# Head Armor
# Alonne Captain Helm
### In-Game Description
---
*Helmet worn by the captain of the Alonne Knights.
The accoutrements of the Alonne Knights, who
served the Old Iron King, were created with an
advanced casting technique. They remain solid,
and handsomely crafted.
The design is styled after the armor worn by an
unusual knight who trained the Iron King's men in
the sword. He was said to have deserted his liege
after bearing witness to his descent into depravity.*
### Availability
---
Alonne Knight Captain drop.
### General Information
---
- Part of the Alonne Captain Set.
- High resistance to Fire.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Alonne Captain Helm | 53/50/56/53 | 11/17/7/11 | 6/12/0/0 | 12 | 90 | 5.1 | -/-/-/- | C |
|
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Alonne Captain Helm +0 | 53/50/56/53 | 11/17/7/11 | 6/12/0/0 | - | - |
Alonne Captain Helm +1 | 58/55/61/58 | 12/18/7/12 | 6/13/0/0 | 1x Titanite Shard | 680 |
Alonne Captain Helm +2 | 63/60/67/63 | 13/20/8/13 | 7/14/0/0 | 2x Titanite Shard | 850 |
Alonne Captain Helm +3 | 68/65/72/68 | 14/22/9/14 | 7/15/0/0 | 3x Titanite Shard | 1020 |
Alonne Captain Helm +4 | 74/70/78/74 | 15/23/10/15 | 8/17/0/0 | 1x Large Titanite Shard | 1350 |
Alonne Captain Helm +5 | 79/75/84/79 | 16/25/11/16 | 8/18/0/0 | 2x Large Titanite Shard | 1520 |
Alonne Captain Helm +6 | 84/80/89/84 | 17/27/11/17 | 9/19/0/0 | 3x Large Titanite Shard | 1690 |
Alonne Captain Helm +7 | 90/85/95/90 | 18/28/12/18 | 9/21/0/0 | 1x Titanite Chunk | 2030 |
Alonne Captain Helm +8 | 95/90/100/95 | 19/30/13/19 | 10/22/0/0 | 2x Titanite Chunk | 2200 |
Alonne Captain Helm +9 | 100/95/106/100 | 20/32/14/20 | 10/23/0/0 | 3x Titanite Chunk | 2370 |
Alonne Captain Helm +10 | 106/100/112/106 | 22/34/15/22 | 11/25/0/0 | 1x Titanite Slab | 2700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Alonne Knight Helm
### In-Game Description
---
*Helm worn by Alonne Knights.
The bonds of the Alonne Knights, who
served the Old Iron King, were mightier
than the land's iron, but in the end
the knights were subsumed by the flames
that brought the castle down.*
### Availability
---
Alonne Knight drop.
### General Information
---
Part of the Alonne Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Alonne Knight Helm | 48/45/50/48 | 7/13/5/7 | 3/9/0/0 | 11 | 80 | 4.6 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Alonne Knight Helm +0 | 48/45/50/48 | 7/13/5/7 | 3/9/0/0 | - | - |
Alonne Knight Helm +1 | 52/49/55/52 | 7/14/5/7 | 3/9/0/0 | 1x Titanite Shard | 500 |
Alonne Knight Helm +2 | 57/54/60/57 | 8/15/6/8 | 3/10/0/0 | 2x Titanite Shard | 630 |
Alonne Knight Helm +3 | 62/58/65/62 | 9/16/6/9 | 3/11/0/0 | 3x Titanite Shard | 750 |
Alonne Knight Helm +4 | 66/63/70/66 | 9/17/7/9 | 3/12/0/0 | 1x Large Titanite Shard | 1000 |
Alonne Knight Helm +5 | 71/67/75/71 | 10/19/7/10 | 4/13/0/0 | 2x Large Titanite Shard | 1130 |
Alonne Knight Helm +6 | 76/72/80/76 | 11/20/8/11 | 4/13/0/0 | 3x Large Titanite Shard | 1250 |
Alonne Knight Helm +7 | 80/76/85/80 | 11/21/8/11 | 4/14/0/0 | 1x Titanite Chunk | 1500 |
Alonne Knight Helm +8 | 85/81/90/85 | 12/22/9/12 | 4/15/0/0 | 2x Titanite Chunk | 1630 |
Alonne Knight Helm +9 | 90/85/95/90 | 13/23/9/13 | 4/16/0/0 | 3x Titanite Chunk | 1750 |
Alonne Knight Helm +10 | 95/90/100/95 | 14/25/10/14 | 5/17/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Alonne's Helm
### In-Game Description
---
*Helm worn by Sir Alonne,
who served the Old Iron King.
Sir Alonne came to this land from the east,
chose to serve a little-known and unestablished
lord, and helped him become the Old Iron King.
Then, at the end of the very peak of his sire's rule,
Sir Alonne set out again, in search of
lands yet unknown.*
### Availability
---
Sold by Magerold of Lanafir after defeating Sir Alonne.
### General Information
---
Part of Alonne's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Alonne's Helm | 62/60/64/61 | 14/15/10/14 | 14/19/0/0 | 8 | 80 | 4 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Alonne's Helm +0 | 62/60/64/61 | 14/15/10/14 | 14/19/0/0 | - | - |
Alonne's Helm +1 | 65/62/67/64 | 15/16/11/15 | 15/20/0/0 | 1 | 710 |
Alonne's Helm +2 | 68/65/70/67 | 16/17/12/16 | 16/22/0/0 | 1 | 890 |
Alonne's Helm +3 | 71/68/73/70 | 17/19/13/18 | 18/24/0/0 | 2 | 1060 |
Alonne's Helm +4 | 74/71/76/73 | 18/20/14/19 | 19/26/0/0 | 2 | 1420 |
Alonne's Helm +5 | 77/74/80/76 | 20/22/15/21 | 21/28/0/0 | 3 | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Alva Helm
### In-Game Description
---
*Helm worn by Alva the Wayfarer.
Light but offers very high defense.
Alva crossed many a land in search
of a cure for Saint Serreta's sickness,
but failed and relinquished his knighthood.
Alva was once wracked with guilt and remorse,
but rediscovered his purpose in life with the
aid of the witch who once
plotted against him.*
### Availability
---
Sold by Maughlin the Armourer after you have spent at least 15,000 souls at his shop.
### General Information
---
Part of the Alva Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Alva Helm | 38/36/39/37 | 10/11/8/11 | 11/15/0/0 | 6 | 80 | 3.7 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Alva Helm +0 | 38/36/39/37 | 10/11/8/11 | 11/15/0/0 | - | - |
Alva Helm +1 | 41/39/42/40 | 11/12/8/12 | 12/16/0/0 | 1x Titanite Shard | 500 |
Alva Helm +2 | 45/43/46/44 | 12/13/9/13 | 13/17/0/0 | 2x Titanite Shard | 630 |
Alva Helm +3 | 49/46/50/48 | 13/14/10/14 | 14/19/0/0 | 3x Titanite Shard | 750 |
Alva Helm +4 | 52/50/54/51 | 14/15/11/15 | 15/20/0/0 | 1x Large Titanite Shard | 1000 |
Alva Helm +5 | 56/54/58/55 | 15/17/12/16 | 16/22/0/0 | 2x Large Titanite Shard | 1130 |
Alva Helm +6 | 60/57/62/59 | 16/18/12/17 | 17/23/0/0 | 3x Large Titanite Shard | 1250 |
Alva Helm +7 | 63/61/66/62 | 17/19/13/18 | 18/24/0/0 | 1x Titanite Chunk | 1500 |
Alva Helm +8 | 67/64/70/66 | 18/20/14/19 | 19/26/0/0 | 2x Titanite Chunk | 1630 |
Alva Helm +9 | 71/68/74/70 | 19/21/15/20 | 20/27/0/0 | 3x Titanite Chunk | 1750 |
Alva Helm +10 | 75/72/78/74 | 21/23/16/22 | 22/29/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Archdrake Helm
### In-Game Description
---
*Helm of the Archdrake sect of Lindelt.
Little is known about the Archdrake sect
and its ancient rituals, and those who dare to indulge
their curiosity have been known to simply vanish.
The Archdrake sect are the keepers of Lindelt's
histories, including the only record of its
foundation, a tome they have good reason to
keep hidden away.*
### Availability
---
Lindelt Cleric drop.
### General Information
---
- Part of the Archdrake Set.
- Raises Intelligence by 1 point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Archdrake Helm | 49/49/49/49 | 16/15/26/15 | 13/11/0/0 | 7 | 80 | 5.4 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Archdrake Helm +0 | 49/49/49/49 | 16/15/26/15 | 13/11/0/0 | - | - |
Archdrake Helm +1 | 53/53/53/53 | 17/16/28/16 | 14/12/0/0 | 1x Titanite Shard | 500 |
Archdrake Helm +2 | 58/58/58/58 | 19/18/31/17 | 15/13/0/0 | 2x Titanite Shard | 630 |
Archdrake Helm +3 | 63/63/63/63 | 20/19/33/19 | 16/14/0/0 | 3x Titanite Shard | 750 |
Archdrake Helm +4 | 68/68/68/68 | 22/21/36/20 | 18/15/0/0 | 1x Large Titanite Shard | 1000 |
Archdrake Helm +5 | 73/73/73/73 | 23/22/38/22 | 19/16/0/0 | 2x Large Titanite Shard | 1130 |
Archdrake Helm +6 | 78/78/78/78 | 25/24/41/23 | 20/17/0/0 | 3x Large Titanite Shard | 1250 |
Archdrake Helm +7 | 83/83/83/83 | 26/25/43/24 | 22/18/0/0 | 1x Titanite Chunk | 1500 |
Archdrake Helm +8 | 88/88/88/88 | 28/27/46/26 | 23/19/0/0 | 2x Titanite Chunk | 1630 |
Archdrake Helm +9 | 93/93/93/93 | 29/28/48/27 | 24/20/0/0 | 3x Titanite Chunk | 1750 |
Archdrake Helm +10 | 98/98/98/98 | 31/30/51/29 | 26/22/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Bell Keeper Helmet
### In-Game Description
---
*An old helmet that is oddly comfortable.
Belonged to a Bell Keeper.
To this day, the forbidden love of the
Prince of Alken and the princess of Venn
manipulates these marionettes.
Surely they never imagined that their dolls
would outlast their own kingdoms.*
### Availability
---
Reach Rank 3 in the Bell Keepers covenant.
### General Information
---
Part of the Bell Keeper Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Bell Keeper Helmet | 52/45/57/55 | 11/18/5/20 | 8/16/0/0 | 5 | 60 | 4.8 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Bell Keeper Helmet +0 | 52/45/57/55 | 11/18/5/20 | 8/16/0/0 | - | - |
Bell Keeper Helmet +1 | 57/49/62/60 | 12/19/5/22 | 8/17/0/0 | 1x Titanite Shard | 500 |
Bell Keeper Helmet +2 | 62/54/68/66 | 13/21/6/24 | 9/19/0/0 | 2x Titanite Shard | 630 |
Bell Keeper Helmet +3 | 67/58/74/71 | 14/23/6/26 | 10/20/0/0 | 3x Titanite Shard | 750 |
Bell Keeper Helmet +4 | 73/63/79/77 | 15/25/7/28 | 10/22/0/0 | 1x Large Titanite Shard | 1,000 |
Bell Keeper Helmet +5 | 78/67/85/82 | 16/26/7/30 | 11/23/0/0 | 2x Large Titanite Shard | 1,130 |
Bell Keeper Helmet +6 | 83/72/91/88 | 17/28/8/32 | 12/25/0/0 | 3x Large Titanite Shard | 1,250 |
Bell Keeper Helmet +7 | 89/76/96/93 | 18/30/8/34 | 12/26/0/0 | 1x Titanite Chunk | 1,500 |
Bell Keeper Helmet +8 | 94/81/102/99 | 19/32/9/36 | 13/28/0/0 | 2x Titanite Chunk | 1,630 |
Bell Keeper Helmet +9 | 99/85/108/104 | 20/34/9/38 | 14/29/0/0 | 3x Titanite Chunk | 1,750 |
Bell Keeper Helmet +10 | 105/90/114/110 | 22/36/10/40 | 15/31/0/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Benhart's Knight Helm
### In-Game Description
---
*A helmet of unknown origin.
Belonged to Benhart of Jugo.
Apparently Benhart found this while wandering
land to land, but its origins are unknown.
He wore it all the time, he adored it so,
leaving a slight odor.*
### Availability
---
- Obtained from Benhart of Jugo as a gift after completing his questline.
- Sold by Merchant Hag Melentia after killing Benhart of Jugo.
### General Information
---
Part of Benhart's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Benhart's Knight Helm | 69/67/72/69 | 16/15/14/16 | 18/14/0/0 | 11 | 72 | 7 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Benhart's Knight Helmet +0 | 69/67/72/69 | 16/15/14/16 | 18/14/0/0 | - | - |
Benhart's Knight Helmet +1 | 76/73/79/76 | 17/16/15/17 | 19/15/0/0 | 1x Titanite Shard | 500 |
Benhart's Knight Helmet +2 | 83/80/86/83 | 19/18/16/19 | 21/16/0/0 | 2x Titanite Shard | 630 |
Benhart's Knight Helmet +3 | 90/87/93/90 | 20/19/18/20 | 23/18/0/0 | 3x Titanite Shard | 750 |
Benhart's Knight Helmet +4 | 97/93/100/97 | 22/21/19/22 | 25/19/0/0 | 1x Large Titanite Shard | 1000 |
Benhart's Knight Helmet +5 | 104/100/108/104 | 24/22/21/24 | 26/21/0/0 | 2x Large Titanite Shard | 1130 |
Benhart's Knight Helmet +6 | 111/107/115/111 | 25/24/22/25 | 28/22/0/0 | 3x Large Titanite Shard | 1250 |
Benhart's Knight Helmet +7 | 118/113/122/118 | 27/25/23/27 | 30/23/0/0 | 1x Titanite Chunk | 1500 |
Benhart's Knight Helmet +8 | 125/120/129/125 | 28/27/25/28 | 32/25/0/0 | 2x Titanite Chunk | 1630 |
Benhart's Knight Helmet +9 | 132/127/136/132 | 30/28/26/30 | 34/26/0/0 | 3x Titanite Chunk | 1750 |
Benhart's Knight Helmet +10 | 139/134/144/139 | 32/30/28/32 | 36/28/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Dragon Helm
### In-Game Description
---
*An eerily-shaped helmet spoken of in legend,
crafted with scales of the Black Dragon.*
*The Black Dragon was long considered a
mere legend, but this helm proves its existence*
### Availability
---
Use the Dragon Head Stone, gained from Rank 1 in the Dragon Remnants covenant.
### General Information
---
Part of the Black Dragon Set.
Cannot be unequipped by normal means. To unequip it, you have to die.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Dragon Helm | 56/54/57/56 | 20/44/21/20 | 25/36/29/29 | 0 | 225 | 2.2 | -/-/-/- | C |
### Upgrades
---
Cannot be upgraded.
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Hollow Mage Hood
### In-Game Description
---
*Hood worn by Hollowed Drangleic mages.
Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a women's hood.*
### Availability
---
- Necromancer drop.
- Astrologist drop.
### General Information
---
- Part of the Black Hollow Mage Set.
- Increases Intelligence by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Hollow Mage Hood | 32/34/31/31 | 27/19/21/23 | 13/12/12/12 | 0 | 50 | 1.9 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Black Hollow Mage Hood +0 | 32/34/31/31 | 27/19/21/23 | 13/12/12/12 | - | - |
Black Hollow Mage Hood +1 | 35/37/34/34 | 29/20/23/25 | 14/13/13/13 | 1x Titanite Shard | 130 |
Black Hollow Mage Hood +2 | 38/40/37/37 | 32/22/25/27 | 15/14/14/14 | 2x Titanite Shard | 160 |
Black Hollow Mage Hood +3 | 41/43/40/40 | 35/24/26/29 | 16/15/15/15 | 3x Titanite Shard | 190 |
Black Hollow Mage Hood +4 | 44/47/43/43 | 37/26/28/31 | 18/16/17/17 | 1x Large Titanite Shard | 250 |
Black Hollow Mage Hood +5 | 48/50/46/46 | 40/28/31/34 | 19/18/18/18 | 2x Large Titanite Shard | 290 |
Black Hollow Mage Hood +6 | 51/53/49/49 | 43/30/33/36 | 20/19/19/19 | 3x Large Titanite Shard | 320 |
Black Hollow Mage Hood +7 | 54/57/52/52 | 45/32/35/38 | 22/20/21/21 | 1x Titanite Chunk | 380 |
Black Hollow Mage Hood +8 | 57/60/55/55 | 48/34/37/40 | 23/21/22/22 | 2x Titanite Chunk | 410 |
Black Hollow Mage Hood +9 | 60/63/58/58 | 51/36/39/42 | 24/22/23/23 | 3x Titanite Chunk | 440 |
Black Hollow Mage Hood +10 | 64/67/62/62 | 54/38/41/45 | 26/24/25/25 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Hood
### In-Game Description
---
*A black hood.*
*Grants slight increase to spellcasting speed.
Belonged to Straid of Olaphis.*
*Straid was invited to the old kingdom of Olaphis
for his wisdom, but its depth was such that
people soon feared him, and in the end
Straid was led into a dreadful trap.*
*Effect: Improves casting speed*
### Availability
---
- Given to you by Straid of Olaphis when the player has traded four unique boss souls to him.
- Dropped by Straid of Olaphis.
### General Information
---
- Part of the Black Set.
- Increases Intelligence and Faith by two points.
- Increases casting speed by ~11%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Hood | 23/25/22/22 | 25/17/17/17 | 10/9/13/12 | 0 | 55 | 0.9 | -/-/16/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls |
---|
Black Hood +0 | 23/25/22/22 | 25/17/17/17 | 10/9/13/12 | N/A | N/A |
Black Hood +1 | 25/27/24/24 | 27/18/18/18 | 11/10/14/13 | 1x Twinkling Titanite | 480 |
Black Hood +2 | 27/29/26/26 | 30/20/20/20 | 12/11/15/14 | 1x Twinkling Titanite | 590 |
Black Hood +3 | 30/32/28/28 | 32/21/21/21 | 13/12/17/15 | 2x Twinkling Titanite | 710 |
Black Hood +4 | 32/34/30/30 | 35/23/23/23 | 14/13/18/16 | 2x Twinkling Titanite | 950 |
Black Hood +5 | 35/37/33/33 | 38/25/25/25 | 16/14/20/18 | 3x Twinkling Titanite | 1060 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Witch Domino Mask
### In-Game Description
---
*Domino mask worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Strengthens magic attacks but reduces max HP.
When Zullie the Witch Learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.
The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
Effects:
Raises magic ATK.
Lowers max HP*
### Availability
---
Dual Avelyn Guardian drop - very rare.
### General Information
---
- Part of the Black Witch Set.
- Lowers HP by around 15%.
- Increases damage of spells by around 3%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Witch Domino Mask | 10/11/9/9 | 16/8/16/16 | 5/5/17/17 | 0 | 60 | 0.5 | -/-/20/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Black Witch Domino Mask +0 | 10/11/9/9 | 16/8/16/16 | 5/5/17/17 | - | - |
Black Witch Domino Mask +1 | 11/12/10/10 | 17/8/17/17 | 5/5/18/18 | 1x Twinkling Titanite | 240 |
Black Witch Domino Mask +2 | 12/13/11/11 | 19/9/19/19 | 5/6/20/20 | 1x Twinkling Titanite | 300 |
Black Witch Domino Mask +3 | 13/14/12/12 | 20/10/20/20 | 6/6/22/22 | 2x Twinkling Titanite | 360 |
Black Witch Domino Mask +4 | 14/15/13/13 | 22/11/22/22 | 6/7/24/24 | 2x Twinkling Titanite | 480 |
Black Witch Domino Mask +5 | 15/16/14/14 | 24/12/24/24 | 7/8/26/26 | 3x Twinkling Titanite | 530 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Witch Hat
### In-Game Description
---
*Hat worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Allows the attunement of an extra spell.
When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.
The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.*
### Availability
---
Sold by Royal Sorcerer Navlaan for 7,200 souls.
### General Information
---
- Part of the Black Witch Set.
- Adds an extra spell Attunement slot.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Witch Hat | 19/23/19/19 | 15/7/15/15 | 7/8/12/12 | 0 | 55 | 1.5 | -/-/20/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Black Witch Hat +0 | 19/23/19/19 | 15/7/15/15 | 7/8/12/12 | - | - |
Black Witch Hat +1 | 21/25/20/20 | 16/7/16/16 | 7/8/13/13 | 1x Twinkling Titanite | 240 |
Black Witch Hat +2 | 23/27/22/22 | 17/8/17/17 | 8/9/14/14 | 1x Twinkling Titanite | 300 |
Black Witch Hat +3 | 25/29/24/24 | 19/9/19/19 | 9/10/15/15 | 2x Twinkling Titanite | 360 |
Black Witch Hat +4 | 27/31/26/26 | 20/10/20/20 | 9/11/16/16 | 2x Twinkling Titanite | 480 |
Black Witch Hat +5 | 29/34/28/28 | 22/11/22/22 | 10/12/18/18 | 3x Twinkling Titanite | 530 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Black Witch Veil
### In-Game Description
---
*Veil worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Boasts excellent magic defense.
When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.
The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.*
### Availability
---
Bell Keeper Mage drop - very rare.
Invader Gutter Denizen drop - guaranteed. Invades in the bottom of The Gutter,
right before dropping down into Black Gulch, after every sconce in the area has been lit.
1
### General Information
---
- Part of the Black Witch Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Black Witch Veil | 10/11/10/10 | 9/7/9/9 | 3/4/5/1000 | 0 | 45 | 0.5 | -/-/-/- | E |
### Notes
---
- Just like the Hollow Skin, having a very high Curse resistance effectively makes the player immune to Curse.
- Wearing this does **not** prevent you from taking damage from Nashandra's Curse Orbs.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Black Witch Veil +0 | 10/11/10/10 | 9/7/9/9 | 3/4/5/1000 | - | - |
Black Witch Veil +1 | 11/12/11/11 | 10/7/9/10 | 3/4/5/1000 | 1 | 240 |
Black Witch Veil +2 | 12/13/12/12 | 11/8/10/11 | 3/4/5/1000 | 1 | 300 |
Black Witch Veil +3 | 13/14/13/13 | 12/9/11/12 | 4/5/6/1000 | 2 | 360 |
Black Witch Veil +4 | 14/15/14/14 | 13/10/12/13 | 4/5/6/1000 | 2 | 480 |
Black Witch Veil +5 | 15/16/15/15 | 14/11/13/14 | 5/6/7/1000 | 3 | 530 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
Footnotes 1. Scholar of the First Sin only.
# Bone Crown
### In-Game Description
---
*Skeleton Lord Crown.
High dark defense.
The Old Iron King led his best men
on Undead hunts, but their memories
were purged in rebirth.*
### Availability
---
Sold by Titchy Gren after defeating the Skeleton Lords.
### General Information
---
Part of the Bone King Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Bone Crown | 32/35/30/30 | 20/22/18/28 | 16/10/12/20 | 0 | 65 | 1.7 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Bone Crown +0 | 32/35/30/30 | 20/22/18/28 | 16/10/12/20 | - | - |
Bone Crown +1 | 35/38/33/33 | 22/24/19/30 | 17/11/13/22 | 1x Twinkling Titanite | 550 |
Bone Crown +2 | 38/41/36/36 | 24/26/21/33 | 19/12/14/24 | 1x Twinkling Titanite | 690 |
Bone Crown +3 | 41/45/39/39 | 26/29/23/36 | 20/13/16/26 | 2x Twinkling Titanite | 820 |
Bone Crown +4 | 44/48/42/42 | 28/31/25/39 | 22/14/17/28 | 2x Twinkling Titanite | 1090 |
Bone Crown +5 | 48/52/46/46 | 30/34/27/42 | 24/16/19/30 | 3x Twinkling Titanite | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Brigand Hood
### In-Game Description
---
*Hood worn by looting brigands.*
*Mountains surround Drangleic on three sides.
Most travelers who try to cross them end up
hapless prey to the countless brigands
lurking there.*
### Availability
---
- No-man's Wharf treasure chest, in the large building with the shortcut gate.
- Crescent Sickle Phantom drop.
### General Information
---
Part of the Brigand Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Brigand Hood | 22/24/22/20 | 11/9/8/9 | 9/9/0/0 | 0 | 60 | 1.2 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Brigand Hood +0 | 22/24/22/20 | 11/9/8/9 | 9/9/0/0 | N/A | N/A |
Brigand Hood +1 | 24/26/24/22 | 12/9/8/10 | 9/9/0/0 | 1x Titanite Shard | 130 |
Brigand Hood +2 | 26/28/26/24 | 13/10/9/11 | 10/10/0/0 | 2x Titanite Shard | 160 |
Brigand Hood +3 | 28/31/28/26 | 14/11/10/12 | 11/11/0/0 | 3x Titanite Shard | 190 |
Brigand Hood +4 | 30/33/30/28 | 15/12/11/13 | 12/12/0/0 | 1x Large Titanite Shard | 250 |
Brigand Hood +5 | 33/36/32/30 | 16/13/12/14 | 13/13/0/0 | 2x Large Titanite Shard | 290 |
Brigand Hood +6 | 35/38/34/32 | 17/13/12/15 | 14/14/0/0 | 3x Large Titanite Shard | 320 |
Brigand Hood +7 | 37/40/36/34 | 18/14/13/15 | 15/15/0/0 | 1x Titanite Chunk | 380 |
Brigand Hood +8 | 39/43/38/36 | 19/15/14/17 | 16/16/0/0 | 2x Titanite Chunk | 410 |
Brigand Hood +9 | 41/45/40/38 | 20/16/15/18 | 17/17/0/0 | 3x Titanite Chunk | 440 |
Brigand Hood +10 | 44/48/43/41 | 22/17/16/19 | 18/18/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Cale's Helm
### In-Game Description
---
*Helm of a light Mirrah foot soldier.
Belonged to Cale the Cartographer.*
*Apparently Cale procured this inexpensively
second-hand, but it's surprisingly well made.*
### Availability
---
- Obtained from Cale the Cartographer in the basement of the Majula mansion when his questline is completed.
- Dropped by Cale the Cartographer.
- Raises Endurance by one point and Dexterity by two points.
### General Information
---
Part of Cale's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Cale's Helm | 39/38/38/40 | 11/12/9/11 | 17/11/0/0 | 0 | 80 | 3.0 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Cale's Helm +0 | 39/38/38/40 | 11/12/9/11 | 17/11/0/0 | N/A | N/A |
Cale's Helm +1 | 42/41/41/44 | 12/13/10/12 | 18/12/0/0 | 1x Titanite Shard | 500 |
Cale's Helm +2 | 46/45/45/48 | 13/14/11/13 | 20/13/0/0 | 2x Titanite Shard | 630 |
Cale's Helm +3 | 50/49/49/52 | 14/15/12/14 | 22/14/0/0 | 3x Titanite Shard | 750 |
Cale's Helm +4 | 54/53/53/56 | 15/16/13/15 | 23/15/0/0 | 1x Large Titanite Shard | 1000 |
Cale's Helm +5 | 58/57/57/60 | 16/17/14/16 | 25/15/0/0 | 2x Large Titanite Shard | 1130 |
Cale's Helm +6 | 62/61/61/64 | 17/18/15/17 | 27/17/0/0 | 3x Large Titanite Shard | 1250 |
Cale's Helm +7 | 66/65/65/68 | 18/19/15/18 | 28/18/0/0 | 1x Titanite Chunk | 1500 |
Cale's Helm +8 | 70/69/69/72 | 19/20/17/19 | 30/19/0/0 | 2x Titanite Chunk | 1630 |
Cale's Helm +9 | 74/73/73/76 | 20/21/18/20 | 32/19/0/0 | 3x Titanite Chunk | 1750 |
Cale's Helm +10 | 78/77/77/80 | 22/23/19/22 | 34/21/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Catarina Helm
### In-Game Description
---
*An odd helmet shaped like an onion.*
*This helmet appears rather absurd,
but its multi-faced construction is in fact
quite practical as it effectively deflects
physical attacks.*
*The old tales speak of brave Catarina
knights wearing this helmet as they
rushed courageously into battle.*
### Availability
---
- Red Phantom Catarina Knight drop (rare).
- Dragon's Sanctum treasure, inside a chest in the room with the first two Sanctum Knights.
