Mechanics
- Blood Stains
- Bonfires
- Counter Attack
- Critical Damage
- Dual Wielding
- Durability
- Equipment Load
- Falling Damage
- Gestures
- Gravestones
- Headshot
- Humanity
- Illusory Wall
- New Game Plus
- Online Matchmaking
- Parry
- Phantoms
- Poise
- Projectile Deflection
- Resistance
- Rolling
- Scaling
- Sin
- Soul Sign
- Stamina
- Status Effects
- Torch
- Water
- Weakness
- Weapon Reskins
- Status Effects
Blood Stains
There are two types of Blood Stains within the game.
Dark Blood Stains
Like Demon's Souls and Dark Souls, these dark Blood Stains show the last few moments of a player who perished at that spot. You can examine the stain in order to observe a phantom of that player reliving their death. If you see one, be wary of traps, falls, and difficult enemies.
Glowing Green Blood Stain
This blood stain is left after your death in your world. It will be on the spot where you died. If you died by fall damage or by falling down chasms, the blood stain will be on the spot ~5 seconds before the time of your death. This contains all of the souls that the player had on them at the time of death. A second player death will cause the previous blood stain and its accumulated souls to disappear and a new blood stain with the number of souls contained at the time of that second death to appear.
Notes
- If a dark blood stain shows a phantom who gets parried the player will hear the sound that plays when landing a parry in their world. (This also happens with various other sounds, such as the bell sound played when hitting the Watcher's Shield.)
- Using the Darksign to kill yourself doesn't leave any blood stain nor erase any previous blood stain.
Scholar of the First Sin
- If there are many bloodstains in one spot, they will be called a "Pool of blood" and activating one will activate them all.
Bonfires
General Information
Bonfires act as checkpoints in the world of Drangleic. While resting at a bonfire you may fast-travel to any previously lit bonfire, burn certain items, or access your Item Box. Unlike in the first Dark Souls, you do not actually have to rest at a bonfire to return to it after death — you only need to light the bonfire. This is useful if you do not want the enemies that you have killed to respawn.
Resting at a bonfire has several effects:
- Refills your HP and stamina.
- Removes your Status Effects.
- Resets equipment durability to maximum, provided that said equipment is not broken.
- Recharges your Estus Flask uses.
- Recharges your attuned Hexes, Miracles, Pyromancy, and Sorcery uses.
- Resets and respawn enemies (except some unique enemies and bosses)1.
When resting, you can access the bonfire menu. The menu gives you access to several options:
- You can fast travel across Drangleic (provided you already lit the destination bonfire).
- You can attune spells.
- You can burn items.
- You can access your Item Box to deposit or retrieve your equipment and items.
There are a few instances where accessing the bonfire is impossible:
- Enemies are in close proximity to the bonfire.
- A Blue or Red Phantom is invading your world, whether it is a Player or NPC.
- You have summoned Players or NPCs in your world.
- Note that you can still light unlit bonfires, but you can't rest at them.
Fast Travel Locations
Area Name | Bonfire Name | Landmark | Notable For… | Nearby Areas… |
---|---|---|---|---|
Things Betwixt | Fire Keepers' Dwelling | Character Re-specialization (Soul Vessel required) | Majula | |
Majula | The Far Fire | Central hub | Company of Champions and Way of Blue covenant location | Forest of Fallen Giants, Things Betwixt, Shaded Woods, Heide's Tower of Flame, Huntsman's Copse, Grave of Saints, The Gutter |
Forest of Fallen Giants | The Crestfallen's Retreat | Majula, The Lost Bastille | ||
Cardinal Tower | ||||
Soldier's Rest | ||||
The Place Unbeknownst | ||||
Heide's Tower of Flame | Heide's Ruin | Majula, Cathedral of Blue, No Man's Wharf | ||
Tower of Flame | ||||
Cathedral of Blue | The Blue Cathedral | Blue Sentinels covenant location | Heide's Tower of Flame | |
No Man's Wharf | Unseen Path to Heide | Heide's Tower of Flame, The Lost Bastille | ||
The Lost Bastille | Exile Holding Cells | Forest of Fallen Giants, No Man's Wharf, Sinner's Rise, Belfry Luna | ||
McDuff's Workshop | Steady Hand McDuff blacksmith location | |||
Servants' Quarters | Access to Belfry Luna | |||
Straid's Cell | Straid Of Olaphis | |||
The Tower Apart | ||||
Belfry Luna | Upper Ramparts | Bell Keepers covenant location | The Lost Bastille | |
Sinner's Rise | The Saltfort | The Lost Bastille | ||
Huntsman's Copse | Undead Refuge | Felkin the Outcast | Majula, Undead Purgatory, Harvest Valley | |
Bridge Approach | ||||
Undead Lockaway | ||||
Undead Purgatory | Undead Purgatory | Brotherhood of Blood covenant location | Huntsman's Copse | |
Harvest Valley | Poison Pool | Majula, Huntsman's Copse, Earthen Peak | ||
The Mines | Heirs of the Sun covenant location | |||
Earthen Peak | Lower Earthen Peak | Harvest Valley, Iron Keep | ||
Central Earthen Peak | ||||
Upper Earthen Peak | ||||
Iron Keep | Threshold Bridge | Dragon Remnants covenant location | Earthen Peak, Belfry Sol | |
Ironheart Hall | ||||
Eygil's Idol | ||||
Belfry Sol | Belfry Sol | Bell Keepers covenant location | ||
Shaded Woods | Old Akelarre | Doors of Pharros, Aldia's Keep, Shrine of Winter, Majula | ||
Ruined Fork Road | ||||
Shaded Ruins | ||||
Doors of Pharros | Gyrm's Respite | Lonesome Gavlan | Shaded Woods, Brightstone Cove Tseldora | |
Ordeal's End | ||||
Brightstone Cove Tseldora | Royal Army Campsite | Doors of Pharros | ||
Chapel Threshold | Cromwell The Pardoner | |||
Lower Brightstone Cove | Weaponsmith Ornifex | |||
Grave of Saints | Harval's Resting Place | Majula, The Gutter | ||
Grave Entrance | Rat King Covenant location | |||
The Gutter | Upper Gutter | Grave of Saints, Black Gulch | ||
Central Gutter | ||||
Black Gulch | Black Gulch Mouth | The Gutter | ||
Hidden Chamber | ||||
Drangleic Castle | King's Gate | Shrine of Winter, King's Passage, Throne of Want | ||
Under Castle Drangleic | ||||
Forgotten Chamber | ||||
Central Castle Drangleic | ||||
Shrine of Amana | Tower of Prayer | King's Passage, Undead Crypt | ||
Crumbled Ruins | ||||
Rhoy's Resting Place | ||||
Rise of the Dead | ||||
Undead Crypt | Undead Crypt Entrance | Shrine of Amana | ||
Undead Ditch | ||||
Aldia's Keep | Foregarden | Shaded Woods, Dragon Aerie | ||
Ritual Site | ||||
Dragon Aerie | Dragon Aerie | Aldia's Keep, Dragon Shrine | ||
Dragon Shrine | Shrine Entrance | Dragon Aerie | ||
Shulva, Sanctum City | Sanctum Walk | Dragon's Sanctum | ||
Tower of Prayer | Dragon's Sanctum | |||
Priestess' Chamber | Cave of the Dead, Dragon's Sanctum | |||
Dragon's Sanctum | Hidden Sanctum Chamber | Dragon's Rest, Cave of the Dead | ||
Lair of the Imperfect | ||||
Sanctum Interior | ||||
Dragon's Rest | Sanctum Nadir | |||
Brume Tower | Throne Floor | Iron Keep, Iron Passage, Memory of the Old Iron King | ||
Upper Floor | ||||
Foyer | ||||
Lowermost Floor | ||||
The Smelter Throne | ||||
Iron Passage | Iron Hallway Entrance | Brume Tower | ||
Frozen Eleum Loyce | Outer Wall | Shrine of Winter, Grand Cathedral, Frigid Outskirts | ||
Abandoned Dwelling | ||||
Inner Wall | ||||
Lower Garrison | ||||
Expulsion Chamber | ||||
Grand Cathedral | Grand Cathedral | Frozen Eleum Loyce |
Burnable Items
This is a list of burnable items and their effects:
Item | Effect |
---|---|
Human Effigy | Lower your chances of being invaded. It doesn't stop invasions, rather it resets your position to the bottom of the server queue.2 |
Bonfire Ascetic | Increase difficulty of enemies in the surrounding area, similar to New Game+ |
Sublime Bone Dust3 | Strengthens the Estus Flask, and increases the amount of HP recovered with each use. |
Counter Attack
To perform a Counter Attack, attack an enemy while the enemy is performing, or recovering from an attack. Counter attacks deal extra damage.
It doesn't matter if your attack interrupts the enemy's attack or not, you will still deal the counter damage.
Certain effecst boost counter damage such as Old Leo Ring.
Ripostes and backstabs are not counter attacks: they have their own damage calculations and are not boosted by effects that boost counter damage.
Critical Damage
Description
Critical damage is, like its name suggests, a damage much stronger than normal attack damage, often outright killing the target.
There are several ways to do critical damage: Backstab, Riposte, Guard Break and a situational Plunging attack.
Note that critical damage doesn't refer to counter attacks (an attack you deal during an enemy's attacking animation). Do not confuse counter damage (dealt by counter attacks) and critical damage (dealt by ripostes and backstabs and described on this page).
Backstabs and ripostes are not counter attacks and they are not boosted by effects that boost counter damage like Old Leo Ring.
- Backstab
Walk behind a backstab-able enemy and press the normal attack button (R1 on PS3 / RB on Xbox / H on PC default). The enemy doesn't need to be locked-on. This cannot be done on certain enemies (usually ones much larger than the player) or with two weapons in a power stance.
NOTE: Keep in mind that you HAVE to be wielding the weapon you want to backstab with in your RIGHT hand. You cannot backstab with a weapon in the left hand.
- Riposte
See Parry. Riposte can only be done after a parry (although the special attack performed after guard break move is basically also a riposte). When the enemy has completed the animation of falling to the ground, stand close to the enemy's front side, then press the normal attack button to trigger riposte. You can also trigger a standing riposte if you can attack before the falling enemy touches the ground: in this case you will see a different animation and will deal slightly more damage.
- Guard Break
Guard Break can only be done by either using the Guard Break move on a blocking opponent, or by draining your opponent's stamina while they block. When the enemy is Guard Broken, they will be stunned and they will become stunned in a simliar manner to the Dark Souls 1 Parry animation. While the enemy is in this animation, head to their front side, and use a normal attack to trigger the Guard Break Riposte
- Plunging attack critical
Do a plunging attack as close as possible to the target's center. The "drop zone" is quite large, you can still drop about two steps from the target's center and still trigger the critical.
When you do these moves, you and your target will enter a unique critical animation. The animation depends on the weapon used. For example, dagger users Backstab critical by punching then stabbing the target really hard, accompanied by a gush of blood, while shortsword users critical with a three hit combo followed by a downward slash. Excluding the critical, your target is temporarily invincible for the duration of the animation. You are still vulnerable from taking damage while performing both the Backstab and Riposte animations, but the damage you take will be greatly reduced.
Damage
The formula for the damage caused by a critical attack is currently unknown. That being said, here's what we know:
- Critical damage depends on the weapon, the weapon's total attack rating, and the type of critical attack.
- Critical damage appears to ignore (or greatly reduce) the target's defense.
- A typical weapon can do either 2 or 3 times it's attack rating in critical damage.
- Most daggers do more than 4 times their attack rating in critical damage. The Umbral Dagger has the highest critical modifier in the game, at least for backstabs.
- Critical damage is not affected by the weapon's counter damage modifier, by the weapon's sweet spot, or by whether the weapon is held in one hand or two hands.
- Ripostes appear to do more damage than backstabs.** (Need testing, King's Greatsword deals more damage with backstab (insta-kill) than riposte (~~80% of life). Tested on sanctum soldiers ng +7)
- The damage modifier for ripostes, backstabs and guard breaks seems to vary independently from weapon to weapon or attack type. (Need testing, my mace did more damage than my mail breaker with backstabs, but my mail breaker did more than the mace with ripostes, finer weapons such as daggers, spears and rapiers better suited for riposting?)
