes


  • Rune cost for upgrades reduced by 50% for normal summons.
  • Rune cost for upgrades reduced by 70% for renowned summons.
  • Rune cost for buying Gloveworts reduced by 50%.
  • Wyndham Catacombs: +2 Grave Glovewort [6].
  • Sainted Hero's Grave: +3 Grave Glovewort [6], +2 Grave Glovewort [7], -3 Grave Glovewort [3], -2 Grave Glovewort [4].
  • Auriza Hero's Grave: +2 Grave Glovewort [7], +1 Grave Glovewort [8], -1 Grave Glovewort [6].
  • Auriza Side Tomb: +1 Grave Glovewort [7].
  • Gelmir's Hero Grave: +1 Grave Glovewort [8], -1 Grave Glovewort [7].
  • Glovewort Picker's Bell Bearing [2] now drops from the Tibia Mariner in Mountaintops of the Giants (instead of the Ulcerated Tree Spirit in Giants' Mountaintop Catacombs).
  • Spirit Jellyfish have a significantly increased drop chance for Grave Gloveworts.

Rune costs for upgrading was pretty high if you wanted to use multiple spirits, which discouraged experimenting.

The progression for Grave Gloveworts felt a bit lackluster in Altus so a few extra ones have been added. There are now more alternatives and a way to get to higher upgrades a bit earlier. Also, the Glovewort Picker's Bell Bearing [2] is no longer stuck in a very disliked catacomb.

Spirit Jellyfish are now worth killing which helps out if you need some extra Grave Gloveworts.

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Other changes

  • Summons have a fading out animation that plays with less than 5 seconds duration left.
  • Changed the spawn animation of Puppet summons and Mimic Tear to be shorter (as they wasted duration with long animations).
  • There is no longer a confirmation popup for when you unsummon your spirits.
  • Putrid Corpse, Giant Rat and Land Squirt now spawns near you (like all other summons) instead of near the summon monument.
  • Giant Rat Ashes has an FP cost.
  • Mimic Tear, Soldjars of Fortune, Land Squirts and Miranda Sprouts cost FP instead of HP.
  • Cleanrot Knight Finlay uses the normal Cleanrot Knight combat AI (to get more interesting moves).
  • Nomad summon has slightly increased health.

Installation:



To install the mod, use Mod Engine 2.

1.Download the latest version of Mod Engine 2 and extract the rar file to a folder.

2. Download the latest version of the mod, extract it and put the "mod"
folder in the same directory as the extracted Mod Engine 2 files.

3. Make sure Steam is open.

4. Run "launchmod_eldenring.bat" to start the mod.


Merge info (optional)To find what is changed in regulation.bin, reference the CSV files which only contains the new and edited lines. Most new SpEffects are in the 790000 range.

c0000.anibnd.dcx in the chr folder is what allows you to walk while summoning and cancel the animation early.

Item.msgbnd.dcx is for amulet descriptions. The edited files in there are AccessoryInfo.fmg and AccessoryCaption.fmg.

m00_00_00_00.talkesdbnd.dcx in the script folder is what extends the summon range greatly and partially handles the Mind scaling with spirit summons.

The map files is what adds the new Grave Gloveworts and fixes a few, small areas where you can't summon.

Known issues

The method of allowing spirit summons everywhere is not perfect. There are two bugs that can happen in the open world but only in specific locations and it's rare enough that you might never notice it on a playthrough.

Summons can despawn early. This can happen when you move into a new map file.
Summons will not show up in the UI and despawn after a few seconds.

I might not be able to fix these but feel free to make a comment or bug report with a screenshot of your map location.

Spirit Summon Overhaul (2024)

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