### General Information
---
Part of the Catarina Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Catarina Helm | 57/57/67/57 | 12/14/8/12 | 10/16/0/0 | 9 | 95 | 4.5 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Catarina Helmet +0 | 57/57/67/57 | 12/14/8/12 | 10/16/0/0 | N/A | N/A |
Catarina Helmet +1 | 62/62/73/62 | 13/15/8/13 | 11/17/0/0 | 1 Twinkling Titanite | 730 |
Catarina Helmet +2 | 68/68/80/68 | 14/16/9/14 | 12/19/0/0 | 1 Twinkling Titanite | 910 |
Catarina Helmet +3 | 74/74/86/74 | 15/17/10/15 | 13/20/0/0 | 2 Twinkling Titanite | 1090 |
Catarina Helmet +4 | 80/80/93/80 | 16/18/11/16 | 14/22/0/0 | 2 Twinkling Titanite | 1460 |
Catarina Helmet +5 | 86/86/100/86 | 18/20/12/18 | 15/24/0/0 | 3 Twinkling Titanite | 1640 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Chaos Hood
### In-Game Description
---
*Hood worn by a chaos sorcerer.
The man claims to have sealed himself away,
but who's ever heard of sentient magic?
It is no doubt difficult to judge the veracity of
the man's words, but this hood certainly seems
to possess an unusual power.
Effect: Improves casting speed.*
### Availability
---
- Complete Royal Sorcerer Navlaan's questline and talk to him.
- Royal Sorcerer Navlaan drop
### General Information
---
- Part of the Chaos Set.
- Increases Intelligence by three points.
- Increases casting speed by 5%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Chaos Hood | 23/25/22/22 | 17/25/17/24 | 10/9/13/12 | 0 | 55 | 0.9 | -/-/16/16 | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Chaos Hood +0 | 23/25/22/22 | 17/25/17/24 | 10/9/13/12 | - | - |
Chaos Hood +1 | 25/27/24/24 | 18/27/18/26 | 11/10/14/13 | 1x Twinkling Titanite | 480 |
Chaos Hood +2 | 27/29/26/26 | 20/30/20/29 | 12/11/15/14 | 1x Twinkling Titanite | 590 |
Chaos Hood +3 | 30/32/28/28 | 21/32/21/31 | 13/12/17/15 | 2x Twinkling Titanite | 710 |
Chaos Hood +4 | 32/34/30/30 | 23/35/23/34 | 14/13/18/16 | 2x Twinkling Titanite | 950 |
Chaos Hood +5 | 35/37/33/33 | 25/38/25/37 | 16/14/20/18 | 3x Twinkling Titanite | 1060 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Charred Loyce Helm
### In-Game Description
---
*Charred helm of the Knights of Loyce,
burned black by flame.*
*These Knights of Loyce plunged into the old Chaos
with their lord, and lost their sense of self.
To this day, they still burn in agony,
alongside their once-proud king.*
### Availability
---
Charred Loyce Knight drop.
### General Information
---
Part of the Charred Loyce Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Charred Loyce Helm | 97/84/104/97 | 16/22/10/16 | 14/18/0/0 | 7 | 45 | 6.5 | -/-/-/- | C |
### Notes
---
- Absorbs 10 HP from each defeated foe. This effect stacks with each individual piece of the Loyce Set, Charred Loyce Set, Ivory King Set and any version of the Ring of the Evil Eye. This effect only applies when the wearer is female.
- Just like in real life, the Charred Loyce Helm has gained mass after being burned and weighs more than its unburned counterpart.
*(The More You Know!)*
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Charred Loyce Helm +0 | 97/84/104/97 | 16/22/10/16 | 14/18/0/0 | N/A | N/A |
Charred Loyce Helm +1 | 101/88/109/101 | 17/24/11/17 | 15/19/0/0 | 1x Twinkling Titanite | 710 |
Charred Loyce Helm +2 | 106/92/114/106 | 19/26/12/19 | 16/21/0/0 | 1x Twinkling Titanite | 890 |
Charred Loyce Helm +3 | 111/96/119/111 | 20/28/13/20 | 18/22/0/0 | 2x Twinkling Titanite | 1,060 |
Charred Loyce Helm +4 | 116/100/124/116 | 22/30/14/22 | 19/24/0/0 | 2x Twinkling Titanite | 1,420 |
Charred Loyce Helm +5 | 121/104/130/121 | 24/33/15/24 | 21/26/0/0 | 3x Twinkling Titanite | 1,590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Creighton's Steel Mask
### In-Game Description
---
*Atypical steel mask.
Belonged to Creighton the Wanderer.*
*Its design resembles that of the knight order
of the eastern land of Mirrah, but with some
odd differences that catch the eye.*
*Perhaps it is a finely-crafted imitation.*
### Availability
---
- Complete Creighton the Wanderer's questline, if you choose to kill Mild Mannered Pate in Brightstone Cove Tseldora.
- Dropped by Creighton the Wanderer.
### General Information
---
Part of Creighton's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Creighton's Steel Mask | 40/39/41/40 | 12/13/7/12 | 9/15/0/0 | 6 | 70 | 4.3 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Creighton's Steel Mask +0 | 40/39/41/40 | 12/13/7/12 | 9/15/0/0 | N/A | N/A |
Creighton's Steel Mask +1 | 44/42/45/44 | 13/14/7/13 | 9/16/0/0 | 1x Titanite Shard | 500 |
Creighton's Steel Mask +2 | 48/46/49/48 | 14/15/8/14 | 10/18/0/0 | 2x Titanite Shard | 630 |
Creighton's Steel Mask +3 | 52/50/53/52 | 15/17/9/15 | 11/19/0/0 | 3x Titanite Shard | 750 |
Creighton's Steel Mask +4 | 56/54/57/56 | 16/18/9/16 | 12/21/0/0 | 1x Large Titanite Shard | 1000 |
Creighton's Steel Mask +5 | 60/58/62/60 | 18/20/10/18 | 13/22/0/0 | 2x Large Titanite Shard | 1130 |
Creighton's Steel Mask +6 | 64/62/66/64 | 19/21/11/19 | 14/24/0/0 | 3x Large Titanite Shard | 1250 |
Creighton's Steel Mask +7 | 68/66/70/68 | 20/22/11/20 | 15/25/0/0 | 1x Titanite Chunk | 1500 |
Creighton's Steel Mask +8 | 72/70/74/72 | 21/24/12/21 | 16/27/0/0 | 2x Titanite Chunk | 1630 |
Creighton's Steel Mask +9 | 76/74/78/76 | 22/25/13/22 | 17/28/0/0 | 3x Titanite Chunk | 1750 |
Creighton's Steel Mask +10 | 80/78/83/80 | 24/27/14/24 | 18/30/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Crown of the Ivory King
### In-Game Description
---
*Crown of the Ivory King
who once ruled this land.*
*Far to the north, a King built a
great cathedral to appease the raging flame.
But when he sensed the degradation of
his soul, he left without a word, leaving
everything to Alsanna, who had,
unbeknownst, found a place at his side.*
*But these were events of long ago,
and today, no one even remembers
the King's name.*
### Availability
---
Found on the ground in the Old Chaos after Burnt Ivory King has been defeated.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Crown of the Ivory King | 55/52/55/52 | 11/9/10/8 | 22/12/12/0 | 0 | 100 | 3.5 | -/-/-/- | E |
### Notes
---
- Restores 2 HP every 3 seconds
- Regeneration does not improve when upgraded
- Obtaining this crown and the King's Crown expands King Vendrick's dialogue in Memory of the King.
- Gives Vendrick's Blessing when worn after collecting all 4 crowns and speaking with Vendrick.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Crown of the Ivory King +0 | 55/52/55/52 | 11/9/10/8 | 22/12/12/0 | N/A | N/A |
Crown of the Ivory King +1 | 57/54/57/54 | 12/9/10/8 | 24/13/13/0 | 1x Twinkling Titanite | 710 |
Crown of the Ivory King +2 | 60/56/60/56 | 13/10/11/9 | 26/14/14/0 | 1x Twinkling Titanite | 890 |
Crown of the Ivory King +3 | 62/59/62/59 | 14/11/12/10 | 28/15/15/0 | 2x Twinkling Titanite | 1060 |
Crown of the Ivory King +4 | 65/61/65/61 | 15/12/13/11 | 30/16/16/0 | 2x Twinkling Titanite | 1420 |
Crown of the Ivory King +5 | 68/64/68/64 | 16/13/14/12 | 33/18/18/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
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# Crown of the Old Iron King
### In-Game Description
---
*Crown of the Old Iron King
who once ruled this land.
The King sunk below the scorching iron,
met the one whose name must never
be repeated, and became Ichorous Earth.
But these were events of long ago,
and today, no one even remembers
the King's name.*
### Availability
---
Found on a throne in a small room right after the Fume Knight boss fight in Brume Tower.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Crown of the Old Iron King | 57/54/57/54 | 8/8/9/10 | 22/12/12/14 | 0 | 100 | 4.0 | -/-/-/- | E |
### Notes
---
- Gives Vendrick's Blessing when worn after collecting all 4 crowns and speaking with Vendrick.
- Every two minutes the Crown is worn, 20% (rounded up) of maximum spell uses will be restored. Note that this means that the minimum number of spells restored is "1".
- For example if you cast Crystal Magic Weapon when it has total uses of 1, this "1" use will be restored within 2mins!
- Prior to Patch 1.10, after obtaining Vendrick's blessing, the effect of the Crown is significantly reduced: spell restoration will not occur if any spells are used during the 2-minute period.
- No noticeable effect reduction on Scholar of the First Sin after obtaining Vendrick's blessing. Tested on version 1.02, calibration 2.02.
- Obtaining this crown and the King's Crown expands King Vendrick's dialogue in Memory of the King.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Crown of the Old Iron King +0 | 57/54/57/54 | 8/8/9/10 | 22/12/12/14 | - | - |
Crown of the Old Iron King +1 | 59/56/59/56 | 8/8/9/11 | 24/13/13/15 | 1x Twinkling Titanite | 710 |
Crown of the Old Iron King +2 | 62/59/62/59 | 9/9/10/12 | 26/14/14/16 | 1x Twinkling Titanite | 890 |
Crown of the Old Iron King +3 | 65/61/65/61 | 10/10/11/13 | 28/15/15/17 | 2x Twinkling Titanite | 1060 |
Crown of the Old Iron King +4 | 68/64/68/64 | 11/11/12/14 | 30/16/16/18 | 2x Twinkling Titanite | 1420 |
Crown of the Old Iron King +5 | 71/67/71/67 | 12/12/13/15 | 32/17/17/20 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Crown of the Sunken King
### In-Game Description
---
*Crown of the Sunken King
who once ruled this land.
The King erected the Eternal Sanctum below
the earth to worship the great dragon
but the towering bulwark crumbled with the
city shortly after the dragon's awakening.
But there were events of long ago,
and today, no one even remembers
the King's name.*
### Availability
---
Found on the ground in Dragon's Rest after defeating Sinh, the Slumbering Dragon.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Crown of the Sunken King | 35/33/35/33 | 9/8/8/7 | 18/10/10/0 | 0 | 100 | 4 | -/-/-/- | E |
### Notes
---
- Increases Endurance, Strength, Dexterity, Intelligence and Faith by one point. Lowers Vigor and Vitality by one point.
- Obtaining this crown and the King's Crown expands King Vendrick's dialogue in Memory of the King.
- Gives Vendrick's Blessing when worn after collecting all 4 crowns and speaking with Vendrick.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Crown of the Sunken King +0 | 35/33/35/33 | 9/8/8/7 | 18/10/10/0 | - | - |
Crown of the Sunken King +1 | 42/39/42/39 | 10/9/9/8 | 21/12/12/0 | 1x Twinkling Titanite | 710 |
Crown of the Sunken King +2 | 49/46/49/46 | 12/10/11/9 | 24/14/14/0 | 1x Twinkling Titanite | 890 |
Crown of the Sunken King +3 | 56/52/56/52 | 13/12/12/11 | 28/16/16/0 | 2x Twinkling Titanite | 1060 |
Crown of the Sunken King +4 | 63/59/63/59 | 15/13/14/12 | 31/18/18/0 | 2x Twinkling Titanite | 1420 |
Crown of the Sunken King +5 | 70/66/70/66 | 17/15/16/14 | 35/20/20/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Dark Mask
### In-Game Description
---
*Mask of a knight subsumed by dark.*
*No one knows the true identity of these men
who are said to freely manipulate dark.
Old foreign legends describe them as poor
souls who chased the lost art of lifedrain.*
### Availability
---
Mimic drop in Aldia's Keep. Near the first bonfire, on the left side.
### General Information
---
- Part of the Dark Set.
- Increases Intelligence and Faith by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Dark Mask | 44/44/47/42 | 12/12/8/25 | 12/14/0/0 | 6 | 90 | 3.8 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Dark Mask +0 | 44/44/47/42 | 12/12/8/25 | 12/14/0/0 | N/A | N/A |
Dark Mask +1 | 48/48/51/46 | 13/13/8/27 | 13/15/0/0 | 1x Twinkling Titanite | 550 |
Dark Mask +2 | 52/52/56/50 | 14/14/9/29 | 14/19/0/0 | 1x Twinkling Titanite | 690 |
Dark Mask +3 | 57/57/60/55 | 15/15/10/32 | 15/18/0/0 | 2x Twinkling Titanite | 820 |
Dark Mask +4 | 61/61/65/59 | 16/16/11/34 | 16/18/0/0 | 2x Twinkling Titanite | 1090 |
Dark Mask +5 | 66/66/70/64 | 17/17/12/37 | 18/21/0/0 | 3x Twinkling Titanite | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Desert Sorceress Hood
### In-Game Description
---
*Sorceress hood from the distant land of Jugo.
Appears to be plain, thin fabric
but is permeated with powerful magic.*
*Desert Sorceresses have enchanting looks,
and they use them to catch people off guard.*
*Oddly enough, even those who are perceptive
enough to realize the ploy fall prey to their
seductions with alarming regularity.*
### Availability
---
Desert Sorceress drop.
### General Information
---
- Part of the Desert Sorceress Set.
- Increases Intelligence by three points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Desert Sorceress Hood | 10/10/10/10 | 9/6/8/8 | 4/2/6/3 | 0 | 50 | 0.6 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Desert Sorceress Hood +0 | 10/10/10/10 | 9/6/8/8 | 4/2/6/3 | N/A | N/A |
Desert Sorceress Hood +1 | 11/11/10/10 | 10/6/8/8 | 4/2/6/3 | 1x Titanite Shard | 130 |
Desert Sorceress Hood +2 | 12/12/11/11 | 11/7/9/9 | 4/2/7/3 | 2x Titanite Shard | 160 |
Desert Sorceress Hood +3 | 13/13/12/12 | 12/8/10/10 | 4/2/8/3 | 3x Titanite Shard | 190 |
Desert Sorceress Hood +4 | 14/14/13/13 | 13/8/10/11 | 5/3/8/4 | 1x Large Titanite Shard | 250 |
Desert Sorceress Hood +5 | 15/15/14/14 | 14/9/11/12 | 5/3/9/4 | 2x Large Titanite Shard | 290 |
Desert Sorceress Hood +6 | 16/16/15/15 | 15/10/12/13 | 5/3/10/4 | 3x Large Titanite Shard | 320 |
Desert Sorceress Hood +7 | 17/17/16/16 | 15/10/12/14 | 6/4/10/5 | 1x Titanite Chunk | 380 |
Desert Sorceress Hood +8 | 18/18/17/17 | 17/11/13/15 | 6/4/11/5 | 2x Titanite Chunk | 410 |
Desert Sorceress Hood +9 | 19/19/18/18 | 18/12/14/16 | 6/4/12/5 | 3x Titanite Chunk | 440 |
Desert Sorceress Hood +10 | 20/21/19/19 | 19/13/15/17 | 7/5/13/6 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Dingy Hood
### In-Game Description
---
*An unassuming dingy hood.*
*Although by now gray with soot and
nearly unraveled, its fabric was originally
a pure white.*
### Availability
---
Dingy Cleric Phantom drop. NG+ or higher only, regardless of bonfire intensity.
### General Information
---
Part of the Dingy Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Dingy Hood | 14/16/13/13 | 9/7/8/8 | 5/6/12/12 | 0 | 40 | 0.8 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Dingy Hood +0 | 14/16/13/13 | 9/7/8/8 | 5/6/12/12 | N/A | N/A |
Dingy Hood +1 | 15/17/14/14 | 9/7/8/8 | 5/6/13/13 | 1x Titanite Shard | 130 |
Dingy Hood +2 | 17/19/15/15 | 10/8/9/9 | 6/7/14/14 | 2x Titanite Shards | 160 |
Dingy Hood +3 | 18/20/17/17 | 11/9/10/10 | 6/7/15/15 | 3x Titanite Shards | 190 |
Dingy Hood +4 | 20/22/18/18 | 12/10/11/11 | 7/8/17/17 | 1x Large Titanite Shard | 250 |
Dingy Hood +5 | 21/24/20/20 | 13/11/12/12 | 8/9/18/18 | 2x Large Titanite Shards | 290 |
Dingy Hood +6 | 23/25/21/21 | 13/11/12/12 | 8/9/19/19 | 3x Large Titanite Shards | 320 |
Dingy Hood +7 | 24/27/22/22 | 14/12/13/13 | 9/10/21/21 | 1x Titanite Chunk | 380 |
Dingy Hood +8 | 26/28/24/24 | 15/13/14/14 | 9/10/22/22 | 2x Titanite Chunks | 410 |
Dingy Hood +9 | 27/30/25/25 | 16/14/15/15 | 10/11/23/23 | 3x Titanite Chunks | 440 |
Dingy Hood +10 | 29/32/27/27 | 17/15/16/16 | 11/12/25/25 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Dragon Acolyte Mask
### In-Game Description
---
*Mask worn by acolytes of Aldia.*
*Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.*
*The nebulous face of the mask is designed
to deflect the ire of the ritual sacrifice*
### Availability
---
Petrified Ogre drop in Aldia's Keep.
### General Information
---
Part of the Dragon Acolyte Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Dragon Acolyte Mask | 23/24/22/22 | 9/9/11/11 | 11/9/0/11 | 0 | 55 | 1.5 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Dragon Acolyte Mask +0 | 23/24/22/22 | 9/9/11/11 | 11/9/0/11 | - | - |
Dragon Acolyte Mask +1 | 25/26/24/24 | 10/10/12/12 | 12/9/0/12 | 1x Titanite Shard | 250 |
Dragon Acolyte Mask +2 | 27/28/26/26 | 11/11/13/13 | 13/10/0/13 | 2x Titanite Shard | 430 |
Dragon Acolyte Mask +3 | 29/31/28/28 | 12/12/14/14 | 14/11/0/14 | 3x Titanite Shard | 380 |
Dragon Acolyte Mask +4 | 31/33/30/30 | 13/13/15/15 | 15/12/0/15 | 1x Large Titanite Shard | 500 |
Dragon Acolyte Mask +5 | 34/36/33/33 | 14/14/16/17 | 15/13/0/15 | 2x Large Titanite Shard | 570 |
Dragon Acolyte Mask +6 | 36/38/35/35 | 15/15/17/18 | 17/13/0/17 | 3x Large Titanite Shard | 630 |
Dragon Acolyte Mask +7 | 38/40/37/37 | 15/15/18/19 | 18/14/0/18 | 1x Titanite Chunk | 750 |
Dragon Acolyte Mask +8 | 40/43/39/39 | 17/17/19/20 | 19/15/0/19 | 2x Titanite Chunk | 820 |
Dragon Acolyte Mask +9 | 42/45/41/41 | 18/18/20/21 | 19/16/0/19 | 3x Titanite Chunk | 880 |
Dragon Acolyte Mask +10 | 45/48/44/44 | 19/19/22/23 | 21/17/0/21 | 1x Titanite Slab | 1,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Dragon Sage Hood
### In-Game Description
---
*Hood worn by the Archmaster of Aldia.
Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.
The nebulous face of the mask is designed
to deflect the ire of the ritual sacrifice.*
### Availability
---
- Petrified Ogre drop in Aldia's Keep (rare).
- Giant Basilisk drop in Aldia's Keep (rare).
### General Information
---
- Part of the Dragon Sage Set.
- Increases Intelligence and Faith by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Dragon Sage Hood | 25/27/25/25 | 11/11/12/13 | 12/10/0/21 | 0 | 55 | 2.0 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Dragon Sage Hood +0 | 25/27/25/25 | 11/11/12/13 | 12/10/0/21 | N/A | N/A |
Dragon Sage Hood +1 | 27/29/27/27 | 12/12/13/14 | 13/10/0/23 | 1x Titanite Shard | 170 |
Dragon Sage Hood +2 | 30/32/29/29 | 13/13/14/15 | 14/11/0/25 | 2x Titanite Shard | 220 |
Dragon Sage Hood +3 | 32/34/32/32 | 14/14/15/16 | 15/12/0/27 | 3x Titanite Shard | 260 |
Dragon Sage Hood +4 | 35/37/34/34 | 15/15/16/17 | 16/13/0/29 | 1x Large Titanite Shard | 340 |
Dragon Sage Hood +5 | 37/40/37/37 | 15/15/18/19 | 17/14/0/31 | 2x Large Titanite Shard | 380 |
Dragon Sage Hood +6 | 40/42/39/39 | 17/17/19/20 | 18/15/0/33 | 3x Large Titanite Shard | 430 |
Dragon Sage Hood +7 | 42/45/41/41 | 18/18/20/21 | 19/16/0/35 | 1x Titanite Chunk | 510 |
Dragon Sage Hood +8 | 45/47/44/44 | 19/19/21/21 | 20/17/0/37 | 2x Titanite Chunk | 550 |
Dragon Sage Hood +9 | 47/50/46/46 | 19/19/22/23 | 21/18/0/39 | 3x Titanite Chunk | 600 |
Dragon Sage Hood +10 | 50/53/49/49 | 21/21/24/25 | 23/19/0/42 | 1x Titanite Slab | 680 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
Note: The mask color will change depending on the color of your character's skin. Tested on a green, black, and white character. The blue of the mask seems to blend with the skin color.
# Dragonrider Helm
### In-Game Description
---
*Helm worn by the Dragonriders,
King Vendrick's royal guard.
According to legend, the Dragonriders
straddled not horses, but wyrms.
Aspiring Dragonriders who had not the mettle
to handle their training were torn apart by
their wyrms, and those who survived emerged
with deific strength.*
### Availability
---
Sold by Magerold of Lanafir at Bonfire Intensity 2+ and after defeating the Dragonriders in Drangleic Castle.
### General Information
---
Part of the Dragonrider Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Dragonrider Helm | 115/107/120/115 | 10/10/10/10 | 10/13/0/0 | 16 | 95 | 7.5 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Dragonrider Helm +0 | 115/107/120/115 | 10/10/10/10 | 10/13/0/0 | - | - |
Dragonrider Helm +1 | 124/115/129/124 | 10/10/10/10 | 10/14/0/0 | 1 | 950 |
Dragonrider Helm +2 | 133/123/138/133 | 11/11/11/11 | 11/15/0/0 | 1 | 1,180 |
Dragonrider Helm +3 | 142/132/148/142 | 12/11/12/12 | 11/15/0/0 | 2 | 1,420 |
Dragonrider Helm +4 | 151/140/157/151 | 13/12/13/13 | 12/17/0/0 | 2 | 1,890 |
Dragonrider Helm +5 | 160/149/167/160 | 14/13/14/14 | 13/18/0/0 | 3 | 2,120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Drakeblood Helm
### In-Game Description
---
*Black helm of the Drakeblood Knights,
who came from a land long forgotten.
The Drakeblood Knights, who worshiped the
blood of dragons, were led by Sir Yorgh
in a siege of the Eternal Sanctum, but sunk
into the Sanctum when the slumbering
dragon awoke.
The red cloth wrapped around their black
armor represents the sacred blood of dragons.*
### Availability
---
Found on a corpse in the room below the Sanctum Inner Chamber bonfire in Dragon's Sanctum. This room is filled with empty metal chests.
### General Information
---
Part of the Drakeblood Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Drakeblood Helm | 76/74/83/79 | 10/16/8/14 | 14/18/0/0 | 7 | 85 | 4.7 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Drakeblood Helm +0 | 76/74/83/79 | 10/16/8/14 | 14/18/0/0 | - | - |
Drakeblood Helm +1 | 77/75/85/80 | 10/16/8/14 | 14/18/0/0 | 1x Titanite Shard | 500 |
Drakeblood Helm +2 | 79/77/87/82 | 11/17/8/15 | 15/19/0/0 | 2x Titanite Shard | 630 |
Drakeblood Helm +3 | 81/79/89/84 | 11/18/8/15 | 15/20/0/0 | 3x Titanite Shard | 750 |
Drakeblood Helm +4 | 83/81/91/86 | 12/19/9/16 | 16/21/0/0 | 1x Large Titanite Shard | 1000 |
Drakeblood Helm +5 | 85/83/93/88 | 12/20/9/17 | 17/21/0/0 | 2x Large Titanite Shard | 1130 |
Drakeblood Helm +6 | 87/84/95/90 | 13/20/9/17 | 17/22/0/0 | 3x Large Titanite Shard | 1250 |
Drakeblood Helm +7 | 89/86/97/92 | 13/21/10/18 | 18/23/0/0 | 1x Titanite Chunk | 1500 |
Drakeblood Helm +8 | 91/88/99/94 | 14/22/10/18 | 18/24/0/0 | 2x Titanite Chunk | 1630 |
Drakeblood Helm +9 | 93/90/101/96 | 14/23/10/19 | 19/25/0/0 | 3x Titanite Chunk | 1750 |
Drakeblood Helm +10 | 95/92/103/98 | 15/24/11/20 | 20/26/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Drakekeeper Helm
### In-Game Description
---
*Giant onyx helmet.
Something dark indeed eats away at the
drakekeepers, eternal guardians of the shrine.*
### Availability
---
Drakekeeper drop.
### General Information
---
Part of the Drakekeeper Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Drakekeeper Helm | 64/61/67/64 | 9/10/8/9 | 10/14/0/14 | 14 | 90 | 6.0 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Drakekeeper Helm +0 | 64/61/67/64 | 9/10/8/9 | 9/13/0/12 | - | - |
Drakekeeper Helm +1 | 70/67/73/70 | 9/10/8/9 | 9/14/0/13 | 1x Titanite Shard | 680 |
Drakekeeper Helm +2 | 76/73/80/76 | 10/11/9/10 | 10/15/0/14 | 2x Titanite Shard | 850 |
Drakekeeper Helm +3 | 82/79/87/82 | 11/12/10/11 | 11/16/0/15 | 3x Titanite Shard | 1,020 |
Drakekeeper Helm +4 | 89/85/93/89 | 12/13/10/12 | 12/17/0/16 | 1x Large Titanite Shard | 1,350 |
Drakekeeper Helm +5 | 95/91/100/95 | 13/14/11/13 | 13/19/0/18 | 2x Large Titanite Shard | 1,520 |
Drakekeeper Helm +6 | 101/97/107/101 | 13/15/12/13 | 13/20/0/19 | 3x Large Titanite Shard | 1,690 |
Drakekeeper Helm +7 | 108/103/113/108 | 14/16/12/14 | 14/21/0/20 | 1x Titanite Chunk | 1,690 |
Drakekeeper Helm +8 | 114/109/120/114 | 15/17/13/15 | 15/22/0/21 | 2x Titanite Chunk | 2,200 |
Drakekeeper Helm +9 | 120/115/127/120 | 16/18/14/16 | 16/23/0/22 | 3x Titanite Chunk | 2,370 |
Drakekeeper Helm +10 | 127/122/134/127 | 17/19/15/17 | 17/25/0/24 | 1x Titanite Slab | 2,700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Drangleic Helm
### In-Game Description
---
*A traditional Drangleic helmet.
Belonged to Captain Drummond.*
*In his day, King Vendrick was fair and just,
and expected the same of his liegemen.*
### Availability
---
- Gift from Captain Drummond in Memory of Vammar after defeating the Giant Lord.
- Captain Drummond drop.
### General Information
---
Part of the Drangleic Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Drangleic Helm | 79/75/86/81 | 13/13/11/13 | 14/18/0/0 | 10 | 90 | 5.9 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Drangleic Helm +0 | 79/75/86/81 | 13/13/11/13 | 13/17/0/0 | - | - |
Drangleic Helm +1 | 87/82/94/89 | 14/14/12/14 | 14/18/0/0 | 1 | 550 |
Drangleic Helm +2 | 95/89/103/97 | 15/15/13/15 | 15/20/0/0 | 1 | 690 |
Drangleic Helm +3 | 103/97/111/105 | 16/16/14/16 | 17/22/0/0 | 2 | 820 |
Drangleic Helm +4 | 111/104/120/113 | 17/17/15/17 | 18/24/0/0 | 2 | 1090 |
Drangleic Helm +5 | 119/112/129/121 | 19/19/17/19 | 20/26/0/0 | 3 | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Durgo's Hat
### In-Game Description
---
*Monocled hat favored by Blue-eyed Durgo.