Tips
General
- You can do a critical attack while holding the weapon with both hands. Contrary to earlier claims, this does not appear to increase its critical damage.
- Keep in mind that a high critical rating on a weapon doesn't always mean that it's the best weapon for your critical attack. Generally weapons with the highest attack rating, such as great hammers, greataxes, and ultra greatswords, will do the most critical damage even though daggers tend to have the highest critical modifiers.
- Critical damage ignores a weapon's counter damage modifier. So weapons with high counter damage, such as katanas and thrusting swords, benefit the least from a critical attack versus a regular counter attack.
Backstab
- Some enemies are positioned in the map with their backs facing you. These enemies are designed so that you can easily dispatch them by backstab. Walking slowly, or equipping Slumbering Dragoncrest Ring helps you sneak up on these enemies.
- In PvP environment, you rarely have the chance to sneak up on the opponent. In this situation, you can do the technique that's commonly known as pivot backstab:
- Lock on to enemy so that you are facing them.
- When you see an opening (spell cast or strong attack windup), release the lock and immediately roll past the enemy so that you are behind them. High poise helps.
- Without rotating the camera, face the opponent's back by using the movement control only.
- Quickly press the attack button to trigger the backstab.
- After you backstab an enemy, the enemy will get floored. Until the enemy is standing right up, the enemy will be in an invincible state. But, you can walk up to the enemy as they get up, wait behind them, and chain backstab them as soon as their invincibility state wears off. You can also use this in PvP, but it will be harder because a skilled player can roll as soon as the invincibility wears off and connection lag may throw off your timing. (Testing required - in pve enemies start taking damage earlier on after receiving backstab, ripostę or guard-break)
- A very rare occurrence. If you should happen to miss a backstab attempt, but the animation hits a different attacking enemy, that enemy will then be Parried.
Riposte
- There are basically three types of riposte:
- Ground riposte: after you parry an enemy and they fall to the ground you need to stand in front of them and attack. You will stab them through.
- Standing riposte: after parrying an enemy you have to attack them while they're falling to the ground but not yet lying down. The timing is difficult and you may end up just attacking normally (and if you break the enemy's poise at this moment you will interrupt the staggered ready-for-riposte animation and will bring the enemy back to normal stance). Arguably deals more damage than ground riposte (although testing with Chaos Rapier showed negligible difference). (Test again; some weapons deal more damage on standing and guard-break ripostes than on ground ripostes, and vice versa. Strike-type weapons like the Mace, Iron King Hammer and Smelter Hammer seem to do best damage with Backstabs and Standing/Guard-Break Ripostes, while Slash-type weapons like the Longsword, Pursuer's Ultra Greatsword and Fume Ultra Greatsword deal best damage with Backstabs and Ground Ripostes. In fact, the Pursuer's UGS deals less Guard-Break Riposte damage than Backstab damage, and it's best to circle around for a Backstab if a Guard Break is performed if using said weapon.
- Guard break riposte: similar to standing riposte but activated after using guard break move (pushing away the enemy's shield; see below). Also has strict timing and requires standing as close as possible to the enemy.
- After you parry an enemy, you may still have time to change your weapon for a stronger critical. Two-handing the weapon doesn't change the riposte animation and doesn't affect the riposte damage.
- You can use special parrying gear to help you train your parrying skill. These items have either slightly longer or faster parrying window. These items are: Buckler, Target Shield, Parrying Dagger, Monastery Scimitar. Different weapons have different parrying window and starting parry animation.
- Riposte damage increases by 50% on New Game Plus.
Guard Break
- Guard Break Ripostes can be made at any point through their animation, however, attacking too early, or chaining attacks after they go into the Guard Broken animation means that they will take one normal attack instead of the critical attack.
- During a guard break, you will have time to change weapon.
- Using weapons with a higher poise break will cause a guard break quicker than a weapon with higher damage. (Needs Confirmation)
Dual Wielding
Function
Dark Souls 2 expands the player's offensive ability in combat when using two weapons at the same time. When you equip compatible weapons in each hand, you can enter a power stance, which allows new attack animations and the opportunity to inflict greater damage on your opponents.
While in power stance, R1 and R2 will keep the regular attacks of your right hand weapon. Thrusting swords R2 becomes a parry(only the rapier parry which always does it). Your L1 will become a combo attack using both weapons and L2 will be a single powerful attack using both weapons.
Your power stance attacks will vary depending on held weapons. Some weapon types have priority on the power stance attacks type. (ex. dagger < curved sword = straight sword < greatsword)
If two weapons have the same priority (ex. curved sword and straight sword), the power stance attacks type will be dictated by the right hand weapon.
Requirements
In order to enter power stance, you will need to:
- Have 1.5x the max required stats of your equipped weapons.
- Your two equipped weapons need to be compatible. (more testing needs to be done to confirm which weapons work together / at all).
- Example of compatible weapons : Greatsword / Curved Sword, Thrusting Sword / Straight Sword, Dagger / Katana
- Spell tools (staffs, sacred chimes, pyromancy flames) may not be power stanced in any combination.
Right Hand Weapon | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Left Hand Weapon | Axes | Claws | Curved Swords | Curved Greatswords | Daggers | Fists | Greataxes | Great Hammers | Greatswords | Halberds | Hammers | Katanas | Lances | Reapers | Spears | Straight Swords | Thrusting Swords | Twinblades | Ultra Greatswords | Whips |
Axes | Yes | No | Yes | No | No | No | Yes | Yes | No | No | Yes | Yes | No | No | No | Yes | No | No | No | No |
Claws | No | Yes | No | No | No | Yes | Yes | No | No | No | No | No | No | No | No | No | No | No | No | No |
Curved Swords | Yes | No | Yes | No | Yes | No | Yes | No | No | Yes | No | Yes | Yes | Yes | Yes | Yes | Yes | No | No | No |
Curved Greatswords | No | No | No | Yes | No | No | Yes | Yes | Yes | No | No | No | No | No | No | No | No | No | Yes | No |
Daggers | No | No | Yes | No | Yes | No | No | No | No | No | No | Yes | Yes | No | Yes | Yes | Yes | No | No | No |
Fists | No | Yes | No | No | No | Yes | No | No | No | No | No | No | No | No | No | No | No | No | No | No |
Greataxes | Yes | No | No | Yes | No | No | Yes | Yes | Yes | No | Yes | No | No | No | No | No | No | No | Yes | No |
Great Hammers | Yes | No | No | Yes | No | No | Yes | Yes | Yes | No | Yes | No | No | No | No | No | No | No | Yes | No |
Greatswords | No | No | Yes | Yes | No | No | Yes | Yes | Yes | No | No | Yes | No | No | No | Yes | No | No | Yes | No |
Halberds | No | No | No | No | No | No | No | No | No | Yes | No | No | No | Yes | No | No | No | Yes | No | No |
Hammers | Yes | No | Yes | No | No | No | Yes | Yes | No | No | Yes | No | No | No | No | Yes | No | No | No | No |
Katanas | Yes | No | Yes | No | Yes | No | No | No | Yes | No | No | Yes | Yes | No | Yes | Yes | Yes | No | No | No |
Lances | No | No | Yes | No | Yes | No | No | No | No | No | No | Yes | Yes | No | Yes | Yes | Yes | No | No | No |
Reapers | No | No | No | No | No | No | No | No | No | Yes | No | No | No | Yes | No | No | No | No | No | No |
Spears | No | No | Yes | No | Yes | No | No | No | No | No | No | Yes | Yes | No | Yes | Yes | Yes | No | No | No |
Straight Swords | Yes | No | Yes | No | Yes | No | No | No | Yes | No | Yes | Yes | Yes | No | Yes | Yes | Yes | No | No | No |
Thrusting Swords | No | No | Yes | No | Yes | No | No | No | No | No | Yes | Yes | No | Yes | Yes | Yes | Yes | No* | No | No |
Twinblades | No | No | No | No | No | No | No | No | No | Yes | No | No | No | No | No | No | Yes* | Yes | No | No |
Ultra Greatswords | No | No | No | Yes | No | No | No | Yes | Yes | Yes | No | No | No | No | No | No | No | No | Yes | No |
Whips | No | No | No | No | No | No | No | No | No | No | No | No | No | No | No | No | No | No | No | Yes |
*Thrusting Sword and Twinblade can only be Power-Stanced with the Thrusting Sword in the right hand, it will not work the other way round.
*Crossbows can also be power stanced, though the one-handed damage drops to ~63% of what it would be non power stanced for only ~26% gain in damage for shooting both crossbows at once. You cannot power stance a repeating crossbow with a non repeating crossbow, though Avelyn can be power stanced with Sanctum Repeating Crossbow as the other crossbow. While power stanced you can't use the scope feature of 2 handed which also means you can't use the special ability of the sanctum crossbow and repeating crossbow when dual wielding without exiting power stance. (tested in Scholar of the First Sin while in Company of Champions covenant). Due to the drop in power it would be advised to only use the double shot feature of power stance and leave single crossbow fire for when not in power stance. Can be considered the "strong" for crossbows as it takes longer to do 2 power stance double shots than to fire one hand and then the opposite hand despite consuming the same amount of stamina
**Table is a work in progress. There are potentially exceptions for dual wield viability within each weapon type.
Tips
- You enter power stance by holding (not just pressing) △ (PS3) / Y (360). If your weapons are not compatible or if you don't have the appropriate stats, you will two-hand your left hand weapon instead of entering power stance. When you are in power stance, your character will hold the weapons differently at rest and your left-attack and left-strong-attack animations will use both weapons together.
- The stat requirement is 1.5x the higher of the two weapons you are attempting to dual wield, rounded down. So if weapon #1 requires 20 str / 13 dex and weapon #2 requires 18 str / 15 dex, you will need to have 30 str (1.5x 20) & 22 dex (1.5x 15 = 22.5, rounded down to 22).
- In power stance, you forgo your shield and your ability to block with the weapons. Therefore, attack and roll timing are crucial to effectively dual wield.
Here's the weapon hierarchy and what it means:
Spears/Lances
Axes/ Hammers
Straight Swords/ Curved Swords/ Katanas
Thrusting Swords
Daggers
The moveset works from the top to the bottom. If you have a spear in one hand and an axe in the other, you will have the spear power stance moveset. This is regardless of which hand the weapons are held in.
The hand in which the weapons are held only matters if they have the same spot in the hierarchy (such as curved swords and katanas, or lances and spears). Then they will take the moveset of the weapon in the right hand. If the weapon has a special attack, for example Ricard's Rapier, it can only be used if held in the right hand.
Note: Estoc/Mace does not work.
Different Strong Attack with Curved Swords in your Left Hand
A curved sword in your left hand can use a strong attack, instead of parrying as normal, when attacking with a weapon in you right hand first. Some of them also have attacks not normally found in the weapon's regular move set.
How do you use these 'different' strong attacks you might ask? Well, for example, say I have a Longsword equipped in my right hand and a Falchion in my left hand. To do the 'different' strong attack I would first need to do a regular attack (R1/RB) with my Longsword then quickly use the strong attack (L2/LT) with my Falchion. Instead of parrying like normal, the Falchion will actually use its R2/RT strong attack even though it is be held in the left hand.
Things to note:
- You can't be in a power stance
- You must have a weapon equipped your right hand
- You must have the necessary stats to use each weapon effectively (needs testing)
- You must have the necessary stats to do a power stance (needs testing)
Compatible Weapon Classes
Basically which weapons you can use in your right hand to override your left hand's curved sword parry animation. Testing was done on a 45 STR/DEX character with one weapon used from each category and using the Falchion as the left hand weapon.
Weapon Class | Works? (Yes/No) |
---|---|
Axes | Yes |
Claws | No |
Curved Swords | Yes |
Curved Greatswords | No |
Daggers | Yes |
Fists | No |
Greataxes | No |
Great Hammers | No |
Greatswords | Yes |
Halberds | No |
Hammers | Yes |
Katanas | Yes |
Lances | Yes |
Reapers | No |
Spears | Yes |
Straightswords | Yes |
Thrusting Swords | Yes |
Twinblades | No |
Ultra Greatswords | No |
Whips | No |
Notes
- This also applies to the Caestus but only if your character's using their Fist or another Caestus in the right hand.
