Posted April 11, 2022 by Jason Tocci
An eagle-eyed reader out there noticed that Grave v1.1 did not actually include several of the changes described in the Grave v1.0 devlog post — and, it turns out, I don't even have a copy of the correct version myself! So, I made the revisions all over again, plus some other slight alterations. Here are the most notable updates.
Quality: Weapons and armor now have just three states — undamaged, damaged, and broken.
Death: If your character has died too many times to resurrect, you start making a new character to introduce ASAP — potentially even in the same fight, if you're quick enough! Also, the "spirit" die was changed to d6 to encourage players to keep raising CHA above +5.
Item weight: Jewelry now explicitly does not require item slots, and multiple items under "Alchemy & Spellcasting" were changed to take up < 1 slot.
Spells: Made some edits I thought I'd already made, plus a few more. Also clarified what casting "as a reaction" means, moved the text about monsters with legendary souls resisting spells to the more player-facing part of the spellcasting rules, and added a key to the bottom of the spell lists page in case you forget what "S," "item," and "object" mean.
Magic items: Made some edits I thought I'd already made.
I also corrected some spelling errors and had to change wording in a couple places just to make the text fit, but I don't think it changed the meaning of anything significantly.
If you catch any other errors, please let me know! And thanks for coming by to check out my game when I know very well you could still be playing the heck out of Elden Ring.