Extends arrow range.*
*The hero Durgo, an expert bowman,
and his brother-in-law defended their
homeland from aggressors.
In spite of Lanafir's policy of isolationism,
Durgo was well known even beyond its domain.*
*Effect: Boosts range of bows*
### Availability
---
- Greatbow Phantom drop (very rare).
- Behind a Pharros contraption in Frozen Eleum Loyce after defrosting the zone. The contraption is on the wall with the ballistae.
### General Information
---
- Increases bow range by ?%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Durgo's Hat | 22/21/23/21 | 12/10/9/10 | 9/8/0/0 | 0 | 48 | 2.6 | -/16/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Durgo's Hat +0 | 22/21/23/21 | 12/10/9/10 | 9/8/0/0 | N/A | N/A |
Durgo's Hat +1 | 24/23/25/23 | 13/11/9/11 | 10/8/0/0 | 1 | 710 |
Durgo's Hat +2 | 26/25/27/25 | 14/12/10/12 | 11/9/0/0 | 1 | 890 |
Durgo's Hat +3 | 28/27/30/27 | 15/13/11/13 | 12/10/0/0 | 2 | 1,060 |
Durgo's Hat +4 | 30/29/32/29 | 16/14/12/14 | 13/11/0/0 | 2 | 1,420 |
Durgo's Hat +5 | 33/32/35/31 | 18/15/13/15 | 14/12/0/0 | 3 | 1,590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Elite Knight Helm
### In-Game Description
---
*Helmet made of bradden steel.
Provides sturdy defense, making it an
old-time favorite of elite knights.*
*Bradden steel is used widely in Drangleic.
This fine alloy is made from ores mined
in the southern kingdom.*
### Availability
---
- Sold by Maughlin the Armourer after spending 1,000 souls in his shop.
- Dropped by Wall Watchmen in Frozen Eleum Loyce.
*Dark Souls II* only:
- Dropped by the Elite Knight Phantom at bonfire intensity 2+.
### General Information
---
Part of the Elite Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Elite Knight Helm | 40/39/44/40 | 11/12/8/11 | 9/13/0/0 | 6 | 85 | 4.5 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Elite Knight Helm +0 | 40/39/44/40 | 11/12/8/11 | 9/13/0/0 | N/A | N/A |
Elite Knight Helm +1 | 44/42/48/44 | 12/13/8/12 | 10/14/0/0 | 1x Titanite Shard | 500 |
Elite Knight Helm +2 | 48/46/52/48 | 13/14/9/13 | 11/15/0/0 | 2x Titanite Shard | 630 |
Elite Knight Helm +3 | 52/50/57/52 | 14/15/10/14 | 12/17/0/0 | 3x Titanite Shard | 750 |
Elite Knight Helm +4 | 56/54/61/56 | 15/16/11/15 | 13/18/0/0 | 1x Large Titanite Shard | 1000 |
Elite Knight Helm +5 | 60/58/66/60 | 17/18/12/17 | 14/20/0/0 | 2x Large Titanite Shard | 1130 |
Elite Knight Helm +6 | 64/62/70/64 | 18/19/12/18 | 15/21/0/0 | 3x Large Titanite Shard | 1250 |
Elite Knight Helm +7 | 68/66/74/68 | 19/20/13/19 | 15/22/0/0 | 1x Titanite Chunk | 1500 |
Elite Knight Helm +8 | 72/70/79/72 | 20/21/14/20 | 17/24/0/0 | 2x Titanite Chunk | 1630 |
Elite Knight Helm +9 | 76/74/83/76 | 21/22/15/21 | 18/25/0/0 | 3x Titanite Chunk | 1750 |
Elite Knight Helm +10 | 80/78/88/80 | 23/24/16/23 | 19/27/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Executioner Helm
### In-Game Description
---
*Black helmet worn by the executioner
of the Undead Purgatory. The spikes
are designed to evoke fear.
The executioner mercilessly put down countless
Undead, but how could he know that it was never
his own will, but that of the chariot horse?*
### Availability
---
Sold by Titchy Gren after you reach Drangleic Castle.
### General Information
---
Part of the Executioner Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Executioner Helm | 61/56/65/63 | 14/15/10/33 | 11/42/0/29 | 5 | 65 | 4.4 | -/-/-/- | D |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Executioner Helm +0 | 61/56/65/63 | 14/15/10/33 | 11/42/0/29 | - | - |
Executioner Helm +1 | 67/61/71/69 | 15/16/11/36 | 12/46/0/32 | 1x Twinkling Titanite | 370 |
Executioner Helm +2 | 73/67/77/75 | 16/17/12/39 | 13/50/0/35 | 1x Twinkling Titanite | 460 |
Executioner Helm +3 | 79/72/84/82 | 18/19/13/42 | 14/54/0/38 | 2x Twinkling Titanite | 550 |
Executioner Helm +4 | 85/78/90/88 | 19/20/14/45 | 15/58/0/41 | 2x Twinkling Titanite | 730 |
Executioner Helm +5 | 92/84/97/95 | 21/22/15/49 | 17/63/0/44 | 3x Twinkling Titanite | 820 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Falconer Helm
### In-Game Description
---
*Helm worn by the Volgen Falconers.*
*Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.*
*In practice they serve as bodyguards for the
affluent elite, and they serve well, such that
nobody dares scrutinize their backgrounds.*
### Availability
---
- Sold by Maughlin the Armourer.
- Falconer drop.
### General Information
---
Part of the Falconer Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Falconer Helm | 43/38/47/44 | 13/19/7/13 | 9/17/0/0 | 6 | 75 | 4.5 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Falconer Helm +0 | 43/38/47/44 | 13/19/7/13 | 9/17/0/0 | N/A | N/A |
Falconer Helm +1 | 47/41/51/48 | 14/20/7/14 | 9/18/0/0 | 1x Titanite Shard | 500 |
Falconer Helm +2 | 51/45/56/52 | 15/22/8/15 | 10/20/0/0 | 2x Titanite Shard | 630 |
Falconer Helm +3 | 55/49/60/57 | 16/24/9/16 | 11/21/0/0 | 3x Titanite Shard | 750 |
Falconer Helm +4 | 60/53/65/61 | 18/26/9/18 | 12/23/0/0 | 1x Large Titanite Shard | 1000 |
Falconer Helm +5 | 64/57/70/66 | 19/28/10/19 | 13/25/0/0 | 2x Large Titanite Shard | 1130 |
Falconer Helm +6 | 68/60/74/70 | 20/29/11/20 | 14/26/0/0 | 3x Large Titanite Shard | 1250 |
Falconer Helm +7 | 73/64/79/74 | 22/31/11/22 | 15/28/0/0 | 1x Titanite Chunk | 1500 |
Falconer Helm +8 | 77/68/83/79 | 23/33/12/23 | 16/29/0/0 | 2x Titanite Chunk | 1630 |
Falconer Helm +9 | 81/72/88/83 | 24/35/13/24 | 17/31/0/0 | 3x Titanite Chunk | 1750 |
Falconer Helm +10 | 86/76/93/88 | 26/37/14/26 | 18/33/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Faraam Helm
### In-Game Description
---
*Helmet worn by the Forossa Lion Knights.*
*The mighty Lion Knights, worshippers of
the war god Faraam, wore heavy armor and
were feared for their nimble two-handed
swordplay.*
*But their legacy was cut short with the fall
of Forossa.*
### Availability
---
Treasure below Drangleic Castle, just before the bonfire and Darkdiver Grandahl.
### General Information
---
Part of the Faraam Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Faraam Helm | 47/45/51/48 | 11/12/7/11 | 9/12/0/0 | 9 | 85 | 4.8 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Faraam Helm +0 | 47/45/51/48 | 11/12/7/11 | 9/12/0/0 | N/A | N/A |
Faraam Helm +1 | 51/49/56/52 | 12/13/7/12 | 9/13/0/0 | 1x Titanite Shard | 680 |
Faraam Helm +2 | 56/54/61/57 | 13/14/8/13 | 10/14/0/0 | 2x Titanite Shard | 850 |
Faraam Helm +3 | 61/58/66/62 | 14/15/9/14 | 11/15/0/0 | 3x Titanite Shard | 1020 |
Faraam Helm +4 | 66/63/71/67 | 15/16/9/15 | 12/17/0/0 | 1x Large Titanite Shard | 1350 |
Faraam Helm +5 | 71/67/76/72 | 15/17/10/15 | 13/18/0/0 | 2x Large Titanite Shard | 1520 |
Faraam Helm +6 | 75/72/81/76 | 17/18/11/17 | 14/19/0/0 | 3x Large Titanite Shard | 1690 |
Faraam Helm +7 | 80/76/86/81 | 18/19/11/18 | 15/21/0/0 | 1x Titanite Chunk | 2030 |
Faraam Helm +8 | 85/81/91/86 | 19/20/12/19 | 16/22/0/0 | 2x Titanite Chunk | 2200 |
Faraam Helm +9 | 90/85/96/91 | 19/21/13/19 | 17/23/0/0 | 3x Titanite Chunk | 2370 |
Faraam Helm +10 | 95/90/101/96 | 21/23/14/21 | 18/25/0/0 | 1x Titanite Slab | 2700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Fume Sorcerer Mask
### In-Game Description
---
*Mask worn by fume sorcerers.*
*After the Old Iron King sunk into the lava,
scores of men were dispatched to this land
to tap the replete stores of iron.*
*But they soon lost their nerve when faced with
the child of Dark, and all but the most steadfast
of them became servants of the black fog.*
### Availability
---
Fume Sorcerer drop.
### General Information
---
Part of the Fume Sorcerer Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Fume Sorcerer Mask | 25/27/24/24 | 8/10/10/10 | 10/8/0/0 | 6 | 60 | 2.0 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Fume Sorcerer Mask +0 | 25/27/24/24 | 8/10/10/10 | 10/8/0/0 | N/A | N/A |
Fume Sorcerer Mask +1 | 25/27/24/24 | 8/10/10/10 | 10/8/0/0 | 1x Titanite Shard | 680 |
Fume Sorcerer Mask +2 | 26/28/25/25 | 8/11/11/11 | 11/8/0/0 | 2x Titanite Shard | 850 |
Fume Sorcerer Mask +3 | 26/28/25/25 | 8/11/11/11 | 11/9/0/0 | 3x Titanite Shard | 1020 |
Fume Sorcerer Mask +4 | 27/29/26/26 | 9/12/12/12 | 12/9/0/0 | 1x Large Titanite Shard | 1350 |
Fume Sorcerer Mask +5 | 28/30/27/27 | 9/12/12/12 | 12/10/0/0 | 2x Large Titanite Shard | 1520 |
Fume Sorcerer Mask +6 | 28/30/27/27 | 9/13/13/13 | 13/10/0/0 | 3x Large Titanite Shard | 1690 |
Fume Sorcerer Mask +7 | 29/31/28/28 | 10/13/13/13 | 13/10/0/0 | 1x Titanite Chunk | 2030 |
Fume Sorcerer Mask +8 | 29/31/28/28 | 10/14/14/14 | 14/11/0/0 | 2x Titanite Chunk | 2200 |
Fume Sorcerer Mask +9 | 30/32/29/29 | 10/14/14/14 | 14/11/0/0 | 3x Titanite Chunk | 2370 |
Fume Sorcerer Mask +10 | 31/33/30/30 | 11/15/15/15 | 15/12/0/0 | 1x Titanite Slab | 2700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Grave Warden Mask
### In-Game Description
---
*Mask worn by wardens of the crypt.
No notable effects. Designed only to block light.*
*The Wardens of the crypt watch over the
slumbering dead, making sure they are not awoken.
Be they king or peasant, wise or dull, rich or poor,
the wardens treat them with the same care.*
### Availability
---
Grave Warden drop.
### General Information
---
Part of the Grave Warden Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Grave Warden Mask | 7/7/6/6 | 3/3/4/4 | 4/3/0/0 | 0 | 40 | 0.5 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Grave Warden Mask +0 | 7/7/6/6 | 3/3/4/4 | 4/3/0/0 | N/A | N/A |
Grave Warden Mask +1 | 7/7/6/6 | 3/3/4/4 | 4/3/0/0 | 1x Titanite Shard | 130 |
Grave Warden Mask +2 | 8/8/7/7 | 3/3/4/4 | 4/3/0/0 | 2x Titanite Shard | 160 |
Grave Warden Mask +3 | 8/9/8/8 | 3/3/4/4 | 4/3/0/0 | 3x Titanite Shard | 190 |
Grave Warden Mask +4 | 9/9/8/8 | 4/4/5/5 | 5/4/0/0 | 1x Large Titanite Shard | 250 |
Grave Warden Mask +5 | 10/10/9/9 | 4/4/5/5 | 5/4/0/0 | 2x Large Titanite Shard | 290 |
Grave Warden Mask +6 | 10/11/10/10 | 4/4/5/5 | 5/4/0/0 | 3x Large Titanite Shard | 320 |
Grave Warden Mask +7 | 11/11/10/10 | 5/5/6/6 | 6/5/0/0 | 1x Titanite Chunk | 380 |
Grave Warden Mask +8 | 11/12/11/11 | 5/5/6/6 | 6/5/0/0 | 2x Titanite Chunk | 410 |
Grave Warden Mask +9 | 12/13/12/12 | 5/5/6/6 | 6/5/0/0 | 3x Titanite Chunk | 440 |
Grave Warden Mask +10 | 13/14/13/13 | 6/6/7/7 | 7/6/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Gyrm Helm
### In-Game Description
---
*Helm of the nomadic Gyrm.
The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.*
### Availability
---
Gyrm drop.
### General Information
---
Part of the Gyrm Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Gyrm Helm | 79/77/82/75 | 13/12/10/13 | 25/19/13/13 | 19 | 70 | 8.2 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Gyrm Helm +0 | 79/77/82/75 | 13/12/10/13 | 25/19/13/13 | - | - |
Gyrm Helm +1 | 86/84/90/82 | 14/13/11/14 | 27/20/14/14 | 1x Titanite Shard | 500 |
Gyrm Helm +2 | 94/92/98/89 | 15/14/12/15 | 29/22/15/15 | 2x Titanite Shard | 630 |
Gyrm Helm +3 | 102/99/106/97 | 16/15/13/16 | 32/24/16/16 | 3x Titanite Shard | 750 |
Gyrm Helm +4 | 110/107/114/104 | 17/16/14/17 | 34/26/18/18 | 1x Large Titanite Shard | 1000 |
Gyrm Helm +5 | 118/115/123/112 | 19/17/15/19 | 37/28/19/19 | 2x Large Titanite Shard | 1130 |
Gyrm Helm +6 | 126/122/131/119 | 20/18/16/20 | 39/29/20/20 | 3x Large Titanite Shard | 1250 |
Gyrm Helm +7 | 134/130/139/126 | 21/19/17/21 | 41/31/22/22 | 1x Titanite Chunk | 1500 |
Gyrm Helm +8 | 142/137/147/134 | 22/20/18/22 | 44/33/23/23 | 2x Titanite Chunk | 1630 |
Gyrm Helm +9 | 150/145/155/141 | 23/21/19/23 | 46/35/24/24 | 3x Titanite Chunk | 1750 |
Gyrm Helm +10 | 158/153/164/149 | 25/23/20/25 | 49/37/26/26 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Gyrm Warrior Greathelm
### In-Game Description
---
*Greathelm worn by the nomadic Gyrm.
Excellent poise and defense, but very heavy.
Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.*
### Availability
---
Gyrm Warrior drop.
### General Information
---
Despite the appearance, this is not part of the Gyrm Warrior Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Gyrm Warrior Greathelm | 85/85/90/76 | 12/14/14/12 | 9/23/0/0 | 24 | 85 | 9.6 | 14/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Gyrm Warrior Greathelm +0 | 85/85/90/76 | 12/14/14/12 | 9/23/0/0 | - | - |
Gyrm Warrior Greathelm +1 | 93/93/99/83 | 13/15/15/13 | 9/25/0/0 | 1x Titanite Shard | 500 |
Gyrm Warrior Greathelm +2 | 101/102/108/91 | 14/16/16/14 | 10/27/0/0 | 2x Titanite Shard | 630 |
Gyrm Warrior Greathelm +3 | 110/110/117/98 | 15/18/18/15 | 11/29/0/0 | 3x Titanite Shard | 750 |
Gyrm Warrior Greathelm +4 | 118/119/126/106 | 16/19/19/16 | 12/32/0/0 | 1x Large Titanite Shard | 1000 |
Gyrm Warrior Greathelm +5 | 127/127/135/114 | 18/21/21/18 | 13/34/0/0 | 2x Large Titanite Shard | 1130 |
Gyrm Warrior Greathelm +6 | 135/136/144/121 | 19/22/22/19 | 13/36/0/0 | 3x Large Titanite Shard | 1250 |
Gyrm Warrior Greathelm +7 | 143/144/153/129 | 20/23/23/20 | 14/39/0/0 | 1x Titanite Chunk | 1500 |
Gyrm Warrior Greathelm +8 | 152/153/162/136 | 21/25/25/21 | 15/41/0/0 | 2x Titanite Chunk | 1630 |
Gyrm Warrior Greathelm +9 | 160/161/171/144 | 22/26/26/22 | 16/43/0/0 | 3x Titanite Chunk | 1750 |
Gyrm Warrior Greathelm +10 | 169/170/180/152 | 24/28/28/24 | 17/46/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Gyrm Warrior Helm
### In-Game Description
---
*Warrior helm of the nomadic Gyrm.
Excellent poise and defense, but very heavy.
Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.*
### Availability
---
Gyrm Warrior drop.
### General Information
---
Part of the Gyrm Warrior Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Gyrm Warrior Helm | 79/78/88/76 | 10/12/12/10 | 6/21/0/0 | 22 | 75 | 8.9 | 14/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Gyrm Warrior Helm +0 | 79/78/88/76 | 10/12/12/10 | 6/21/0/0 | - | - |
Gyrm Warrior Helm +1 | 86/85/96/83 | 10/13/13/10 | 6/23/0/0 | 1x Titanite Shard | 500 |
Gyrm Warrior Helm +2 | 94/93/105/91 | 11/14/14/11 | 7/25/0/0 | 2x Titanite Shard | 630 |
Gyrm Warrior Helm +3 | 102/101/114/98 | 12/15/15/12 | 7/26/0/0 | 3x Titanite Shard | 750 |
Gyrm Warrior Helm +4 | 110/108/122/106 | 13/16/16/13 | 8/28/0/0 | 1x Large Titanite Shard | 1000 |
Gyrm Warrior Helm +5 | 118/116/131/113 | 14/17/17/14 | 9/31/0/0 | 2x Large Titanite Shard | 1130 |
Gyrm Warrior Helm +6 | 126/124/140/121 | 15/18/18/15 | 9/33/0/0 | 3x Large Titanite Shard | 1250 |
Gyrm Warrior Helm +7 | 134/131/148/128 | 16/19/19/16 | 10/35/0/0 | 1x Titanite Chunk | 1500 |
Gyrm Warrior Helm +8 | 142/139/157/136 | 17/20/20/17 | 10/37/0/0 | 2x Titanite Chunk | 1630 |
Gyrm Warrior Helm +9 | 150/147/166/143 | 18/21/21/18 | 11/39/0/0 | 3x Titanite Chunk | 1750 |
Gyrm Warrior Helm +10 | 158/155/175/151 | 19/23/23/19 | 12/41/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Havel's Helm
### In-Game Description
---
*A helm as if hewn from a giant boulder.
Offers stupendous defense, but weighs a ton.
The origin of the name Havel is not clear.
Some say it was the warrior who wore the armor,
but others say that it was the name of a great
kingdom ruined in a barbaric war.*
### Availability
---
The Gutter treasure.
Obtain the Forgotten Key and travel to the Upper Gutter bonfire. Cross the narrow walkway and bear left. Run and jump onto the lit platform and then climb the ladder. Open the large door and collect Havel's Set.
### General Information
---
Part of Havel's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Havel's Helm | 110/95/125/110 | 15/16/13/15 | 5/26/11/11 | 19 | 255 | 7.5 | 20/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Havel's Helm +0 | 110/95/125/110 | 15/16/13/15 | 5/26/11/11 | - | - |
Havel's Helm +1 | 118/102/134/118 | 16/17/14/16 | 5/28/11/11 | 1x Twinkling Titanite | 950 |
Havel's Helm +2 | 127/109/144/127 | 17/18/15/17 | 5/30/12/12 | 1x Twinkling Titanite | 1180 |
Havel's Helm +3 | 135/117/154/135 | 18/19/15/18 | 5/31/13/13 | 2x Twinkling Titanite | 1420 |
Havel's Helm +4 | 144/124/164/144 | 19/20/17/19 | 5/34/14/14 | 2x Twinkling Titanite | 1890 |
Havel's Helm +5 | 153/132/174/153 | 20/22/18/20 | 6/36/15/15 | 3x Twinkling Titanite | 2120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Heide Knight Greathelm
### In-Game Description
---
*Greathelm worn by Heide Knights.
Whether Heide refers to the kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.
All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.*
### Availability
---
Rare drop from Heide Knights at Bonfire Intensity 2 or above.
*Available in SoTFS at NG.*
### General Information
---
Part of the Heide Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Heide Knight Greathelm | 65/61/69/65 | 11/14/9/19 | 21/16/0/17 | 11 | 90 | 6 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Heide Knight Greathelm +0 | 65/61/69/65 | 11/14/9/19 | 21/16/0/17 | - | - |
Heide Knight Greathelm +1 | 65/61/69/65 | 11/14/9/19 | 21/16/0/17 | 1x Titanite Shard | 500 |
Heide Knight Greathelm +2 | 71/67/75/71 | 12/15/10/21 | 23/17/0/19 | 2x Titanite Shard | 630 |
Heide Knight Greathelm +3 | 77/72/82/77 | 13/16/11/23 | 25/19/0 /20 | 3x Titanite Shard | 750 |
Heide Knight Greathelm +4 | 83/78/88/83 | 14/18/12/25 | 27/20/0/22 | 1x Large Titanite Shard | 1000 |
Heide Knight Greathelm +5 | 89/83/95/89 | 15/19/13/26 | 29/22/0/23 | 2x Large Titanite Shard | 1130 |
Heide Knight Greathelm +6 | 95/89/101/95 | 16/20/13/28 | 31/23/0/25 | 3x Large Titanite Shard | 1250 |
Heide Knight Greathelm +7 | 101/94/107/101 | 17/22/14/30 | 33/24/0/26 | 1x Titanite Chunk | 1500 |
Heide Knight Greathelm +8 | 107/100/114/107 | 18/23/15/32 | 35/26/0/28 | 2x Titanite Chunk | 1630 |
Heide Knight Greathelm +9 | 113/105/120/113 | 19/24/16/34 | 37/27/0/29 | 3x Titanite Chunk | 1750 |
Heide Knight Greathelm +10 | 119/111/127/119 | 20/26/17/36 | 39/29/0/31 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Heide Knight Iron Mask
### In-Game Description
---
*Iron mask worn by Heide Knights.*
*Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.*
*All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.*
### Availability
---
***Dark Souls 2:***
- Cathedral of Blue treasure. In a metal chest right next to Blue Sentinel Targray.
***Scholar of the First Sin:***
- Heide Knight (The Gutter only) drop - guaranteed.
1
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Heide Knight Iron Mask | 53/46/62/52 | 11/11/4/17 | 19/30/0/16 | 8 | 95 | 5.2 | -/-/-/- | C |
### Notes
---
- Part of the Heide Knight Set.
- Video location (Scholar of the First Sin)
### Upgrades
---
Standard upgrade path.
Requires:
- Titanite
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Heide Knight Iron Mask +0 | 53/46/62/52 | 11/11/4/17 | 19/30/0/16 | N/A | N/A |
Heide Knight Iron Mask +1 | 58/50/68/57 | 12/12/4/18 | 20/32/0/17 | 1x Titanite Shard | 500 |
Heide Knight Iron Mask +2 | 63/55/74/62 | 13/13/4/20 | 22/35/0/19 | 2x Titanite Shard | 630 |
Heide Knight Iron Mask +3 | 68/59/80/67 | 14/14/5/22 | 24/38/0/20 | 3x Titanite Shard | 750 |
Heide Knight Iron Mask +4 | 73/64/86/72 | 15/15/5/23 | 26/41/0/22 | 1x Large Titanite Shard | 1,000 |
Heide Knight Iron Mask +5 | 79/69/92/78 | 16/16/6/25 | 28/44/0/24 | 2x Large Titanite Shard | 1,130 |
Heide Knight Iron Mask +6 | 84/73/98/83 | 17/17/6/27 | 30/47/0/25 | 3x Large Titanite Shard | 1,250 |
Heide Knight Iron Mask +7 | 89/78/104/88 | 18/18/6/28 | 32/50/0/27 | 1x Titanite Chunk | 1,500 |
Heide Knight Iron Mask +8 | 94/82/110/93 | 19/19/7/30 | 34/53/0/28 | 2x Titanite Chunk | 1,630 |
Heide Knight Iron Mask +9 | 99/87/116/98 | 20/20/7/32 | 36/56/0/30 | 3x Titanite Chunk | 1,750 |
Heide Knight Iron Mask +10 | 105/92/123/104 | 22/22/8/34 | 38/59/0/32 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
Footnotes 1. Only a 100% chance on Bonfire Intensity 1, on 2+ there is a chance it will drop parts of the Heide Knight Set instead. *Needs confirmation (one confirmation that the drop is not guaranteed in NG++)*
# Helm of Aurous Transparent
### In-Game Description
---
*Helm of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.
According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?
Effect: Raises equipment load.*
### Availability
---
- Gift from Maughlin the Armourer after spending 15,000 souls at his shop. Talk to him when you have 0 souls.
- Dark Spirit Rhoy the Explorer drop - rare
- Note: It's possible that other requirements must be met to obtain this armor from Maughlin. In NG++, after spending over 100,000 souls at his shop and speaking to him with 0 souls, he will not offer the armor set.
### General Information
---
- Part of the Aurous Set (Transparent).
- Raises Equipment Load by 1%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Helm of Aurous | 29/31/27/28 | 11/9/12/10 | 8/9/0/0 | 0 | 40 | 1.2 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Helm of Aurous +0 | 29/31/27/28 | 11/9/12/10 | 8/9/0/0 | - | - |
Helm of Aurous +1 | 31/34/29/30 | 12/10/13/11 | 8/9/0/0 | 1x Twinkling Titanite | 550 |
Helm of Aurous +2 | 34/37/32/33 | 13/11/14/12 | 9/10/0/0 | 1x Twinkling Titanite | 690 |
Helm of Aurous +3 | 37/40/35/36 | 14/12/15/13 | 10/11/0/0 | 2x Twinkling Titanite | 820 |
Helm of Aurous +4 | 40/43/38/39 | 15/13/16/14 | 11/12/0/0 | 2x Twinkling Titanite | 1090 |
Helm of Aurous +5 | 43/46/41/42 | 17/14/18/15 | 12/13/0/0 | 3x Twinkling Titanite | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Helm of Aurous
### In-Game Description
---
*Helm of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.*
*According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?*
### Availability
---
Rare drop from Aurous Knight phantom in No-man's Wharf (Bonfire Intensity 2+).
**Scholar of the First Sin**: Found in a Metal Chest in The Gutter near the Heide Knight wearing the Iron Mask. Video Tutorial
### General Information
---
Part of the Aurous Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Helm of Aurous | 46/44/48/46 | 16/16/11/17 | 13/16/0/0 | 6 | 80 | 3.8 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Helm of Aurous +0 | 46/44/48/46 | 16/16/11/17 | 13/16/0/0 | N/A | N/A |
Helm of Aurous +1 | 50/48/52/50 | 17/17/12/18 | 14/17/0/0 | 1x Twinkling Titanite x1 | 550 |
Helm of Aurous +2 | 55/53/57/55 | 19/19/13/20 | 15/19/0/0 | 1x Twinkling Titanite x1 | 690 |
Helm of Aurous +3 | 59/57/62/59 | 20/20/14/22 | 16/21/0/0 | 2x Twinkling Titanite x2 | 820 |
Helm of Aurous +4 | 64/62/67/64 | 22/22/15/24 | 17/23/0/0 | 2x Twinkling Titanite x2 | 1090 |
Helm of Aurous +5 | 69/67/72/69 | 24/24/17/26 | 19/25/0/0 | 3x Twinkling Titanite x3 | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hexer's Hood
### In-Game Description
---
*Hood worn by a hexer.*
*Grants slight increase to spell uses.*
*Belonged to Felkin the Outcast.*
*Hexing appears to be an offshoot of sorcery,*
*but its specific origins are unknown.*
*Effect: Increases number of casts for each spell*
### Availability
---
- Gift from Felkin the Outcast after speaking to him with at least 20 Intelligence and 20 Faith.