Durability
Description
At zero, items break and become ineffective.
Durability is restored by resting at a bonfire, but a broken item must be repaired first.1
During combat, the durability of equipped weapons and armor degrades. Weapons degrade when you hit something, armor and rings degrade when you are hit.
When an item reaches 0 durability, it is fully broken and it must be repaired at a blacksmith. Armor and rings lose all their stats while weapons suffer greatly reduced damage when they are broken.
Enviromental Causes of Durability Damage
Cause | Location | Damages Weapons or Armor |
---|---|---|
Undead Citizen (brown core) |
Dragon Aerie | Armor |
Corrosive Ant Queen | The Gutter | Armor |
Acid Horn Beetle | Shrine of Amana | Armor |
Giant Acid Horn Beetle | Shrine of Amana Aldia's Keep |
Armor |
Corrosive Egg Insect | Shulva, Sanctum City Dragon's Sanctum |
Both |
Royal Rat Authority | Doors of Pharros | ? |
Bradley of the Old Guard | No-man's Wharf | Armor |
Maldron the Assassin | Brume Tower | Both |
The Duke's Dear Freja | Brightstone Cove Tseldora | Armor |
Sinh, the Slumbering Dragon | Dragon's Rest | Weapon |
Pools of Acid | Various | Armor |
Acid Jar | No-man's Wharf The Gutter |
Armor |
Egg Sack | Shulva, Sanctum City Dragon's Sanctum |
Both |
Player Causes of Durability Damage
- Fire Destructive Greatarrows with a Greatbow.
- Cast the Acid Surge pyromancy.
- Throw a Corrosive Urn.
- King's Ultra Greatsword deals increased durability damage to enemy armor.
- Using a weapon's special attack damages the weapon greatly.
Restoring Durability
- Rest at a bonfire.
- Use Repair Powder.
- Cast the Repair sorcery.
- Items that are already broken have to be repaired at a blacksmith.
- Attack the Pagan Tree with any whip and it will emit a mist that has a repair effect. This also repairs items that are already broken.
Avoiding Excess Durability Damage
- Wear the Bracing Knuckle Ring, which increases equipment durability by up to 50%.
- Don't attack corpses of dead enemies or friendly phantoms, as this rapidly lowers weapon durability.
- Don't walk on lava or spikes for an extended period of time.
Notes
- PvE opponents don't have durability, so don't try breaking their equipment.
This is actually false.
Human enemies, such as human red phantoms and invading NPC's, can have equipment broken.
the two red phantoms at the kings door in FOTFG can be used to test this, as at least one of them has a low durability ring to break.
- Attacking Sinh, the Slumbering Dragon with melee weapons damages their durability at a faster rate than usual.
- Ring of Life Protection and Ring of Soul Protection break when you die.
- Gower's Ring of Protection takes increased damage when you are hit in the back.
- Santier's Spear changes significantly when it's broken. See its page for details.
Equipment Load
In-Game Description
Maximum weight that can be equipped. Movement slows as your equipment load approaches maximum.
Influence of Attributes on Equipment Load
Attribute | 4-29 | 30-49 | 50-69 | 70-98 | 99 |
---|---|---|---|---|---|
Vitality | +1.5 | +1 | +0.5 | +0.5 per 2 points |
+0.5 |
Maximum Equipment Load without any additional equipment is 120. All character types start with a base equipment load of 38.5 and the vitality adjustment is added on top of this. So, a Warrior, starting with 6 vitality has an equipment load of 38.5 + 6 x 1.5 = 47.5.
Equipment load impacts the rate at which your stamina recovers in a mostly linear fashion. This means that if you are at 47% max equipment load you recover stamina slightly faster than 48% equipment load. Going from 78% to 77% will help roughly the same as going from 38% to 37%. There are no predetermined numbers which cause a large change to your normal stamina recovery rate.
Equipment load also impacts the distance you travel when rolling. Again this increases in a mostly linear fashion like stamina recovery. However there is a change in how long the roll takes to complete at 70%. At that point you will perform what is referred to as a "fat roll" which will take significantly longer to finish than a regular roll. Once you reach 100% equip load, you will steadily get slower until it reaches 120%, it seems to change in a linear fashion. Also, at 120% equip load or higher, you will not be able to roll or backstep; you will instead be "stunned." Your movement will also be very slow. However, you are still able to execute rolling attacks and backstep attacks.
Equipment load does not impact how long you are invulnerable during a roll. Look at Adaptability to see how long your character will be invulnerable during a roll. Even when performing a fat roll it will result in the same amount of invulnerable time. However because the fat roll takes longer, you will be vulnerable for a greater percent of the time when compared to a normal roll.
Equipment load also increases the amount of Falling Damage you take.
Equipment which increase maximum Equipment Load
Item | Increase |
---|---|
Royal Soldier's Ring | 10/15/20% |
Armor of Aurous (T) | 1.5% |
Leggings of Aurous (T) | 1.5% |
Gauntlets of Aurous (T) | 1% |
Helm of Aurous (T) | 1% |
Penal Mask | 3% |
First Dragon Ring | 5% |
Second Dragon Ring | 10% |
Third Dragon Ring | 12.5% |
Velstadt's Helm | 1 VIT |
Vengarl's Helm | 2 VIT |
Increases to max Equip Load stack. E.g. 100 base equip load + Royal Soldier's Ring +2 and Armor of Aurous = 100 * 1.2 * 1.015 = 121.8 = 21.8% larger max Equip Load.
Falling Damage
Description
Falling a non-negligible distance will cause players and monsters to take damage based on how fast they were traveling. Damage taken from falling is a set amount of damage, not a percent of max HP. Certain equipment can reduce the amount of damage you take from a fall, which can be very useful in areas like Brightstone Cove Tseldora and Earthen Peak, especially for invading. When incorporating falling damage reduction into your build, there are a few things to consider:
- After a certain height, falls are always fatal, regardless of your HP or damage reduction equipment.
- The threshold for instant death is at approximately 1600 damage, so you will likely never take damage from non-fatal falls with maximum fall protection.
- Fall reduction stacks purely additively, and does not exhibit diminishing returns. For example, The Silvercat Ring (~600) + the Flying Feline Boots (~450) will reduce about 1050 damage.
- Higher equip load causes more damage to be taken.
Equipment which reduce Falling Damage
Fall protection is a hidden stat in Dark Souls 2. There is a spell and several items that increase this stat by a certain amount. Multiplying the fall protection modifier of an item by 150 gives you the approximate damage reduction it will provide.
Item | Fall Protection Modifier | Approximate Damage Reduction |
---|---|---|
Fall Control | 100 | 15000¹ |
Silvercat Ring | 4 | 600 |
Flying Feline Boots | 3 | 450 |
Lion Warrior Helm | 1 | 150 |
Lion Warrior Cape | 1 | 150 |
Red Lion Warrior Cape | 2 | 300 |
Lion Warrior Cuffs | 1 | 150 |
Lion Warrior Skirt | 2 | 300 |
Jester's Tights | 2 | 300 |
Moon Butterfly Wings | ? | ? |
Moon Butterfly Skirt | ? | ? |
Sanctum Knight Leggings | 2 | 300 |
¹ Falls that would do more than about 1600 damage (with no load) will be fatal regardless of how much damage reduction you have
Information About how Load Affects Fall Damage
The heavier a player is, the more damage they will take from falls. The amount of extra damage is based on percent load, rather than weight alone. Fall damage reduction is also applied before load penalties, so fall protection potency is actually amplified somewhat when you're under more load.
The amount of damage increases linearly with percent load, though the rate of change increases dramatically after 100% load and drops to zero after 120% load. The equations for damage can thus be derived quite simply.
Equip Load | Formula |
---|---|
Under 100% | Base Damage * ( 1 + Equip Load / 6 ) |
Between 100% and 120% ² | Base Damage * ( 1 + 1/6 + 4/5 * ( Equip Load - 1 ) ) |
Over 120% ² | Base Damage * ( 1 + 1/6 + 4/5 * 0.2 ) |
² These equations are left unsimplified to show the similarities between the equations.
Note: In the equations, Equip Load is used as a proper percentage value, meaning that 100% is 1.0 and 0% is 0.0. Base Damage is the damage the player would take from the fall provided they had no equipment load. Fall damage reduction is applied prior to use in the equations.
Notes
- Extra Damage from higher equip load is based on your percentage of equip load, not the total weight you're wearing. This means that equip-load-boosting equipment, such as the Royal Soldier's Ring will slightly reduce falling damage, provided you have other pieces of equipment on; exactly 0.0% equip load will always deal less fall damage.
- Armor has no effect on fall damage, outside of its role in weighing down the player.
- Weight does not cause a great deal of extra damage. At 100% burden, it will cause around 17% extra damage.
- The fall to the first board in the Majula pit deals around 1,342 damage.
- The fall to the floor from the hole next to the Cardinal Tower in Forest of Fallen Giants bonfire deals around 676 damage.
- The fall from the top of the ladder in the elevator room in Drangleic Castle is fatal.
- You can determine if a drop will be fatal by dropping a prism stone.
- Note that due to differences in individual falls, and fall reduction gear having weight of its own, testing exact numbers is difficult.
Gestures
Used to communicate with other players. The gesture menu is accessed with the Select / Back button.
Motion sensing is enabled for the Playstation 3's SIXAXIS controller. In theory, when the player presses and holds the X button down the game will recognize the pattern of movement and perform the assigned gesture.
Image | Gesture | Description | How to obtain |
---|---|---|---|
Point | Player points forward | Available at start | |
I Won't Bite | Player gestures to come nearer | Available at start | |
Bow | Player performs a bow | Available at start | |
Wave | Player waves | Available at start | |
Pumped Up | Player gets pumped. | Available at start | |
Warcry | Player performs a warcry. | Available at start | |
Righty-ho! | Player performs a quick wave. | Available at start | |
No way | Player shakes their head and signals "No". | Available at start | |
Welcome | Player holds out their arms, welcoming those around. | Given by Saulden the Crestfallen Warrior in Majula. | |
Mock | Player shrugs mockingly. | Given by Straid Of Olaphis in The Lost Bastille. | |
Fist Pump | Player jumps with joy! | Given by Creighton the Wanderer, found near Huntsman's Copse | |
Praise the Sun | Player raises his arms toward the sun | Learn it at the Heirs of the Sun altar in Harvest Valley | |
Prostration | Player kneels down and bows energetically. | Teachable after encountering Laddersmith Gilligan and spending 2000 souls. Found in Earthen Peak or Majula. | |
Decapitate | Player taunts, signalling head removal. | Given by Head of Vengarl in the Shaded Woods. | |
This one's me | Player thumbs up with both hands towards himself. | Speak to Chancellor Wellager in Drangleic Castle. | |
Warmup | Player runs on the spot. | Equip the Ring of Whispers and speak to Manscorpion Tark after fighting Scorpioness Najka. Found in the Shaded Woods | |
Joy | Player raises their fist in excitement. | Given by Benhart Of Jugo in Majula. | |
Have mercy! | Player kneels down and bows frantically. | Approach and speak to Grave Warden Agdayne without having a torch lit. Found in Undead Crypt. | |
Duel Bow | Player performs a more respectable bow | Given by Blue Sentinel Targray in Cathedral of Blue | |
Hurrah! | Player leans up and cheers. | In the Memory of Vammar, speak to Captain Drummond. |
Gravestones
aka NPC Tombstones
FoldUnfold Table of Contents General Information Losing Special Services Maintaining Special Services NPC Revival Info NotesGeneral Information
Many important characters in Dark Souls 2 can be killed, accidentally or on purpose. Most of them can be revived, albeit temporarily, by interacting with their gravestones. Reviving costs souls. Their revival will only last until you load another area.
The amount of time it takes for a Gravestone to appear depends on the NPC. It can range from a couple of hours to several hours.
