Elden Ring Nightreign Relic Editor

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kyoski
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Re: Elden Ring Nightreign Relic Editor

Post by kyoski »

guerre_1121 wrote:
Wed Jun 04, 2025 6:28 am
(Only some of?) The fixed relics from the Small Jar Bazaar are unsellable, and presumably have some flag that marks them as such. As mentioned earlier while the chance of FS regulating this is small, you probably should not edit these for online play out of an abundance of caution.

I strongly suspect there are rules as to what combinations are allowed - across ~200 relic drops I've never seen more than one character-specific trait on a single relic, even for the same character, and there may be some other guidelines like "Partial HP Restoration upon Post-Damage Attacks" only ever showing up in slot 1. Hopefully these can be derived by examining regulation.bin.

I need to look more into smithbox, but there's some combinations I'm sure you can't have, like:
Physical damage +2
Improved Dagger Attack Power
Improved Attack Power with 3+ Daggers Equipped


There's some sort of group ID they're a part of most likely that allows you to only roll one of them in any of the 3 spots, so for the next table it rolls with those ones out of the equation.

That said, iirc you can see multi-stat relics like:
Vigor +3
Strength +3
Dexterity +3

but the chances of rolling that are incredibly astronomically low based off the tables weights, there's just a lot of junk/trash effects and most of the good ones have incredibly low chances (as low as 10%)


I'm not sure if table 300 is picked first, then 200, then 100, but the relic structures for tier 1, 2, and 3 look like this:

Tier 1
100

tier 2
200
100

Tier 3:
300
200
100

and the weights for the same skill can differ per table, so something might be more likely to get in table 300 than 200 or 100.

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Cissa90
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Re: Elden Ring Nightreign Relic Editor

Post by Cissa90 »

Updated a bit.
Seems a 4th slot can be used as well, but that is definitely not safe for online, and requires change to instruction. Editing the 4th slot, then setting back instruction to default value will cause it to still have the effect added, but it will not get active when in an expedition. Seems to be room for a 5th slot too, but that didnt do anything.

V3:
Cleaned up a bit. Added use of 4th hidden slot.
Revamped the dropdown list. Moved all 3/8/9 starting values to bottom. Boss relics have been sorted in
Visual still not to be used, as most references have been found for effect names now.

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Re: Elden Ring Nightreign Relic Editor

Post by AtomicFarts »

So to make it clear, anything past "VISUAL/OTHER BELOW" part can get you banned if used online?

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Re: Elden Ring Nightreign Relic Editor

Post by elvxxaa »

We need a list of the best Relic setups for each character. Like relic setups that are legit relic rolls that you can get.

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Re: Elden Ring Nightreign Relic Editor

Post by chisledmonkey24 »

FrequencyCat wrote:
Wed Jun 04, 2025 6:39 am
This is my current relic set up I am using on Revenant.
Image
just make sure you don't use that online without seamless coop mod homie

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Memiomy
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Re: Elden Ring Nightreign Relic Editor

Post by Memiomy »

tyvn
Last edited by Memiomy on Thu Jun 05, 2025 7:54 am, edited 1 time in total.

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Re: Elden Ring Nightreign Relic Editor

Post by ShaZam1409 »

PsAkUL wrote:
Tue Jun 03, 2025 3:55 pm
As of rn you are limited to the effects that can be changed.

In other words, some effects will end up with a "blank" effect slot ingame even if shown right inside the cheat table.

I already tried a run with full "blank"-slot relics and they did not work.
After exchanging the "blank"-slots with effects that show ingame the relics were usefull again.

My question, will there be a update soon?

(As a lot of people stated already, it seems that the effects of the type "Attacks inflict [STATUS] 0/+1/+2/+3" are the only ones currently not working!)
I tested this when I got the table and that is because 80013314 ID's etc are for weapon effects that wont be on a relic ever. Some will show blank and some show the effect on the relic but in game wont work. I noticed that the true relic effects tend to be the ones between 7000000-7999999 anything other than that on the table seems to be like part of another set of effects.

A good example of those are some 800000+ are also boss drop effects like Maximum HP +6% etc it looks like its on the relic but in game it wont work.
another example would be Add Holy To Weapon won't work because it's a weapon specific effect, again shows its there. it just doesn't work in game.

