About Darkest Souls
From ModrinthA mod inspired by the Souls Series of games, focused on progression, combat and exploration
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
Highlights
From source dataGame versions
Supports 5 Minecraft versions, the newest being 1.21.1.
Loaders
Runs on Forge and NeoForge.
Footprint
Rated a light load on a server.
What kind of mod it is
From the catalogGameplay & overhauls
New mechanics, content and overhauls that change how the game plays.
Runs on your server
From source side supportModrinth lists Darkest Souls as required on the server. Check its Modrinth page to see whether players need it too.
Compatibility
- Game
- Minecraft
- Loaders
- ForgeNeoForge
- Runs on
- Serverrequired on the server
- Game versions
- 1.21.1 and 4 earlier
Verified at the source
- ✓ModrinthOfficial listing, checked 2026-10-01Open ↗
- ✓AuthorNitespring, as published on Modrinth
- ✓LicenseLicenseRef-All-Rights-ReservedFree










