Darkest Souls is a Dark Fantasy mod inspired by the Souls Series of games: Elden Ring, Bloodborne, the Dark Souls Trilogy, Demon Souls and Sekiro and a successor to the older Blood and Madness mod.
This mod aims to add an heavy progression system based on exploration and combat, with a great variety of weapons with special attacks and abilities, a magic system and plenty of new enemies to fight.
Upcoming Planned Content
New Enemies and Weapons
Pyromancy, Miracles and Dark Sorcery
Summoner, Cleric, Piromancer, Paladin, Tank, Berserkr, Dark Sorcerer, Enchanted Knight and Dark Knight Classes
Armor transmog
New Bosses, Structures and Dimensions
Mod Content:
Gameplay Mechanics:
Poise:
All mobs from the mod have a poise value that when it decreases to zero the mob is stunned for a few seconds. For now only custom weapons from the mod will damage enemies' poise.
Special Effects:
Different Mobs are immune to different special effects. This can be configured with entity type tags.
Blood Loss:
Blood loss is an effect that increases each time it's afflicted. It has no direct effect but once it goes over a certain value it inflicts a large portion of health and resets. It can be inflicted by some enemies' attacks or by the player using weapons that inflict the ailment. All mobs enemies have different blood loss resistances, increasing the amount of blood loss inflicted needed to trigger the effect. Vanilla mobs (and mobs from other mods) all have the same resistance of 14, except skeletons that are immune. The player has a resistance of 10. Armour sets will increase the player's blood loss resistance.
Toxic and Rot
Damage over time effects stronger than poison and of different intensity
Frost
Slows the affected entity and makes them brittle. Also deals a little damage over time.
Weapons:
Common and Special Weapons:
Weapons are differentiated by attack speed, range (entity interaction range), damage, poise damage, movement speed and knockback intensity. All weapons also have special attacks that allow them to hit multiple enemies at the same time, each with its own range and number of enemies that can be hit at the same time. Some weapons also inflict blood loss or have other intrinsic properties. Special weapons are stronger and have more unique properties, but require rarer materials to craft. Some weapons have intrinsic properties such as being able to inflict debuffs (Poison, Bleed, etc..) or being more effective towards specific categories of entities (Abyssal, Beast, Demon, Hollow, etc...), this can be configured trough entity type tags.
Trick Weapons:
Trick weapons are special weapons that can transform into an alternate form (left_alt). For now the only trick weapons added to the mod are the Saw Cleaver, Hunter Axe, Chikage and Holy Moonlight greatsword.
Sorcery Staves:
Sorcery Staves are weapons that consume small soul fragments to cast a diverse range of magic attacks. Each Staff has two magic attack, one for left click and one for right click. They are buffed with the Starpower enchantment for flat damage and Moon Blessing enchantment for percentage damage increase.
Guns:
Guns come in different sizes and varieties. They differ in damage, speed, range and amount of consumed projectiles. Some of the currently implemented guns are the Pistol, Blunderbuss, Gatling Gun and Repeating Pistol. They consume Quicksilver Bullets. There are plenty of different enchantments that improve them, such as Firepower and Greater Firepower to increase their damage, Ophidian Bite and Expanding Shot for them to inflict poison and bleed and others.
Alchemy Tools
Alchemy Tools are a different category of magic weapons. For now only the Flamesprayer is present. They are buffed by the same enchantments as Staves
Throwables
Consumable weapons that can be thrown at the enemies with various effects. There are Throwing Knives of different strenght and capable of inflicting different debuffs and Firebombs of various potency that can light up mobs and environments on fire.
Armour:
There are different armour sets that give different bonuses pertinent to different classes:
- Knight Class: High Defense, Bonus to Attack Samage, Malus to Walking Speed
- Hunter Class: Medium Defense, Bonus to Movement Speed
- Sorcerer Class: Low Defense, Bonus to Sorcery
- Specialist Class: Medium-Low Defense, Bonus to Guns and Throwing Knives
- Alchemist Class: Low Defense, Bonus to Alchemist Tools and Throwables
Enchantments:
The mod adds different enchantments with various effects that stack with intrinsic weapon properties. Some work also on vanilla equipment.