Losing Special Services
The purpose of the gravestones is so you can interact with NPCs after they've died. Sometimes this allows you to continue using their services uninhibited, asides from the revival cost, but this isn't always the case. In most situations where an NPC is killed before they've arrived at their final location, their gravestone will only spawn where they were killed. It will not move or have available services/ items updated. Here are a few specific examples (but not the only cases):
- If Melentia is killed in the Forest of Fallen Giants, her gravestone will remain there and she will not offer the unlimited supply of Lifegems that become available in Majula.
- If Ornifex is killed in the Shaded Woods, her gravestone will remain there and she will not offer her weaponsmithing services that become available in Brightstone Cove Tseldora.
One important exception to this is the Emerald Herald. Regardless of where she is killed, her grave will appear in Majula and she will retain her normal interaction options.
Additionally, the following functions/ services are lost for all NPCs that apply:
- NPCs that are normally summon-able for co-op will not be available for co-op after they're killed, and their questline will be "frozen" where it was.
- Most NPCs that give rewards based on how many souls you've spent with them will not gift these items at their gravestone. This includes NPCs that do otherwise update their inventories with other goods based on the player's game progress.
Maintaining Special Services
In most cases where an NPC is at their final destination, their inventories will continue to update properly. A couple examples include:
- If in Majula, Melentia's gravestone will have its inventory updated to include slain NPCs' gear, more Brightbugs, etc.
- If in Majula, Chloanne will continue to update her inventory based on your game progress as well.
Check the notes in the table below for more specifics or anomalies.
NPC Revival Info
Character | Cost | Initial Wait | Notes |
---|---|---|---|
Merchants | - | ||
Blacksmith Lenigrast | 2,000 | 3 Hours | Offers full services, even if his house is unlocked after killing him. |
Carhillion of the Fold | 3,500 | 2.5 Hours | |
Cromwell the Pardoner | 7,000 | 5 Hours | Offers full services after death, including pardon. |
Felkin the Outcast | 7,500 | 5 Hours | |
Grave Warden Agdayne | 3,000 | 2.5 Hours | |
Head of Vengarl | 3,000 | 2.5 Hours | |
Laddersmith Gilligan | 13,000 | 4 Hours | Ceases to offer ladders, other interactions remain.1 |
Licia of Lindeldt | 7,000 | 4 Hours | |
Lonesome Gavlan | 3,500 | 3 Hours | |
Maughlin the Armourer | 3,500 | 2.5 Hours | Ability to update inventory after death depends.2 |
Merchant Hag Melentia | 4,000 | 1.5 Hours | Will update inventory if killed in Majula. |
Rosabeth of Melfia | 4,000 | 2.5 Hours | Ghost form wears default ragged clothes, option to gift clothes is lost. |
Royal Sorcerer Navlaan | 9,000 | 3.5 Hours | Lose out on missions, though able to purchase items. |
Steady Hand McDuff | 3,500 | 3 Hours | Able to accept Dull Ember and offer services, even if killed right away. |
Stone Trader Chloanne | 2,500 | 2.5 Hours | Will update inventory if killed in Majula. |
Straid of Olaphis | 14,000 | 5 Hours | Will update inventory to sell Forlorn armor. |
Weaponsmith Ornifex | 11,000 | 4 Hours | Offers services only if killed in Brightstone Cove Tseldora. |
Covenant Leaders | - | ||
Belfry Guard | 4,500 | 2 Hours | Gravestone appears at both locations, regardless of location killed. |
Blue Sentinel Targray | 6,000 | 5 Hours | |
Darkdiver Grandahl | 5,500 | 3.5 Hours | Ability to join covenant depends.3 |
Magerold of Lanafir | 8,500 | 4.5 Hours | Able to accept the Petrified Egg after death and offers usual services. |
The Rat King | 3,500 | 3 Hours | Grave appears only at location of death. |
Saulden, the Crestfallen Warrior | 500 | 10 Hours | |
Titchy Gren | 6,000 | 5 Hours | |
Others | - | ||
Captain Drummond | 1,500 | 1.5 Hours | |
Cale the Cartographer | 2,000 | 1.5 Hours | Able to gift House Key if killed in Forest of Fallen Giants. |
Creighton the Wanderer | 2,500 | 2 Hours | |
Benhart of Jugo | 3,000 | 2.5 Hours | |
Emerald Herald | 2,500 | 5 Hours | Grave spawns in Majula, regardless of death location. Services remain. |
Griant | 1,000 | 2 Hours | Reviving is pointless. |
Lucatiel of Mirrah | 3,500 | 1.5 Hours | |
Manscorpion Tark | 2,500 | 2.5 Hours | Able to gift event items. |
Milfanito | 2,500 | 3 Hours | |
Milfanito | 4,000 | 3 Hours | |
Imprisoned Milfanito | 2,000 | 4 Hours | |
Mild Mannered Pate | 2,000 | 1 Hour | Able to gift White Sign Soapstone if killed in Forest of Fallen Giants. |
Morrel | 1,000 | 2 Hours | Reviving is pointless. |
Housekeeper Milibeth | 1,000 | 2 Hours | |
Strowen | 15,000 | 2 Hours | Found around the right side of hut's front entrance, accepts Soul Vessel. |
Notes
- Going to NG+ will resurrect all NPCs.
- Use of Bonfire Ascetics will not resurrect NPCs.
- Deaths and Tombstone Locations of all NPCs (video)
Headshot
Description
If a player is shot in the head by an enemy projectile (i.e. with a bow/crossbow), the player's poise will be broken and the player will be temporarily stunned.
This also applies to many humanoid enemies with little or no protection on their head.
Notes
- In addition to Arrows, Greatarrows, and Bolts, Spells, Thrown Consumables and special attack projectiles are also able to headshot.
- Deals an additional 50% damage, upped. Armor type may apply a reduction to this bonus like for Dark Souls' Headshots.
- Can be negated by the Old Bell Helm and Ironclad Helm.
- The Minotaur Helm doesn't prevent headshots contrary to popular beliefs.
Humanity
Bearer of the curse, seek misery, Till this frail hope shatters. Lest this land swallow you whole.
As it has so many others. The curse is a part of life itself.
Description
Your character in Dark Souls II is a cursed undead. Each playthrough starts with your character's full Humanity intact, but with each death a bit of Humanity is lost. This process is called "hollowing". Hollowing has several, mostly negative effects on gameplay:
- Incremental reduction of your health bar with each in-game death (5% of max HP lost per death). Once your character is fully hollow, your available HP will be limited to 50% of max HP.
- Lose the ability to summon other players for co-op.
- Lose the ability to use some items to invade other players.
- Character appearance visually degrades.
- Some NPCs may recognize your hollow status and offer new lines of dialogue.
Restoring Humantity
When you restore your Humanity, hollow status is fully reset and all negative effects are removed.
- Use a Human Effigy.
- Help other players in co-op kill bosses. Get summoned by placing a sign using the Small White Sign Soapstone or the White Sign Soapstone.
You don't need to actually kill the area boss in order to restore your Humanity if you complete your duty before a boss fight. - Pray to the Altar of Amana in Shrine of Amana in order to restore Humanity. Does not work if you have one or more Human Effigies in your inventory, in the item box, or on the ground.
Illusory Wall
General Information
An Illusory Wall is a type of fake wall that will disappear upon interacting with it (Interaction button is X on PS3, A on 360, and Enter key on PC).
Certain Illusory Walls only appear after activating them with a Pharros' Lockstone. Some also have to be destroyed with explosives or regular weapons.
Locations
Forest of Fallen Giants
- In the building to the right of the gate near Mild Mannered Pate.
- Shortcut to Cardinal Tower Bonfire near the Pursuer platform unlocked by exploding barrels with Firebombs, Pyromancies or a weapon with fire damage.
No-man's Wharf
- In the building containing the gate-shortcut and Lucatiel's summon sign. Down the bottom of the stairs opposite the door.
- In a room containing poison pots. Breaks by attacking.
Lost Bastille
- Six around the Ruin Sentinels boss room:
- One on the left wall giving access to a ladder.
- One on the second floor accessed by a ladder in the left room.
- One on the near far left of the first floor.
- One on the near far right.
- One on the far right.
- One on the second floor near the staircase.
- From Straid's Cell bonfire, go down 2 floors to the room with pots in the center (Hiding 2 Undead Citizens. At the end of the small dead end hallway next to the cage. This illusory wall leads to a diagonal hallway, with another wall in the middle of the left wall, that leads outside.
- In the room before the large room with many chests and a Pharros contraption. Unlocked by exploding the barrels along the wall of the raised platform.
Sinner's Rise
- Bottom floor, in the flooded hallway, first room on your right. (Opposite the first Enhanced Undead of the area.)
Huntsman's Copse
- At the bottom of the Great Moth cave, with the mushroom lined-walls. On the opposite wall to the chest. Difficult to miss, since it's the only way out.
Earthen Peak
- From the Central Earthen Peak bonfire, climb the stairs to the next floor, then climb the tall ladder. In the hallway to your left, the wall is just behind the 3 poison jars.
- Two just before Mytha's boss room, on the platform above the entrance. The left one hides the 3rd bonfire.
Iron Keep
- Two consecutively above the staircase near Magerold of Lanafir, guarded by an Alonne Knight.
- After the exit from Belfry Sol, on the right wall leading toward the drop back down to the bonfire.
Brightstone Cove Tseldora
- Just left of the entrance to the Prowling Magus boss fight.
Undead Crypt
- Past the second room full of graves, and the Leydia Witch up on a ledge, up the stairs into the room with the Nameless Usurper invasion. In the middle of the wall to your right as you enter.
- In the grave filled room below the circular hole after the two Imperious Knights. Stand on the skeleton above the hole and drop down, the illusory wall will be behind you, revealing a Pharros' contraption.
Drangleic Castle
- At the top of the second set of stairs outside the castle after the room with the painting of the Queen and the Nameless Usurper invasion (The invasion occurs after leaving the room). Take the ladder on your left down, the wall is just around the corner, in the left section of the two panel wall, revealing the Forgotten Chamber bonfire.
Aldia's Keep
- Left wall near the middle of the staircase leading down to the corrosive acid pool. Contains a bonfire.
Memory of Orro
- Room with second Pharros' Lockstone contraption.
Dragon's Sanctum
- Floor above a room containing empty metal chests guarded by Drakeblood Knights. On the way to Dragon's Rest. Contains a bonfire.
Brume Tower
- Outdoor ash area after first iron door. Guarded by Ashen Warriors. Chests contain Soul Vessel x2, Old Radiant Lifegem x4, and Wilted Dusk Herb x4.
- After the Foyer bonfire in the area with the narrow spiked halls with iron bar gates that open into a central room with lots of explosive barrels. There are two visibly broken walls in the side corridor that can be destroyed by leading a Cask Runner in front of them and then blowing the Runner up. One chest contains Catarina Gauntlets and the Catarina Leggings. The other chest contains Petrified Dragon Bone x8.
- Close to the bottom of an elevator built into the wall. Has to be activated while riding it. Leads to Hollow Skin.
- Taking the right-hand path above the elevator built into the wall, there are two long halls with flaming bull heads that can be pushed down tracks. At the start of the second (upper) hall, there is a cracked wall that can be destroyed by using a Cask Runner. Behind is the Dispelling Ring +1.
Frozen Eleum Loyce
- After the three Facsimile Giants that block a chest near the Inner Wall bonfire, there is a long, empty dead-end corridor with an illusory wall.
- Behind the door opened by four lit sconces, immediately to your left.
New Game Plus
General information
New Game Plus in Dark Souls II offers new content that cannot be experienced in New Game, unlike Demon's Souls and Dark Souls.
After defeating the final boss, the final cutscene and credits roll after which the player is placed back in Majula, still in their current playthrough. To progress to NG+ you will need to rest at the Far Fire bonfire and select Journey 2 to Drangleic.
In addition to new content, enemies and bosses become harder and additional souls are rewarded for defeating them. All soul levels and inventory items (except items stated below) carry over to New Game Plus.
