
Elden Ring Talismans
Adds 72 Elden Ring talismans with exact BG3 effect descriptions, corrected mechanics, stronger late-game scaling, campaign-wide placement, and a readable location guide in the Traveller's Chest.
查看大图Elden Ring Talismans brings 72 talismans from the Lands Between into Baldur's Gate 3: 60 from Elden Ring and 12 from Shadow of the Erdtree. Each keeps its original name, icon artwork, and canonical lore while receiving a BG3-compatible effect designed for rings or amulets. Upgrade variants are separate items, allowing stronger versions to appear naturally as the campaign progresses.
[b]Disclaimer:[/b] I'm still relatively new to BG3 modding, so bugs may occur. Installing or updating this mod mid-save can carry additional risk, so starting a new playthrough is recommended.
[heading]PLACEMENT AND PROGRESSION[/heading]
The collection is spread across 36 existing merchant inventories, hidden chests, reward chests, and treasure containers throughout all three acts. It is not dumped into the Tutorial Chest or a single late-game vendor. (Note: I wanted this to be more of a discovering items mindset vs instant loot)
[b]Act I[/b] contains 20 introductory talismans. They can be found around the Emerald Grove, Secluded Cove, Blighted Village, Risen Road, Zhentarim Hideout, Overgrown Tunnel, Underdark, Arcane Tower, Grymforge, and Creche Y'llek. Early effects include +1 ability-score bonuses capped at 20, +5 Maximum Hit Points, movement and Initiative improvements, saving-throw advantages, minor attack or spell bonuses, an extra Level 1 Spell Slot, and gradual healing.
[b]Act II[/b] contains 20 stronger and more specialized talismans distributed through Shadow-Cursed Lands and Moonrise traders, Reithwin Tollhouse, the House of Healing, Mason's Guild, Last Light cave, and several Gauntlet of Shar chests. These include +10 Maximum Hit Points, 3m additional movement, Level 2 and Level 3 Spell Slots, physical or elemental damage reduction, improved critical hits, full-health bonuses, kill-based healing, and Scorpion Charms that add elemental damage while making their wearer vulnerable to the matching damage type.
[b]Act III[/b] contains 32 endgame talismans, including all 12 Shadow of the Erdtree additions. They are divided among Rivington, Wyrm's Crossing, Wyrm's Rock, and Lower City merchants and treasures, including Mystic Carrion's hoard, the Devil's Fee, the Water Queen's House, Felogyr's Fireworks, and Cazador's Palace. Late-game effects include +15 Maximum Hit Points, Armour Class and saving-throw bonuses, elemental resistance, additional spell slots, stronger weapon and spell damage, critical-hit riders, and conditional bonuses triggered by kills, concentration, dashing, or teleporting.
[heading]Talisman Effects[/heading]
Act I
[list]
[][b]Crimson Amber Medallion:[/b] +6 maximum Hit Points.[/]
[][b]Cerulean Amber Medallion:[/b] +1 Level 1 Spell Slot.[/]
[][b]Viridian Amber Medallion:[/b] +1.5 m Movement Speed.[/]
[][b]Arsenal Charm:[/b] +25% Carrying Capacity.[/]
[][b]Starscourge Heirloom:[/b] +1 Strength, up to 20.[/]
[][b]Prosthesis-Wearer Heirloom:[/b] +1 Dexterity, up to 20.[/]
[][b]Stargazer Heirloom:[/b] +1 Intelligence, up to 20.[/]
[][b]Two Fingers Heirloom:[/b] +1 Wisdom, up to 20.[/]
[][b]Silver Scarab:[/b] +2 to Sleight of Hand and Investigation checks.[/]
[][b]Green Turtle Talisman:[/b] +1 Initiative and +1.5 m Movement Speed.[/]
[][b]Stalwart Horn Charm:[/b] Advantage on Strength Saving Throws.[/]
[][b]Immunizing Horn Charm:[/b] Advantage on Constitution Saving Throws and Resistance to Poison damage.[/]
[][b]Clarifying Horn Charm:[/b] Advantage on Intelligence and Wisdom Saving Throws.[/]
[][b]Mottled Necklace:[/b] +1 to all Saving Throws.[/]
[][b]Arrow’s Reach Talisman:[/b] +1 to ranged weapon Attack Rolls.[/]
