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Wanderer Boots

In-Game Description


Boots 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.

NamePhysical DefenseElemental DefenseResistancePoiseDurabilityWeightAttributes RequiredPhysical DEF Bonus
Wanderer Boots35/33/35/3512/15/17/1213/21/0/00502.1-/-/-/-E

Upgrades


Requires Titanite.

NamePhysical DefenseElemental DefenseResistanceMaterials CostSouls Cost
Wanderer Boots +035/33/35/3512/15/17/1213/21/0/0N/AN/A
Wanderer Boots +138/36/38/3813/16/18/1314/23/0/01x Titanite Shard330
Wanderer Boots +241/39/42/4214/18/20/1415/25/0/02x Titanite Shard410
Wanderer Boots +345/43/45/4515/19/21/1516/27/0/03x Titanite Shard490
Wanderer Boots +448/46/49/4916/21/23/1618/29/0/01x Large Titanite Shard650
Wanderer Boots +552/50/52/5317/22/25/1819/31/0/02x Large Titanite Shard740
Wanderer Boots +655/53/56/5618/24/26/1920/33/0/03x Large Titanite Shard820
Wanderer Boots +758/56/59/6019/25/28/2022/35/0/01x Titanite Chunk980
Wanderer Boots +862/60/63/6320/27/29/2123/37/0/02x Titanite Chunk1060
Wanderer Boots +965/63/66/6721/28/31/2224/39/0/03x Titanite Chunk1140
Wanderer Boots +1069/67/70/7123/30/33/2426/42/0/01x Titanite Slab1300

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.