Items removed from your inventory when you start your next journey into Drangleic:
- All items in the "Keys" section, including Key to the Embedded
- King's Ring
- Fragrant Branch of Yore
- Crushed Eye Orb
Before beginning Journey 2 to Drangleic
- Farm or buy any upgrade materials you may want
- Defeat any remaining optional bosses such as Darklurker or Old Dragonslayer
- Trade any Boss souls for weapons or spells with Straid of Olaphis or Weaponsmith Ornifex
- Infuse any weapons you want with Steady Hand McDuff
- Join any covenant you want to be in during the next game cycle (as many, such as the Brotherhood of Blood and Heirs of the Sun, are not available until later in the game).
- Resolve any unfinished NPC questlines that were not failed outright, such as those belonging to Benhart of Jugo or Aldia.
Changes in NG+
- NG+ adds completely new enemies and new attacks from old enemies, as well as unlocking previously unobtainable weapons, armors, and items. Most of these NG+ changes can be simulated by using a Bonfire Ascetic to increase Bonfire Intensity which carries over to NG+, raising the area you used the Ascetic in to NG++ on NG+.
- Enemies are harder to kill, deal more damage, and drop increased souls.
- Weapon riposte damage increases by 50%
- Some of the significant new enemies which appear:
- Flexile Sentry gains two Suspicious Shadow enemies during its boss fight, who drop unique gear.
- The Lost Sinner gains a pair of Prisoned Sinners at around 60% HP.
- A pair of Pursuers spawn in the throne room in Drangleic Castle.
- Many merchants will add new items to their inventories in NG+ and NG++. Usually, this cannot be achieved by use of an Ascetic. (For example, Chancellor Wellager sells many items that cannot be accessed until NG++.)
- Many new items become available as loot:
- Gower's Ring of Protection appears as loot in the Shaded Woods (only in DSII, not in SotFS)
- The Lost Sinner drops the Old Witch Soul.
- Belfry Gargoyles drop the Covetous Gold Serpent Ring +2.
- Skeleton Lords drop the Clear Bluestone Ring +2.
- Executioner's Chariot drops the Chloranthy Ring +2.
- Mytha the Baneful Queen drops the Covetous Silver Serpent Ring +2
- Old Iron King drops the Old King Soul
- Scorpioness Najka drops the Southern Ritual Band +2
- The Duke's Dear Freja drops the Old Paledrake Soul.
- The Rotten drops the Old Dead One Soul.
- One of the two Pursuers who spawn in Drangleic Castle drops the Ring of Blades +2.
- Looking Glass Knight drops the Ring of Steel Protection +2.
- Velstadt The Royal Aegis drops the Royal Soldier's Ring +2.
- Giant Lord drops the Ring of Giants +2.
- Throne Defender and Throne Watcher drop the Ring of the Evil Eye +2.
Bonfire Intensity and Scaling
Entering the next New Game Plus cycle will increase the intensity of all bonfires by 1, which increases the scaling of enemy stats. If no Bonfire Ascetics are used, all bonfires in NG+ will have an intensity of 2, and all bonfires in NG+7 will have an intensity of 8.
Bonfire Intensity can be increased to 99, though enemy stat increases max out at 8 (NG+7).
You can still burn Bonfire Ascetics after reaching Bonfire Intensity 99, everything will respawn as normal but the number will not go up anymore.
Enemy Souls Dropped
Bonfire Intensity | Souls |
---|---|
1 | x 1 |
2 | x 2 |
3 | x 2.5 |
4 | x 2.75 |
5 | x 3 |
6 | x 3.25 |
7 | x 3.5 |
8 | x 4 |
Enemy HP
HP increase varies from enemy to enemy. Values found so far have either been equal to or less than the souls multiplier.
Online Matchmaking
Online Play
The summoning/invasion mechanics have changed slightly from Dark Souls. Below are items that facilitate online play:
Item | Information |
---|---|
White Sign Soapstone | This is required to summon other players and can be found by talking to Mild Mannered Pate in Forest of Fallen Giants. You need to complete the gauntlet in front of him to get the soapstone from him. |
Red Sign Soapstone | Sold by Titchy Gren in Undead Purgatory. Requires the defeat of the Executioner's Chariot to get to. Allows players to be summoned as a hostile phantom. |
Small White Sign Soapstone | Found in the room above Merchant Hag Melentia in Cardinal Tower, in Forest of Fallen Giants. Used to summon other player's as shades (shorter duration of summoning). |
Black Separation Crystal | Default Item. Used to banish friendly phantoms or to leave a host's world as a phantom. |
Cracked Red Eye Orb | Dropped by Enslaved Pig and won when winning a Brotherhood of Blood duel. Used to invade other worlds. |
Cracked Blue Eye Orb | Dropped by Old Knight. Won by winning a Blue Sentinel duel. Used to invade worlds of the guilty. |
Guardian's Seal | Given by Blue Sentinel Targray upon joining the Blue Sentinels covenant. Automatically summons you to other worlds to protect Way of Blue members when they are invaded. |
Crest Of The Rat | Given by the The Rat King upon joining the Rat King Covenant. Draws trespassers of the Rat King's territory into your world as gray spirits. |
Bell Keeper's Seal | Given by Belfry Guard upon joining the Bell Keepers covenant. Allows player to invade bell tower trespassers in Belfry Luna (The Lost Bastille) or Belfry Sol (Iron Keep). |
Dragon Eye | Given by Magerold of Lanafir upon joining the Dragon Remnants covenant. Allows members to lay a Dragon Soul Sign and be summoned as a hostile Dragon Spirit phantom in another player's world. |
Soul Memory Ranges
Soul Memory is the total number of souls your character has ever obtained (regardless of what was done with them). It is used as a matchmaking requirement, as being within a certain Soul Memory range of another player allows you to connect. There are various tiers of Soul Memory, and the restrictions on multiplayer connections involve how many tiers you are away from another player.
Disclaimer: The specifics of the following information may be subject to change in the future. This was tested during Calibrations 1.05 and Ver. 1.04, on PS3 only.
Tier List
Tier # | Soul Memory |
---|---|
1 | 0 - 9,999 |
2 | 10,000 - 19,999 |
3 | 20,000 - 29,999 |
4 | 30,000 - 39,999 |
5 | 40,000 - 49,999 |
6 | 50,000 - 69,999 |
7 | 70,000 - 89,999 |
8 | 90,000 - 109,999 |
9 | 110,000 - 129,999 |
10 | 130,000 - 149,999 |
11 | 150,000 - 179,999 |
12 | 180,000 - 209,999 |
13 | 210,000 - 239,999 |
14 | 240,000 - 269,999 |
15 | 270,000 - 299,999 |
16 | 300,000 - 349,999 |
17 | 350,000 - 399,999 |
18 | 400,000 - 449,999 |
19 | 450,000 - 499,999 |
20 | 500,000 - 599,999 |
21 | 600,000 - 699,999 |
22 | 700,000 - 799,999 |
23 | 800,000 - 899,999 |
24 | 900,000 - 999,999 |
25 | 1,000,000 - 1,099,999 |
26 | 1,100,000 - 1,199,999 |
27 | 1,200,000 - 1,299,999 |
28 | 1,300,000 - 1,399,999 |
29 | 1,400,000 - 1,499,999 |
30 | 1,500,000 - 1,749,999 |
31 | 1,750,000 - 1,999,999 |
32 | 2,000,000 - 2,249,999 |
33 | 2,250,000 - 2,499,999 |
34 | 2,500,000 - 2,749,999 |
35 | 2,750,000 - 2,999,999 |
36 | 3,000,000 - 4,999,999 |
37 | 5,000,000 - 6,999,999 |
38 | 7,000,000 - 8,999,999 |
39 | 9,000,000 - 11,999,999 |
40 | 12,000,000 - 14,999,999 |
41 | 15,000,000 - 19,999,999 |
42 | 20,000,000 - 29,999,999 |
43 | 30,000,000 - 44,999,999 |
44 | 45,000,000 - 359,999,999 |
45 | 360,000,000 - 999,999,999 |
Multiplayer Item Ranges
These ranges are calculated from the perspective of the player using the corresponding items.
Item | Downward Range | Upward Range | Example |
---|---|---|---|
White Sign Soapstone | -3 Tiers | +1 Tier | Player at tier 20 can send their sign to a host in tiers 17 - 21 |
White Sign Soapstone with Name-Engraved Ring | -6 Tiers | +4 Tiers | Player at tier 20 can send their sign to a host in tiers 14 - 24 |
Small White Sign Soapstone | -4 Tiers | +2 Tiers | Player at tier 20 can send their sign to a host in tiers 16 - 22 |
Small White Sign Soapstone with Name-Engraved Ring | -7 Tiers | +5 Tiers | Player at tier 20 can send their sign to a host in tiers 13 - 25 |
Red Sign Soapstone | -5 Tiers | +2 Tiers | Player at tier 20 can send their sign to a host in tiers 15 - 22 |
Dragon Eye | -5 Tiers | +5 Tiers | Player at tier 20 can send their sign to a host in tiers 15 - 25 |
Cracked Red Eye Orb | -0 Tiers | +4 Tiers | Player at tier 20 can invade a host in tiers 20 - 24 |
Cracked Blue Eye Orb | -3 Tiers | +3 Tiers | Player at tier 20 can invade a host in tiers 17 - 23 |
Bell Keeper's Seal | -1 Tier | +3 Tiers | Player at tier 20 can invade a host in tiers 19 - 23 |
Crest of the Rat | -1 Tiers | +3 Tiers | Host at tier 20 can summon a phantom from tiers 19 - 23 |
Guardian's Seal | -5 Tiers | +4 Tiers | Player at tier 20 can be summoned by a host in tiers 15 - 24 |
Item ranges will require retesting to find if anything has changed since Patch 1.10
Other Notes
- Soul Memory is the only range-based parameter that restricts who can connect outside of the Brotherhood of Blood arena. There is no level range otherwise in Dark Souls 21. This means that:
- A level 1 and a max level player can connect if they have identical or similar Soul Memory.
- Two players of an identical level cannot connect if they are too far apart in Soul Memory.
* Brotherhood of Blood arena has been given Soul Level matchmaking as of Patch 1.10. Players who are within 5 levels with each other will have higher priority to match, (SL 150 will match with SL 145-155 faster than an SL 200 matching with an SL 150)
- Since the release of Patch 1.10, there is no division between players in regular NG vs higher NG+ cycles.
- The Name Engraved Ring is not just a filter that makes pairing up with friends easier, but it also extends the viable Soul Memory range for co-op when equipped. Belonging to the Heirs of the Sun covenant does not extend the Soul Memory range.
Covenants
- Being in the Heirs of the Sun covenant will increase the chances of being visible, and thus summoned for co-op.
- If you are in Belfry Sol or Belfry Luna then members of the Bell Keepers covenant can invade you.
- If you are in Grave of Saints or Doors of Pharros, members of the Rat King Covenant can summon you into their world.
- The Blue Sentinels can invade you if you have acquired the status of Sinner or greater.
- Members of the Way of Blue can receive help from a Blue Sentinel when they are invaded by a red phantom.
- Members of the Brotherhood of Blood can invade you as a red spirit using Cracked Red Eye Orbs.
- Members of the Dragon Remnants can be optionally summoned and fought.
Other Online Features
- Bloodstains: If you see a bloodstain on the ground, you can stand above it and activate it to see another player's death or the final few seconds before death. If a seemingly innocent place is covered with bloodstains, then that is a good hint that the place is not all that it seems (unless you're over by the cliffs of Majula. It is unknown by me as to why, but people love jumping off).
- Illusions: If you see a light blue illusion, then you are watching another player (who is online) playing. The illusions tend to only last a few seconds and you cannot interact with them, but they do help give the player some solace that others are going through the same strife as themselves.
- Messages: Other players can leave messages around the land of Drangleic and they will appear in your world. You can view them and rate them, as well as leave your own. The message system uses options rather than free typing, which can make messages cryptic at times. Messages are very useful if you are stuck or worried about an area, giving you valuable information about your current location. Leaving messages has an added benefit in that you'll receive a health bonus if you receive a rating from another player.
- Burning: Burning a Human Effigy at a bonfire will prevent summonings or invasions for 30 minutes. Messages and illusions can still be seen.
