Character Changes

This mod adds a multitude of changes to how your base player character functions from as early as the class select screen.

## Attribute Changes

### Level Cap and Soft Caps

ERR introduces a level cap.

* The base NG now has a level cap of 200.
	+ You can increase the level cap by buying the new "Binding Rune of Ascended Levels", available in NG+, up to level 300.
	+ You can also effectively increase the level cap with the "Binding Rune of the Grafted" category, which each grant one point directly to each stat, for a maximum of +40 effective levels, making the effective max level cap for NG+ 340.

* Vigor, Mind, and Endurance will now give more HP, FP, and stamina respectively, beyond the original softcap of 60.
	+ **Level progression for Vigor, Mind and Endurance.**
	+ *Players can invest into these stats for more specialization, but it will cost level ups that could have been invested into other stats.*
	+ The maximum possible levels for these stats are much higher than vanilla. For example, Vanilla HP caps at 2000 at 99 Vigor, but Reforged caps at 2400 at 99 Vigor.
	+ To compensate for this, you may need a bit more investment in these stats to reach the vanilla softcap levels. For example, Vigor reaches the vanilla softcap at around 70, instead of 60.
* Weapons will now want as much of a damage stat as they can get, instead of having intense investment drop-off at certain levels.
	+ *In short: Any weapon with A or S scaling in a stat should benefit from going all the way to 99 of that stat. Affinities can be used to improve scaling.*

* Split scaling weapons and catalysts have been updated to be more effective by requiring a similar level of investment compared to single stat scaling gear.
	+ *For example, a catalyst that scales off of one stat will want 99 of INT or FTH, but a catalyst that scales off of both evenly would only want about 50 or 60 in each.*

* Enemy rune drops have been increased to make higher levels more realistically achievable level in NG.

### General Changes

Changed how time and death interact. Dying no longer resets the time, it instead advances the current time by 3-4 hours.

* *This means that you'll no longer be fighting every boss during the exact same time of day if you die once.*

### Vigor and HP

Adjusted HP scaling from Vigor.

* *Less vigor is required to get the same amount of HP early on, but mid levels of Vigor give a bit less. High levels give more.*

### Endurance and Stamina

See Combat Mechanics for extensive details on Equip Load.
Adjusted Stamina scaling from Endurance.

* *More endurance is required to get the same amount of Stamina, but high levels give more than vanilla.*

Adjusted Stamina values to be 10x globally.

* *This means that you have 10x the Stamina, use 10x the Stamina, and regain 10x the Stamina from all sources*
	+ *The purpose of this change is to make small amounts of restoration of Stamina more impactful. Restoring 1% of 120 Stamina would give 1.2 Stamina, but you can’t get .2 Stamina. Now you will simply get 12 Stamina.*

Added a slight passive %-based Stamina regen effect (2% per second).

* This regen occurs even during effects that normally block regen, such as critical attacks and sprinting.
* *This makes high levels of endurance more valuable, as a way to increase passive stamina regen.*

Adjusted several sources of stamina regen boosts to also grant % regen. (Unconfirmed)

### Mind and FP

Adjusted FP values to be 10x globally.

* *This means that you have 10x the FP, use 10x the FP, and regain 10x the FP from all sources.*
	+ *The purpose of this change is to make small % restoration of FP more impactful. Restoring 1% of 350 FP would give 3.5 FP, but you can’t get .5 FP. Now you will simply get 35 FP.*

Added a slight passive FP regeneration effect while in combat.

Added the ability to regenerate FP by attacking enemies. This scales with the speed of the weapon and type of attack.

Added the ability to regenerate FP by hitting enemies via "Generator" spells.

## Universal Character Changes

* Increased default Talisman and Spell slots by 1 *(*Golden Shade Godfrey no longer drops a Talisman pouch);

### Torrent

Removed the message that asks if you want to consume a flask to summon Torrent when using the whistle after Torrent dies. A flask is now used automatically.

Greatly increased Torrent's movement speed while decreasing his health and increasing the player's vulnerability while riding.

* New Raisin items have been added to customize Torrent's abilities. See Stable-Master's Cookbook [1].

Torrent is no longer immune to the status effect buildup incurred from walking through swamps, and will take damage when doing so. Raisins will now cure status in addition to healing.

Improved Torrents controls by allowing the stopping animation to cancel Torrent's gallop state, making it easier to slow down.

Combat with a Camp Leader disables Torrent and increases the alertness of all other enemies in the camp.

## Starting Classes

ERR makes important changes to the character classes you choose at the start of the game, and also adds a few new classes based on the Elden Ring Tabletop game.

All starting classes now have a level of 10, excluding the Wretch.

Each class starts with a talisman, and some receive bonus spells.

Download a copy to use: Elden Ring Reforged Class Calculator