That's at least what I got from it. I could be wrong but its a table full of ALL/MOST of the effects in game. 50% of them don't belong on a relic and won't work half the time.

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Re: Elden Ring Nightreign Relic Editor

Post by guerre_1121 »

kyoski wrote:
Wed Jun 04, 2025 6:41 am
guerre_1121 wrote:
Wed Jun 04, 2025 6:28 am
(Only some of?) The fixed relics from the Small Jar Bazaar are unsellable, and presumably have some flag that marks them as such. As mentioned earlier while the chance of FS regulating this is small, you probably should not edit these for online play out of an abundance of caution.

I strongly suspect there are rules as to what combinations are allowed - across ~200 relic drops I've never seen more than one character-specific trait on a single relic, even for the same character, and there may be some other guidelines like "Partial HP Restoration upon Post-Damage Attacks" only ever showing up in slot 1. Hopefully these can be derived by examining regulation.bin.

I need to look more into smithbox, but there's some combinations I'm sure you can't have, like:
Physical damage +2
Improved Dagger Attack Power
Improved Attack Power with 3+ Daggers Equipped


There's some sort of group ID they're a part of most likely that allows you to only roll one of them in any of the 3 spots, so for the next table it rolls with those ones out of the equation.

That said, iirc you can see multi-stat relics like:
Vigor +3
Strength +3
Dexterity +3

but the chances of rolling that are incredibly astronomically low based off the tables weights, there's just a lot of junk/trash effects and most of the good ones have incredibly low chances (as low as 10%)


I'm not sure if table 300 is picked first, then 200, then 100, but the relic structures for tier 1, 2, and 3 look like this:

Tier 1
100

tier 2
200
100

Tier 3:
300
200
100

and the weights for the same skill can differ per table, so something might be more likely to get in table 300 than 200 or 100.
If you're willing to help me by comparing notes...

My understanding is the following:
- The possible effects and weights for roll tables are defined in AttachEffectTableParam.
- There are 8 sets, from 1000000, 1001000 ... to 1007000. Each set is separated into 3 tables with different weights used in different relic tiers, so e.g. 1000000, 1000001, 1000002.

- Which tables effects are rolled from for a given relic is determined via the attachEffectTableId_# fields in EquipParamAntique.
- 1-slot relics roll their only effect from table 100#000, 2 slot relics additionally roll an effect from table 100#001, 3 slot relics further additionally roll an effect from 100#002.

- Doing a quick diff within one of the sets, while weights vary by table, the set of available effects is the same across all tables. Further, no effect has weight lower than 10. However there is an unknown flag that is either 0 or 1 that could be an enable/disable toggle.
- Weight is relative, not absolute percentiles or anything like that.
- Loosely speaking, "lower-power" effects like stat boosts have higher weights on the higher tables (000 -> 001 -> 002). "Rare" effects like HP/FP restoration have the same low weight in all tables and are therefore relatively less common on the higher tables.

I have not analyzed how exactly e.g. 1000000 differs from 1001000, and so forth. There are definitely differences between sets but would need to visualize it to draw any conclusions as to high level patterns and purpose. If I were to guess, since there are 8 sets, they are either for what class you're playing as or which Nightlord you're fighting. I lean towards the latter since the weights for character-specific effects don't seem to obviously be grouped by class.

You mention seeing group IDs, where have you found those? I'm looking for groupings as well - for example, I assume that things like "Starting armament deals <type> damage" or "Changes compatible armament's skill to <skill> at start of expedition" are each in their own exclusive groups as they never show up together on the same relic. But I have yet to find anything that seems relevant - no field in AttachEffectParam or EquipParamAntique seems relevant when comparing between/within assumed groups. This would be valuable for knowing what effect combinations are illegal, beyond the obvious ones like starting armament skill or damage type. For example can the same relic roll both Improved fist attack power AND HP restoration on fist attacks?