- Name-engraved Ring: Using this ring and choosing the same gods will greatly increase the chance of seeing each other, and will prevent any possible summons whom do not have the ring on or have not chosen the same god.
Online Play Issues (ports)
If you do not see any online features, then you may need to open certain ports in your firewall and your router. The ports to open are:
PS3
TCP 80
TCP 443
TCP 5223
UDP 3478
UDP 3479
UDP 3658
Xbox Live:
TCP 80
TCP 53
TCP 3074
UDP 88
UDP 3074
UDP 53
Dark Souls II Server Ports:
Dark Souls II server TCP/UDP ports:
TCP: 50000 - 50100
UDP: 50000 - 50100
Parry
General Information
A parry is a move that negates an attack and temporarily incapacitates an enemy, giving an opportunity for a riposte critical attack.
To parry, you must have a suitable weapon or shield in hand and face an incoming attack. Performing a "strong attack" with the shield or weapon (button for Left hand: L2/LT/Double Left Click, Right hand: R2/RT/Double Right Click) will begin the parry animation, which must be timed carefully as the successful window is very small. This usually involves predicting or baiting your enemy, especially in PvP.
If successful, the enemy will fall onto their back for a short time. Stand in front of them and perform a light attack with your right-hand weapon, this will execute the riposte critical attack, similarly to a backstab.
Parriable Attacks
Physical
Most physical attacks can be parried, except jumping attacks.
- All attacks can't be parried
- Whips
- Standing two-handed light attacks can't be parried
- Halberds
- Standing two-handed light and heavy attacks can't be parried
- Greataxes
- Great Hammers
- Ultra Greatswords
- Curved Greatswords
- Jumping attacks can be parried
- Reapers
- Pickaxe
Quirks
- Reapers must be parried at the "sweet spot" (tip of the weapon).
- Some weapons have the moveset of a different class:
- The broken Santier's Spear behaves like a Halberd, but the two-handed light attack is the same as a Twinblade, and thus can be parried.
- The Syan's Halberd's two-handed heavy attack can't be parried.
- The Crescent Axe is a Greataxe, but all of its attacks except the jumping attack can be parried.
- Both the Drakekeeper's Warpick and the Archdrake Mace are Great Hammers but behave like a Halberd, thus their two-handed heavy attack can be parried.
Spells
Projectile spells can be parried by shields with the "spell parry" ability, which doesn't result in a riposte opportunity; instead, it nullifies the effect of the spell. If wearing Yorgh's Ring, any parry-capable tool will be able to parry spells.
List of Parryable Spells
+ Show Spells - Hide Spells
- Soul Arrow
- Heavy Soul Arrow
- Great Soul Arrow
- Great Heavy Soul Arrow
- Homing Soul Arrow
- Heavy Homing Soul Arrow
- Soul Spear
- Crystal Soul Spear
- Homing Soulmass
- Homing Crystal Soulmass
- Soul Shower (not recommended, as only the individual droplets can be parried)
- Soul Spear Barrage (same as above)
- Lightning Spear
- Great Lightning Spear
- Sunlight Spear
- Blinding Bolt (not recommended, since you can only parry the bolts themselves, not the mass of lightning)
- Dark Orb
- Dark Hail
- Resonant Soul
- Great Resonant Soul
- Climax
- Affinity (not recommended, as the projectiles are slow, therefore a bit tricky to parry)
- Fireball
- Fire Orb
- Great Fireball
- Great Chaos Fireball (the projectile, but not the lingering lava)
- Forbidden Sun (same as Great Chaos Fireball)
Parryable Enemies
These are 3 videos showing most (if not all) of the parryable enemies in Dark Souls 2.
Credit goes to the owner of the videos.
- Part 1
- Part 2
- Part 3
- Bosses
Projectiles
All arrows, bolts and greatarrows[needs verification] can be parried by any parry capable weapon or shield. Similarly to spell parrying, it negates their effect but doesn't result in a riposte opportunity.
Parry-Capable Weapons
All bows can't parry.
All spell tools can't parry except:
- Blue Flame (a Straight Sword)
- Mace of the Insolent (a Hammer)
which can parry while two-handed.
All weapons can parry while two-handed except:
- Twinblades
- Spears
- Halberds
- Lances
- Reapers
which simply block instead.
Some weapons can parry in the left hand:
- Fists
- Curved Swords
Some weapons can parry in either hand:
- Espada Ropera
- Rapier
- Chaos Rapier
- Parrying Dagger
All shields can parry in either hand except:
- Greatshields
- Sanctum Shield (a Small Shield) which casts spells
- Disc Chime (a Sacred Chime) which casts spells
Some shields can parry both spells and physical attacks while in either hand:
- Cleric's Small Shield
- Magic Shield
- Cursed Bone Shield
- Spirit Tree Shield
- Golden Wing Shield
- Grand Spirit Tree Shield
- Shield of the Insolent
- King's Mirror (a Greatshield, can only parry spells and not other attacks)
Exact Frames
This information is for Scholar of the First Sin Patch 1.02 / Regulation 2.02.
The testing is not exhaustive; some categories may need to be split if they have different timing even though they use the same animation, and no testing has been done to see whether or not two-handing shields change the parry frames.
Startup and recovery time are extended when you don't meet the requirements for wielding a weapon.
Chart with visual comparison of the parry data: https://docs.google.com/spreadsheets/d/1X3D2v27mAmXp4Pzmu9lfMzOIppeulHkFZpKqFezfB5A/pubchart?oid=1680025796&format=interactive
Back-up visual parry data obtained from Archive.org
https://web.archive.org/web/20210123044542/https://docs.google.com/spreadsheets/d/1X3D2v27mAmXp4Pzmu9lfMzOIppeulHkFZpKqFezfB5A/pubchart?oid=1680025796&format=interactive
Shields
Type | Startup | Active | Recovery | Total |
---|---|---|---|---|
Parry Small Shield1 | 11 | 16 | 52 | 79 |
Slow Small Shield2 | 15 | 12 | 52 | 79 |
Fast Small Shield | 11 | 12 | 37 | 60 |
Medium Shields | 15 | 8 | 41 | 64 |
One-handed Weapons
Type | Startup | Active | Recovery | Total |
---|---|---|---|---|
Fist | 18 | 5 | 58 | 81 |
Caestus | 16 | 7 | 58 | 81 |
Parrying Dagger | 9 | 10 | 43 | 62 |
Curved Swords | 14 | 4 | 51 | 69 |
Monastery Scimitar | 8 | 10 | 51 | 69 |
Thrusting Swords3 | 13 | 14 | 45 | 72 |
Two-handed Weapons
Parry Type | Startup | Active | Recovery | Total |
---|---|---|---|---|
Hilt Parry4 | 17 | 6 | 37 | 60 |
Dagger | 11 | 8 | 41 | 60 |
Greatswords | 31 | 8 | 40 | 79 |
Curved Greatswords | 25 | 11 | 40 | 76 |
Ultra Greatswords | 39 | 9 | 49 | 97 |
Great Hammers | 39 | 9 | 49 | 97 |
1 A "parry" small shield is designed specifically for parrying:
- Buckler
- Target Shield
2 A "slow" small shield is worse than other small shields for parrying:
- Transgressor's Leather Shield
- Manikin Shield
- Magic Shield
- Phoenix Parma
3 Specifically:
- Espada Ropera
- Rapier
- Chaos Rapier
4 A "hilt parry" animation is used by many weapons when two-handed:
- Axes
- Black Knight Greataxe
- Hammers
- Katanas
- Straight Swords
- Whips
- Daggers and Thrusting Swords have a different two-handed parry animation but perhaps the same 'hilt parry' frames.
- Claws have the Fists' parry animation, which resembles the slow small shield parry.
Quirks
- Some weapons have the parry animation of a different class:
- All Greataxes (except for the Crescent Axe and the Black Knight Greataxe) and the Dragon Tooth have the Greatsword parry animation.
- The Black Knight Greataxe has the "hilt parry" animation.
Other Uses
- A parry is considered a non-damaging hit, but is capable of destroying all breakable objects, e.g. poison shooting statues and doors. This is better than rolling, but still worse than normal attacks (which damage NPCs and enemies). This can be used to identify Mimics, as non-Mimic chests will get hit by a parry but Mimics won't.
- The "parried" animation counts as a Counter Damage opening, as such some weapons with special attacks can get a better riposte output by not riposting but simply attacking, this is especially useful with projectile weapons and/or while Dual Wielding.
Phantoms
General Information
When connected to other players online for co-op or PvP, players who are guests in a host's world will appear as a phantom.
Phantoms are designated a recognizable color to establish their friendliness or hostility to a host.
*Note*
Summoning Co-op Phantoms (Both User and NPC) decreases the amount of souls the host earns.
List of Phantoms
White Phantom
|
||||||||||||||||
Shade
|
||||||||||||||||
Gold Phantoma.k.a Sun Praisers, Heir of the sun
|
||||||||||||||||
Gray Phantom
|
||||||||||||||||
Red Phantoma.k.a. Invaders, disciples of Nahr Alma, brothers of blood
|
||||||||||||||||
Blue Phantoma.k.a. Blue Police, Blue sentinels
|
||||||||||||||||
Dragon Spirit
|
||||||||||||||||
Abyss Spirit
|
NPC Phantoms
You may summon or be invaded by several NPC phantoms, and you don't need to be online for this to happen.
Summons
Some NPC Soul Signs need certain events to happen before they appear.
Name | Boss | Notes |
---|---|---|
Mild Mannered Pate | The Last Giant | His sign will show up only after he gives you White Sign Soapstone |
Masterless Glencour | Dragonrider Old Dragonslayer Aava, the King's Pet |
|
Pilgrim Bellclaire | Ruin Sentinels | |
Lucatiel of Mirrah | Flexile Sentry The Lost Sinner Smelter Demon The Rotten Burnt Ivory King |
Her soul signs will show up only after you talk to her at one of her hangouts Talk to her at Black Gulch for her soul sign to be available there She and Lone Hunter Schmidt can be both summoned at the same time for The Rotten fight. |
Jester Thomas | Mytha The Baneful Queen | His soul sign is hidden in pool of poison unless you burned windmill |
Manscorpion Tark | Scorpioness Najka | Talk to him wearing Ring of Whispers for his soul sign to be available |
Benhart of Jugo | Prowling Magus & Congregation Looking Glass Knight Giant Lord Throne Defender & Throne Watcher Nashandra Elana, Squalid Queen |
Talk to him at Shaded Woods after unpetrifying Rosabeth of Melfia for his soul signs to be available For Giant Lord you can summon him or Captain Drummond, not both He and Head of Vengarl can be summoned for Throne Defender & Throne Watcher and Nashandra fight at the same time |
Ashen Knight Boyd | The Duke's Dear Freja | |
Lone Hunter Schmidt | The Rotten | He and Lucatiel of Mirrah can be both summoned at the same time. |
Felicia the Brave | Shrine of Amana | |
Grave Warden Agdayne | Velstadt The Royal Aegis | Talk to him at Undead Crypt |
Captain Drummond | Giant Lord | Talk to him at Memory of Vammar for his soul sign to be available You can summon him or Benhart of Jugo, not both |
Head of Vengarl | Throne Defender & Throne Watcher Nashandra Ancient Dragon Lud, the King's Pet & Zallen, the King's Pet |
|
Steelheart Ellie | Elana, Squalid Queen Fume Knight Sir Alonne Aava, the King's Pet |
|
Transcendent Edde | Sinh, the Slumbering Dragon | He will bow to the player if he survives the fight |
Abbess Feeva | Sinh, the Slumbering Dragon Lud, the King's Pet & Zallen, the King's Pet |
|
Rapacious Andrei | Afflicted Graverobber, Ancient Soldier Varg, Cerah the Old Explorer | |
Ruined Aflis | Afflicted Graverobber, Ancient Soldier Varg, Cerah the Old Explorer | |
Carhillion of the Fold | Fume Knight | Has conditions? |
Drifter Swordsman Aidel | Smelter Demon (Iron King DLC) Sir Alonne |
|
Steel-willed Lorrie | Smelter Demon (Iron King DLC) Sir Alonne |
|
Twiggy Shei | Burnt Ivory King |
- Main Game: All Boss Fights and NPC Summons (NG) (Video)
- The Lost Crowns Trilogy: All DLC Boss Fights and NPC Summons (NG/NG+) (Video)
Invaders
Name | Location | Notes |
---|---|---|
Royal Sorcerer Navlaan | Forest of Fallen Giants The Gutter Brightstone Cove Tseldora Drangleic Castle Aldia's Keep Dragon Aerie |
He will invade only after pulling the lever in Aldia's Keep which will free him |
Armorer Dennis | Forest of Fallen Giants Iron Keep |
|
Fencer Sharron | Iron Keep Dragon Aerie |
|
Bell Keeper | Belfry Luna | Will invade only if offline |
Vorgol the Sinner | Belfry Luna | |
Merciless Roenna | Huntsman's Copse | |
Bowman Guthry | Doors of Pharros | Will invade only if offline |
Rhoy the Explorer | Grave of Saints | Will invade only if offline |
Melinda the Butcher | The Gutter | |
Gutter Denizen | The Gutter | Will invade only after every sconce in The Gutter has been lit |
Woodland Child Gully | Black Gulch | |
Woodland Child Victor | Black Gulch | |
Nameless Usurper | Drangleic Castle Undead Crypt |
|
Peculiar Kindalur | Shrine of Amana | |
Aslatiel of Mirrah | Aldia's Keep | |
Dragonfang Villard | Dragon Shrine | |
Jester Thomas | Dragon's Sanctum | |
Rockshield Baldyr | Shulva, Sanctum City | |
Quicksword Rachel | Brume Tower | |
Maldron the Assassin | Brume Tower | |
Prowlers | Brume Tower | Multiple invaders |
Hexer Nicholai | Frozen Eleum Loyce | |
Holy Knight Aurheim | Frozen Eleum Loyce | |
Castaway Witch Donna | Frozen Eleum Loyce |
- Main Game: All DLC Dark Spirit NPC Invaders (Video)
- The Lost Crowns Trilogy: All DLC Dark Spirit NPC Invaders (Video)
Poise
In-Game Description
The ability to withstand the impact of attacks.
