Elden Ring Re-Tarnished

Perform Elden Ring With the mod that gives the game extra features, Elden Ring Re-Tarnished, the game is improved. Using the Elden Ring Re-Tarnished Elden Ring Mod, you may modify your gameplay to suit your preferences. To learn how to install and utilize it, go to the complete instructions below.

Mod Description

A rebalance mod that seeks to subtly tweak many of the weapons and equipment, allowing for more diverse and satisfying builds without significantly altering the overall feel of the game.


Elden Ring – Re:Tarnished seeks to rebalance many of the weapons, talismans, and other mechanics such as Poison or Holy damage that feel like they've been left behind by the rest of the game, or otherwise make certain strategies more satisfying to use, but without going overboard in buffing or overhauling the gameplay like with other balance/overhaul mods.

Feedback is much appreciated, both for suggestions on additional changes to make / other things to take a look at next, as well as for existing changes.


  • Download the .zip file from the “Download” tab, extract it in your Mod Engine 2.0 folder, and launch the mod using “launchmod_eldenring.bat”.


  • Cerulean Amber Medallion effect raised from 7/9/11% to 15/18/21% (In most cases even the Cerulean Amber Medallion +2 only gave FP equal to 2-3 points of Mind, so this increase should make it more similar to around at least 5 points of Mind overall)
  • Cerulean Seed Talisman effect raised from 20% to 100% (There's no good way of buffing this effect as it's fundamentally unnecessary with how much FP that Cerulean Flasks already provide, so the least I could do is buff it so that it guarantees a full mana refill in the few situations that might benefit from it, being either a relatively high Mind investment early on but low Sacred Tear levels, or some meme build of 60-99 Mind)
  • Viridian Amber Medallion effect raised from 11/13/15% to 20/25/30% (The vanilla Stamina increase feels very underwhelming, especially compared to the Green Turtle Medallion which can be obtained earlier compared to the +2, is useful to more builds, and provides far more Stamina overall; thus, I find going as far as to double its effect to be justified.)
  • Radagon's Scarseal/Soreseal only reduces physical damage negation by 10/15%, rather than all damage negations
  • Marika's Scarseal/Soreseal only reduces elemental damage negations by 10/15%, rather than all damage negations
  • Marika's Soreseal now drops much earlier at the Shaded Castle in Altus Plateau, to give it more of a chance to be used in the early-mid game where it'd actually be useful (a Golden Rune [12] is dropped instead at its former location in Elphael)
  • Dragoncrest Shield Talisman +2‘s physical damage reduction slightly lowered from 17% to 15%
  • Dragoncrest Greatshield Talisman also reduces physical attack power by 6% (While its tankiness will still be very powerful, a small debuff is added to serve as just enough to have players consider other options)
  • Pearldrake Talismans‘ effect increased from 5/7/9% to 9/12/15%
  • (All of the damage negation boosting Talismans are slightly buffed in PvP by 2%, to make them more useful in Seamless Co-Op duels)
  • Claw Talisman damage slightly lowered from 15% to 12% (With how ubiquitous and easy-to-use jumping attack are, nerfing the Claw Talisman gives more room for other talismans to shine)
  • Axe Talisman damage raised from 10% to 15%
  • Twinblade Talisman damage raised from 20% to 50% (The current payoff is just far too small for how hard it often is to actually land a full chain combo)
  • Roar Medallion now also buffs the Dragon Communion breath attacks by 15% as its description implies
  • Graven-School Talisman and Faithful Canvas Medallion‘s effects raised from 4% to 6% (to make them less disappointing and not almost always just be worse than the +5 Int or Faith talismans you get at around the same time)
  • Blue Dancer Charm‘s effect slightly raised from 15% to 16% and weight reduced from 0.9 to 0.1, for slightly higher damage across the board
  • Scorpion Charms‘ reduction of physical damage negation is reduced from 10% to 7.5%, but now also reduces elemental damage negation by 7.5% (PvP: Damage increased from 8% to 10% and physical damage negation reduced from 15% to 10%, but also reduces elemental damage negation by 10%)
  • Lord of Blood's Exultation‘s attack power bonus reduced from 20% to 15% (bleed builds are powerful enough as is, and 15% should be enough to reasonably nerf it without sacrificing how satisfying it feels)
  • Ancestral Spirit's Horn FP restoration on kill increased from 3 FP to 7 FP

Physick Tears:

  • Crimsonspill Crystal Tear now also heals the 10% max HP that normally would be left empty
  • Cerulean Crystal Tears also each give +10% max FP in addition to their normal effect of restoring 50% FP
  • Windy Crystal Tear no longer reduces damage negation by 15% when active

Great Runes:

  • All Great Runes are no longer removed upon entering NG+, allowing you to continue builds utilizing the runes you'd normally only find within the late game
  • Godrick's Great Rune also increases all resistances by 50 and increases Poise by 25% (Allows Godrick's Rune to carve out more of its own niche within the mid to late game when it would normally fall off quite hard; credit to ArthaX9 of the Great Runes Revisited mod for the resistances idea)
  • Rykard's Great Rune health on kill increased from 7% max HP + 80 flat HP to 10% max HP + 100 flat HP (at 1900 HP, Rykard's will restore 290 health rather than 213 health, for 36% more health per kill. While the rune will still be subpar against bosses, it should be much better against normal encounters and legacy dungeons, which is the most efficient and practical situation to pop a Rune Arc anyway)