From this we can speculate the following:
- For each roll table set, EquipParamAntique defines relics of all colors. And as the available effects don't differ between the tables (only their weights), and no effect has 0 weight chance, this implies that no effects are color-restricted. Even if the unknown flag mentioned earlier is actually an enable/disable toggle this is still likely true, unless e.g. some set/color relations are defined in params but not actually used ingame, or have additional logic regarding their usage that is not visible in params.
- Given that e.g. character specific traits are only ever seen in slot 1, probably the way that multislot relic rolls work is that first we roll from table A, then from table B, then from table C, but then the effects are sorted when placed into the slots on the relics, so it is not the case that slot 1 corresponds to table A and slot 2 corresponds to table B etc.
- I observe the "rare" effects to be relatively more common on relics with higher slot numbers. I think this implies something about the order of the rolls on multislot relics but I need to reason through it in more detail since it's actually not directionally clear what conclusion to draw.

Of course, everything is assuming that the rules are solely defined in params, there could very well be additional logic not visible in params, e.g. checks during generation to restrict specific effects to specific colors.

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Re: Elden Ring Nightreign Relic Editor

Post by adjskwpa »

Cissa90 wrote:
Wed Jun 04, 2025 5:39 am
FrequencyCat wrote:
Wed Jun 04, 2025 5:01 am
Question to the creator of the table. - What is the display value for exactly?
In the table, in green, it shows its to help display the proper effect on boss relics which uses a lower value numbered effect, which in the text dump goes directly to the name of the relic, whereas display value shows the effect given. It is not to be used for random relics in that sense, as there are some weird ways it works (and sharing between different effects).
Sorry, so I'm supposed to ignore the black "Visual Values" section? Instead of changing them to match "Relic Slot"?

Or do you mean the "Visual Values" section still need to match relic, but don't use effects under the section below?

:=========VISUAL/OTHER BELOW=========
:=========DON'T USE=========
:=========FOR REFERENCE ONLY=========
:=========NOT LINKED TO RELICS=========
:=========YOU'VE BEEN WARNED=========
Last edited by adjskwpa on Wed Jun 04, 2025 5:35 pm, edited 1 time in total.

Adidax21
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Re: Elden Ring Nightreign Relic Editor

Post by Adidax21 »

Is there anyone that can help with actually activating the cheat table to change the relic values? I followed these steps:

"Editor shows relic currently equipped on character. Download, open with CE, hook table to game, go to Relic Rites where you set up relics, select the slot of current character's set up relics, go to CE and edit it."

I'm in the relic menu, highlight the first relic in my chalice (Sacred Erdtree Grail, all yellow, if that matters), table out to CE, and no matter what I try, I cannot get the "Highlighted Relic Pointer" to toggle, or activate or react whatsoever. I run CE and ER:N as administrator, steam offline, anticheat off.

I'm a new CE user, so my knowledge is limited to following the aforementioned instructions. Any help would be greatly appreciated.

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Re: Elden Ring Nightreign Relic Editor

Post by geniehere »

adjskwpa wrote:
Tue Jun 03, 2025 7:15 am
unknownuser123 wrote:
Tue Jun 03, 2025 5:29 am
Cissa90 wrote:
Mon Jun 02, 2025 9:15 pm
only use the ones from 7000000:Vigor +1 to 7352400:FP Restoration upon Bow Attacks for relic effects and some are even boss relic effects exclusive, everything else is random passives/effects you get from equipment and boss reward buffs. Putting those effects to a relic might get you flagged for cheating or even banned.
Do we know if 7000000 to 7352400 can be applied to any color? Or is there a set table per color relic for effects?
I've filtered list down to ones known to appear on random relics
This is great!

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Re: Elden Ring Nightreign Relic Editor

Post by NairobiIgga »

Adidax21 wrote:
Wed Jun 04, 2025 5:31 pm
Is there anyone that can help with actually activating the cheat table to change the relic values? I followed these steps:

"Editor shows relic currently equipped on character. Download, open with CE, hook table to game, go to Relic Rites where you set up relics, select the slot of current character's set up relics, go to CE and edit it."

I'm in the relic menu, highlight the first relic in my chalice (Sacred Erdtree Grail, all yellow, if that matters), table out to CE, and no matter what I try, I cannot get the "Highlighted Relic Pointer" to toggle, or activate or react whatsoever. I run CE and ER:N as administrator, steam offline, anticheat off.