Poise Basics
If a player fails to withstand an attack, they will become stunned and vulnerable to subsequent attacks. Poise is the defensive stat that determines the player's ability to withstand various attacks.
Withstanding Attacks
If you have enough poise to withstand an attack, one of two things can occur depending on what you're doing:
While Attacking
If you take a hit and have sufficient poise while attacking, it is as if nothing happened and your attack animation will carry through without interruption.
While Idle or Moving
If you take a hit and have sufficient poise while standing still, walking, or running, you are put into a "half stagger" where movement speed is temporarily reduced. A player who is "half staggered" may still perform any usual action.
Poise Depletion and Regeneration
Poise essentially functions with an invisible meter that drains as hits are taken. This meter can be refilled in two ways:
- When a player fails to withstand an attack and becomes stunned, their poise is instantly refilled as soon as the stun animation is complete.
- When a player withstands an attack and has some remaining poise, the drained poise refills at 0.56 poise per second.
Note that the regeneration rate for a non-instant refill is very slow, commonly requiring over 20 seconds in various scenarios. This means that if a player withstands a hit, and takes another soon after, they have not regained any significant amount of poise inbetween and are at risk for having poise completely drained during the subsequent attacks.
Hyper Poise
Hyper Poise is a hidden, innate feature that accompanies most great weapons and boosts the effectiveness of poise. Its general purpose is to make it harder to interrupt the attacks of larger weapons.
Hyper Poise is briefly triggered during the attacks of certain weapons, active during the latter-portion of an attack's wind up, through to a few frames after the attack has been completed. While it's active, incoming poise damage is reduced by 50%.
The following weapons and attacks trigger Hyper Poise:
Weapons | Attacks |
---|---|
All Ultra Greatswords | All attacks |
All Greataxes | All attacks |
All Great Hammers | All attacks excluding 1H Rolling and 2H R2 attacks |
Most Halberds | 1H R1, 1H R2, 1H Rolling, & 2H R1 attacks |
Helix Halberd | 1H R1, 1H Rolling, & 2H R1 attacks |
Increasing Poise
Poise primarily comes from your armor, typically heavier armor has higher poise. You can also increase Poise through your stats. Endurance and Adaptability together increase innate Poise by a small amount. It is increased by 0.3 per level until the lowest of Endurance and Adaptability is 30, then 0.2 until level 50 and 0.1 per level thereafter.
How to achieve high Poise:
Method | Increase |
---|---|
Iron Flesh | 100 |
Ring of Giants | 10/20/30 |
Minotaur Helm | 30 |
Havel's Armor | 51 |
Havel's Gauntlets | 31 |
Havel's Leggings | 31 |
Increase Adaptability | See note above |
Increase Endurance | See note above |
Poise Breakpoints
Different weapons are categorized by having different amounts of Poise Damage. A "Poise Breakpoint" refers to the minimum amount of poise needed to withstand a single hit from their various attack types:
List By Breakpoints
Breakpoint | Withstands |
---|---|
36 | 1H R1 from 10 Poise Dmg Weapons |
44 | 1H R2 from 10 Poise Dmg Weapons |
46 | 1H R1 from 15 Poise Dmg Weapons |
57 | 1H R2 from 15 Poise Dmg Weapons |
61 | 1H R1 from 20 Poise Dmg Weapons |
76 | 1H R1 from 25 Poise Dmg Weapons; 1H R2 from 20 Poise Dmg Weapons |
91 | 1H R1 from 30 Poise Dmg Weapons |
94 | 1H R2 from 25 Poise Dmg Weapons |
95 | 2H R1 from 10 Poise Dmg Weapons |
122 | 2H R1 from 15 Poise Dmg Weapons |
163 | 2H R1 from 20 Poise Dmg Weapons |
203 | 2H R1 from 25 Poise Dmg Weapons |
A more detailed list of poise breakpoints can be found here
10 Poise Damage Weapons
Includes: Bandit's Knife, Black Scorpion Stinger, Chaos Rapier, Claws, Dagger, Espada Ropera, Handmaid's Ladle, Malformed Claws, Manikin Claws, Manikin Knife, Mytha's Bent Blade, Parrying Dagger, Rapier, Ricard's Rapier, Royal Dirk, Shadow Dagger, Spider Fang, Spider's Silk, Thief Dagger, Work Hook.
Attack | Breakpoint |
---|---|
1H R1 | 36 |
2H R1 | 95 |
1H R2 | 44 |
15 Poise Damage Weapons
Includes: All Reapers (except Silverblack Sickle), All Whips (except Bloodied Whip), Broken Straight Sword, Broken Thief Sword, Caestus, Darkdrift, Mail Breaker, Manikin Sabre, Melu Scimitar, Monastery Scimitar, Shotel.
Attack | Breakpoint |
---|---|
1H R1 | 46 |
2H R1 | 122 |
1H R2 | 57 |
20 Poise Damage Weapons
Includes: All Katanas (except Darkdrift), All Spears, Aldia Hammer, Black Dragon Sword, Bloodied Whip, Blue Flame, Broadsword, Estoc, Falchion, Heide Knight Sword, Longsword, Scimitar, Shortsword, Silverblack Sickle, Sun Sword, Varangian Sword, Yellow Quartz Longsword.
Attack | Breakpoint |
---|---|
1H R1 | 61 |
2H R1 | 163 |
1H R2 | 76 |
25 Poise Damage Weapons
Includes: All Twinblades (except Red Iron Twinblade), Barbed Club, Black Dragon Warpick, Bound Hand Axe, Club, Drakekeeper's Sword, Foot Soldier Sword, Homunculus Mace, Infantry Axe, Mace of the Insolent, Red Rust Scimitar, Red Rust Sword, Reinforced Club, Warped Sword.
Attack | Breakpoint |
---|---|
1H R1 | 76 |
2H R1 | 203 |
1H R2 | 94 |
30 Poise Damage Weapons
Includes: Bandit Axe, Battle Axe, Blacksmith's Hammer, Craftsman's Hammer, Crescent Axe, Dragonslayer's Crescent Axe, Gyrm Axe, Heide Greatlance, Heide Lance, Mace, Morning Star, Red Iron Twinblade.
Attack | Breakpoint |
---|---|
1H R1 | 91 |
2H R1 | None |
1H R2 | None |
Notes
- Increasing innate poise through leveling your stats does not provide sufficient poise protection on its own, but it can be stacked with armor to achieve the various breakpoints.
- Hitting someone with the tip of certain weapons will result in reduced poise damage.
- Source of the latest testing results can be found here.
Projectile Deflection
Description
If timed right, one can, with the right weapon, deflect an incoming projectile like a Firebomb by swinging a melee weapon.
Resistance
Introduction
This article is about Non-Player Enemies' Fire, Magic, Lightning and Dark Resistances, however, they share identical damage calculation formula as Player Elemental Defence
Every Tier has a corresponding Player-Elemental-Defense Number, see Tier-List for details.
Unlike Players who can adjust their Resistance with Gears, Spells and Consumables, Enemies in the game have fixed Resistance categorized into "Tiers". In total, there're 8 Tiers that are consistent for all enemies as well as elements, meaning:
- Using different infused weapon with same elemental attack rating on two enemies with same Resistant Tier towards that element will result in same damage.
As Tier increases, elemental damage are decreased at fixed percentage. See below for Tiers:
Resistance Tiers
Tier | Reduction | Player Defense |
---|---|---|
None | N/A | N/A(Players can't have less than 0) |
Very Low | 10% | 0 |
Low | 15% | 50 |
Medium | 30% | 200 |
High | 50% | 400 |
Very High | 70% | 600 |
Extreme | 85% | 750 |
Immune | 100% | N/A (Player Defense capped at 890->99%) |
None means 100% damage of the spell cast, that tier can be used to determine one's Max-potential.
Water soaked enemies receive 300 Fire defense extra and -150 Lightning defense, thus Medium(200) would become Low(50).
Bosses have the same Tiers, only with an initial 15% reduction compared to Normal-TIER, see BOSS-TIER.
DLC Bosses and enemies follow a different set of tiers.
For exact numbers and test methods used, see Results.