Melee Weapon enchantments:
- Serrated: Increase damage against Beasts by 10% and Beastly entities by 5%
- Abyssal Cleanser: Increase damage against Abyssal entities by 10%
- Beast Hunter: Increase damage against Beasts by a flat amount
- Bloodblade: inflic blood loss on hit
- Poisoned/Toxic/Withered/Rotten/Frozen Blade: Inflict mob effect on hit
Gun Enchantments
- Firepower/ Greater Firepower: Increase Gun Damage by flat/percentage amount
- Gunslinger: Decrease gun cooldown
- Sharpshooter: Increase projectile range
- Ricochet Shot and Piercing Shot: Increase ricochet/piercing capabilities
- Flaming Shot: Sets fire to entities and blocks
- Ecploding Shot: Explodes on impact
- Ophidian Bite and Expanding Shot: Inflicts poison/bleed
- Child of the Thunder God: Summons a lightning on impact
Other Enchantments:
- Starpower/ Moon Blessing: Increase Staff/ Alchemical Tool damage by flat/percentage amount
- Miser Souls: Chance of not consuming ammo for guns, staves, etc...
Mobs:
Hollows:
Hollows are basic enemies that spawn at night on the Overworld Surface. Depending on their type, they drop Soul Fragments, Rune Fragments and more rarely titanite fragments, iron or their weapons.
Mad Hollow:
Weak and armed only of a Broken Straightsword. They are almost naked and offer little challenge to the player. They come in different clothing variations.
Gravetender Hollow:
A little stronger and clad in black cloacks, they come in different weapon variants.
 Hollow Soldier:
Stronger Hollows equipped with different kinds of armour. For now they only come in the Longsword, Axe and Crossbow variants. They can throw firebombs at the enemy
Hollow Assassin:
Fast and agile, they can inflict the blood loss status effect to the player and throw blood knives
Huntsmen:
They spawn in groups at night. They come in different variants (Axe, Pitchfork, Axe and Rifle). They hunt beasts and monsters such as zombies
Church Doctors:
Strong, grim mobs that come in multiple variants (Normal, Lantern, Scythe, Flamesprayer, Pistol, Crucifix). They hunt beasts and are allied to Huntsmen
Skeletons:
Skeletons will spawn underground below Y level 48. They are stronger than Hollows and come in different variations: Falchion, Spear and Double Curved Swords. They are immune to blood loss.
 Bonewheel:
A special variant of skeleton that can roll towards the player trampling everything in it's path
Skeleton Swordsman.
A larger and stronger variant of skeleton. Very fast and agile, it spawns underground or in deserts at night. It attacks with bleed-inflicting attacks, throwing knives and it can dash around in a cloud of smoke
Beasts:
Beasts are a cathegory of stronger enemies. They take increased damage from fire sources and are more susceptible to all damage while on fire. They take more damage from items with the Beast Hunter enchantment and from weapons with a Serrated property or the Serrated enchantment.
Beast Patient:
Beast patients are the weakest beast enemy that can spawn in the world. They spawn underground or at night on the surface. They come in a normal variant and a slower slightly more powerful cloaked variant.
Ashen Blood Beast Patient:
A stronger variant of the Beast Patient, they can scream alerting all nearby beasts of the position of the player and giving them stronger, venomous attacks and red eyes.
Abyssal Entities:
Corrupted, dark spawn of the Deep. They take more damage from weapons with the Abyssal Cleanser enchantment.
Darkwraith:
Dark and powerful emissaries of the Abyss that spawn deep underground
Sewer Centipede:
They spawn deep underground or in swamps.
 Leech:
They spawn deep underground or in swamps and oceans and they afflict the player with blood loss
 Monstruosity of Sin:
Very strong, they spawn deep underground. They are very weak to blood loss
90% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+