  • All Dragon Communion incantations and Albinauric sorceries have their Intelligence/Faith and Arcane requirements swapped (with Int/Faith being lower but Arcane being higher, to have them be more accessible for builds more dedicated to Arcane)
  • All Thorn sorceries now have an Arcane requirement rather than a Faith requirement
  • Most Armament spells (Scholar's, Frozen, Electrify, Poison, Bloodflame, Order) now last for 3 minutes, up from 60/90 seconds, but cost about 50-100% more FP to cast
  • Vyke's Dragonbolt no longer grants increased Equip Load, but instead grants the effect of Dragonbolt Blessing in addition to its Lightning damage + vulnerability up, and lasts 90 seconds rather than just 70 seconds
  • Dragonbolt Blessing similarly also lasts for 90 seconds rather than just 70 seconds
  • Unseen Blade duration raised from 45 seconds to 10 minutes (It's basically just a Fashion Souls spell anyway, so might as well actually allow it to be used as such)


  • Serpentbone Blade inflicts stronger Lethal Poison (similar to the Poison Spraymist poison, deals [21 + 0.2% Max HP] per second for 30 seconds) rather than its current Deadly Poison, has Sword Dance as its Skill rather than Double Slash (due to the blatant similarity to its heavy attack), and can have its Ash of War be changed, but now has a small Arcane requirement (Arcane 13, E Scaling)
  • Frozen Needle has Ice Spear as its Skill rather than Impaling Thrust
  • ALL Bows/Shortbows/Greatbows/Crossbows have 15% higher base damage (temporary measure until I look at and change Bows in greater depth; these weapons simply do not scale well enough after the early-game and the non-Greatbows/Ballistas especially serve as little more than status sticks)
  • All Arrows have their carry capacity increased from 99 to 250, all Great Arrows from 30 to 99, and all Ballista Bolts from 20 to 50
  • Staff of the Guilty no longer scales with purely Faith, and instead scales with purely Arcane (thematically, it makes much more sense for both the weapon and the Thorn sorceries, which scaled far more off of Arcane and didn't have anything to do with Faith anyway. The Thorn sorceries shouldn't be scaling better off the bubble magic staff than the staff they're designed to be used with)
  • Albinauric Staff‘s Int/Arcane scaling changed from the current base split of 30//70 to a base split of 45/45 (due to the presence of a new full-Arcane staff)


  • All Poison sources reduce the target's physical attack power by either 10% for regular Poison sources, 15% for Deadly Poison sources, and 20% for Lethal Poison from Poison Spraymist and Serpentbone Blade (Makes Poison more of a defensive debuff compared to Bleed or Scarlet Rot's pure offense, giving it its own niche)
  • Regular Poison has its HP-scaling damage slightly raised from (7 + 0.07% Max HP) per second to (7 + 0.1% Max HP) per second (makes Poison scale slightly better against hardier mini-bosses and bosses)
  • Fetid Pot / Roped Fetid Pot both have their poison damage raised to (14 + 0.15% Max HP) per second to match the other sources of Deadly Poison (this results in higher damage)
  • Scarlet Rot damage from weapons and spells changed from (15 + 0.18% Max HP) and (13 + 0.33% Max HP) damage per second respectively, to (14 + 0.25% Max HP) damage per second (Simplifies Scarlet Rot to have one damage calculation across most sources, rather than having unnecessarily variable damage calculations depending on the source)
  • Acid Spraymist now instead reduces physical damage negation by 15% rather than physical attack power (Changed to not overlap with the new effect for Poison, and I think it makes more sense flavor-wise to be melting the enemy's armor with acid)


  • Holy resistance of multiple enemies significantly lowered to make holy damage more viable in the mid-late game
  • Morgott the Omen King, Putrid Avatar, Putrid Tree Spirit, and Ulcerated Tree Spirit all have their Holy resistance lowered from 40% to 20%
  • Radagon of the Golden Order has his Holy resistance lowered from 80% to 40%
  • Elden Beast has its Holy resistance lowered from 80% to 50% (the other elemental resistances are each 40%)
  • Wormface's Holy resistance is lowered from 40% to 0%
  • Revenant and Royal Revenant's 40% holy resistance is converted into a 40% holy vulnerability (their main weakness is literally holy heal spells, and they're undead monstrosities; why are they, of all enemies, resistant to holy damage?)
  • Lichdragon Fortissax's 80% holy resistance is converted into a 40% holy vulnerability

MOD Download


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File information

Last updated: 04 March 2023 7:35AM | Original upload: 04 March 2023 7:35AM | Created by: Tarluk | Uploaded by: TarlukLegion | Virus scan: Safe to use


Elden Ring Re-Tarnished Gameplay

Elden Ring Re-Tarnished Gameplay

Elden Ring Re-Tarnished Gameplay

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