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Bandit Set

Image Name Physical Defense Elemental Defense Resistance Poise Durability Weight Souls on selling
Spiked Bandit Helm 44/44/45/42 13/14/11/13 10/14/0/0 3 60 4.1 100
Bandit Armor 67/66/69/64 20/21/17/20 14/21/0/0 5 60 6.2 160
Bandit Gauntlets 30/30/31/29 9/9/7/9 7/10/0/0 3 60 2.8 120
Bandit Boots 30/30/31/29 9/9/7/9 7/10/0/0 3 60 2.8 130
Total 171/170/176/164 51/53/42/51 38/55/0/0 14 - 15.9 510
Fully Upgraded Total 341/341/352/329 102/106/85/102 74/108/0/0 14 - 15.9 510
Location Starting armor set for the Bandit class. Can also be purchased from Magerold of Lanafir in Iron Keep.
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Description


Spiked Bandit helmet


Helmet of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war.
Citizens became bandits, and s
cattered to other lands.

Bandit Armor


Armor of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war.
Citizens became bandits, and s
cattered to other lands.

Bandit Gauntlets


Gauntlets of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war.
Citizens became bandits, and s
cattered to other lands.

Bandit Boots


Boots of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war.
Citizens became bandits, and s
cattered to other lands.

Upgrades


Requires Titanite.


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.