[][b]Axe Talisman:[/b] Melee weapon attacks deal 2 additional weapon damage.[/]
[][b]Claw Talisman:[/b] +50% Jump distance, +2 to Athletics and Acrobatics checks, and weapon attacks deal 1 additional weapon damage.[/]
[][b]Graven-School Talisman:[/b] +1 to spell Attack Rolls.[/]
[][b]Faithful’s Canvas Talisman:[/b] +1 Spell Save DC.[/]
[][b]Blessed Dew Talisman:[/b] At the start of each turn, restores 2 Hit Points when below maximum Hit Points.[/]
[/list]Act II
[list]
[][b]Crimson Amber Medallion +1:[/b] +12 maximum Hit Points.[/]
[][b]Cerulean Amber Medallion +1:[/b] +1 Level 2 Spell Slot.[/]
[][b]Viridian Amber Medallion +1:[/b] +3 m Movement Speed.[/]
[][b]Arsenal Charm +1:[/b] +50% Carrying Capacity and +1 to Athletics checks.[/]
[][b]Erdtree’s Favor:[/b] +6 maximum Hit Points, +1 to all Saving Throws, +1.5 m Movement Speed, and +25% Carrying Capacity.[/]
[][b]Moon of Nokstella:[/b] +1 Level 2 Spell Slot and +1 Level 3 Spell Slot.[/]
[][b]Bull-Goat’s Talisman:[/b] Advantage on Strength and Dexterity Saving Throws.[/]
[][b]Warrior Jar Shard:[/b] Weapon attacks deal 2 additional weapon damage.[/]
[][b]Magic Scorpion Charm:[/b] Attacks whose main damage type is Force deal 3 additional Force damage; the wearer becomes Vulnerable to Force damage.[/]
[][b]Lightning Scorpion Charm:[/b] Attacks whose main damage type is Lightning deal 3 additional Lightning damage; the wearer becomes Vulnerable to Lightning damage.[/]
[][b]Fire Scorpion Charm:[/b] Attacks whose main damage type is Fire deal 3 additional Fire damage; the wearer becomes Vulnerable to Fire damage.[/]
[][b]Sacred Scorpion Charm:[/b] Attacks whose main damage type is Radiant deal 3 additional Radiant damage; the wearer becomes Vulnerable to Radiant damage.[/]
[][b]Ritual Sword Talisman:[/b] At maximum Hit Points, gain +1 to Attack Rolls, +1 Spell Save DC, and 2 additional damage.[/]
[][b]Winged Sword Insignia:[/b] +1 to Attack Rolls, and weapon attacks deal 2 additional weapon damage.[/]
[][b]Dagger Talisman:[/b] Reduces the number needed to land a Critical Hit by 1.[/]
[][b]Arrow’s Sting Talisman:[/b] Ranged weapon attacks gain +1 to Attack Rolls and deal 2 additional weapon damage.[/]
[][b]Radagon Icon:[/b] +2 Initiative and Advantage on Constitution Saving Throws made to maintain Concentration.[/]
[][b]Dragoncrest Shield Talisman +1:[/b] Reduces incoming Slashing, Piercing, and Bludgeoning damage by 2.[/]
[][b]Pearldrake Talisman +1:[/b] Reduces incoming Acid, Cold, Fire, Lightning, and Thunder damage by 2.[/]
[][b]Taker’s Cameo:[/b] Restores 2d4 Hit Points after killing an enemy.[/]
[/list]Act III
[list]
[][b]Crimson Amber Medallion +2:[/b] +20 maximum Hit Points.[/]
[][b]Cerulean Amber Medallion +2:[/b] +1 Level 3 Spell Slot and +1 Level 4 Spell Slot.[/]
[][b]Viridian Amber Medallion +2:[/b] +4.5 m Movement Speed.[/]
[][b]Great-Jar’s Arsenal:[/b] Doubles Carrying Capacity and grants Advantage on Strength Ability Checks.[/]
[][b]Erdtree’s Favor +2:[/b] +15 maximum Hit Points, +1 Armour Class, +1 to all Saving Throws, +3 m Movement Speed, and +50% Carrying Capacity.[/]
[][b]Radagon’s Soreseal:[/b] +2 Strength, Dexterity, and Constitution, up to 22; −2 Armour Class.[/]
[][b]Marika’s Soreseal:[/b] +2 Intelligence, Wisdom, and Charisma, up to 22; −2 Armour Class.[/]
[][b]Shard of Alexander:[/b] Weapon attacks deal 3 additional weapon damage.[/]
[][b]Millicent’s Prosthesis:[/b] +2 Dexterity, up to 22; +1 to Attack Rolls; weapon attacks deal 1 additional weapon damage.[/]
[][b]Rotten Winged Sword Insignia:[/b] +2 to Attack Rolls, and weapon attacks deal 3 additional weapon damage.[/]
[][b]Graven-Mass Talisman:[/b] +2 to spell Attack Rolls and +1 Spell Save DC.[/]
[][b]Flock’s Canvas Talisman:[/b] +1 to spell Attack Rolls and +2 Spell Save DC.[/]
[][b]Old Lord’s Talisman:[/b] Advantage on Constitution Saving Throws made to maintain Concentration and +1 Level 4 Spell Slot.[/]
