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Gyrm Set

Image Name Physical Defense Elemental Defense Resistance Poise Durability Weight Souls on selling
Gyrm Helm 86/86/90/82 12/11/10/12 24/29/13/13 19 70 8.2 400
Gyrm Armor 129/129/135/123 19/17/15/19 36/28/19/19 26 70 12.3 400
Gyrm Gloves 38/38/39/36 5/5/4/5 12/8/6/6 8 70 3.6 400
Gyrm Boots 59/59/61/56 8/8/7/8 17/13/9/9 14 70 5.6 400
Total 312/312/325/297 44/41/36/44 89/78/47/47 67 - 29.7 1600
Fully Upgraded Total 608/603/635/579 90/83/76/90 176/134/94/94 67 - 29.7 1600
Location Gyrm drop
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Description


Gyrm Helm


Helm of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.

Gyrm Armor


Armor of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.

Gyrm Gloves


Gloves of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.

Gyrm Boots


Boots of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.

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.