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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.