# Bandit Gauntlets
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### In-Game Description --- *Gauntlets 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.
NamePhysical DefenseElemental DefenseResistancePoiseDurabilityWeightAttributes RequiredPhysical DEF Bonus
Bandit Gauntlets30/30/31/299/9/7/97/10/0/03602.8-/-/-/-D
### Upgrades --- Requies Titanite.
NamePhysical DefenseElemental DefenseResistanceMaterials CostSouls Cost
Bandit Gauntlets +030/30/31/299/9/7/97/10/0/0N/AN/A
Bandit Gauntlets +133/33/34/319/10/7/97/10/0/01x Titanite Shard290
Bandit Gauntlets +236/36/37/3410/11/8/108/11/0/02x Titanite Shard360
Bandit Gauntlets +339/39/40/3711/12/9/118/12/0/03x Titanite Shard440
Bandit Gauntlets +442/42/43/4012/13/10/129/13/0/01x Large Titanite Shard580
Bandit Gauntlets +545/45/46/4313/14/11/1310/14/0/02x Large Titanite Shard650
Bandit Gauntlets +648/48/49/4614/15/11/1410/15/0/03x Large Titanite Shard720
Bandit Gauntlets +751/51/52/4915/15/12/1511/16/0/01x Titanite Chunk870
Bandit Gauntlets +854/54/55/5216/17/13/1611/17/0/02x Titanite Chunk940
Bandit Gauntlets +957/57/58/5517/18/14/1712/18/0/03x Titanite Chunk1010
Bandit Gauntlets +1060/60/62/5818/19/15/1813/19/0/01x Titanite Slab1150
--- ### 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.