[][b]Godfrey Icon:[/b] Attacks and damaging spells deal 3 additional damage.[/]
[][b]Dragoncrest Greatshield Talisman:[/b] Reduces incoming Slashing, Piercing, and Bludgeoning damage by 3.[/]
[][b]Pearldrake Talisman +2:[/b] Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.[/]
[][b]Ritual Shield Talisman:[/b] At maximum Hit Points, gain +2 Armour Class and +2 to all Saving Throws.[/]
[][b]Greatshield Talisman:[/b] While wielding a shield, gain +2 Armour Class.[/]
[][b]Godskin Swaddling Cloth:[/b] Once per turn, a weapon Critical Hit restores 2d4 Hit Points.[/]
[][b]Ancestral Spirit’s Horn:[/b] Once per turn after killing an enemy, restores one Level 2 Spell Slot.[/]
[][b]Two-Headed Turtle Talisman:[/b] +2 Initiative and +3 m Movement Speed.[/]
[][b]Blessed Blue Dew Talisman:[/b] +1 Level 1, Level 2, and Level 3 Spell Slot.[/]
[][b]Two-Handed Sword Talisman:[/b] Melee attacks made with a two-handed weapon, or a versatile weapon held in both hands, deal 3 additional weapon damage.[/]
[][b]Crusade Insignia:[/b] Once per turn after killing an enemy, gain +2 to Attack Rolls and damage for 2 turns.[/]
[][b]Retaliatory Crossed-Tree:[/b] Weapon attacks deal 3 additional weapon damage.[/]
[][b]Lacerating Crossed-Tree:[/b] Weapon attacks deal 3 additional Slashing damage.[/]
[][b]St. Trina’s Smile:[/b] Immunity to Sleep and +2 Charisma, up to 22; deal 3 additional Psychic damage to sleeping targets.[/]
[][b]Talisman of the Dread:[/b] Attacks whose main damage type is Fire, Acid, or Poison deal 4 additional damage.[/]
[][b]Beloved Stardust:[/b] +2 to spell Attack Rolls and Spell Save DC, but Disadvantage on Constitution Saving Throws made to maintain Concentration.[/]
[][b]Rellana’s Cameo:[/b] While Concentrating, deal 4 additional damage.[/]
[][b]Blade of Mercy:[/b] Reduces the number needed to land a Critical Hit by 1; once per turn, weapon Critical Hits deal 1d6 additional weapon damage.[/]
[][b]Talisman of All Crucibles:[/b] Advantage on Dexterity Saving Throws, +50% Jump distance, immunity to falling damage, and reduces incoming Slashing, Piercing, and Bludgeoning damage by 2; −1 Armour Class.[/]
[/list]
[b][size=6][font=Arial Black]Updates:[/font][/size][/b]
[b]Sept 1th[/b]
- Fixed Arrow’s Reach Talisman ranged damage bonus.
- Fixed Axe Talisman melee damage bonus.
- Fixed Warrior Jar Shard weapon-attack damage bonus.
- Fixed Magic, Lightning, Fire, and Sacred Scorpion Charm damage bonuses.
- Fixed Ritual Sword Talisman activating at full health.
- Fixed Arrow’s Sting Talisman ranged damage bonus.
- Fixed Shard of Alexander weapon-attack damage bonus.
- Fixed Ritual Shield Talisman activating at full health.
- Fixed Greatshield Talisman detecting equipped shields.
- Fixed Two-Handed Sword Talisman detecting two-handed weapons.
- Fixed Lacerating Crossed-Tree melee damage bonus.
- Fixed St. Trina’s Smile against sleeping enemies.
- Fixed Talisman of the Dread against frightened enemies.
- Fixed Rellana’s Cameo while concentrating.
- Fixed Taker’s Cameo healing after defeating an enemy.
- Fixed Godskin Swaddling Cloth healing after critical hits.
- Fixed Ancestral Spirit’s Horn restoring spell slots after defeating an enemy.
- Fixed Crusade Insignia activating after defeating an enemy.
- Fixed Blade of Mercy activating after critical hits.
[b]Aug 24th[/b]
- Added “Map: Meeting Place,” a readable Traveller’s Chest guide containing the Act and location of all 72 talismans.
- Rebalanced weaker Act II and Act III talismans for better late-game usefulness.
- Fixed several effects that were weak or unclear and rewrote all 72 descriptions for greater accuracy.
Credits
Elden Ring, Shadow of the Erdtree, talisman names, descriptions, and icon artwork are property of FromSoftware and Bandai Namco Entertainment.
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