- Sold by Merchant Hag Melentia after Felkin the Outcast has been killed.
### General Information
---
- Part of the Hexer's Set.
- Raises Intelligence and Faith by one point.
- Gives 5% additional casts for all spells, rounds up.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hexer's Hood | 23/25/22/22 | 17/25/17/17 | 10/9/13/12 | 0 | 55 | 0.9 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls |
---|
Hexer's Hood +0 | 23/25/22/22 | 17/25/17/17 | 10/9/13/12 | - | - |
Hexer's Hood +1 | 25/27/24/24 | 18/27/18/18 | 11/10/14/13 | 1x Twinkling Titanite | 480 |
Hexer's Hood +2 | 27/29/26/26 | 20/30/20/20 | 12/11/15/14 | 1x Twinkling Titanite | 590 |
Hexer's Hood +3 | 30/32/28/28 | 21/32/21/21 | 13/12/17/15 | 2x Twinkling Titanite | 710 |
Hexer's Hood +4 | 32/34/30/30 | 23/35/23/23 | 14/13/18/16 | 2x Twinkling Titanite | 950 |
Hexer's Hood +5 | 35/37/33/33 | 25/38/25/25 | 16/14/20/18 | 3x Twinkling Titanite | 1060 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hollow Infantry Helm
### In-Game Description
---
*Helm worn by Hollowed infantry.*
*A piece of basic, minimal equipment.
Worse yet, it's worn and nearly falling apart.
Not recommended unless your options are spent.*
### Availability
---
Hollow Infantry drop.
### General Information
---
- Part of the Hollow Infantry Set.
- Just like the Infantry Helm, but dirty, dingy and slightly more terrible across the board.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hollow Infantry Helm | 31/32/30/30 | 7/6/8/7 | 7/7/0/0 | 0 | 40 | 4.0 | -/-/-/- | D |
### Upgrades
---
Requires Titanite
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Hollow Infantry Helm +0 | 31/32/30/30 | 7/6/8/7 | 7/7/0/0 | N/A | N/A |
Hollow Infantry Helm +1 | 34/35/33/33 | 7/6/8/7 | 7/7/0/0 | 1x Titanite Shard | 430 |
Hollow Infantry Helm +2 | 37/38/36/36 | 8/7/9/8 | 8/8/0/0 | 2x Titanite Shard | 540 |
Hollow Infantry Helm +3 | 40/41/39/39 | 8/7/10/8 | 8/8/0/0 | 3x Titanite Shard | 640 |
Hollow Infantry Helm +4 | 43/44/42/42 | 9/8/11/9 | 9/9/0/0 | 1x Large Titanite Shard | 850 |
Hollow Infantry Helm +5 | 46/48/45/45 | 10/8/12/10 | 10/10/0/0 | 2x Large Titanite Shard | 960 |
Hollow Infantry Helm +6 | 49/51/48/48 | 10/9/13/10 | 10/10/0/0 | 3x Large Titanite Shard | 1070 |
Hollow Infantry Helm +7 | 52/54/51/51 | 11/9/14/11 | 11/11/0/0 | 1x Titanite Chunk | 1280 |
Hollow Infantry Helm +8 | 55/57/54/54 | 11/10/15/11 | 11/11/0/0 | 2x Titanite Chunk | 1390 |
Hollow Infantry Helm +9 | 58/60/57/57 | 12/10/16/12 | 12/12/0/0 | 3x Titanite Chunk | 1490 |
Hollow Infantry Helm +10 | 62/64/61/61 | 13/11/17/13 | 13/13/0/0 | 1x Titanite Slab | 1700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hollow Skin
### In-Game Description
---
*A hood imitating the head of a Hollow.
Provides curse resistance, and makes
it easier to detect messages from other worlds.
Finely crafted to perfectly imitate the head
of a Hollow, only without the abhorrent stench.
Whoever created this was surely deeply
respectful of those lost to hollowing.*
### Availability
---
Brume Tower treasure. From the Foyer bonfire, head to the main room with the moving platforms.
Head left and take the elevator that is set into the wall. There is an illusory wall part way up.
It will be in a metal chest behind some water urns. Video Strategy: http://youtu.be/1Nu4\_filqrA
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hollow Skin | 2/2/2/2 | 1/1/1/1 | 1/1/1/1000 | 0 | 50 | 1.5 | -/-/-/- | D |
### Notes
---
- Wearing this item adds a permanent Guidance effect, which shows developer messages like "Search your surroundings".
- Just like the Black Witch Veil, having a very high Curse resistance effectively makes the player immune to Curse.
- Wearing this does **not** prevent you from taking damage from Nashandra's Curse Orbs.
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Hollow Skin +0 | 2/2/2/2 | 1/1/1/1 | 1/1/1/1000 | - | - |
Hollow Skin +1 | 3/3/3/3 | 1/1/1/1 | 1/1/1/1000 | 1x Titanite Shard | 100 |
Hollow Skin +2 | 4/4/4/4 | 1/1/1/1 | 1/1/1/1000 | 1x Titanite Shard | 130 |
Hollow Skin +3 | 5/5/5/5 | 1/1/1/1 | 1/1/1/1000 | 2x Titanite Shard | 150 |
Hollow Skin +4 | 6/6/6/6 | 2/2/2/2 | 2/2/2/1000 | 1x Large Titanite Shard | 200 |
Hollow Skin +5 | 7/7/7/7 | 2/2/2/2 | 2/2/2/1000 | 1x Large Titanite Shard | 230 |
Hollow Skin +6 | 8/8/8/8 | 2/2/2/2 | 2/2/2/1000 | 2x Large Titanite Shard | 250 |
Hollow Skin +7 | 9/9/9/9 | 3/3/3/3 | 3/3/3/1000 | 1x Titanite Chunk | 300 |
Hollow Skin +8 | 10/10/10/10 | 3/3/3/3 | 3/3/3/1000 | 1x Titanite Chunk | 330 |
Hollow Skin +9 | 11/11/11/11 | 3/3/3/3 | 3/3/3/1000 | 2x Titanite Chunk | 350 |
Hollow Skin +10 | 13/13/13/13 | 4/4/4/4 | 4/4/4/1000 | 1x Titanite Slab | 400 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hollow Soldier Helm
### In-Game Description
---
*Helm worn by Hollowed royal soldiers.*
*Appears to be crafted with quality materials,
but is highly degraded and close to falling apart.
Wearing this will be of little use.*
### Availability
---
- Forest of Fallen Giants treasure. In a small cave just past the bigger fiery cave with the Flame Salamander
shooting fireballs and a Fire Longsword. ***(DS2 only)***
- Forest of Fallen Giants treasure. Inside the dark room right above the Cardinal Tower Bonfire.
On a corpse next to the other corpse which has a Hand Axe and a Small Leather Shield. ***(SotFS only)***
- Hollow Soldier drop.
### General Information
---
Part of the Hollow Soldier Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hollow Soldier Helm | 34/33/36/35 | 11/12/8/11 | 9/11/0/0 | 4 | 35 | 4.3 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Hollow Soldier Helm +0 | 34/33/36/35 | 11/12/8/11 | 9/11/0/0 | N/A | N/A |
Hollow Soldier Helm +1 | 37/36/39/38 | 12/13/8/12 | 9/12/0/0 | 1x Titanite Shard | 430 |
Hollow Soldier Helm +2 | 41/39/43/42 | 13/14/9/13 | 10/13/0/0 | 2x Titanite Shard | 540 |
Hollow Soldier Helm +3 | 44/42/47/45 | 14/15/10/14 | 11/14/0/0 | 3x Titanite Shard | 640 |
Hollow Soldier Helm +4 | 48/46/50/49 | 15/16/10/15 | 12/15/0/0 | 1x Large Titanite Shard | 850 |
Hollow Soldier Helm +5 | 51/49/54/52 | 16/17/11/16 | 13/15/0/0 | 2x Large Titanite Shard | 960 |
Hollow Soldier Helm +6 | 55/52/58/56 | 17/18/12/17 | 14/17/0/0 | 3x Large Titanite Shard | 1,070 |
Hollow Soldier Helm +7 | 58/56/61/59 | 18/19/12/18 | 15/18/0/0 | 1x Titanite Chunk | 1,280 |
Hollow Soldier Helm +8 | 62/59/65/63 | 19/20/13/19 | 16/19/0/0 | 2x Titanite Chunk | 1,390 |
Hollow Soldier Helm +9 | 65/62/69/66 | 20/21/14/20 | 17/19/0/0 | 3x Titanite Chunk | 1,490 |
Hollow Soldier Helm +10 | 69/66/73/70 | 22/23/15/22 | 18/21/0/0 | 1x Titanite Slab | 1,700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hood of the Forlorn
### In-Game Description
---
*Hood of the Forlorn, who wander the land of the Undead.*
*Born of Aldia's obsession with the First sin, the Forlorn lost both their corporeal form and a world to call their own. Now they drift into other worlds, ever in search of a home.*
*But without self, one has neither beginning nor end, and so the Forlorn have only to wander.*
### Availability
---
Sold by Straid of Olaphis.
### General Information
---
- Part of the Forlorn Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hood of the Forlorn | 34/36/32/32 | 20/19/25/22 | 27/14/0/0 | 0 | 40 | 1.1 | -/-/-/- | C |
|
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Hood of the Forlorn +0 | 34/36/32/32 | 20/19/25/22 | 27/14/0/0 | - | - |
Hood of the Forlorn +1 | 35/37/33/33 | 21/20/27/24 | 29/15/0/0 | 1x Twinkling Titanite | 710 |
Hood of the Forlorn +2 | 37/39/35/35 | 23/22/29/26 | 32/16/0/0 | 1x Twinkling Titanite | 890 |
Hood of the Forlorn +3 | 38/40/36/36 | 25/24/32/28 | 34/17/0/0 | 2x Twinkling Titanite | 1060 |
Hood of the Forlorn +4 | 40/42/38/38 | 27/26/34/30 | 37/18/0/0 | 2x Twinkling Titanite | 1420 |
Hood of the Forlorn +5 | 42/44/40/40 | 29/28/37/33 | 40/20/0/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Hunter's Hat
### In-Game Description
---
*A leather hat with a large brim.
Traditionally used by bow hunters.*
*The hunting goddess Evlana was no goddess
at all, but rather a brave and highly skilled
bow huntress. Long after her demise,
the passing of lore transformed her into a deity.*
### Availability
---
Forest of Fallen Giants treasure. The Soldier Key is required. Go down the ladder from the Cardinal Tower bonfire, go left then turn right and open the door. Equip the King's Ring and head through the door behind the Syan Soldier the armor is near the bonfire in this area.
### General Information
---
Part of the Leather Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Hunter's Hat | 17/18/16/16 | 6/4/8/7 | 7/6/0/0 | 0 | 50 | 1.2 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Hunter's Hat +0 | 17/18/16/16 | 6/4/8/7 | 7/6/0/0 | N/A | N/A |
Hunter's Hat +1 | 18/19/17/17 | 6/4/8/7 | 7/6/0/0 | 1x Titanite Shard | 130 |
Hunter's Hat +2 | 20/21/19/19 | 7/4/9/8 | 8/7/0/0 | 2x Titanite Shard | 160 |
Hunter's Hat +3 | 21/23/20/20 | 7/5/10/8 | 8/7/0/0 | 3x Titanite Shard | 190 |
Hunter's Hat +4 | 23/24/22/22 | 8/5/11/9 | 9/8/0/0 | 1x Large Titanite Shard | 250 |
Hunter's Hat +5 | 25/26/24/24 | 9/6/12/10 | 10/8/0/0 | 2x Large Titanite Shard | 290 |
Hunter's Hat +6 | 26/28/25/25 | 9/6/12/10 | 10/9/0/0 | 3x Large Titanite Shard | 320 |
Hunter's Hat +7 | 28/29/27/27 | 10/6/13/11 | 11/9/0/0 | 1x Titanite Chunk | 380 |
Hunter's Hat +8 | 29/31/28/28 | 10/7/14/11 | 11/10/0/0 | 2x Titanite Chunk | 410 |
Hunter's Hat +9 | 31/33/30/30 | 11/7/15/12 | 12/10/0/0 | 3x Titanite Chunk | 440 |
Hunter's Hat +10 | 33/35/32/32 | 12/8/16/13 | 13/11/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Imperious Helm
### In-Game Description
---
*Helmet worn by once-proud knights.
Relics of a party who long ago
attempted to conquer the Undead Crypt.
For this act of conceit they will never rest
in peace, and instead serve as crypt guardians.*
### Availability
---
Imperious Knight drop.
### General Information
---
Part of the Imperious Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Imperious Helm | 61/58/64/61 | 11/9/7/11 | 8/11/8/8 | 12 | 85 | 5.8 | -/-/-/- | C |
### Notes
---
- Unlike the rest of the Imperious Set, this helmet uses a different model than that of the Imperious Knights' helmets, with the player's face being visible through the opening, rather than being pitch black inside of the helmet.
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Imperious Helm +0 | 61/58/64/61 | 11/9/7/11 | 8/11/8/8 | - | - |
Imperious Helm +1 | 67/63/70/67 | 12/9/7/12 | 8/12/8/8 | 1x Titanite Shard | 500 |
Imperious Helm +2 | 73/69/76/73 | 13/10/8/13 | 9/13/9/9 | 2x Titanite Shard | 630 |
Imperious Helm +3 | 79/75/82/79 | 14/11/8/14 | 10/14/10/10 | 3x Titanite Shard | 750 |
Imperious Helm +4 | 85/80/89/85 | 15/12/9/15 | 11/15/11/11 | 1x Large Titanite Shard | 1,000 |
Imperious Helm +5 | 91/86/95/91 | 15/13/10/15 | 12/16/12/12 | 2x Large Titanite Shard | 1,130 |
Imperious Helm +6 | 97/92/101/97 | 17/13/10/17 | 12/17/12/12 | 3x Large Titanite Shard | 1,250 |
Imperious Helm +7 | 103/97/108/103 | 18/14/11/18 | 13/18/13/13 | 1x Titanite Chunk | 1,500 |
Imperious Helm +8 | 109/103/114/109 | 19/15/11/19 | 14/19/14/14 | 2x Titanite Chunk | 1,630 |
Imperious Helm +9 | 115/109/120/115 | 19/16/12/19 | 15/20/15/15 | 3x Titanite Chunk | 1,750 |
Imperious Helm +10 | 121/115/127/121 | 21/17/13/21 | 16/22/16/16 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Imported Hood
### In-Game Description
---
*Hemp hood that fully covers the face.
Provides protection from the elements,
and little more.*
*The cursed souls who wander the lands
have a strange way of ending up here,
as if drawn from afar by some force.*
### Availability
---
- Starting equipment.
- Foreign Wanderer Phantom drop.
### General Information
---
Part of the Imported Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Imported Hood | 16/18/15/15 | 5/4/6/5 | 6/6/0/0 | 0 | 35 | 2.2 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Imported Hood +0 | 16/18/15/15 | 5/4/6/5 | 6/6/0/0 | N/A | N/A |
Imported Hood +1 | 17/19/16/16 | 5/4/6/5 | 6/6/0/0 | 1x Titanite Shard | 80 |
Imported Hood +2 | 19/21/18/18 | 5/4/7/5 | 7/7/0/0 | x2 Titanite Shard | 100 |
Imported Hood +3 | 20/23/19/19 | 6/5/7/6 | 7/8/0/0 | x3 Titanite Shard | 120 |
Imported Hood +4 | 22/25/21/21 | 6/5/8/6 | 8/8/0/0 | x1 Titanite Large Shard | 150 |
Imported Hood +5 | 24/27/23/23 | 7/6/8/7 | 9/9/0/0 | x2 Titanite Large Shard | 170 |
Imported Hood +6 | 25/28/24/24 | 7/6/9/7 | 9/10/0/0 | x3 Titanite Large Shard | 190 |
Imported Hood +7 | 27/30/26/26 | 7/6/9/7 | 10/10/0/0 | x1 Titanite Chunk | 230 |
Imported Hood +8 | 28/32/27/27 | 8/7/10/8 | 10/11/0/0 | 2x Titanite Chunk | 250 |
Imported Hood +9 | 30/34/29/29 | 8/7/10/8 | 11/12/0/0 | 3x Titanite Chunk | 270 |
Imported Hood +10 | 32/36/31/31 | 9/8/11/9 | 12/13/0/0 | 1x Titanite Slab | 300 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Infantry Helm
### In-Game Description
---
*Helm worn by Drangleic infantry.*
*A piece of basic, minimal equipment.
At least it's light and easy-to-use.*
### Availability
---
Treasure in the Forest of Fallen Giants. In the ambush courtyard with the Old Ironclad Soldier, gunpowder and firebombs raining from the above, turn right and climb the ladder. Invade the firebomb nest and claim the iron hat from the iron chest.
### General Information
---
Part of the Infantry Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Infantry Helm | 38/40/38/38 | 10/9/12/10 | 10/10/0/0 | 0 | 55 | 4.0 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Infantry Helm +0 | 38/40/38/38 | 10/9/12/10 | 10/10/0/0 | N/A | N/A |
Infantry Helm +1 | 41/44/41/41 | 10/9/13/10 | 11/11/0/0 | 1x Titanite Shard | 500 |
Infantry Helm +2 | 45/48/45/45 | 11/10/14/11 | 12/12/0/0 | 2x Titanite Shard | 630 |
Infantry Helm +3 | 49/52/49/49 | 12/11/15/12 | 13/13/0/0 | 3x Titanite Shard | 750 |
Infantry Helm +4 | 53/56/52/52 | 13/12/17/13 | 14/14/0/0 | 1x Large Titanite Shard | 1000 |
Infantry Helm +5 | 57/60/56/56 | 14/13/18/14 | 15/15/0/0 | 2x Large Titanite Shard | 1130 |
Infantry Helm +6 | 61/64/60/60 | 15/14/19/15 | 16/16/0/0 | 3x Large Titanite Shard | 1250 |
Infantry Helm +7 | 65/68/63/63 | 16/15/21/16 | 17/17/0/0 | 1x Titanite Chunk | 1400 |
Infantry Helm +8 | 68/72/67/67 | 17/16/22/17 | 18/18/0/0 | 2x Titanite Chunk | 1500 |
Infantry Helm +9 | 73/76/71/71 | 18/17/23/18 | 19/19/0/0 | 3x Titanite Chunk | 1630 |
Infantry Helm +10 | 77/80/75/75 | 19/18/25/19 | 20/20/0/0 | 1x Titanite Slab | 1750 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Insolent Helm
### In-Game Description
---
*Helm worn by once-proud clerics.*
*Relics of a party who long ago attempted
to conquer the Undead Crypt.*
*For this sin their deaths have been postponed,
so they may serve as crypt sentries.*
### Availability
---
Sold by Grave Warden Agdayne.
- SotFS: Dropped by Insolent Knight.
### General Information
---
- Part of the Insolent Set.
- Increases Faith by two points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Insolent Helm | 42/40/45/42 | 11/11/13/10 | 10/13/10/10 | 6 | 75 | 4.8 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Insolent Helm +0 | 42/40/45/42 | 11/11/13/10 | 10/13/10/10 | N/A | N/A |
Insolent Helm +1 | 46/44/49/46 | 12/12/14/11 | 10/14/11/11 | 1x Titanite Shard | 500 |
Insolent Helm +2 | 50/48/54/50 | 13/13/15/12 | 11/15/12/12 | 2x Titanite Shard | 630 |
Insolent Helm +3 | 54/52/58/54 | 14/14/17/13 | 12/16/13/13 | 3x Titanite Shard | 750 |
Insolent Helm +4 | 58/56/63/58 | 15/15/18/14 | 13/17/14/14 | 1x Large Titanite Shard | 1000 |
Insolent Helm +5 | 63/60/67/63 | 15/15/20/15 | 14/19/15/15 | 2x Large Titanite Shard | 1130 |
Insolent Helm +6 | 67/64/72/67 | 17/17/21/16 | 15/20/16/16 | 3x Large Titanite Shard | 1250 |
Insolent Helm +7 | 71/68/76/71 | 18/18/22/17 | 16/21/17/17 | 1x Titanite Chunk | 1500 |
Insolent Helm +8 | 75/72/81/75 | 19/19/24/18 | 17/22/18/18 | 2x Titanite Chunk | 1630 |
Insolent Helm +9 | 79/76/85/79 | 19/19/25/19 | 18/23/19/19 | 3x Titanite Chunk | 1750 |
Insolent Helm +10 | 84/80/90/84 | 21/21/27/20 | 19/25/21/21 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Ironclad Helm
### In-Game Description
---
*Helm won by Ironclad Soldiers.
Provides high defense, but is so heavy that
it requires great strength to move.
The Ironclad Soldiers were minions created
by the Old Iron King, their life granted by
an enchantment of souls.
Once, the Old King could have unraveled the
greater mysteries, with the aid of his great soul,
but he was led astray by his enormous fortune,
becoming nothing more than a vulgar hedonist.*
### Availability
---
Ironclad Soldier drop.
### General Information
---
Part of the Ironclad Set.
You cannot be staggered by Headshot while wearing this helm
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Ironclad Helm | 57/52/61/57 | 8/9/5/8 | 4/16/0/0 | 15 | 90 | 6.3 | 14/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Ironclad Helm +0 | 57/52/61/57 | 8/9/5/8 | 4/16/0/0 | - | - |
Ironclad Helm +1 | 62/57/67/62 | 8/9/5/8 | 4/17/0/0 | 1x Titanite Shard | 430 |
Ironclad Helm +2 | 68/62/73/68 | 9/10/6/9 | 4/19/0/0 | 2x Titanite Shard | 540 |
Ironclad Helm +3 | 74/67/79/74 | 10/11/6/10 | 4/20/0/0 | 3x Titanite Shard | 640 |
Ironclad Helm +4 | 79/72/85/79 | 11/12/7/11 | 5/22/0/0 | 1x Large Titanite Shard | 850 |
Ironclad Helm +5 | 85/78/91/85 | 12/13/7/12 | 5/23/0/0 | 2x Large Titanite Shard | 960 |
Ironclad Helm +6 | 91/83/97/91 | 12/14/8/12 | 5/25/0/0 | 3x Large Titanite Shard | 1070 |
Ironclad Helm +7 | 96/88/103/96 | 13/15/8/13 | 6/26/0/0 | 1x Titanite Chunk | 1280 |
Ironclad Helm +8 | 102/93/109/102 | 14/16/9/14 | 6/28/0/0 | 2x Titanite Chunk | 1390 |
Ironclad Helm +9 | 108/98/115/108 | 15/17/9/15 | 6/29/0/0 | 3x Titanite Chunk | 1490 |
Ironclad Helm +10 | 114/104/122/114 | 16/18/10/16 | 7/31/0/0 | 1x Titanite Slab | 1700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Ivory King Helm
### In-Game Description
---
*Helm of the Ivory King of Eleum Loyce.*
*The Ivory King kept his countenance from
his people. The Knights of Loyce dutifully
followed suit, never unhinging their helmets
in public view.*
### Availability
---
Sold by Maughlin the Armourer after defeating the Burnt Ivory King and clearing the path to Alsanna, Silent Oracle.
### General Information
---
Part of the Ivory King Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Ivory King Helm | 107/88/111/107 | 16/24/10/17 | 14/18/0/0 | 10 | 55 | 7.0 | -/-/-/- | C |
### Notes
---
Absorbs 10 HP from each defeated foe. This effect stacks with each individual piece of the Loyce Set, Charred Loyce Set, Ivory King Set and any version of the Ring of the Evil Eye. This effect only applies when the wearer is female.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Ivory King Helm +0 | 107/88/111/107 | 16/24/10/17 | 14/18/0/0 | N/A | N/A |
Ivory King Helm +1 | 112/92/116/112 | 17/26/11/18 | 15/19/0/0 | 1x Twinkling Titanite | 950 |
Ivory King Helm +2 | 117/96/121/117 | 19/28/12/20 | 16/21/0/0 | 1x Twinkling Titanite | 1180 |
Ivory King Helm +3 | 122/100/127/122 | 20/30/13/21 | 18/22/0/0 | 2x Twinkling Titanite | 1420 |
Ivory King Helm +4 | 127/104/132/127 | 22/32/14/23 | 19/24/0/0 | 2x Twinkling Titanite | 1890 |
Ivory King Helm +5 | 133/109/138/133 | 24/35/15/25 | 21/26/0/0 | 3x Twinkling Titanite | 2120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Jester's Cap
### In-Game Description
---
*A boldly-colored jester's cap.
A nice bit of fun to try on.
Jesters are more than festival fixtures;
some have a second face, hidden from
public view.
Effect: Raises item discovery*
### Availability
---
Sold by Magerold of Lanafir.
### General Information
---
- Part of the Jester's Set.
- Increases Item Discovery.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Jester's Cap | 34/37/33/33 | 19/19/19/19 | 21/16/20/14 | 0 | 45 | 3.0 | -/14/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Jester's Cap +0 | 34/37/33/33 | 19/19/19/19 | 21/16/20/14 | N/A | N/A |
Jester's Cap +1 | 37/40/36/36 | 21/21/21/21 | 23/17/22/15 | 1x Titanite Shard | 130 |
Jester's Cap +2 | 41/44/39/39 | 23/23/23/23 | 25/19/24/16 | 2x Titanite Shard | 160 |
Jester's Cap +3 | 44/47/43/43 | 25/25/25/25 | 27/20/26/17 | 3x Titanite Shard | 190 |
Jester's Cap +4 | 48/51/46/46 | 27/27/27/27 | 29/22/28/19 | 1x Large Titanite Shard | 250 |
Jester's Cap +5 | 51/55/50/50 | 29/29/29/29 | 31/24/30/20 | 2x Large Titanite Shard | 290 |
Jester's Cap +6 | 55/58/53/53 | 31/31/31/31 | 33/25/32/21 | 3x Large Titanite Shard | 320 |
Jester's Cap +7 | 58/62/56/56 | 33/33/33/33 | 35/27/34/23 | 1x Titanite Chunk | 380 |
Jester's Cap +8 | 62/65/60/60 | 35/35/35/35 | 37/28/36/24 | 2x Titanite Chunk | 410 |
Jester's Cap +9 | 65/69/63/63 | 37/37/37/37 | 39/30/38/25 | 3x Titanite Chunk | 440 |
Jester's Cap +10 | 69/73/67/67 | 39/39/39/39 | 42/32/41/27 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# King's Crown
### In-Game Description
---
*Crown of Vendrick, King of Drangleic.
What makes a king?
Some say that it is birthright,
while others call it destiny.
Perhaps it is not important, as long as
the king's name serves to unite his people.*
### Availability
---
Shrine of Amana treasure. Follow the left wall after the Crumbled Ruins bonfire. It's behind a locked wooden door covered by roots that only opens after defeating Vendrick and only if the player is human.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
King's Crown | 45/43/48/45 | 15/15/12/11 | 17/16/17/0 | 2 | 230 | 3.8 | 14/12/-/- | C |
### Notes
---
- Part of the King's Set.
- Increases Intelligence and Faith by three points.
- Obtaining this crown and one of the DLC crowns (Crown of the Sunken King, Crown of the Old Iron King and Crown of the Ivory King) expands Vendrick's dialogue in Memory of the King.
- Gives Vendrick's Blessing when worn after collecting all 3 DLC crowns and speaking with Vendrick.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
King's Crown +0 | 45/43/48/45 | 15/15/12/11 | 17/16/17/0 | N/A | N/A |
King's Crown +1 | 49/47/52/49 | 16/16/13/12 | 18/17/18/0 | 1x Twinkling Titanite | 710 |
King's Crown +2 | 54/51/57/54 | 18/18/14/13 | 20/18/20/0 | 1x Twinkling Titanite | 890 |
King's Crown +3 | 58/56/62/58 | 19/19/15/14 | 22/20/21/0 | 2x Twinkling Titanite | 1060 |
King's Crown +4 | 63/60/67/63 | 21/21/16/15 | 24/21/23/0 | 2x Twinkling Titanite | 1420 |
King's Crown +5 | 68/65/72/68 | 23/23/18/15 | 26/23/25/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Knight Helm
### In-Game Description
---
*Metal helmet worn by knights.
Standard issue for new Drangleic knights.
Knights have long trusted this helmet
for its excellent functionality.*
### Availability
---
- Sold by Maughlin the Armourer.
- Heide's Tower of Flame treasure.