I'm a new CE user, so my knowledge is limited to following the aforementioned instructions. Any help would be greatly appreciated.
Are you selecting the game as a process in cheat engine? Pretty sure it's the top left button to actually select the game and be able to use CE.

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Re: Elden Ring Nightreign Relic Editor

Post by Tekrom0 »

kyoski wrote:
Wed Jun 04, 2025 6:23 am

I had tested this already and is probably the best method, modify the relic tables in regulation.bin with smithbox, spam buy a bunch of gems from bazaar, get what you want, then delete regulation bin and all the modified files + verify integrity. MAKE SURE YOU DO THIS ALL OFFLINE WITH NO EAC RUNNING

I was able to go online with my save and never got flagged or anything since all the generated gems were still considered "legal" (I simply increased the weights of skills I wanted in the tables).

I can't stress enough, MAKE SURE YOU DO THIS ALL OFFLINE WITH NO EAC RUNNING, if you modify regulation.bin you will get flagged, so make sure it's all done offline and without EAC.
How do I open Nightreign's Regulation.bin in Smithbox? I looked up how to open the Regulation.bin, and following those instructions, it says to
1. Create Project
2. Project Directory is the folder where the Regulation.bin is
3. Game Executable is the game's .exe

I have Project Directory set to a folder that contains a copy of Nightreign's Regulation.bin since I didn't want to screw with the original
And I have Game Executable set to "nightreign.exe"

What am I doing wrong?


Edit: After some searching around, I found some the posts in the other thread where you mentioned the Smithbox Nightly was working properly. I'm downloading it now to see if it works.

Also, I've modded games plenty of times, and I still don't really understand what it means when something is a "Nightly" version.
Does that just mean it is the most recent, potentially unstable version or something?

Edit 2: Nightly build did indeed let me get into the .bin
Now, if I want to make something appear more often, do I raise the number? My first guess was to raise the number for a higher chance, but I found it weird that some of these +2's have a higher number than +1's.
Like my Endurance +1's weight is 47, but +2 is 72
And my Character Skill Cooldown Reduction +1 is 42, but +2 is 67
I'm used to higher quality things being rarer, lol

Maybe you can help me understand something too.
I'm wanting to get better stats on a tier 3 gem, right? So if I wanted to increase the chances of getting.. say.. Dex +3 specifically on a tier 3 gem, do I only edit the roll weight for Dex +3 that is after 300?- and not 100 or 200?
Or am I also supposed to increase the roll weight for it on 100 and 200 as well? I'm just going to end up scrapping any Tier 1's I get.
Last edited by Tekrom0 on Wed Jun 04, 2025 9:57 pm, edited 5 times in total.

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Re: Elden Ring Nightreign Relic Editor

Post by Tekrom0 »

Ignore this, I pressed quote instead of edit, and didn't realize it until after I submitted...

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Re: Elden Ring Nightreign Relic Editor

Post by guerre_1121 »

Also, I've modded games plenty of times, and I still don't really understand what it means when something is a "Nightly" version.
Does that just mean it is the most recent, potentially unstable version or something?
"Nightly" doesn't mean anything in this context because Smithbox doesn't actually have automated nightly builds as far as I can tell, but conventionally it describes a release channel that provides auto-built binaries each day (thus "nightly", though usually it is not actually nightly but rather on a longer cadence or based on commits) from a project's in-development branch so that users can use cutting-edge versions without needing to set up a build environment. This is more useful when the build environment is difficult to set up, but in this case it's just VS2022 + some .NET redists, so it's trivial to just download the solution and build and run it yourself.

Usually this means that whatever you're getting may contain untested and unstable code.
Maybe you can help me understand something too.
I'm wanting to get better stats on a tier 3 gem, right? So if I wanted to increase the chances of getting.. say.. Dex +3 specifically on a tier 3 gem, do I only edit the roll weight for Dex +3 that is after 300?- and not 100 or 200?
Or am I also supposed to increase the roll weight for it on 100 and 200 as well? I'm just going to end up scrapping any Tier 1's I get.
Read my post halfway up the page, tl;dr increase weights for the traits you want in all drop table sets, so 1000000, 1000001, 1000002... 1007003. Or edit one set and change all relics to draw drop chances from that one set.

Honestly you should just get the relic editor working instead.

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