### General Information
---
Part of the Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Knight Helm | 35/34/40/35 | 11/11/8/11 | 9/13/0/0 | 8 | 80 | 4.2 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Knight Helm +0 | 35/34/40/35 | 11/11/8/11 | 9/13/0/0 | N/A | N/A |
Knight Helm +1 | 38/37/44/38 | 12/12/8/12 | 10/14/0/0 | 1x Titanite Shard | 500 |
Knight Helm +2 | 42/41/48/42 | 13/13/9/13 | 11/15/0/0 | 2x Titanite Shard | 630 |
Knight Helm +3 | 45/44/52/45 | 14/14/10/14 | 12/17/0/0 | 3x Titanite Shard | 750 |
Knight Helm +4 | 49/48/56/49 | 15/15/10/15 | 13/18/0/0 | 1x Large Titanite Shard | 1000 |
Knight Helm +5 | 53/51/60/53 | 15/17/11/15 | 14/20/0/0 | 2x Large Titanite Shard | 1130 |
Knight Helm +6 | 56/55/64/56 | 17/18/12/17 | 15/21/0/0 | 3x Large Titanite Shard | 1250 |
Knight Helm +7 | 60/58/68/60 | 18/19/12/18 | 15/22/0/0 | 1x Titanite Chunk | 1500 |
Knight Helm +8 | 63/62/72/63 | 19/20/13/19 | 17/24/0/0 | 2x Titanite Chunk | 1630 |
Knight Helm +9 | 67/65/76/67 | 19/21/14/19 | 18/25/0/0 | 3x Titanite Chunk | 1750 |
Knight Helm +10 | 71/69/80/71 | 21/23/15/21 | 19/27/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Leydia Black Hood
### In-Game Description
---
*Hood worn by Leydia witches.*
*Leydia apostles worship Galib, god of disease.
They once resided in the Undead Crypt
beside Fenito.*
*The Leydia witches grew concited,
and began to manipulate both the onset
and curing of diseases, making themselves
the effective gatekeepers of the crypt.*
### Availability
---
Leydia Witch drop.
### General Information
---
- Part of the Leydia Black Set.
- Raises Intelligence and Faith by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Leydia Black Hood | 20/22/19/19 | 14/9/8/18 | 10/9/8/12 | 0 | 50 | 1.0 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Leydia Black Hood +0 | 20/22/19/19 | 14/9/8/18 | 10/9/8/12 | N/A | N/A |
Leydia Black Hood +1 | 22/24/20/20 | 15/10/8/19 | 11/10/8/13 | 1x Twinkling Titanite | 190 |
Leydia Black Hood +2 | 24/26/22/22 | 16/11/9/21 | 12/11/9/14 | 1x Twinkling Titanite | 230 |
Leydia Black Hood +3 | 26/28/24/24 | 17/12/10/23 | 13/12/10/15 | 2x Twinkling Titanite | 280 |
Leydia Black Hood +4 | 28/30/26/26 | 18/13/11/25 | 14/13/11/16 | 2x Twinkling Titanite | 370 |
Leydia Black Hood +5 | 30/33/28/28 | 20/14/12/27 | 15/14/12/18 | 3x Twinkling Titanite | 410 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Leydia White Hood
### In-Game Description
---
*Hood of a Leydia pyromancer.*
*Leydia apostles, in their conceit, occupied
the Undead Crypt and misused death.*
*This invoked the ire of Fenito,
who branded them as transgressors.*
### Availability
---
Leydia Pyromancer drop.
### General Information
---
Part of the Leydia White Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Leydia White Hood | 14/15/13/13 | 9/9/8/12 | 7/6/5/8 | 0 | 50 | 1.0 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Leydia White Hood +0 | 14/15/13/13 | 9/9/8/12 | 7/6/5/8 | N/A | N/A |
Leydia White Hood +1 | 15/16/14/14 | 9/9/8/13 | 7/6/5/8 | 1x Titanite Shard | 130 |
Leydia White Hood +2 | 16/18/15/15 | 10/10/9/14 | 8/7/6/9 | 2x Titanite Shard | 160 |
Leydia White Hood +3 | 18/19/16/16 | 11/11/10/15 | 8/7/6/10 | 3x Titanite Shard | 190 |
Leydia White Hood +4 | 19/21/18/18 | 12/12/10/16 | 9/8/7/11 | 1x Large Titanite Shard | 250 |
Leydia White Hood +5 | 21/22/19/19 | 13/13/11/18 | 10/9/7/12 | 2x Large Titanite Shard | 290 |
Leydia White Hood +6 | 22/24/20/20 | 14/14/12/19 | 10/9/8/12 | 3x Large Titanite Shard | 320 |
Leydia White Hood +7 | 23/25/22/22 | 15/15/12/20 | 11/10/8/13 | 1x Titanite Chunk | 380 |
Leydia White Hood +8 | 25/27/23/23 | 16/16/13/21 | 11/10/9/14 | 2x Titanite Chunk | 410 |
Leydia White Hood +9 | 26/28/24/24 | 17/17/14/22 | 12/11/9/15 | 3x Titanite Chunk | 440 |
Leydia White Hood +10 | 28/30/26/26 | 18/18/15/24 | 13/12/10/16 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Lion Warrior Helm
### In-Game Description
---
*Helm worn by Lion Clan warriors.*
*The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone with the
curious notion of approaching them.*
*The lion clansmen seem to despise their
own looks, as they hate being seen.*
*Effect: Reduces falling damage.*
### Availability
---
Golden Lion Clan Warrior drop.
### General Information
---
- Part of the Lion Warrior Set.
- In SotFS, the golden warrior does not respawn unless a bonfire ascetic is used, limiting drops of this item.
- Reduces falling damage.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Lion Warrior Helm | 11/12/11/11 | 5/5/5/9 | 4/4/8/16 | 0 | 40 | 0.5 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Lion Warrior Helm +0 | 11/12/11/11 | 5/5/5/9 | 4/4/8/16 | N/A | N/A |
Lion Warrior Helm +1 | 12/13/12/12 | 5/5/5/9 | 4/4/8/17 | 1x Titanite Shard | 170 |
Lion Warrior Helm +2 | 13/14/13/13 | 6/6/6/10 | 4/4/9/19 | 2x Titanite Shard | 220 |
Lion Warrior Helm +3 | 14/15/14/14 | 6/6/6/11 | 5/5/10/20 | 3x Titanite Shard | 260 |
Lion Warrior Helm +4 | 15/16/15/15 | 7/7/7/12 | 5/5/11/22 | 1x Large Titanite Shard | 340 |
Lion Warrior Helm +5 | 17/18/16/16 | 8/7/7/13 | 6/6/12/24 | 2x Large Titanite Shard | 380 |
Lion Warrior Helm +6 | 18/19/17/17 | 8/8/8/14 | 6/6/12/25 | 3x Large Titanite Shard | 430 |
Lion Warrior Helm +7 | 19/20/18/18 | 9/8/8/15 | 6/6/13/27 | 1x Titanite Chunk | 510 |
Lion Warrior Helm +8 | 20/21/19/19 | 9/9/9/16 | 7/7/14/28 | 2x Titanite Chunk | 550 |
Lion Warrior Helm +9 | 21/22/20/20 | 10/9/9/17 | 7/7/15/30 | 3x Titanite Chunk | 600 |
Lion Warrior Helm +10 | 23/24/22/22 | 11/10/10/18 | 8/8/16/32 | 1x Titanite Slab | 680 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Looking Glass Mask
### In-Game Description
---
*Mask worn by the Looking Glass Knight.
Made of metal, but has high lightning defense.*
*Those who wish to serve the king as loyal
warriors must take the King's Passage
and face the Looking Glass Knight.*
*Those who fail the test are sacrificed
by the merciless specular monstrosity.*
### Availability
---
Sold by Maughlin the Armourer after defeating the Looking Glass Knight.
### General Information
---
- Part of the Looking Glass Set.
- Raises Faith by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Looking Glass Mask | 97/85/110/97 | 13/14/22/13 | 12/24/0/0 | 18 | 150 | 7.0 | 16/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Looking Glass Mask +0 | 97/85/110/97 | 13/14/22/13 | 12/24/0/0 | N/A | N/A |
Looking Glass Mask +1 | 104/91/118/104 | 13/15/23/13 | 12/25/0/0 | 1x Twinkling Titanite | 710 |
Looking Glass Mask +2 | 112/98/127/112 | 14/16/25/14 | 13/27/0/0 | 1x Twinkling Titanite | 890 |
Looking Glass Mask +3 | 119/104/136/119 | 15/17/26/15 | 14/29/0/0 | 2x Twinkling Titanite | 1060 |
Looking Glass Mask +4 | 127/111/145/127 | 16/18/28/16 | 15/32/0/0 | 2x Twinkling Titanite | 1420 |
Looking Glass Mask +5 | 135/118/154/135 | 17/19/30/17 | 16/33/0/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Loyce Helm
### In-Game Description
---
*Helm of a Knight of Loyce.*
*The Knights of Loyce were devoted
guardians of this land that delved
valiantly into the depths of chaos,
never to return.*
*The few that survived remain in
Eleum Loyce, now frozen over,
awaiting the call their master.*
### Availability
---
Reward from Alsanna, Silent Oracle for obtaining 35 Loyce Souls.
### General Information
---
Part of the Loyce Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Loyce Helm | 96/92/102/96 | 22/16/10/16 | 14/18/0/0 | 6 | 85 | 6.3 | -/-/-/- | C |
### Notes
---
Absorbs 10 HP from each defeated foe. This effect stacks with each individual piece of the Loyce Set, Charred Loyce Set, Ivory King Set and any version of the Ring of the Evil Eye. This effect only applies when killing enemies of the opposite gender.
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Loyce Helm +0 | 96/92/102/96 | 22/16/10/16 | 14/18/0/0 | N/A | N/A |
Loyce Helm +1 | 100/96/107/100 | 24/17/11/17 | 15/19/0/0 | 1x Twinkling Titanite | 550 |
Loyce Helm +2 | 105/100/112/105 | 26/19/12/19 | 16/21/0/0 | 1x Twinkling Titanite | 690 |
Loyce Helm +3 | 109/105/117/109 | 28/20/13/20 | 18/22/0/0 | 2x Twinkling Titanite | 820 |
Loyce Helm +4 | 114/109/122/114 | 30/22/14/22 | 19/24/0/0 | 2x Twinkling Titanite | 1,090 |
Loyce Helm +5 | 119/114/127/119 | 33/24/15/24 | 21/26/0/0 | 3x Twinkling Titanite | 1,230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Lucatiel's Mask
### In-Game Description
---
*Mask attached to a ceremonial hat.
Belonged to Lucatiel of Mirrah.*
*Normally hats and masks are separate,
but these two have been adjoined.*
### Availability
---
- Lucatiel of Mirrah drop.
- Obtained from Lucatiel of Mirrah as a gift after completing her questline.
- A version without the mask is found in Frigid Outskirts.
### General Information
---
Part of Lucatiel's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Lucatiel's Mask | 25/27/25/25 | 14/12/15/14 | 11/9/5/9 | 0 | 65 | 6.0 | -/-/-/- | B |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Lucatiel's Mask +0 | 25/27/25/25 | 14/12/15/14 | 11/9/5/9 | N/A | N/A |
Lucatiel's Mask +1 | 27/29/27/27 | 15/13/16/15 | 12/9/5/9 | 1x Titanite Shard | 340 |
Lucatiel's Mask +2 | 30/32/29/29 | 16/14/18/16 | 13/10/5/10 | 2x Titanite Shard | 430 |
Lucatiel's Mask +3 | 32/35/32/32 | 18/15/19/18 | 14/11/6/11 | 3x Titanite Shard | 510 |
Lucatiel's Mask +4 | 35/38/34/34 | 19/17/21/19 | 15/12/6/12 | 1x Large Titanite Shard | 680 |
Lucatiel's Mask +5 | 38/41/37/37 | 21/18/22/21 | 16/13/7/13 | 2x Large Titanite Shard | 760 |
Lucatiel's Mask +6 | 40/43/39/39 | 22/19/24/22 | 17/13/7/14 | 3x Large Titanite Shard | 850 |
Lucatiel's Mask +7 | 43/46/41/41 | 23/21/25/23 | 18/14/7/15 | 1x Titanite Chunk | 1020 |
Lucatiel's Mask +8 | 45/49/44/44 | 25/22/27/25 | 19/15/8/16 | 2x Titanite Chunk | 1100 |
Lucatiel's Mask +9 | 48/52/46/46 | 26/23/28/26 | 20/16/8/17 | 3x Titanite Chunk | 1190 |
Lucatiel's Mask +10 | 51/55/49/49 | 28/25/30/28 | 22/17/9/18 | 1x Titanite Slab | 1350 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Mad Warrior Mask
### In-Game Description
---
*Mask from an unknown foreign land.
King Vendrick called upon powers from
beyond his borders in an attempt to
stave off the curse. Perhaps this belonged
to one of his guests.*
### Availability
---
Mad Warrior drop (very rare).
Prowlers drop.
### General Information
---
- Part of the Mad Warrior Set.
- Raises Adaptability by two points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Mad Warrior Mask | 69/69/72/65 | 11/11/8/11 | 14/14/13/13 | 9 | 75 | 5.0 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Mad Warrior Mask +0 | 69/69/72/65 | 11/11/8/11 | 14/14/13/13 | - | - |
Mad Warrior Mask +1 | 75/75/79/71 | 12/12/8/12 | 15/15/14/14 | 1x Twinkling Titanite | 550 |
Mad Warrior Mask +2 | 82/82/86/78 | 13/13/9/13 | 16/16/15/15 | 1x Twinkling Titanite | 690 |
Mad Warrior Mask +3 | 89/89/93/84 | 14/14/10/14 | 18/18/17/17 | 2x Twinkling Titanite | 820 |
Mad Warrior Mask +4 | 96/96/100/91 | 15/15/11/15 | 19/19/18/18 | 2x Twinkling Titanite | 1090 |
Mad Warrior Mask +5 | 103/103/108/98 | 17/16/12/17 | 21/21/20/20 | 3x Twinkling Titanite | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Manikin Mask
### In-Game Description
---
*Mask of the manikins of Harvest Valley.*
*A fickle queen gave them life, and tore off
their faces. How else could she forgive
those who dared gaze upon her?*
### Availability
---
Earthen Peak treasure. From the Central Earthen Peak bonfire take a left and go up the stairs, then do a u-turn and go all the way down the hall (watch out for the floor trap). It will be on a corpse hanging off the ledge with a Manikin guarding it.
### General Information
---
Part of the Manikin Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Manikin Mask | 36/38/35/35 | 18/17/22/22 | 21/29/9/0 | 0 | 65 | 1.8 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Manikin Mask +0 | 36/38/35/35 | 18/17/22/22 | 21/29/9/0 | N/A | N/A |
Manikin Mask +1 | 39/41/38/38 | 19/18/24/24 | 23/32/10/0 | 1x Titanite Shard | 500 |
Manikin Mask +2 | 43/45/41/41 | 21/20/26/26 | 25/35/11/0 | 2x Titanite Shard | 630 |
Manikin Mask +3 | 46/49/45/45 | 23/22/28/28 | 27/38/12/0 | 3x Titanite Shard | 750 |
Manikin Mask +4 | 50/53/48/48 | 25/23/30/31 | 29/41/13/0 | 1x Large Titanite Shard | 1,000 |
Manikin Mask +5 | 54/57/52/52 | 27/25/32/33 | 32/44/14/0 | 2x Large Titanite Shard | 1,130 |
Manikin Mask +6 | 57/60/55/55 | 29/27/34/35 | 34/47/15/0 | 3x Large Titanite Shard | 1,250 |
Manikin Mask +7 | 61/64/58/58 | 31/28/36/38 | 36/50/15/0 | 1x Titanite Chunk | 1,500 |
Manikin Mask +8 | 64/68/62/62 | 33/30/38/40 | 38/53/17/0 | 2x Titanite Chunk | 1630 |
Manikin Mask +9 | 68/72/65/65 | 35/32/40/42 | 40/56/18/0 | 3x Titanite Chunk | 1750 |
Manikin Mask +10 | 72/76/69/69 | 37/34/43/45 | 43/59/19/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Mask of Judgment
### In-Game Description
---
*A mask honoring an ancient goddess.
Sin was said to be her domain, but the
name of this goddess is long forgotten.*
*Little is known about what purpose the
mask served, only that it was worn by
a person of great authority.*
### Availability
---
Dragon Shrine treasure. In a chest under the staircase near the first Drakekeeper. Requires Pharros' Lockstone.
Dark Stalker drop (Drangleic Castle in the pit that leads to the Under Drangleic Castle bonfire only).
### General Information
---
Part of the Judgment Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Mask of Judgment | 49/53/47/47 | 25/20/17/22 | 13/14/0/27 | 0 | 50 | 2.5 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Mask of Judgment +0 | 49/53/47/47 | 25/20/17/22 | 13/14/0/27 | N/A | N/A |
Mask of Judgment +1 | 54/58/51/51 | 27/22/18/24 | 14/15/0/29 | 1x Twinkling Titanite | 370 |
Mask of Judgment +2 | 59/63/56/56 | 30/24/20/26 | 15/16/0/32 | 1x Twinkling Titanite | 460 |
Mask of Judgment +3 | 64/68/61/61 | 32/26/22/28 | 17/18/0/36 | 2x Twinkling Titanite | 550 |
Mask of Judgment +4 | 69/73/66/66 | 35/28/24/30 | 18/19/0/38 | 2x Twinkling Titanite | 730 |
Mask of Judgment +5 | 74/79/71/71 | 38/30/26/33 | 20/21/0/41 | 3x Twinkling Titanite | 820 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Mastodon Helm
### In-Game Description
---
*Helm worn by the Primal Knights
of Drangleic castle.*
*It's weight would normally crush a man,
but the Primal Knights wear it as if they were silk,
so fearsome is their brute strength.*
*The King restored a forbidden, long-lost art
to create these inhuman abominations.*
### Availability
---
Primal Knight drop in Drangleic Castle.
### General Information
---
Part of the Mastodon Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Mastodon Helm | 66/62/71/66 | 8/9/5/8 | 10/12/0/0 | 14 | 90 | 6.6 | 16/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Mastodon Helm +0 | 66/62/71/66 | 8/9/5/8 | 10/12/0/0 | N/A | N/A |
Mastodon Helm +1 | 72/68/78/72 | 8/9/5/8 | 11/13/0/0 | 1x Titanite Shard | 500 |
Mastodon Helm +2 | 79/74/85/79 | 9/10/5/9 | 12/14/0/0 | 2x Titanite Shard | 630 |
Mastodon Helm +3 | 85/80/92/85 | 10/11/6/10 | 13/15/0/0 | 3x Titanite Shard | 750 |
Mastodon Helm +4 | 92/86/99/92 | 10/12/6/10 | 14/16/0/0 | 1x Large Titanite Shard | 1000 |
Mastodon Helm +5 | 99/92/106/99 | 11/13/7/11 | 15/18/0/0 | 2x Large Titanite Shard | 1130 |
Mastodon Helm +6 | 105/98/113/105 | 12/13/7/12 | 16/19/0/0 | 3x Large Titanite Shard | 1250 |
Mastodon Helm +7 | 112/104/120/112 | 12/14/7/12 | 17/20/0/0 | 1x Titanite Chunk | 1500 |
Mastodon Helm +8 | 118/110/127/118 | 13/15/8/13 | 18/21/0/0 | 2x Titanite Chunk | 1630 |
Mastodon Helm +9 | 125/116/134/125 | 14/16/8/14 | 19/22/0/0 | 3x Titanite Chunk | 1750 |
Mastodon Helm +10 | 132/123/142/132 | 15/17/9/15 | 20/24/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Minotaur Helm
### In-Game Description
---
*An ornamental helm commissioned by the
Old Iron King.*
*An awkwardly repurposed iron ornament,
and as such, remains a stuffy, heavy thing.
Wearing it gives one the sensation
of being smothered in iron.*
### Availability
---
Iron Warrior drop.
Possible drop from NPC invader Oliver the Collector in Iron Keep (SotFS).
### Notes
---
Highest poise helm in the game at 30 poise.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Minotaur Helm | 82/86/86/70 | 13/15/15/12 | 10/30/0/0 | 30 | 100 | 9.8 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Minotaur Helm +0 | 82/86/86/70 | 13/15/15/12 | 10/30/0/0 | N/A | N/A |
Minotaur Helm +1 | 86/90/90/73 | 13/15/15/12 | 10/31/0/0 | 1x Titanite Shard | 680 |
Minotaur Helm +2 | 90/94/94/77 | 14/16/16/13 | 10/32/0/0 | 2x Titanite Shard | 850 |
Minotaur Helm +3 | 94/98/98/80 | 14/17/17/13 | 11/34/0/0 | 3x Titanite Shard | 1020 |
Minotaur Helm +4 | 98/102/102/84 | 15/17/17/14 | 11/35/0/0 | 1x Large Titanite Shard | 1350 |
Minotaur Helm +5 | 102/107/107/87 | 15/18/18/15 | 12/37/0/0 | 2x Large Titanite Shard | 1520 |
Minotaur Helm +6 | 106/111/111/91 | 16/19/19/15 | 12/38/0/0 | 3x Large Titanite Shard | 1690 |
Minotaur Helm +7 | 110/115/115/94 | 17/19/19/16 | 12/39/0/0 | 1x Titanite Chunk | 2030 |
Minotaur Helm +8 | 114/119/119/98 | 17/20/20/16 | 13/41/0/0 | 2x Titanite Chunk | 2200 |
Minotaur Helm +9 | 118/123/123/101 | 18/21/21/17 | 13/42/0/0 | 3x Titanite Chunk | 2370 |
Minotaur Helm +10 | 122/128/128/105 | 19/22/22/18 | 14/44/0/0 | 1x Titanite Slab | 2700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Mirrah Hat
### In-Game Description
---
*A hat from the land of Mirrah.*
*An elite order of knights in a far land
used this hat in a ceremonial capacity.
Masterfully crafted, but of little practical
use on the battlefield.*
### Availability
---
Frigid Outskirts treasure. Found outside the a ruined building near the summon area.
Video Strategy: https://www.youtube.com/watch?v=lu0CKItoHbM
### General Information
---
It's essentially Lucatiel's Mask, but without the mask.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Mirrah Hat | 21/23/20/20 | 14/12/15/13 | 10/8/4/8 | 0 | 50 | 1.5 | -/-/-/- | D |
|
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Mirrah Hat +0 | 21/23/20/20 | 14/12/15/13 | 10/8/4/8 | N/A | N/A |
Mirrah Hat +1 | 23/25/22/22 | 15/13/16/14 | 11/8/4/8 | 1x Titanite Shard | 170 |
Mirrah Hat +2 | 25/27/24/24 | 16/14/17/15 | 12/9/4/9 | 2x Titanite Shard | 220 |
Mirrah Hat +3 | 27/29/26/26 | 17/15/19/16 | 13/10/4/10 | 3x Titanite Shard | 260 |
Mirrah Hat +4 | 29/32/28/28 | 19/16/20/18 | 14/10/5/11 | 1x Large Titanite Shard | 340 |
Mirrah Hat +5 | 31/34/30/30 | 20/18/22/19 | 15/11/5/12 | 2x Large Titanite Shard | 380 |
Mirrah Hat +6 | 33/36/32/32 | 21/19/23/20 | 16/12/5/12 | 3x Large Titanite Shard | 430 |
Mirrah Hat +7 | 35/39/34/34 | 23/20/24/22 | 17/12/6/13 | 1x Titanite Chunk | 510 |
Mirrah Hat +8 | 37/41/36/36 | 24/21/26/23 | 18/13/6/14 | 2x Titanite Chunk | 550 |
Mirrah Hat +9 | 39/43/38/38 | 25/22/27/24 | 19/14/6/15 | 3x Titanite Chunk | 600 |
Mirrah Hat +10 | 42/46/40/40 | 27/24/29/26 | 20/15/7/16 | 1x Titanite Slab | 680 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Monastery Headcloth
### In-Game Description
---
*A traditional sacred headcloth crafted at
the Lindelt Monastery.
Made of a lightweight, flowing white fabric.
The ceremonial design suggests that they
revered whatever it was they watched over.
The purity of the garment, however,
neatly symbolizes the fraudulence found
at the very heart of the monastery.*
### Availability
---
Painting Guardian Phantom drop (rare).
### General Information
---
Part of the Monastery Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Monastery Headcloth | 30/32/28/28 | 26/19/17/19 | 33/21/19/22 | 0 | 55 | 0.6 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Monastery Headcloth +0 | 30/32/28/28 | 26/19/17/19 | 33/21/19/22 | N/A | N/A |
Monastery Headcloth +1 | 33/35/30/30 | 28/21/18/21 | 36/23/20/24 | 1 | 190 |
Monastery Headcloth +2 | 36/38/33/33 | 31/23/20/23 | 39/25/22/26 | 1 | 230 |
Monastery Headcloth +3 | 39/41/36/36 | 34/25/22/25 | 43/26/24/28 | 2 | 280 |
Monastery Headcloth +4 | 42/44/39/39 | 37/27/24/27 | 46/28/26/30 | 2 | 370 |
Monastery Headcloth +5 | 45/47/42/42 | 40/29/26/29 | 50/31/28/33 | 3 | 410 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Moon Butterfly Hat
### In-Game Description
---
*Hat made from wings of the rare moon butterfly.
Poisons those who approach its wearer.
Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.
Effect: Poisons nearby foes*
### Availability
---
Sold by Maughlin the Armourer when Bonfire Intensity is 3 or above and after spending 15,000 souls at his shop. Bonfire Ascetics can be used to buy the item.
### General Information
---
- Part of the Moon Butterfly Set.
- Poisons nearby characters (this includes friendly NPCs).
- Increases Intelligence by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Moon Butterfly Hat | 27/30/26/26 | 14/9/14/12 | 26/11/15/16 | 0 | 35 | 0.8 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Moon Butterfly Hat +0 | 27/30/26/26 | 14/9/14/12 | 26/11/15/16 | - | - |
Moon Butterfly Hat +1 | 29/33/28/28 | 15/10/15/13 | 28/12/16/17 | 1x Twinkling Titanite | 240 |
Moon Butterfly Hat +2 | 32/36/31/31 | 16/11/17/14 | 31/13/17/19 | 1x Twinkling Titanite | 300 |
Moon Butterfly Hat +3 | 35/39/33/33 | 18/12/18/15 | 33/14/19/20 | 2x Twinkling Titanite | 360 |
Moon Butterfly Hat +4 | 38/42/36/36 | 19/13/20/16 | 36/15/20/22 | 2x Twinkling Titanite | 480 |
Moon Butterfly Hat +5 | 41/45/39/39 | 21/14/22/18 | 39/17/22/24 | 3x Twinkling Titanite | 530 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Moon Hat
### In-Game Description
---
*Hat worn by astrologists in Melfia.
Astrologists believe that magical powers
can be obtained at moments of special
heavenly alignment.*
*Even the collective wisdom of the
Melfian Magic Academy cannot pull magic
out of the sky, but the ideas of the
astrologists led to the creation of
new and very useful magic devices.*
### Availability
---
Sold by Royal Sorcerer Navlaan after completing his questline.
### General Information
---
- Part of the Astrologist's Set.
- Raises Intelligence by 2 points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Moon Hat | 26/27/25/25 | 19/13/13/16 | 8/8/0/0 | 0 | 50 | 2.2 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Moon Hat +0 | 26/27/25/25 | 19/13/13/16 | 8/8/0/0 | N/A | N/A |
Moon Hat +1 | 28/29/27/27 | 20/14/14/17 | 8/8/0/0 | 1x Titanite Shard | 130 |
Moon Hat +2 | 31/32/30/30 | 22/15/15/19 | 9/9/0/0 | 2x Titanite Shard | 160 |
Moon Hat +3 | 33/35/32/32 | 24/16/16/20 | 10/10/0/0 | 3x Titanite Shard | 190 |
Moon Hat +4 | 36/37/35/35 | 26/18/18/22 | 11/11/0/0 | 1x Large Titanite Shard | 250 |
Moon Hat +5 | 39/40/37/37 | 28/19/19/24 | 12/12/0/0 | 2x Large Titanite Shard | 290 |
Moon Hat +6 | 41/43/40/40 | 30/20/20/25 | 12/12/0/0 | 3x Large Titanite Shard | 320 |
Moon Hat +7 | 44/45/42/42 | 32/22/22/27 | 13/13/0/0 | 1x Titanite Chunk | 380 |
Moon Hat +8 | 46/47/45/45 | 34/23/23/28 | 14/14/0/0 | 2x Titanite Chunk | 410 |
Moon Hat +9 | 49/51/47/47 | 36/24/24/30 | 15/15/0/0 | 3x Titanite Chunk | 440 |
Moon Hat +10 | 52/54/50/50 | 38/26/26/32 | 16/16/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Nahr Alma Hood
### In-Game Description
---
*Hood worn by servants of Nahr Alma,
god of blood.
Increases souls acquired for each kill.
Belonged to Titchy Gren.*
*Those who profess faith in Nahr Alma
Have rejected all that is this world,
And now vow to travel a path stained with blood..*
*Effect: Increases number of Souls acquired*
### Availability
---
- Gift from Titchy Gren after reaching Rank 3 in the Brotherhood of Blood covenant.
- Titchy Gren drop.
### General Info
---
- Part of the Nahr Alma Set.
- Increases souls gained by 2.5%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Nahr Alma Hood | 19/20/19/19 | 11/9/10/19 | 9/9/12/12 | 0 | 50 | 1.5 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Nahr Alma Hood +0 | 19/20/19/19 | 11/9/10/19 | 9/9/12/12 | N/A | N/A |
Nahr Alma Hood +1 | 20/22/20/20 | 12/9/11/20 | 10/10/12/12 | 1x Titanite Shard | 170 |
Nahr Alma Hood +2 | 22/24/22/22 | 13/10/12/22 | 11/11/14/14 | 2x Titanite Shard | 220 |
Nahr Alma Hood +3 | 24/26/24/24 | 14/11/13/24 | 12/12/15/15 | 3x Titanite Shard | 260 |
Nahr Alma Hood +4 | 26/28/26/26 | 15/12/14/26 | 13/13/17/17 | 1x Large Titanite Shard | 340 |
Nahr Alma Hood +5 | 28/30/28/28 | 15/13/15/28 | 14/14/18/18 | 2x Large Titanite Shard | 380 |
Nahr Alma Hood +6 | 30/32/29/29 | 17/14/16/30 | 15/15/19/19 | 3x Large Titanite Shard | 430 |
Nahr Alma Hood +7 | 32/34/31/31 | 18/15/17/32 | 15/15/21/21 | 1x Titanite Chunk | 510 |
Nahr Alma Hood +8 | 34/36/33/33 | 19/16/18/34 | 17/17/22/22 | 2x Titanite Chunk | 550 |
Nahr Alma Hood +9 | 36/38/35/35 | 19/17/19/36 | 18/18/23/23 | 3x Titanite Chunk | 600 |
Nahr Alma Hood +10 | 38/41/37/37 | 21/18/20/38 | 19/19/25/25 | 1x Titanite Slab | 680 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Northwarder Hood
### In-Game Description
---
*Hood of a Forossan sage.
Forossans venerated the god of war,
and sages who led warriors into battle were
called Northwarders.
Northwarders earned their title only after
completing a great journey of great hardship,
after which they would be worshipped
as oracles of the war gods.
Effect: extends duration of spell effects*
### Availability
---
Frozen Eleum Loyce treasure.
### General Information
---
- Part of the Northwarder Set.
- Increases duration of most spells and buffs by approximately 5% while this armour is equipped.
- Sacred Oath, Resins, and the Watcher and Defender weapon buffs are not extended in duration by this set.
1
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Northwarder Hood | 31/32/29/29 | 18/17/23/20 | 25/9/0/9 | 0 | 55 | 0.9 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Northwarder Hood +0 | 31/32/29/18 | 18/17/23/20 | 24/9/0/6 | - | - |
Northwarder Hood +1 | 32/32/29/18 | 18/17/24/21 | 25/9/0/6 | 1x Titanite Shard | 220 |
Northwarder Hood +2 | 32/33/30/30 | 19/18/25/22 | 26/9/0/6 | 2x Titanite Shard | 280 |
Northwarder Hood +3 | 33/34/31/31 | 20/19/26/23 | 27/10/0/6 | 3x Titanite Shard | 330 |
Northwarder Hood +4 | 33/35/31/31 | 21/20/27/24 | 28/10/0/7 | 1x Large Titanite Shard | 440 |
Northwarder Hood +5 | 34/36/32/32 | 22/21/28/25 | 30/10/0/7 | 2x Large Titanite Shard | 500 |
Northwarder Hood +6 | 35/36/33/33 | 23/21/29/26 | 31/11/0/7 | 3x Large Titanite Shard | 550 |
Northwarder Hood +7 | 35/37/33/33 | 24/22/30/27 | 32/11/0/8 | 1x Titanite Chunk | 660 |
Northwarder Hood +8 | 36/38/34/34 | 25/23/31/28 | 33/12/0/8 | 2x Titanite Chunk | 720 |
Northwarder Hood +9 | 37/39/35/35 | 26/24/32/29 | 34/12/0/8 | 3x Titanite Chunk | 770 |
Northwarder Hood +10 | 38/40/36/36 | 27/25/34/30 | 36/13/0/9 | 1x Titanite Slab | 880 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
Footnotes 1. http://fextralife.com/forums/t39064/northwarder-set-buff-duration/#p683154
# Old Bell Helm
### In-Game Description
---
*Helm forged from an ancient bell.*
*Appears to be a mere curiosity,
but is in fact quite practical.
The top of the helm provides
significant defense.*
### Availability
---
Treasure in Frozen Eleum Loyce. From the point where you can go left to drop down to the Abandoned Dwelling bonfire, instead go right. The Helm is on a corpse and the very end of the path.
### General Information
---
- Negates all damage from headshots, when a headshot occurs the helm makes a ringing sound.
- When worn, shows the same symbol on the HUD as the Lingering Dragoncrest Ring, but has no known effects on spell duration.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Old Bell Helm | 32/28/34/30 | 6/7/8/7 | 4/16/0/0 | 10 | 80 | 6.0 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Old Bell Helm +0 | 32/28/34/30 | 6/7/8/7 | 4/16/0/0 | N/A | N/A |
Old Bell Helm +1 | 33/29/35/31 | 6/7/8/7 | 4/16/0/0 | 1x Titanite Shard | 500 |
Old Bell Helm +2 | 35/30/37/33 | 6/7/8/7 | 4/17/0/0 | 2x Titanite Shard | 630 |
Old Bell Helm +3 | 36/32/38/34 | 6/7/9/7 | 4/18/0/0 | 3x Titanite Shard | 750 |
Old Bell Helm +4 | 38/33/40/36 | 7/8/9/8 | 4/19/0/0 | 1x Large Titanite Shard | 1000 |
Old Bell Helm +5 | 39/35/42/37 | 7/8/10/8 | 4/20/0/0 | 2x Large Titanite Shard | 1130 |
Old Bell Helm +6 | 41/36/43/39 | 7/8/10/8 | 4/20/0/0 | 3x Large Titanite Shard | 1250 |
Old Bell Helm +7 | 42/37/45/40 | 8/9/10/9 | 4/21/0/0 | 1x Titanite Chunk | 1500 |
Old Bell Helm +8 | 44/39/46/42 | 8/9/11/9 | 4/22/0/0 | 2x Titanite Chunk | 1630 |
Old Bell Helm +9 | 45/40/48/43 | 8/9/11/9 | 4/23/0/0 | 3x Titanite Chunk | 1750 |
Old Bell Helm +10 | 47/42/50/45 | 9/10/12/10 | 5/24/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Old Ironclad Helm
### In-Game Description
---
*Old helm worn by Ironclad Soldiers.
Boasts high defense, but extremely heavy.*
*One day, warriors wearing decrepit armor
emerged from Drangleic castle, and quietly
assumed positions amongst the royal army.*
*Not one of them ever spoke a word,
or revealed the face under the mask.*
### Availability
---
Old Ironclad Soldier drop.
### General Information
---
Part of the Old Ironclad Set.
You cannot be staggered by headshots while wearing this helm
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Old Ironclad Helm | 49/45/53/49 | 6/7/5/6 | 3/12/0/0 | 13 | 45 | 6.3 | 14/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Old Ironclad Helm +0 | 49/45/53/49 | 6/7/5/6 | 3/12/0/0 | N/A | N/A |
Old Ironclad Helm +1 | 53/49/58/53 | 6/7/5/6 | 3/13/0/0 | 1x Titanite Shard | 500 |
Old Ironclad Helm +2 | 58/53/63/58 | 7/8/5/7 | 3/14/0/0 | 2x Titanite Shard | 630 |
Old Ironclad Helm +3 | 63/58/68/63 | 7/9/6/7 | 3/15/0/0 | 3x Titanite Shard | 750 |
Old Ironclad Helm +4 | 68/62/74/68 | 8/9/6/8 | 3/16/0/0 | 1x Large Titanite Shard | 1000 |
Old Ironclad Helm +5 | 73/67/79/73 | 9/10/7/9 | 4/18/0/0 | 2x Large Titanite Shard | 1130 |
Old Ironclad Helm +6 | 78/71/84/78 | 9/11/7/9 | 4/19/0/0 | 3x Large Titanite Shard | 1250 |
Old Ironclad Helm +7 | 83/75/90/83 | 10/11/7/10 | 4/20/0/0 | 1x Titanite Chunk | 1500 |
Old Ironclad Helm +8 | 88/80/95/88 | 10/12/8/10 | 4/21/0/0 | 2x Titanite Chunk | 1630 |
Old Ironclad Helm +9 | 93/84/100/93 | 11/13/8/11 | 4/22/0/0 | 3x Titanite Chunk | 1750 |
Old Ironclad Helm +10 | 98/89/106/98 | 12/14/9/12 | 5/24/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Old Knight Helm
### In-Game Description
---
*An old undated helmet.*
*How old could this nearly-crumbling helmet be?
Has extremely low durability.*
*Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power…*
### Availability
---
Old Knight drop.
### General Information
---
Part of the Old Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Old Knight Helm | 73/68/76/73 | 6/6/4/6 | 5/12/0/0 | 19 | 20 | 7 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Old Knight Helm +0 | 73/68/76/73 | 6/6/4/6 | 5/12/0/0 | N/A | N/A |
Old Knight Helm +1 | 80/74/83/80 | 6/6/4/6 | 5/13/0/0 | 1x Titanite Shard | 500 |
Old Knight Helm +2 | 87/81/91/87 | 7/7/4/7 | 5/14/0/0 | 2x Titanite Shard | 630 |
Old Knight Helm +3 | 94/88/98/94 | 7/7/5/7 | 6/15/0/0 | 3x Titanite Shard | 750 |
Old Knight Helm +4 | 102/95/106/102 | 8/8/5/8 | 6/16/0/0 | 1x Large Titanite Shard | 1000 |
Old Knight Helm +5 | 109/102/114/109 | 9/9/6/9 | 7/18/0/0 | 2x Large Titanite Shard | 1130 |
Old Knight Helm +6 | 116/108/121/116 | 9/9/6/9 | 7/19/0/0 | 3x Large Titanite Shard | 1250 |
Old Knight Helm +7 | 124/115/129/124 | 10/10/6/10 | 7/20/0/0 | 1x Titanite Chunk | 1500 |
Old Knight Helm +8 | 131/122/136/131 | 10/10/7/10 | 8/21/0/0 | 2x Titanite Chunk | 1630 |
Old Knight Helm +9 | 138/129/144/138 | 11/11/7/11 | 8/22/0/0 | 3x Titanite Chunk | 1750 |
Old Knight Helm +10 | 146/136/152/146 | 12/12/8/12 | 9/24/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Pate's Helm
### In-Game Description
---
*Although it appears to be a common helmet,
it has in fact been meticulously customized.
Belonged to mild-mannered Pate.
This has been considerably altered.
Perhaps it was pillaged.*
### Availability
---
- Obtained from Mild Mannered Pate as a gift in Earthen Peak after he survives the fight with the Last Giant.
- Sold by Merchant Hag Melentia after killing Mild Mannered Pate.
### General Information
---
Part of Pate's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Pate's Helm | 38/27/51/38 | 8/10/3/8 | 9/17/0/0 | 5 | 80 | 3.5 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Pate's Helm +0 | 38/27/51/38 | 8/10/3/8 | 9/17/0/0 | - | - |
Pate's Helm +1 | 41/29/56/41 | 8/11/3/8 | 9/18/0/0 | 1x Titanite Shard | 500 |
Pate's Helm +2 | 45/32/61/45 | 9/12/3/9 | 10/20/0/0 | 2x Titanite Shard | 630 |
Pate's Helm +3 | 49/34/66/49 | 10/13/3/10 | 11/22/0/0 | 3x Titanite Shard | 750 |
Pate's Helm +4 | 53/37/71/52 | 10/14/4/11 | 12/23/0/0 | 1x Large Titanite Shard | 1,000 |
Pate's Helm +5 | 57/40/76/56 | 11/15/4/12 | 13/25/0/0 | 2x Large Titanite Shard | 1,130 |
Pate's Helm +6 | 61/42/81/60 | 12/16/4/12 | 13/27/0/0 | 3x Large Titanite Shard | 1,250 |
Pate's Helm +7 | 65/45/86/63 | 12/17/5/13 | 14/28/0/0 | 1x Titanite Chunk | 1,500 |
Pate's Helm +8 | 69/47/91/67 | 13/18/5/14 | 15/30/0/0 | 2x Titanite Chunk | 1,630 |
Pate's Helm +9 | 73/50/96/71 | 14/19/5/15 | 16/32/0/0 | 3x Titanite Chunk | 1,750 |
Pate's Helm +10 | 77/53/102/75 | 15/20/6/16 | 17/34/0/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Peasant Hat
### In-Game Description
---
*Hat commonly worn by peasants.*
*Designed to block sunlight,
more fit for farming than fighting.*
### Availability
---
Undead Peasant drop.
### General Information
---
- Part of the Peasant Set.
- Raises Faith by two points and decreases Intelligence by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Peasant Hat | 9/9/8/8 | 4/4/5/4 | 6/5/0/0 | 0 | 45 | 1.3 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Peasant Hat +0 | 9/9/8/8 | 4/4/5/4 | 6/5/0/0 | N/A | N/A |
Peasant Hat +1 | 9/10/8/8 | 4/4/5/4 | 6/5/0/0 | 1x Titanite Shard | 110 |
Peasant Hat +2 | 10/11/9/9 | 4/5/6/4 | 7/6/0/0 | 2x Titanite Shard | 140 |
Peasant Hat +3 | 11/12/10/10 | 5/5/6/5 | 7/6/0/0 | 3x Titanite Shard | 160 |
Peasant Hat +4 | 12/13/11/11 | 5/6/7/5 | 8/7/0/0 | 1x Large Titanite Shard | 220 |
Peasant Hat +5 | 13/14/12/12 | 6/6/8/6 | 9/7/0/0 | 2x Large Titanite Shard | 240 |
Peasant Hat +6 | 13/15/12/12 | 6/7/8/6 | 9/8/0/0 | 3x Large Titanite Shard | 270 |
Peasant Hat +7 | 14/16/13/13 | 6/7/9/6 | 10/8/0/0 | 1x Titanite Chunk | 320 |
Peasant Hat +8 | 15/17/14/14 | 7/8/9/7 | 10/9/0/0 | 2x Titanite Chunk | 350 |
Peasant Hat +9 | 16/18/15/15 | 7/8/10/7 | 11/9/0/0 | 3x Titanite Chunk | 380 |
Peasant Hat +10 | 17/19/16/16 | 8/9/11/8 | 12/10/0/0 | 1x Titanite Slab | 430 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Penal Mask
### In-Game Description
---
*Mask of the Lost Sinner.*
*The spikes pointing inward suggest that
this was not only used to bind prisoners,
but to torture them as well.*
*Effect: Raises equipment load*
### Availability
---
Sold by Maughlin the Armourer after defeating the Lost Sinner.
### General Information
---
- Part of the Penal Set.
- Increases equipment load by 3%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Penal Mask | 65/59/73/60 | 27/33/17/30 | 10/15/21/41 | 5 | 120 | 5.1 | -/-/-/- | D |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Penal Mask +0 | 65/59/73/60 | 27/33/17/30 | 10/15/21/41 | N/A | N/A |
Penal Mask +1 | 71/65/80/66 | 29/36/18/33 | 11/16/23/45 | 1x Twinkling Titanite | 240 |
Penal Mask +2 | 77/71/87/72 | 32/39/20/36 | 12/17/25/49 | 1x Twinkling Titanite | 300 |
Penal Mask +3 | 84/77/94/78 | 34/43/22/39 | 13/19/27/53 | 2x Twinkling Titanite | 360 |
Penal Mask +4 | 90/83/101/84 | 37/46/24/42 | 14/20/29/57 | 3x Twinkling Titanite | 480 |
Penal Mask +5 | 97/89/109/90 | 40/50/26/45 | 15/22/32/62 | 4x Twinkling Titanite | 530 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Pharros Mask
### In-Game Description
---
*A mask depicting Pharros' contraption.
Tears flow from the eyes of this mask,
drenching its wearer.*
*The majority of Pharros' creations
are perplexing to reasoned men,
and this mask is no exception.*
### Availability
---
Iron Passage treasure, after the Smelter Demon boss fight.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Pharros Mask | 39/38/40/40 | 14/10/9/9 | 8/12/0/0 | 4 | 55 | 4.3 | -/-/-/- | C |
### Notes
---
- Soaks the wearer (like rolling in water or through water pots), increasing Fire Defense by 100 points and lowering Lightning Defense by 100 points. This does not stack with standard wetness, and will prevent the wearer from becoming covered in anything else, including water or poison.
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Pharros Mask +0 | 39/38/40/40 | 14/10/9/9 | 8/12/0/0 | N/A | N/A |
Pharros Mask +1 | 40/39/42/41 | 14/10/9/9 | 8/12/0/0 | 1x Titanite Shard | 500 |
Pharros Mask +2 | 42/41/44/43 | 15/10/9/9 | 8/13/0/0 | 2x Titanite Shard | 630 |
Pharros Mask +3 | 44/43/46/45 | 15/11/10/10 | 9/13/0/0 | 3x Titanite Shard | 750 |
Pharros Mask +4 | 46/45/48/47 | 16/11/10/10 | 9/14/0/0 | 1x Large Titanite Shard | 1000 |
Pharros Mask +5 | 48/47/50/49 | 17/12/10/10 | 10/14/0/0 | 2x Large Titanite Shard | 1130 |
Pharros Mask +6 | 50/48/52/51 | 17/12/11/11 | 10/15/0/0 | 3x Large Titanite Shard | 1250 |
Pharros Mask +7 | 52/50/54/53 | 18/12/11/11 | 10/15/0/0 | 1x Titanite Chunk | 1500 |
Pharros Mask +8 | 54/52/56/55 | 18/13/12/12 | 11/16/0/0 | 2x Titanite Chunk | 1630 |
Pharros Mask +9 | 56/54/58/57 | 19/13/12/12 | 11/16/0/0 | 3x Titanite Chunk | 1750 |
Pharros Mask +10 | 58/56/60/59 | 20/14/13/13 | 12/17/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Priestess Headpiece
### In-Game Description
---
*Traditional headpiece worn by Drangleic clerics.*
*The clerics of Drangleic have retained their nominal
status throughout the ages, but were always at arms
length from the royal family, as if their existence was
little more than formality.*
*It is customary for clerics to wear different garb
depending on their sex, but the reason for this
practice is unknown.*
### Availability
---
***Scholar of the First Sin:***
- Brightstone Cove Tseldora treasure. Behind an illusionary wall, on a corpse, just before the Prowling Magus & Congregation boss gate.
***Dark Souls 2 & Scholar of the First Sin:***
- Dark Priestess drop - rare.
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Priestess Headpiece | 23/24/22/22 | 14/14/20/16 | 9/9/11/11 | 0 | 50 | 1.2 | -/-/-/- | E |
### Notes
---
- Part of the Priestess Set.
- Increases the Faith stat by 1 when equipped.
### Upgrades
---
Standard upgrade path.
Requires:
- Titanite
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Priestess Headpiece +0 | 23/24/22/22 | 14/14/20/16 | 9/9/11/11 | N/A | N/A |
Priestess Headpiece +1 | 25/26/24/24 | 15/15/21/17 | 10/9/12/12 | 1x Titanite Shard | 130 |
Priestess Headpiece +2 | 27/28/26/26 | 16/16/23/19 | 11/10/13/13 | 2x Titanite Shard | 160 |
Priestess Headpiece +3 | 29/30/28/28 | 18/18/25/20 | 12/11/14/14 | 3x Titanite Shard | 190 |
Priestess Headpiece +4 | 32/33/30/30 | 19/19/27/22 | 13/12/15/15 | 1x Large Titanite Shard | 250 |
Priestess Headpiece +5 | 34/35/33/33 | 21/21/29/23 | 14/13/16/16 | 2x Large Titanite Shard | 290 |
Priestess Headpiece +6 | 36/37/35/35 | 22/22/31/25 | 15/14/17/17 | 3x Large Titanite Shard | 320 |
Priestess Headpiece +7 | 39/40/37/37 | 23/23/33/26 | 15/15/18/18 | 1x Titanite Chunk | 380 |
Priestess Headpiece +8 | 41/42/39/39 | 25/25/35/28 | 17/16/19/19 | 2x Titanite Chunk | 410 |
Priestess Headpiece +9 | 43/44/41/41 | 26/26/37/29 | 18/17/20/20 | 3x Titanite Chunk | 440 |
Priestess Headpiece +10 | 46/47/44/44 | 28/28/39/31 | 19/18/22/22 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Prisoner's Hood
### In-Game Description
---
*Rags worn by imprisoned hollows.
This appears to have been worn on the head.*
*Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.*
*Effect: Raises item discovery*
### Availability
---
- Undead Laborer drop.
- Undead Prisoner drop.
- Captive Undead drop.
### General Information
---
- Part of the Prisoner's Set.
- Increases Item Discovery.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Prisoner's Hood | *Left pic -* 4/4/4/4
*Right pic -* 4/5/4/4 | 4/4/6/5
4/4/6/5 | 5/4/0/0
5/3/0/0 | 0
0 | 25
25 | 0.8
0.8 | -/-/-/-
-/-/-/- | E
E |
### Notes
---
- The regular (left pic) Prisoner's Hood appears in Dark Souls â…¢ as the "*Ragged Mask*".
### Upgrades
---
Requires Titanite.
**Left Picture**
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Prisoner's Hood +0 | 4/4/4/4 | 4/4/6/5 | 5/4/0/0 | N/A | N/A |
Prisoner's Hood +1 | 4/4/4/4 | 4/4/6/5 | 5/4/0/0 | 1x Titanite Shard | 60 |
Prisoner's Hood +2 | 4/5/4/4 | 4/4/7/5 | 5/4/0/0 | 1x Titanite Shard | 80 |
Prisoner's Hood +3 | 5/5/5/5 | 5/5/7/6 | 6/4/0/0 | 2x Titanite Shard | 90 |
Prisoner's Hood +4 | 5/6/5/5 | 5/5/8/6 | 6/5/0/0 | 1x Large Titanite Shard | 120 |
Prisoner's Hood +5 | 6/6/6/6 | 6/6/9/7 | 7/5/0/0 | 1x Large Titanite Shard | 140 |
Prisoner's Hood +6 | 6/7/6/6 | 6/6/9/7 | 7/5/0/0 | 2x Large Titanite Shard | 150 |
Prisoner's Hood +7 | 6/7/6/6 | 6/6/10/7 | 7/6/0/0 | 1x Titanite Chunk | 180 |
Prisoner's Hood +8 | 7/8/7/7 | 7/7/10/8 | 8/6/0/0 | 1x Titanite Chunk | 200 |
Prisoner's Hood +9 | 7/8/7/7 | 7/7/11/8 | 8/6/0/0 | 2x Titanite Chunk | 210 |
Prisoner's Hood +10 | 8/9/8/8 | 8/8/12/9 | 9/7/0/0 | 1x Titanite Slab | 240 |
**Right Picture**
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Prisoner's Hood +0 | 4/5/4/4 | 4/4/6/5 | 5/3/0/0 | N/A | N/A |
Prisoner's Hood +1 | 4/5/4/4 | 4/4/6/5 | 5/3/0/0 | 1x Titanite Shard | 60 |
Prisoner's Hood +2 | 4/5/4/4 | 4/4/7/5 | 5/3/0/0 | 1x Titanite Shard | 80 |
Prisoner's Hood +3 | 5/6/5/5 | 5/5/7/6 | 6/4/0/0 | 2x Titanite Shard | 90 |
Prisoner's Hood +4 | 5/6/5/5 | 5/5/7/6 | 6/4/0/0 | 1x Large Titanite Shard | 120 |
Prisoner's Hood +5 | 6/7/6/6 | 6/6/9/7 | 7/5/0/0 | 1x Large Titanite Shard | 140 |
Prisoner's Hood +6 | 6/7/6/6 | 6/6/9/7 | 7/5/0/0 | 2x Large Titanite Shard | 150 |
Prisoner's Hood +7 | 6/7/6/6 | 6/6/10/7 | 7/5/0/0 | 1x Titanite Chunk | 180 |
Prisoner's Hood +8 | 7/8/7/7 | 7/7/10/8 | 8/6/0/0 | 1x Titanite Chunk | 200 |
Prisoner's Hood +9 | 7/8/7/7 | 7/7/11/8 | 8/6/0/0 | 2x Titanite Chunk | 210 |
Prisoner's Hood +10 | 8/9/8/8 | 8/8/12/9 | 9/7/0/0 | 1x Titanite Slab | 240 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Raime's Helm
### In-Game Description
---
*Helm worn by the fume knight.
The rebel Raime, after his defeat at the
hands of Velstadt, came to Brume Tower
in search of greater strength.
When he found it, it came not from
a regal father figure like before,
but from a newfound mother,
who gave him true purpose.*
### Availability
---
Sold by Magerold of Lanafir after defeating the Fume Knight.
### General Information
---
Part of Raime's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Raime's Helm | 83/72/97/84 | 17/22/10/27 | 9/27/0/0 | 10 | 85 | 6.0 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Raime's Helm +0 | 83/72/97/84 | 17/22/10/27 | 9/27/0/0 | - | - |
Raime's Helm +1 | 87/75/101/88 | 18/24/11/29 | 9/29/0/0 | 1 | 950 |
Raime's Helm +2 | 91/79/106/92 | 20/26/12/32 | 10/32/0/0 | 1 | 1180 |
Raime's Helm +3 | 95/82/111/96 | 21/28/13/34 | 11/34/0/0 | 2 | 1420 |
Raime's Helm +4 | 99/86/116/100 | 23/30/14/37 | 12/37/0/0 | 2 | 1890 |
Raime's Helm +5 | 103/90/121/105 | 25/33/15/40 | 13/40/0/0 | 3 | 2120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Rampart Golem Helm
### In-Game Description
---
*Helm of the rampart golems,
granted life by the Ivory King.*
*The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.*
*When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard.*
### Availability
---
Rampart Golem drop.
### General Information
---
Part of the Rampart Golem Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Rampart Golem Helm | 94/74/100/94 | 14/10/11/12 | 11/16/0/16 | 13 | 70 | 5.8 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Rampart Golem Helm +0 | 94/74/100/94 | 14/10/11/12 | 11/16/0/16 | N/A | N/A |
Rampart Golem Helm +1 | 98/77/104/98 | 15/11/12/13 | 12/17/0/17 | 1x Twinkling Titanite | 730 |
Rampart Golem Helm +2 | 103/81/109/103 | 16/12/13/14 | 13/19/0/18 | 1x Twinkling Titanite | 910 |
Rampart Golem Helm +3 | 107/84/114/107 | 17/13/14/15 | 14/20/0/20 | 2x Twinkling Titanite | 1090 |
Rampart Golem Helm +4 | 112/88/119/112 | 18/14/15/16 | 15/22/0/21 | 2x Twinkling Titanite | 1460 |
Rampart Golem Helm +5 | 117/92/124/117 | 20/15/16/18 | 16/24/0/23 | 3x Twinkling Titanite | 1640 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Rogue Hood
### In-Game Description
---
*Hood worn by Hollowed thieves.*
*The hood is primarily intended to hide the
face of the wearer, and is of no practical
value as defensive gear.*
### Availability
---
- Huntsman's Copse
- Dropped by Rogues.
- Brume Tower
- Dropped by the Rogue Phantom that only spawns at Bonfire Intensity 3 or higher.
### General Information
---
Part of the Rogue Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Rogue Hood | 11/11/11/11 | 4/4/4/5 | 4/4/0/0 | 0 | 40 | 0.7 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Rogue Hood +0 | 11/11/11/11 | 4/4/4/5 | 4/4/0/0 | N/A | N/A |
Rogue Hood +1 | 12/12/12/12 | 4/4/4/5 | 4/4/0/0 | 1x Titanite Shard | 130 |
Rogue Hood +2 | 13/13/13/13 | 4/4/4/5 | 4/4/0/0 | 2x Titanite Shards | 160 |
Rogue Hood +3 | 14/14/14/14 | 4/5/5/6 | 5/5/0/0 | 3x Titanite Shards | 190 |
Rogue Hood +4 | 15/15/15/15 | 5/5/5/6 | 5/5/0/0 | 1x Large Titanite Shards | 250 |
Rogue Hood +5 | 16/16/17/17 | 5/6/6/7 | 6/6/0/0 | 2x Large Titanite Shards | 290 |
Rogue Hood +6 | 17/17/18/18 | 5/6/6/7 | 6/6/0/0 | 3x Large Titanite Shards | 320 |
Rogue Hood +7 | 18/18/19/19 | 6/6/6/7 | 6/6/0/0 | 1x Titanite Chunk | 380 |
Rogue Hood +8 | 19/19/20/20 | 6/7/7/8 | 7/7/0/0 | 2x Titanite Chunks | 410 |
Rogue Hood +9 | 20/20/21/21 | 6/7/7/8 | 7/7/0/0 | 3x Titanite Chunks | 440 |
Rogue Hood +10 | 22/22/23/23 | 7/0/0/0 | 8/8/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Royal Soldier Helm
### In-Game Description
---
*Royal Drangleic soldier helm.*
*Equipment crafted by the royal blacksmith.
Finely polished and ready for battle.*
### Availability
---
Sold by Maughlin the Armourer after spending 1,000 souls at his shop.
### General Information
---
Part of the Royal Soldier Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Royal Soldier Helm | 41/39/43/42 | 13/13/9/13 | 12/13/0/0 | 6 | 70 | 4.8 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Royal Soldier Helm +0 | 41/39/43/42 | 13/13/9/13 | 12/13/0/0 | N/A | N/A |
Royal Soldier Helm +1 | 45/42/47/46 | 14/14/9/14 | 12/13/0/0 | 1x Titanite Shard | 500 |
Royal Soldier Helm +2 | 49/46/51/50 | 15/15/10/15 | 13/14/0/0 | 2x Titanite Shard | 630 |
Royal Soldier Helm +3 | 53/50/55/54 | 16/16/11/16 | 14/15/0/0 | 3x Titanite Shard | 750 |
Royal Soldier Helm +4 | 57/54/60/58 | 17/18/12/17 | 15/17/0/0 | 1x Large Titanite Shard | 1,000 |
Royal Soldier Helm +5 | 61/58/64/63 | 19/19/13/19 | 16/18/0/0 | 2x Large Titanite Shard | 1,130 |
Royal Soldier Helm +6 | 65/62/68/67 | 20/20/13/20 | 17/19/0/0 | 3x Large Titanite Shard | 1,250 |
Royal Soldier Helm +7 | 69/66/73/71 | 21/22/14/21 | 18/21/0/0 | 1x Titanite Chunk | 1,500 |
Royal Soldier Helm +8 | 73/70/77/75 | 22/23/15/22 | 19/22/0/0 | 2x Titanite Chunk | 1,630 |
Royal Soldier Helm +9 | 77/74/81/79 | 23/24/16/23 | 20/23/0/0 | 3x Titanite Chunk | 1,750 |
Royal Soldier Helm +10 | 82/78/86/84 | 25/26/17/25 | 22/25/0/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Royal Swordsman Helm
### In-Game Description
---
*Helmet of a royal swordsman.
Its shape provides defense while allowing
great mobility. Stripped of ornamentation,
this particular helm is designed strictly for battle.*
*King Vendrick supplied his bravest men with the
best armor available to face the great giants,
but very few returned alive.*
### Availability
---
Royal Swordsman drop.
### General Information
---
Part of the Royal Swordsman Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Royal Swordsman Helm | 42/37/47/44 | 10/12/7/10 | 6/12/0/0 | 7 | 75 | 4.7 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Royal Swordsman Helm +0 | 42/37/47/44 | 10/12/7/10 | 6/12/0/0 | N/A | N/A |
Royal Swordsman Helm +1 | 46/40/51/48 | 10/13/7/10 | 6/13/0/0 | 1x Titanite Shard | 500 |
Royal Swordsman Helm +2 | 50/44/56/52 | 11/14/8/11 | 7/14/0/0 | 2x Titanite Shard | 630 |
Royal Swordsman Helm +3 | 54/48/61/57 | 12/15/8/12 | 7/15/0/0 | 3x Titanite Shard | 750 |
Royal Swordsman Helm +4 | 58/51/65/61 | 13/17/9/13 | 8/17/0/0 | 1x Large Titanite Shard | 1000 |
Royal Swordsman Helm +5 | 63/55/70/66 | 14/18/10/14 | 8/18/0/0 | 2x Large Titanite Shard | 1130 |
Royal Swordsman Helm +6 | 67/59/75/70 | 15/19/10/15 | 9/19/0/0 | 3x Large Titanite Shard | 1250 |
Royal Swordsman Helm +7 | 71/62/79/74 | 16/21/11/16 | 9/21/0/0 | 1x Titanite Chunk | 1500 |
Royal Swordsman Helm +8 | 75/66/84/79 | 17/22/12/17 | 10/22/0/0 | 2x Titanite Chunk | 1630 |
Royal Swordsman Helm +9 | 79/70/89/83 | 18/23/12/18 | 10/23/0/0 | 3x Titanite Chunk | 1750 |
Royal Swordsman Helm +10 | 84/74/94/88 | 19/25/13/19 | 11/25/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Ruin Helm
### In-Game Description
---
*Helmet worn by the jailer's
creation, the Ruin Sentinel.*
*The sentinel has no form,
its soul residing within the armor itself.*
*Stare at it for long and its seems
ready to spring to life, but surely,
such is an illusion.*
### Availability
---
Ruin Sentinel drop (rare).
### General Information
---
Part of the Ruin Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Ruin Helm | 53/48/57/54 | 12/14/8/12 | 7/17/22/0 | 8 | 105 | 4.0 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Ruin Helm +0 | 53/48/57/54 | 12/14/8/12 | 7/17/22/0 | N/A | N/A |
Ruin Helm +1 | 58/52/62/59 | 13/15/9/13 | 7/18/24/0 | 1 | 550 |
Ruin Helm +2 | 63/57/68/64 | 14/16/10/14 | 8/20/26/0 | 1 | 690 |
Ruin Helm +3 | 69/62/74/70 | 16/18/11/16 | 9/21/28/0 | 2 | 820 |
Ruin Helm +4 | 74/67/80/75 | 17/19/11/17 | 10/23/30/0 | 2 | 1090 |
Ruin Helm +5 | 80/72/86/81 | 19/21/13/19 | 11/25/33/0 | 3 | 1230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Rusted Mastodon Helm
### In-Game Description
---
*Helm worn by the Primal Knights
of Drangleic castle.
Durability low due to rusting.*
*Its weight would normally crush a man,
but to the brutish Primal Knights
it may as well be made of papyrus.*
### Availability
---
Primal Knight drop in Doors of Pharros.
### General Information
---
Part of the Rusted Mastodon Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Rusted Mastodon Helm | 57/53/61/57 | 6/7/3/6 | 8/9/0/0 | 12 | 40 | 6 | 14/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Rusted Mastodon Helm +0 | 57/53/61/57 | 6/7/3/6 | 8/0/0/0 | - | - |
Rusted Mastodon Helm +1 | 62/58/67/62 | 6/7/3/6 | 8/9/0/0 | 1x Titanite Shard | 430 |
Rusted Mastodon Helm +2 | 68/63/73/68 | 7/8/3/7 | 9/10/0/0 | 2x Titanite Shard | 540 |
Rusted Mastodon Helm +3 | 73/68/79/73 | 7/8/3/7 | 10/11/0/0 | 3x Titanite Shard | 640 |
Rusted Mastodon Helm +4 | 79/73/85/79 | 8/9/4/8 | 11/12/0/0 | 1x Large Titanite Shard | 850 |
Rusted Mastodon Helm +5 | 85/79/91/85 | 8/10/4/8 | 12/13/0/0 | 2x Large Titanite Shard | 960 |
Rusted Mastodon Helm +6 | 90/84/97/90 | 9/10/4/9 | 12/14/0/0 | 3x Large Titanite Shard | 1070 |
Rusted Mastodon Helm +7 | 96/89/103/96 | 9/11/5/9 | 13/15/0/0 | 1x Titanite Chunk | 1280 |
Rusted Mastodon Helm +8 | 101/94/109/101 | 10/11/5/10 | 14/16/0/0 | 2x Titanite Chunk | 1390 |
Rusted Mastodon Helm +9 | 107/99/115/107 | 10/12/5/10 | 15/17/0/0 | 3x Titanite Chunk | 1490 |
Rusted Mastodon Helm +10 | 113/105/121/113 | 11/13/6/11 | 16/18/0/0 | 1x Titanite Slab | 1700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Saint's Hood
### In-Game Description
---
*Hood worn by miracle-casting clerics.
Grants slight increase to spell uses.
Belonged to Licia of Lindelt.*
*Lindelt is founded upon stringent commandments.
Its inhabitants often travel to distant lands
for ascetic training, but more than a few of
these trainees liberate themselves from
Lindelt's teachings in the process.*
*Effect: Increases number of casts for each spell*
### Availability
---
- Given by Licia of Lindeldt if talked to with at least 30 Faith.
- Licia of Lindeldt drop, if killed when invading her with the Crushed Eye Orb.
- Sold by Merchant Hag Melentia after killing Licia of Lindeldt.
### General Information
---
- Part of the Saint's Set.
- Increases Faith by one point.
- Gives 5% additional casts for all spells, rounds up.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Saint's Hood | 23/25/22/22 | 17/17/21/17 | 10/9/20/18 | 0 | 55 | 0.9 | -/-/-/16 | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Saint's Hood +0 | 23/25/22/22 | 17/17/21/17 | 10/9/20/18 | N/A | N/A |
Saint's Hood +1 | 25/27/24/24 | 18/18/23/18 | 11/10/22/19 | 1x Twinkling Titanite | 480 |
Saint's Hood +2 | 25/29/26/26 | 20/20/25/20 | 12/11/24/21 | 1x Twinkling Titanite | 590 |
Saint's Hood +3 | 30/32/28/28 | 21/21/27/21 | 13/12/26/23 | 2x Twinkling Titanite | 710 |
Saint's Hood +4 | 32/34/30/30 | 23/23/29/23 | 14/13/28/25 | 2x Twinkling Titanite | 950 |
Saint's Hood +5 | 35/37/33/33 | 25/25/32/25 | 16/14/30/27 | 3x Twinkling Titanite | 1060 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Sanctum Knight Helm
### In-Game Description
---
*Helm of the sanctum knights.
The sanctum knights renounced their own
flesh to eternally guard the Sanctum
from Sir Yorgh and his Drakeblood Knights.*
### Availability
---
- Sanctum Knight drop.
- Dragon's Sanctum treasure. In the room with the bodies of many Knights.
### General Information
---
Part of the Sanctum Knight Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Sanctum Knight Helm | 96/88/104/96 | 12/12/10/12 | 12/18/0/0 | 9 | 90 | 5.8 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Sanctum Knight Helm +0 | 96/88/104/96 | 12/12/10/12 | 12/18/0/0 | - | - |
Sanctum Knight Helm +1 | 100/92/109/100 | 13/13/11/13 | 13/19/0/0 | 1x Twinkling Titanite | 550 |
Sanctum Knight Helm +2 | 105/96/114/105 | 14/14/12/14 | 14/21/0/0 | 1x Twinkling Titanite | 690 |
Sanctum Knight Helm +3 | 110/101/119/110 | 15/15/13/15 | 15/23/0/0 | 2x Twinkling Titanite | 820 |
Sanctum Knight Helm +4 | 115/105/124/115 | 16/16/14/16 | 16/15/0/0 | 2x Twinkling Titanite | 1,090 |
Sanctum Knight Helm +5 | 120/110/130/120 | 18/17/15/18 | 17/27/0/0 | 3x Twinkling Titanite | 1,230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Sanctum Priestess Tiara
### In-Game Description
---
*Tiara of the Eternal Sanctum Priestesses.
Prevents effects that block spells.*
*This tiara has been warped by poison,
adding to its already peculiar design.
It is said that the priestesses sang
to preserve the dragon's deep slumber,
but one wonders if a single phrase of
their song ever reached the dragon's ears.*
### Availability
---
- Sanctum Priestess drop (rare).
- Fencer Sharron drop (rare).
### General Information
---
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Sanctum Priestess Tiara | 29/31/28/28 | 14/20/12/14 | 12/11/0/7 | 0 | 55 | 2.0 | -/-/11/11 | E |
You cannot be prevented from casting spells while wearing this item.
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Sanctum Priestess Tiara +0 | 29/31/28/28 | 14/20/12/14 | 12/11/0/7 | N/A | N/A |
Sanctum Priestess Tiara +1 | 29/31/28/28 | 14/21/12/14 | 12/11/0/7 | 1x Titanite Shard | 130 |
Sanctum Priestess Tiara +2 | 30/32/29/29 | 15/22/13/15 | 13/12/0/7 | 2x Titanite Shard | 160 |
Sanctum Priestess Tiara +3 | 31/33/29/29 | 16/23/13/16 | 13/12/0/7 | 3x Titanite Shard | 190 |
Sanctum Priestess Tiara +4 | 31/33/30/30 | 16/24/14/16 | 14/13/0/8 | 1x Large Titanite Shard | 250 |
Sanctum Priestess Tiara +5 | 32/34/31/31 | 17/25/15/17 | 15/13/0/8 | 2x Large Titanite Shard | 290 |
Sanctum Priestess Tiara +6 | 33/35/31/31 | 18/26/15/18 | 15/14/0/8 | 3x Large Titanite Shard | 320 |
Sanctum Priestess Tiara +7 | 33/35/32/32 | 18/27/16/18 | 16/14/0/9 | 1x Titanite Chunk | 380 |
Sanctum Priestess Tiara +8 | 34/36/32/32 | 19/28/16/19 | 16/15/0/9 | 2x Titanite Chunk | 410 |
Sanctum Priestess Tiara +9 | 35/37/33/33 | 20/29/17/20 | 17/15/0/9 | 3x Titanite Chunk | 440 |
Sanctum Priestess Tiara +10 | 36/38/34/34 | 21/30/18/21 | 18/16/0/10 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Shadow Mask
### In-Game Description
---
*Used to hide in the cover of night.
Those who are especially adept assassins
are often hired as bodyguards.*
*In an attempt to stave off the curse,
King Vendrick hired shadowmen to
put down the Hollows, but before long
they were Hollowed themselves.*
### Availability
---
Suspicious Shadow drop (rare).
### General Information
---
Part of the Shadow Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Shadow Mask | 34/38/30/30 | 18/20/19/24 | 27/21/17/0 | 0 | 60 | 1.8 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Shadow Mask +0 | 34/38/30/30 | 18/20/19/24 | 27/21/17/0 | N/A | N/A |
Shadow Mask +1 | 37/41/33/33 | 19/22/20/26 | 29/23/18/0 | 1x Titanite Shard | 500 |
Shadow Mask +2 | 40/45/36/36 | 21/24/22/28 | 32/25/20/0 | 2x Titanite Shard | 630 |
Shadow Mask +3 | 43/49/39/39 | 23/26/24/31 | 35/26/22/0 | 3x Titanite Shard | 750 |
Shadow Mask +4 | 47/53/42/42 | 25/28/26/33 | 37/28/23/0 | 1x Large Titanite Shard | 1,000 |
Shadow Mask +5 | 50/57/45/45 | 26/30/28/36 | 40/31/25/0 | 2x Large Titanite Shard | 1,130 |
Shadow Mask +6 | 53/60/48/48 | 28/32/29/38 | 43/33/27/0 | 3x Large Titanite Shard | 1,250 |
Shadow Mask +7 | 57/64/51/51 | 30/34/31/40 | 45/35/28/0 | 1x Titanite Chunk | 1,500 |
Shadow Mask +8 | 60/68/54/54 | 32/36/33/43 | 48/37/30/0 | 2x Titanite Chunk | 1,630 |
Shadow Mask +9 | 63/72/57/57 | 34/38/35/45 | 51/39/32/0 | 3x Titanite Chunk | 1,750 |
Shadow Mask +10 | 67/76/60/60 | 36/41/37/48 | 54/41/34/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Smelter Demon Helm
### In-Game Description
---
*Helm of the Smelter Demon,
a great mass of iron that was given life.
High fire defense.
The Old Iron King was possessed of a great bounty
of ore, but was incinerated by a creature that rose
from the infernal depths of the earth.*
### Availability
---
Sold by Maughlin the Armourer after defeating the Smelter Demon.
### General Information
---
Part of the Smelter Demon Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Smelter Demon Helm | 113/99/128/113 | 16/33/15/16 | 12/28/18/18 | 17 | 160 | 9 | 16/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Smelter Demon Helm +0 | 113/99/128/113 | 16/33/15/16 | 10/27/17/17 | - | - |
Smelter Demon Helm +1 | 122/106/138/122 | 17/35/16/17 | 10/29/18/18 | 1x Twinkling Titanite | 950 |
Smelter Demon Helm +2 | 131/114/148/131 | 18/38/17/18 | 11/31/19/19 | 1x Twinkling Titanite | 1180 |
Smelter Demon Helm +3 | 140/122/158/140 | 19/40/18/19 | 11/33/20/20 | 2x Twinkling Titanite | 1420 |
Smelter Demon Helm +4 | 149/130/168/149 | 20/43/19/20 | 12/35/21/21 | 2x Twinkling Titanite | 1890 |
Smelter Demon Helm +5 | 158/138/178/158 | 22/46/21/22 | 13/37/23/23 | 3x Twinkling Titanite | 2120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Spiked Bandit Helm
### In-Game Description
---
*Helmet of bandits of the Forossan outskirts.*
*The territory of Forossa became lawless
after the kingdom fell to war.
Citizens became bandits, and
scattered to other lands.*
### Availability
---
- Starting equipment for the Bandit class.
- Sold by Magerold of Lanafir.
### General Information
---
Part of the Bandit Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Spiked Bandit Helm | 44/44/45/42 | 13/14/11/13 | 10/14/0/0 | 3 | 60 | 4.1 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Spiked Bandit Helm +0 | 44/44/45/42 | 13/14/11/13 | 10/14/0/0 | N/A | N/A |
Spiked Bandit Helm +1 | 48/48/49/46 | 14/15/12/14 | 10/15/0/0 | 1x Titanite Shard | 500 |
Spiked Bandit Helm +2 | 52/52/54/50 | 15/16/13/15 | 11/16/0/0 | 2x Titanite Shard | 630 |
Spiked Bandit Helm +3 | 57/57/58/54 | 16/17/14/16 | 12/18/0/0 | 3x Titanite Shard | 750 |
Spiked Bandit Helm +4 | 61/61/63/59 | 18/19/15/18 | 13/19/0/0 | 1x Large Titanite Shard | 1000 |
Spiked Bandit Helm +5 | 66/66/68/63 | 19/20/16/19 | 14/21/0/0 | 2x Large Titanite Shard | 1130 |
Spiked Bandit Helm +6 | 70/70/72/67 | 20/21/17/20 | 15/22/0/0 | 3x Large Titanite Shard | 1250 |
Spiked Bandit Helm +7 | 74/74/77/72 | 22/23/18/22 | 16/23/0/0 | 1x Titanite Chunk | 1500 |
Spiked Bandit Helm +8 | 79/79/81/76 | 23/24/19/23 | 17/25/0/0 | 2x Titanite Chunk | 1630 |
Spiked Bandit Helm +9 | 83/83/86/80 | 24/25/20/24 | 18/26/0/0 | 3x Titanite Chunk | 1750 |
Spiked Bandit Helm +10 | 88/88/91/85 | 26/27/22/26 | 19/28/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Standard Helm
### In-Game Description
---
*Helmet made of iron.*
*A commonplace piece of armor.
No embellishments. Very solid.*
### Availability
---
- Starting armor of the Warrior class.
- Sold by Maughlin the Armourer.
### General Information
---
Part of the Hard Leather Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Standard Helm | 40/28/53/39 | 8/10/3/8 | 10/18/0/0 | 5 | 65 | 4 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Standard Helm +0 | 40/28/53/39 | 8/10/3/8 | 10/18/0/0 | N/A | N/A |
Standard Helm +1 | 44/30/58/42 | 8/11/3/8 | 10/19/0/0 | 1x Titanite Shard | 500 |
Standard Helm +2 | 48/33/63/46 | 9/12/3/9 | 11/21/0/0 | 2x Titanite Shard | 630 |
Standard Helm +3 | 52/36/68/50 | 10/13/3/10 | 12/23/0/0 | 3x Titanite Shard | 750 |
Standard Helm +4 | 56/39/74/54 | 10/14/4/11 | 13/25/0/0 | 1x Large Titanite Shard | 1,000 |
Standard Helm +5 | 60/42/79/58 | 11/15/4/12 | 14/26/0/0 | 2x Large Titanite Shard | 1,130 |
Standard Helm +6 | 64/44/84/62 | 12/16/4/12 | 15/28/0/0 | 3x Large Titanite Shard | 1,250 |
Standard Helm +7 | 68/47/90/66 | 12/17/5/13 | 16/30/0/0 | 1x Titanite Chunk | 1,500 |
Standard Helm +8 | 72/50/95/70 | 13/18/5/14 | 17/32/0/0 | 2x Titanite Chunk | 1,630 |
Standard Helm +9 | 76/53/100/74 | 14/19/5/15 | 18/34/0/0 | 3x Titanite Chunk | 1,750 |
Standard Helm +10 | 80/56/106/78 | 15/20/6/16 | 19/36/0/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Steel Helm
### In-Game Description
---
*Heavy steel helmet.
A relic of an order of knights said to be
the mightiest warriors of their time.*
### Availability
---
Memory of Orro treasure.
In a room that requires a Pharros' Lockstone to unlock, there is a illusory wall between another Pharros' Contraption and a trapped chest. That hidden room contains a chest with the Steel Set.
### General Information
---
Part of the Steel Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Steel Helm | 60/57/64/60 | 8/8/8/8 | 8/14/0/0 | 14 | 100 | 5.4 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Steel Helm +0 | 60/57/64/60 | 8/8/5/8 | 7/12/0/0 | N/A | N/A |
Steel Helm +1 | 65/62/70/65 | 8/8/5/8 | 7/13/0/0 | 1x Titanite Shard | 500 |
Steel Helm +2 | 71/68/76/71 | 9/9/6/9 | 8/14/0/0 | 2x Titanite Shard | 630 |
Steel Helm +3 | 77/73/82/77 | 10/10/6/10 | 8/15/0/0 | 3x Titanite Shard | 750 |
Steel Helm +4 | 83/79/89/83 | 10/11/7/10 | 9/16/0/0 | 1x Large Titanite Shard | 1000 |
Steel Helm +5 | 89/85/95/89 | 11/12/7/11 | 10/18/0/0 | 2x Large Titanite Shard | 1130 |
Steel Helm +6 | 95/90/101/95 | 12/12/8/12 | 10/19/0/0 | 3x Large Titanite Shard | 1250 |
Steel Helm +7 | 101/96/108/101 | 12/13/8/12 | 11/20/0/0 | 1x Titanite Chunk | 1500 |
Steel Helm +8 | 107/101/114/107 | 13/14/9/13 | 11/21/0/0 | 2x Titanite Chunk | 1630 |
Steel Helm +9 | 113/107/120/113 | 14/15/9/14 | 12/22/0/0 | 3x Titanite Chunk | 1720 |
Steel Helm +10 | 119/113/127/119 | 15/16/10/15 | 13/24/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Syan's Helm
### In-Game Description
---
*Replica of the helmet of the loyal knight Syan.
This solidly-crafted helm offers high defense.*
*Sir Syan was widely known as the kingdom's
most leal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.*
*The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.*
### Availability
---
- Royal Guard drop.
- Washing Pole Phantom drop.
### General Information
---
Part of Syan's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Syan's Helm | 61/55/65/63 | 12/16/7/12 | 7/20/0/0 | 10 | 85 | 6.2 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Syan's Helm +0 | 61/55/65/63 | 12/16/7/12 | 7/20/0/0 | N/A | N/A |
Syan's Helm +1 | 67/60/71/69 | 13/17/7/13 | 7/22/0/0 | 1x Titanite Shard | 500 |
Syan's Helm +2 | 73/66/78/75 | 14/19/8/14 | 8/24/0/0 | 2x Titanite Shard | 630 |
Syan's Helm +3 | 79/71/84/81 | 15/20/9/15 | 9/26/0/0 | 3x Titanite Shard | 750 |
Syan's Helm +4 | 85/77/91/87 | 16/22/9/16 | 9/28/0/0 | 1x Large Titanite Shard | 1000 |
Syan's Helm +5 | 92/82/98/94 | 18/24/10/18 | 10/30/0/0 | 2x Large Titanite Shard | 1130 |
Syan's Helm +6 | 98/88/104/100 | 19/25/11/19 | 11/32/0/0 | 3x Large Titanite Shard | 1250 |
Syan's Helm +7 | 104/93/111/106 | 20/27/11/20 | 11/34/0/0 | 1x Titanite Chunk | 1500 |
Syan's Helm +8 | 110/99/117/112 | 21/28/12/21 | 12/36/0/0 | 2x Titanite Chunk | 1630 |
Syan's Helm +9 | 116/104/124/118 | 22/30/13/22 | 13/38/0/0 | 3x Titanite Chunk | 1750 |
Syan's Helm +10 | 123/110/131/125 | 24/32/14/24 | 14/41/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Symbol of Avarice
### In-Game Description
---
*Headpiece depicting the avaricious creature
that mimics treasure chests.
Increases soul absorption and item discovery,
but steadily drains HP.
There is a curious tale of an incorrigibly covetous
ancient deity. Clearly it has currency amongst some
miscreants, or this would have never been crafted.*
### Availability
---
Dropped by a Mimic near the Inner Wall bonfire in Frozen Eleum Loyce.
### General Information
---
- Increases souls gained by 2.5%.
- Increases Item Discovery by ?.
- Slowly damages health when worn, at a rate of 5 every 2 seconds.
### Notes
---
- Tongue has physics and flaps around as you move, making this a popular piece of equipment in PvP.
- Unfortunately, there is only a metal type not a wooden type of headset from the previous game, Dark Souls.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Symbol of Avarice | 72/56/80/80 | 14/14/20/17 | 14/19/21/20 | 10 | 100 | 8.0 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Symbol of Avarice +0 | 72/56/80/80 | 14/14/20/17 | 14/19/21/20 | N/A | N/A |
Symbol of Avarice +1 | 73/57/82/82 | 14/14/21/17 | 14/19/21/21 | 1x Titanite Shard | 680 |
Symbol of Avarice +2 | 75/58/84/84 | 15/15/22/18 | 15/20/23/22 | 2x Titanite Shard | 850 |
Symbol of Avarice +3 | 77/60/86/86 | 15/15/23/19 | 15/21/23/23 | 3x Titanite Shard | 1020 |
Symbol of Avarice +4 | 79/61/88/88 | 16/16/24/20 | 16/22/25/24 | 1x Large Titanite Shard | 1350 |
Symbol of Avarice +5 | 81/63/90/90 | 17/17/25/21 | 17/23/26/25 | 2x Large Titanite Shard | 1520 |
Symbol of Avarice +6 | 82/64/92/92 | 17/17/26/21 | 17/24/26/26 | 3x Large Titanite Shard | 1690 |
Symbol of Avarice +7 | 84/65/94/94 | 18/18/27/22 | 18/25/28/27 | 1x Titanite Chunk | 2030 |
Symbol of Avarice +8 | 86/67/96/96 | 18/18/28/23 | 18/26/28/28 | 2x Titanite Chunk | 2200 |
Symbol of Avarice +9 | 88/68/98/98 | 19/19/29/24 | 19/27/30/29 | 3x Titanite Chunk | 2370 |
Symbol of Avarice +10 | 90/70/100/100 | 20/20/30/25 | 20/28/31/30 | 1x Titanite Slab | 2700 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Targray's Helm
### In-Game Description
---
*Helm of one who guides others.
Belonged to Targray, Knight of the Blue*
*Targray can appear obtuse,
but the blue knight means no harm.
He only wishes to offer guidance to
those in need, for that is his purpose.*
### Availability
---
- Gift from Blue Sentinel Targray after reaching Rank 3 in the Blue Sentinels convenant.
- Sold by Merchant Hag Melentia for 4,800 souls, after killing Blue Sentinel Targray.
### General Information
---
Part of Targray's Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Targray's Helm | 36/34/39/36 | 9/9/7/10 | 11/12/0/0 | 5 | 75 | 4.0 | -/-/-/- | C |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Targray's Helm +0 | 36/34/39/36 | 9/9/7/10 | 11/12/0/0 | N/A | N/A |
Targray's Helm +1 | 39/37/43/39 | 9/9/7/11 | 12/13/0/0 | 1x Titanite Shard | 500 |
Targray's Helm +2 | 43/40/47/43 | 10/10/8/12 | 13/14/0/0 | 2x Titanite Shard | 630 |
Targray's Helm +3 | 47/44/51/47 | 11/11/9/13 | 14/15/0/0 | 3x Titanite Shard | 750 |
Targray's Helm +4 | 50/47/55/50 | 12/12/10/14 | 15/16/0/0 | 1x Large Titanite Shard | 1,000 |
Targray's Helm +5 | 54/51/59/54 | 13/13/11/15 | 16/18/0/0 | 2x Large Titanite Shard | 1,130 |
Targray's Helm +6 | 58/54/63/58 | 14/14/11/16 | 17/19/0/0 | 3x Large Titanite Shard | 1,250 |
Targray's Helm +7 | 61/57/67/61 | 15/15/12/17 | 18/20/0/0 | 1x Titanite Chunk | 1,500 |
Targray's Helm +8 | 65/61/71/65 | 16/16/13/18 | 19/21/0/0 | 2x Titanite Chunk | 1,630 |
Targray's Helm +9 | 69/64/75/69 | 17/17/14/19 | 20/22/0/0 | 3x Titanite Chunk | 1,750 |
Targray's Helm +10 | 73/68/79/73 | 18/18/15/20 | 22/24/0/0 | 1x Titanite Slab | 2,000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Tattered Cloth Hood
### In-Game Description
---
*Hood favored by pyromancers.
It appears tattered but in fact its fabric
is reinforced with pyromancy.*
*Magic is no show. It is and art
that allows mere mortals to glimpse
into the very fabric of what is and may be.*
### Availability
---
- The Gutter treasure.
- Dark Stalker drop.
### General Information
---
Part of the Tattered Cloth Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Tattered Cloth Hood | 20/21/20/20 | 11/15/10/11 | 18/6/0/4 | 0 | 55 | 1.1 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Tattered Cloth Hood +0 | 20/21/20/20 | 11/15/10/11 | 18/6/0/4 | N/A | N/A |
Tattered Cloth Hood +1 | 22/23/21/21 | 12/16/10/12 | 19/6/0/4 | 1x Titanite Shard | 130 |
Tattered Cloth Hood +2 | 24/25/23/23 | 13/17/11/13 | 21/7/0/4 | 2x Titanite Shard | 160 |
Tattered Cloth Hood +3 | 26/27/25/25 | 14/19/12/14 | 23/7/0/5 | 3x Titanite Shard | 190 |
Tattered Cloth Hood +4 | 28/29/27/27 | 15/20/13/15 | 24/8/0/5 | 1x Large Titanite Shard | 250 |
Tattered Cloth Hood +5 | 30/32/29/29 | 16/22/14/16 | 26/9/0/6 | 2x Large Titanite Shard | 290 |
Tattered Cloth Hood +6 | 32/34/31/31 | 17/23/15/17 | 28/9/0/6 | 3x Large Titanite Shard | 320 |
Tattered Cloth Hood +7 | 34/36/33/33 | 18/24/16/18 | 29/10/0/6 | 1x Titanite Chunk | 380 |
Tattered Cloth Hood +8 | 36/38/35/35 | 19/26/17/19 | 31/10/0/7 | 2x Titanite Chunk | 410 |
Tattered Cloth Hood +9 | 38/40/37/37 | 20/27/18/20 | 33/11/0/7 | 3x Titanite Chunk | 440 |
Tattered Cloth Hood +10 | 41/43/39/39 | 22/29/19/22 | 35/12/0/8 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Thief Mask
### In-Game Description
---
*A full face mask.*
*Called a thief mask since most people
wearing them are up to no good.
Not terribly effective as armor.*
### Availability
---
***Dark Souls 2 & Scholar of the First Sin:***
- Unlimited sold by Laddersmith Gilligan for 800 souls in Earthen Peak and for 1,000 souls after relocating to Majula.
### General Information
---
Part of the Black Leather Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Thief Mask | 20/21/20/20 | 10/7/7/8 | 12/8/0/0 | 0 | 55 | 1.2 | -/-/-/- | E |
### Notes
---
- Female characters wear this item without the hood.
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Thief Mask +0 | 20/21/20/20 | 10/7/7/8 | 12/8/0/0 | N/A | N/A |
Thief Mask +1 | 22/23/21/21 | 10/7/7/8 | 13/8/0/0 | 1x Titanite Shard | 130 |
Thief Mask +2 | 24/25/23/23 | 11/8/8/9 | 14/9/0/0 | 2x Titanite Shard | 160 |
Thief Mask +3 | 26/27/25/25 | 12/9/9/10 | 15/10/0/0 | 3x Titanite Shard | 190 |
Thief Mask +4 | 28/29/27/27 | 13/10/9/11 | 16/11/0/0 | 1x Large Titanite Shard | 250 |
Thief Mask +5 | 30/31/29/29 | 14/11/10/12 | 17/12/0/0 | 2x Large Titanite Shard | 290 |
Thief Mask +6 | 32/33/31/31 | 15/11/11/12 | 18/12/0/0 | 3x Large Titanite Shard | 320 |
Thief Mask +7 | 34/35/33/33 | 16/12/11/13 | 19/13/0/0 | 1x Titanite Chunk | 380 |
Thief Mask +8 | 36/37/35/35 | 17/13/12/14 | 20/14/0/0 | 2x Titanite Chunk | 410 |
Thief Mask +9 | 38/39/37/37 | 18/14/13/15 | 21/15/0/0 | 3x Titanite Chunk | 440 |
Thief Mask +10 | 40/42/39/39 | 19/15/14/16 | 23/16/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Throne Defender Helm
### In-Game Description
---
*Helmet worn by the Throne Defender.*
*The Defender has stood by the throne for ages.
Will his wait be worth the while?*
### Availability
---
Sold by Maughlin the Armourer after defeating the Throne Defender & Throne Watcher and spending 16,000 souls at his shop.
### General Information
---
Part of the Throne Defender Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Throne Defender Helm | 87/84/90/88 | 18/20/10/18 | 12/20/0/0 | 8 | 100 | 6.4 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Throne Defender Helm +0 | 87/84/90/88 | 18/20/10/18 | 12/20/0/0 | N/A | N/A |
Throne Defender Helm +1 | 95/92/99/96 | 19/21/11/19 | 13/22/0/0 | 1x Twinkling Titanite | 710 |
Throne Defender Helm +2 | 104/100/108/105 | 21/23/12/21 | 14/24/0/0 | 1x Twinkling Titanite | 890 |
Throne Defender Helm +3 | 113/109/117/114 | 22/25/13/22 | 15/26/0/0 | 2x Twinkling Titanite | 1060 |
Throne Defender Helm +4 | 122/117/126/123 | 24/27/14/24 | 16/28/0/0 | 2x Twinkling Titanite | 1420 |
Throne Defender Helm +5 | 131/126/136/132 | 26/29/16/26 | 18/31/0/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Throne Watcher Helm
### In-Game Description
---
*Helm worn by the Throne Watcher.
Has high magic defense.*
*The Watcher waited by the throne for ages.
Will all his waiting ever be rewarded?*
### Availability
---
Sold by Maughlin the Armourer after defeating the Throne Defender & Throne Watcher and spending 16,000 souls at his shop.
### General Information
---
Part of the Throne Watcher Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Throne Watcher Helm | 70/66/75/70 | 30/20/16/20 | 16/19/0/0 | 8 | 95 | 5.6 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Throne Watcher Helm +0 | 70/66/75/70 | 30/20/16/20 | 16/19/0/0 | N/A | N/A |
Throne Watcher Helm +1 | 76/72/82/76 | 33/22/17/22 | 17/20/0/0 | 1x Twinkling Titanite | 710 |
Throne Watcher Helm +2 | 83/79/89/83 | 36/24/19/24 | 18/22/0/0 | 1x Twinkling Titanite | 890 |
Throne Watcher Helm +3 | 90/85/97/90 | 39/26/20/26 | 20/24/0/0 | 2x Twinkling Titanite | 1060 |
Throne Watcher Helm +4 | 97/92/104/97 | 42/28/22/28 | 21/26/0/0 | 2x Twinkling Titanite | 1420 |
Throne Watcher Helm +5 | 104/99/112/104 | 46/30/24/30 | 23/28/0/0 | 3x Twinkling Titanite | 1590 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Traveling Merchant Hat
### In-Game Description
---
*Hat worn by merchants from Lanafir,
where blue represents knowledge.
Wearing this increases item discovery.*
*Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.*
*Effect: Raises item discovery*
### Availability
---
- Starting equipment for the Explorer class.
- Sold by Merchant Hag Melentia.
### General Information
---
- Part of the Traveling Merchant Set.
- Increases Item Discovery.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Traveling Merchant Hat | 25/27/24/24 | 7/8/8/7 | 9/10/0/0 | 0 | 60 | 2.6 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Traveling Merchant Hat +0 | 25/27/24/24 | 7/8/8/7 | 9/10/0/0 | N/A | N/A |
Traveling Merchant Hat +1 | 27/29/26/26 | 7/8/8/7 | 9/11/0/0 | 1x Titanite Shard | 130 |
Traveling Merchant Hat +2 | 30/32/28/28 | 8/9/9/8 | 10/12/0/0 | 2x Titanite Shard | 160 |
Traveling Merchant Hat +3 | 32/34/31/31 | 9/10/10/9 | 11/13/0/0 | 3x Titanite Shard | 190 |
Traveling Merchant Hat +4 | 35/37/33/33 | 9/10/11/9 | 12/14/0/0 | 1x Large Titanite Shard | 250 |
Traveling Merchant Hat +5 | 37/40/36/36 | 10/11/12/10 | 13/15/0/0 | 2x Large Titanite Shard | 290 |
Traveling Merchant Hat +6 | 40/42/38/38 | 11/12/13/11 | 14/16/0/0 | 3x Large Titanite Shard | 320 |
Traveling Merchant Hat +7 | 42/45/40/40 | 11/12/14/11 | 15/17/0/0 | 1x Titanite Chunk | 380 |
Traveling Merchant Hat +8 | 45/47/43/43 | 12/13/15/12 | 16/18/0/0 | 2x Titanite Chunk | 410 |
Traveling Merchant Hat +9 | 47/50/45/45 | 13/14/16/13 | 17/19/0/0 | 3x Titanite Chunk | 440 |
Traveling Merchant Hat +10 | 50/53/48/48 | 14/15/17/14 | 18/20/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Tseldora Cap
### In-Game Description
---
*Cap worn by settlers of Tseldora.
Rather fancy but with low defense
and unfit for battle.
Tseldora flourished with the discovery of
brightstone, deep under the settlement.
But with this prosperity came greed in equal
measure, and the people were ever in search of
that which they lacked.
Effect: Increases number of Souls acquired*
### Availability
---
- Parasitized Undead drop.
- Maughlin the Armourer drop.
### General Information
---
- Part of the Tseldora Set.
- Increases souls gained by 2.5%.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Tseldora Cap | 10/11/10/10 | 5/5/6/4 | 5/5/0/0 | 0 | 40 | 1.4 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Tseldora Cap +0 | 10/11/10/10 | 5/5/6/4 | 5/5/0/0 | - | - |
Tseldora Cap +1 | 11/12/11/11 | 5/5/6/4 | 5/5/0/0 | 1x Titanite Shard | 110 |
Tseldora Cap +2 | 12/13/12/12 | 5/6/7/5 | 6/6/0/0 | 2x Titanite Shard | 140 |
Tseldora Cap +3 | 13/14/13/13 | 6/6/7/5 | 6/6/0/0 | 3x Titanite Shard | 160 |
Tseldora Cap +4 | 14/15/14/14 | 6/7/8/6 | 7/7/0/0 | 1x Large Titanite Shard | 220 |
Tseldora Cap +5 | 15/17/15/15 | 7/7/9/6 | 7/7/0/0 | 2x Large Titanite Shard | 240 |
Tseldora Cap +6 | 16/18/16/16 | 7/8/9/7 | 8/8/0/0 | 3x Large Titanite Shard | 270 |
Tseldora Cap +7 | 17/19/17/17 | 7/8/10/7 | 8/8/0/0 | 1x Titanite Chunk | 320 |
Tseldora Cap +8 | 18/20/18/18 | 8/9/10/8 | 9/9/0/0 | 2x Titanite Chunk | 350 |
Tseldora Cap +9 | 19/21/19/19 | 8/9/11/8 | 9/9/0/0 | 3x Titanite Chunk | 380 |
Tseldora Cap +10 | 21/23/20/20 | 9/10/12/9 | 10/10/0/0 | 1x Titanite Slab | 430 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Varangian Helm
### In-Game Description
---
*Helmet worn by Varangians that terrorized
nearby seas.*
*The coastline stretches far in northern Drangleic.
Beyond this northern sea is an unexplored
continent, said to be the home of things inhuman.*
### Availability
---
Varangian Sailor drop.
### General Information
---
Part of the Varangian Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Varangian Helm | 53/46/60/55 | 17/19/10/17 | 17/23/0/0 | 5 | 55 | 4.6 | -/-/-/- | D |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Varangian Helm +0 | 53/46/60/55 | 17/19/10/17 | 17/23/0/0 | N/A | N/A |
Varangian Helm +1 | 58/50/65/60 | 18/20/11/18 | 18/25/0/0 | 1x Titanite Shard | 500 |
Varangian Helm +2 | 63/55/71/65 | 20/22/12/20 | 20/27/0/0 | 2x Titanite Shard | 630 |
Varangian Helm +3 | 68/59/77/71 | 22/24/13/22 | 21/29/0/0 | 3x Titanite Shard | 750 |
Varangian Helm +4 | 74/64/83/76 | 23/26/14/23 | 23/31/0/0 | 1x Large Titanite Shard | 1000 |
Varangian Helm +5 | 79/69/89/82 | 25/28/15/25 | 25/34/0/0 | 2x Large Titanite Shard | 1130 |
Varangian Helm +6 | 84/73/95/87 | 27/30/16/27 | 26/36/0/0 | 3x Large Titanite Shard | 1250 |
Varangian Helm +7 | 90/78/101/92 | 28/32/17/28 | 28/38/0/0 | 1x Titanite Chunk | 1500 |
Varangian Helm +8 | 95/82/107/98 | 30/34/18/30 | 29/40/0/0 | 2x Titanite Chunk | 1630 |
Varangian Helm +9 | 100/87/113/103 | 32/36/19/32 | 31/42/0/0 | 3x Titanite Chunk | 1750 |
Varangian Helm +10 | 106/92/119/109 | 34/38/20/34 | 33/45/0/0 | 1x Titanite Slab | 2000 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Velstadt's Helm
### In-Game Description
---
*Helm worn by the Royal Aegis.
Originally imbued with the power of miracles,
now soaked with dark after extended exposure
in the Undead Crypt.
A knight from a faraway land was lured to this
accursed land, but forgot even why he came,
eventually reduced to a shadow of his former self.*
### Availability
---
Sold by Maughlin the Armourer after defeating Velstadt the Royal Aegis.
### General Information
---
- Part of Velstadt's Set.
- Increases Vitality and Endurance by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Velstadt's Helm | 113/103/123/108 | 15/15/7/35 | 10/29/15/21 | 14 | 140 | 7.5 | -/-/-/- | C |
### Notes
---
- If worn during the Fume Knight boss fight, he will buff immediately. (This applies only to the world master. Summoned phantoms wearing Velstadt's Helm will not cause the Fume Knight to immediately buff.)
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Twinkling Titanite | Souls Cost |
---|
Velstadt's Helm +0 | 113/103/123/108 | 15/15/7/35 | 10/29/15/21 | N/A | N/A |
Velstadt's Helm +1 | 121/111/132/116 | 16/16/7/37 | 10/31/16/22 | 1 | 950 |
Velstadt's Helm +2 | 130/119/142/124 | 17/17/7/40 | 11/33/17/24 | 1 | 1,180 |
Velstadt's Helm +3 | 139/127/152/133 | 18/18/8/42 | 11/35/18/25 | 2 | 1,420 |
Velstadt's Helm +4 | 148/135/162/141 | 19/19/8/45 | 12/37/19/27 | 2 | 1,890 |
Velstadt's Helm +5 | 157/143/172/150 | 20/21/9/48 | 13/40/21/29 | 3 | 2,120 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Vengarl's Helm
### In-Game Description
---
*Helmet worn by the ferocious Vengarl of Forossa.
As Vengarl's helmet suggests, he was not
unlike a mad beast on the battlefield.*
### Availability
---
Exhaust Head of Vengarl's dialogue.
### General Information
---
- Part of Vengarl's Set.
- Raises Vitality by two points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Vengarl's Helm | 102/96/109/102 | 13/18/11/13 | 12/16/0/0 | 14 | 85 | 6.8 | -/-/-/- | C |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Vengarl's Helm +0 | 102/96/109/102 | 13/18/11/13 | 12/16/0/0 | - | - |
Vengarl's Helm +1 | 110/103/117/110 | 14/19/11/14 | 12/17/0/0 | 1x Twinkling Titanite | 550 |
Vengarl's Helm +2 | 118/111/126/118 | 15/20/12/15 | 13/18/0/0 | 1x Twinkling Titanite | 690 |
Vengarl's Helm +3 | 126/118/134/126 | 15/21/13/15 | 14/19/0/0 | 2x Twinkling Titanite | 820 |
Vengarl's Helm +4 | 134/126/143/134 | 17/22/14/17 | 15/20/0/0 | 2x Twinkling Titanite | 1,090 |
Vengarl's Helm +5 | 142/134/152/142 | 18/24/15/18 | 16/22/0/0 | 3x Twinkling Titanite | 1,230 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Wanderer Hood
### In-Game Description
---
*A hood for the roving type.
Light, sturdy leather made for long journeys*
### Availability
---
- Starting equipment for the Swordsman class.
- Lost Bastille treasure.
### General Information
---
Part of the Wanderer Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Wanderer Hood | 23/22/23/24 | 8/10/11/8 | 9/14/0/0 | 0 | 50 | 1.4 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Wanderer Hood +0 | 23/22/23/24 | 8/10/11/8 | 9/14/0/0 | N/A | N/A |
Wanderer Hood +1 | 25/24/25/26 | 8/11/12/8 | 9/15/0/0 | 1x Titanite Shard | 130 |
Wanderer Hood +2 | 27/26/27/28 | 9/12/13/9 | 10/16/0/0 | 2x Titanite Shard | 160 |
Wanderer Hood +3 | 29/28/30/30 | 10/13/14/10 | 11/18/0/0 | 3x Titanite Shard | 190 |
Wanderer Hood +4 | 32/30/32/33 | 10/14/15/11 | 12/19/0/0 | 1x Large Titanite Shard | 250 |
Wanderer Hood +5 | 34/33/35/35 | 11/15/16/12 | 13/21/0/0 | 2x Large Titanite Shard | 290 |
Wanderer Hood +6 | 36/35/37/37 | 12/16/17/12 | 13/22/0/0 | 3x Large Titanite Shard | 320 |
Wanderer Hood +7 | 39/37/39/40 | 12/17/18/13 | 14/23/0/0 | 1x Titanite Chunk | 380 |
Wanderer Hood +8 | 41/39/42/42 | 13/18/19/14 | 15/25/0/0 | 2x Titanite Chunk | 410 |
Wanderer Hood +9 | 43/41/44/44 | 14/19/20/15 | 16/26/0/0 | 3x Titanite Chunk | 440 |
Wanderer Hood +10 | 46/44/47/47 | 15/20/22/16 | 17/28/0/0 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Warlock Mask
### In-Game Description
---
*Strange mask worn by Aldia warlocks
Grants dark defense, and increased soul acquisition.*
*Warlocks in Aldia gave rise to wicked things,
and even cast forbidden rituals upon themselves.
No one knows if they were born mad, or if their
own misdeeds drove them over the edge.*
*Effect: Increases number of Souls acquired*
### Availability
---
- Invader Merciless Roenna drop (rare).
- Prowling Magus drop (rare).
- *Dark Souls II: Scholar of the First Sin*: Drop from a petrified Lion Clan Warrior in the Shaded Woods, near the Golden Lion Clan Warrior.
### General Information
---
- Increases number of souls acquired by 2.5%.
- Increases Intelligence by two points.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Warlock Mask | 26/30/24/24 | 36/17/24/36 | 19/19/24/60 | 4 | 50 | 4.8 | -/-/14/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Warlock Mask +0 | 26/30/24/24 | 36/17/24/36 | 19/19/24/60 | N/A | N/A |
Warlock Mask +1 | 28/32/26/26 | 39/18/26/39 | 20/20/26/66 | 1x Titanite Shard | 510 |
Warlock Mask +2 | 31/35/28/28 | 43/20/28/43 | 22/22/28/72 | 2x Titanite Shard | 640 |
Warlock Mask +3 | 33/38/31/31 | 46/21/31/46 | 24/24/30/78 | 3x Titanite Shard | 770 |
Warlock Mask +4 | 36/41/33/33 | 50/23/33/50 | 26/26/33/84 | 1x Large Titanite Shard | 1020 |
Warlock Mask +5 | 39/44/36/36 | 53/25/36/53 | 28/28/35/90 | 2x Large Titanite Shard | 1140 |
Warlock Mask +6 | 41/47/38/38 | 57/26/38/57 | 30/30/37/96 | 3x Large Titanite Shard | 1270 |
Warlock Mask +7 | 44/50/40/40 | 61/28/40/61 | 32/32/40/102 | 1x Titanite Chunk | 1520 |
Warlock Mask +8 | 46/53/43/43 | 64/29/43/64 | 34/34/42/108 | 2x Titanite Chunk | 1650 |
Warlock Mask +9 | 49/56/45/45 | 68/31/45/68 | 36/36/44/114 | 3x Titanite Chunk | 1780 |
Warlock Mask +10 | 52/59/48/48 | 72/33/48/72 | 38/38/47/120 | 1x Titanite Slab | 2030 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# White Hollow Mage Hood
### In-Game Description
---
*Hood worn by Hollowed Drangleic mages.*
*Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a men's hood.*
### Availability
---
Hollow Mage drop.
### General Information
---
- Part of the White Hollow Mage Set.
- Increases Intelligence by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
White Hollow Mage Hood | 34/35/33/33 | 28/20/21/23 | 13/13/19/19 | 0 | 50 | 1.8 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
White Hollow Mage Hood +0 | 34/35/33/33 | 28/20/21/23 | 13/13/19/19 | N/A | N/A |
White Hollow Mage Hood +1 | 37/38/36/36 | 30/22/23/25 | 14/14/20/20 | 1x Titanite Shard | 130 |
White Hollow Mage Hood +2 | 40/42/39/39 | 33/24/25/27 | 15/15/22/22 | 2x Titanite Shard | 160 |
White Hollow Mage Hood +3 | 43/45/42/42 | 36/26/27/30 | 17/16/24/24 | 3x Titanite Shard | 190 |
White Hollow Mage Hood +4 | 47/49/46/46 | 39/28/29/32 | 18/17/26/26 | 1x Titanite Large Shard | 250 |
White Hollow Mage Hood +5 | 50/52/49/49 | 42/30/32/35 | 20/19/28/28 | 2x Titanite Large Shard | 290 |
White Hollow Mage Hood +6 | 53/56/52/52 | 44/32/34/37 | 21/20/30/30 | 3x Titanite Large Shard | 320 |
White Hollow Mage Hood +7 | 57/59/56/56 | 47/34/36/39 | 22/21/32/32 | 1x Titanite Chunk | 380 |
White Hollow Mage Hood +8 | 60/63/59/59 | 50/36/38/42 | 24/22/34/34 | 2x Titanite Chunk | 410 |
White Hollow Mage Hood +9 | 63/66/62/62 | 53/38/40/44 | 25/23/36/36 | 3x Titanite Chunk | 440 |
White Hollow Mage Hood +10 | 67/70/66/66 | 56/41/43/47 | 27/25/38/38 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# White Priest Headpiece
### In-Game Description
---
*Traditional headpiece for Drangleic clerics.*
*The clerics of Drangleic were not viewed with
particular reverence, and their positions were
only perserved as a nod to tradition.*
*It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a men's headpiece.*
### Availability
---
Sold by Cromwell the Pardoner.
### General Information
---
- Part of the White Priest set.
- Increases Faith by one point.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
White Priest Headpiece | 23/25/23/23 | 14/14/18/16 | 10/9/9/9 | 0 | 50 | 1.4 | -/-/-/- | E |
### Upgrades
---
Requires Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
White Priest Headpiece +0 | 23/25/23/23 | 14/14/18/16 | 10/9/9/9 | N/A | N/A |
White Priest Headpiece +1 | 25/27/25/25 | 15/15/19/17 | 10/9/9/9 | 1x Titanite Shard | 130 |
White Priest Headpiece +2 | 27/29/27/27 | 16/16/21/19 | 11/10/10/10 | 2x Titanite Shard | 160 |
White Priest Headpiece +3 | 30/32/29/29 | 18/18/23/20 | 12/11/11/11 | 3x Titanite Shard | 190 |
White Priest Headpiece +4 | 32/34/32/32 | 19/19/25/22 | 13/12/12/12 | 1x Large Titanite Shard | 250 |
White Priest Headpiece +5 | 35/37/34/34 | 21/21/27/23 | 14/13/13/13 | 2x Large Titanite Shard | 290 |
White Priest Headpiece +6 | 37/39/36/36 | 22/22/29/25 | 15/14/14/14 | 3x Large Titanite Shard | 320 |
White Priest Headpiece +7 | 39/41/39/39 | 23/23/31/26 | 16/15/15/15 | 1x Titanite Chunk | 380 |
White Priest Headpiece +8 | 42/44/41/41 | 25/25/33/28 | 17/16/16/16 | 2x Titanite Chunk | 410 |
White Priest Headpiece +9 | 44/46/43/43 | 26/26/35/29 | 18/17/17/17 | 3x Titanite Chunk | 440 |
White Priest Headpiece +10 | 47/49/46/46 | 28/28/37/31 | 19/18/18/18 | 1x Titanite Slab | 500 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
- W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
- W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
- W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
- W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |
# Xanthous Crown
### In-Game Description
---
*This blindingly-bright yellow costume was said to be worn by the Xanthous King.*
*Perhaps the heinously towering head cloth
crown served some purpose, or perhaps it
was some strange display of power.*
### Availability
---
Reward after reaching Rank 3 in the Pilgrims of Dark covenant.
### General Information
---
Part of the Xanthous Set.
Name | Physical Defense | Elemental Defense | Resistance | Poise | Durability | Weight | Attributes Required | Physical DEF Bonus |
---|
Xanthous Crown | 67/116/67/44 | 16/5/11/15 | 7/7/0/91 | 0 | 60 | 5.0 | -/-/-/- | E |
### Upgrades
---
Requires Twinkling Titanite.
Name | Physical Defense | Elemental Defense | Resistance | Materials Cost | Souls Cost |
---|
Xanthous Crown +0 | 67/116/67/44 | 16/5/11/15 | 7/7/0/83 | N/A | N/A |
Xanthous Crown +1 | 73/127/73/48 | 17/5/12/16 | 7/7/0/91 | 1x Twinkling Titanite | 370 |
Xanthous Crown +2 | 80/139/80/52 | 19/5/13/17 | 8/8/0/99 | 1x Twinkling Titanite | 460 |
Xanthous Crown +3 | 86/150/86/57 | 20/6/14/19 | 9/8/0/108 | 2x Twinkling Titanite | 550 |
Xanthous Crown +4 | 93/162/93/61 | 22/6/15/20 | 10/9/0/116 | 2x Twinkling Titanite | 730 |
Xanthous Crown +5 | 100/174/100/66 | 24/7/16/22 | 11/10/0/125 | 3x Twinkling Titanite | 820 |
---
### Key
---
**Physical Defense:** | The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z: - W is base Physical DEF
- X is defense vs. striking attacks
- Y is defense vs. slashing attacks
- Z is is defense vs. thrusting attacks
|
**Elemental Defense:** | The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z: - W is defense vs. magic attacks
- X is defense vs. fire attacks
- Y is defense vs. lightning attacks
- Z is defense vs. dark attacks
|
**Resistance:** | The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z: - W is resistance vs. poison
- X is resistance vs. bleed
- Y is resistance vs. petrification
- Z is resistance vs. Hollowing curse
|
**Poise:** | Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit. |
**Durability:** | The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire. |
**Weight:** | The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game. |
**Attribute Requirements:** | Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z: - W is the Strength required
- X is the Dexterity required
- Y is the Intelligence required
- Z is the Faith required
|
**Physical DEF Bonus:** | The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E. |