- Normal-Tier Enemy List
Enemy | Magic | Fire | Lightning | Dark | Notes |
---|---|---|---|---|---|
General | |||||
Invading Phantoms / All Roaming Souls / Blue Phantoms |
Med | Med | Med | Med | No matter what they wear |
All BLACK PHANTOMS | various | various | various | various | Same as their normal counterparts |
Exceptions | |||||
Crystal Lizards | ?!? | ?!? | ?!? | ?!? | DLC Resistance |
Things Betwixt | |||||
Kobold | Med | Low | Med | Med | |
Undead Traveler | Low | Med | Med | Med | |
Ogre | Med | Low | Med | Med | |
Falconer | Low | Med | Med | Med | |
Majula | |||||
Enslaved Pig | High | Low | High | High | |
Skeleton | Med | Very Low | Med | Med | |
Forest of Fallen Giants | |||||
Hollow Infantry | Very Low | Med | Med | Med | |
Hollow Soldier | Low | Med | Med | Med | |
Old Ironclad Soldier | High | Med | Low | Med | |
Heide Knight | Low | Med | Low | Med | |
Flame Salamander | Med | Immune | Med | Med | The only enemy with initial Immune-Tier |
Heide's Tower of Flame | |||||
Old Knight | High | High | High | Med | |
No-man's Wharf | |||||
Varangian Sailor | None | None | None | None | The only enemy with all None-Tier |
Dark Stalker | Med | Very Low | Med | High | |
Stray Dog | Med | Low | Med | Med | |
Hollow Infantry | Very Low | Med | Med | Med | |
Suspicious Shadow | Low | Med > Very High— | Med > Low | Med | Standing in water |
The Lost Bastille | |||||
Heide Knight | Low | Med | Low | Med | |
Stray Dog | Med | Low | Med | Med | |
Undead Jailer | Low | Med | Med | Med | |
Royal Swordsman | Low | Med | Low | Med | |
Undead Citizen | Very Low | Med | Med | Med | |
Belfry Luna | |||||
Stray Dog | Med | Low | Med | Med | |
Bell Keepers | Med | Med | Med | Med | |
Sinner's Rise | |||||
Royal Swordsman | Low | Med | Low | Med | |
Undead Citizen | Very Low | Med > Very High— * | Med > Low* | Med | *Only in Water |
Enhanced Undead | Very High | Very High > Immune | Very High > High— | Very High | Standing in Water |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Huntsman's Copse | |||||
Rogue | Low | Med | Med | Med | |
Captive Undead | Very Low | Med | Med | Med | |
Undead Laborer | Very Low | Med | Med | Med | |
Great Moth | Med | Low | Med | Med | |
Necromancer | High | Med | Med | Med | |
Skeleton | Med | Very Low | Med | Med | |
Armored Skeleton | Med | Very Low | Med | Med | |
Bonewheel Skeleton | Med | Very Low | Med | Med | |
Torturer | Low | Med | Med | Med | |
Artificial Undead | Low | Med | Med | Med | |
Undead Purgatory | |||||
Skeleton | Med | Very Low | Med | Med | |
Necromancer | High | Med | Med | Med | |
Harvest Valley | |||||
Skeleton | Med | Very Low | Med | Med | |
Undead Steelworker | Very High | Med | Med | Med | |
Poison Horn Beetle | Med | Very Low | Med | Med | |
Undead Laborer | Very Low | Med | Med | Med | |
Artificial Undead | Low | Med | Med | Med | |
Mounted Overseer | Low | Med | Med | Med | |
Earthen Peak | |||||
Undead Steelworker | Very High | Med | Med | Med | |
Poison Horn Beetle | Med | Very Low | Med | Med | |
Undead Laborer | Very Low | Med | Med | Med | |
Manikin | Low | Med | Med | Med | |
Grave Warden | Med | Med | Low | Med | |
Desert Sorceress | Very High | Very High | Very High | Very High | |
Mimic | Med | Very Low | Med | Med | Wooden |
Iron Keep | |||||
Alonne Knight | Med | Very High | Low | Med | |
Alonne Knight Captain | Low | Very High | Low | Med | |
Ironclad Soldier | High | Med | Low | Med | |
Mimic | Med | Med | Very Low | Med | Metal |
Belfry Sol | |||||
Bell Keepers | Med | Med | Med | Med | |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Shaded Woods | |||||
Goblin | Med | Low | Med | Med | |
Basilisk | Med | Low | Med | Med | |
Giant Basilisk | Med | Low | Med | Med | |
Lion Clan Warrior | Extreme | Extreme | Extreme | Extreme | The only enemy with all Extreme-Tier |
Forest Guardian | Med | Med | Med | Med | |
Flexile Sentry | Med | Low | Med | Med | Uses BOSS-TIER |
Doors of Pharros | |||||
Primal Knight | Low | Low > High— * | Low > None* | Med | *Only in Water |
Gyrm Warrior | Very Low | Med | Med | Med | |
Gyrm | Very Low | Med > Very High— * | Med > Low* | Med | *Only in Water |
Dog Rat | Med | Very Low > Med+ | Med > Low | Med | Standing in Water |
Mimic | Med | Very Low > Med+ | Med > Low | Med | Standing in Water, Wooden |
Brightstone Cove Tseldora | |||||
Undead Peasant | Very Low | Med | Med | Med | |
Undead Boar | Very High | Low | Very High | Very High | |
Giant Undead Boar | Med | Low | Med | Med | |
Parasite Spider | Med | Low | Med | Med | |
Parasitized Undead | Med | Low | Med | Med | |
Basilisk | Med | Low | Med | Med | |
Hollow Mage | High | Med | Med | Med | |
Lord's Private Chamber | |||||
Duke Tseldora | Very Low | Med | Med | Med | |
Vengarl's Body | Med | Med | Med | Med | |
Grave of Saints | |||||
Captive Undead | Very Low | Med | Med | Med | |
Corpse Rat | Med | Very Low | Med | Med | |
Undead Citizen | Very Low | Med | Med | Med | |
The Gutter | |||||
Captive Undead | Very Low | Med | Med | Med | |
Hunting Dog | Med | Low | Med | Med | |
Undead Citizen | Very Low | Med | Med | Med | |
Poison Horn Beetle | Med | Very Low | Med | Med | |
Corrosive Ant Queen | Med | Med | Low | Med | Not weak to Fire |
Black Gulch | |||||
Coal Tar | Med | Very Low | Med | Med | |
Razorback Nightcrawler | Med | Very Low | Med | Med | Uses DLC Tiers |
Elite Giant | Med | Med | Med | Very Low | |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Shrine of Winter | |||||
Goblin | Med | Low | Med | Med | |
Royal Swordsman | Low | Med | Low | Med | |
Heide Knight | Low | Med | Low | Med | |
Drangleic Castle | |||||
Primal Knight | Low | Low > High— * | Low > None* | Med | *Only in Rain |
Royal Swordsman | Low | Med > Very High— * | Low > None* | Med | *Only in Rain |
Royal Guard | Low | Med > Very High— * | Low > None* | Med | *Only in Rain |
Stone Soldier | High | High | High | Low | |
Ruin Sentinel | Med | Med | Low | Med | Uses BOSS-TIER |
Alonne Knight Captain | Low | Very High > Immune* | Low > None* | Med | *Only in Rain |
King's passage | |||||
Stone Knight | High | High | High | Low | |
Royal Guard | Low | Med | Low | Med | |
Shrine of Amana | |||||
Lindelt Cleric | High | Med > Very High— * | Med > Low* | Med | *Only in Water |
Amana Shrine Maiden | High | Med > Very High— * | Med > Low* | Med | *Only in Water |
Lizardman | Low | Med > Very High— * | Med > Low* | Med | *Only in Water |
Ogre | Med | Low > High— | Med > Low | Med | Standing in Water |
Acid Horn Beetle | Med | Very Low | Med | Med | |
Giant Acid Horn Beetle | Med | Very Low | Med | Med | |
Undead Supplicant | Very Low | Med | Med | Med | |
Prowling Magus | High | Med | Very Low | High | |
Undead Crypt | |||||
Undead Laborer | Very Low | Med | Med | Med | |
Grave Warden | Med | Med | Low | Med | |
Leydia Witch | High | Very High | Very High | Very High | |
Leydia Pyromancer | High | Med | Low | Med | |
Wall Warrior | Med | Med | Very Low | Med | |
Royal Guard | Low | Med | Low | Med | |
Imperious Knight | Med | Med | Low | Med | |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Aldia's Keep | |||||
Kobold | Med | Low | Med | Med | |
Mimic | Med | Med | Very Low | Med | Metal |
Ogre | Med | Low | Med | Med | |
Dragon Acolyte | Very High | Very High | Very High | Very High | |
Basilisk | Med | Low | Med | Med | |
Giant Basilisk | Med | Low | Med | Med | |
Enhanced Undead | Very High | Very High | Very High | Very High | |
Hunting Dog | Med | Low | Med | Med | |
Giant Acid Horn Beetle | Med | Very Low | Med | Med | |
Dragon Aerie | |||||
Undead Citizen | Very Low | Med | Med | Med | |
Guardian Dragon | Very Low | High | Med | Very Low | Uses BOSS-TIER |
Dragon Shrine | |||||
Drakekeeper | High | Med | High | Med | |
Dark Priestess | High | Med | High | Med | |
Dragon Knight | Med | Med | Med | Med | |
Mimic | Med | Very Low | Med | Med | Wooden |
All Giant Memories | |||||
Royal Infantry | Low | Med | Med | Med | |
Royal Soldier | Low | Med | Med | Med | |
Giant | Med | Med | Med | Very Low | |
Elite Giant | Med | Med | Med | Very Low | |
Dark Chasm of Old | |||||
Forest Spirit | Low | Low | Low | Med |
For example damage numbers and water affected scale, see Results
- BOSS-Tier List
BOSS-Tier means: 15% initial Resistance towards all 4 Elements, compared to Normal-Tier.
Boss | Magic | Fire | Lightning | Dark | Notes |
---|---|---|---|---|---|
The Last Giant | Med | Med | Med | Very Low | |
The Pursuer | Med | Med | Very Low | High | |
Dragonrider | Med | Low | Low | Med | |
Old Dragonslayer | Med | Med | Med | High | |
Flexile Sentry | Med | Low > High— | Med > Low | Med | Standing in Water |
Ruin Sentinels | Med | Med | Low | Med | |
The Lost Sinner | Low | High | Med | Med | |
Belfry Gargoyles | Low | Med | Med | Med | |
Skeleton Lords | High | Very Low > Med+ * | Med > Low* | Med | *only when Standing in Water |
Excutioner's Chariot | Med | Low | Low | High | |
Covetous Demon | Low | Low | High | Med | |
Mytha, the Baneful Queen | High | Low | High | Med | |
Smelter Demon | Med | Very High | Med | Med | |
Old Iron King | Med | Extreme | Low | Med | |
Scorpioness Najka | High | Low | Med | Med | |
Royal Rat Authority | Med | Very Low | Med | Med | |
The Duke's Dear Freja | High | Med | High | High | |
The Rotten | Med | Med | Low | High | |
Dragonriders | Med | Low | Low | Med | |
Darklurker | Med | Med | Low | Very High | |
Looking Glass Knight | Med | Med > Very High— | Very High > High+ | Med | Soaked in Rain |
Demon of Song | Low | Med > Very High— | Med > Low | Low | Standing in Water |
Velstadt, the Royal Aegis | Med | Med | Low | High | |
Vendrick | Med | Med | Med | High | |
Throne Duo, Watcher/Defender | High/Med | Med/Med | Low/Low | Med/Med | |
Guardian Dragon | Very Low | High | Med | Very Low | |
Ancient Dragon | Med | Extreme | Med | Med | |
Giant Lord | Med | Med | Med | Very Low | |
Nashandra | Med | Med | Low | High |
Notes
- There are no Bosses with None or Immune Tier.
- Bosses who end up as Mini-Boss will retain BOSS-Tier resistance.
Boss Fights that contains Normal-Tier
Encounter | Enemies | Notes |
---|---|---|
Flexile Sentry | Suspicious Shadow | |
The Sinner | Prisoned Sinner | |
Skeleton Lords | Skeleton | |
Excutioner's Chariot | Skeleton and Necromancer | |
Rat Authority | Dog Rat | |
Prowling Magus & Congregation | Prowling Magus, Dark Priestess, Undead Supplicant and Undead Laborer | All use Normal-Tier |
Duke's Dear Freja | Parasite Spider | |
Rat Vanguard | The Boss Rat and Corpse Rat | All use Normal-Tier |
- DLC Resistance Tiers
Enemies and bosses in the DLC follow their own set of tiers, with resistances varying from element to element. However, the damage taken by each element's tier relative to that element's Medium tier follows a simple 10% increment pattern.
Unlike other bosses, DLC Bosses do not have special tiers. They use the same tiers as normal DLC enemies.
DLC Tiers
All values are approximations based on empirical data and rounded to the nearest tenth.
Tier | Magic Reduction | Fire Reduction | Lightning Reduction | Dark Reduction | Damage taken relative to Medium Tier |
---|---|---|---|---|---|
Very Low | 56.7% | 49.1% | 61.5% | 47.7% | 130% |
Low | 60.1% | 52.4% | 64.5% | 51.8%* | 120% |
Low+ | 63.4% | 56.9% | 67.3% | 55.8% | 110% |
Medium | 66.8% | 60.8% | 70.4% | 59.7% | 100% |
Medium+ | 70.1% | 64.8% | 73.5% | 63.8% | 90% |
High | 73.5% | 68.6% | 76.3% | 67.9% | 80% |
High+ | 76.8%* | 72.6% | 79.3%* | 71.8%* | 70% |
Very High | 80.0% | 76.5% | 82.3%* | 75.9% | 60% |
Very High+ | 83.4% | 80.5% | 85.2% | 79.9% | 50% |
Extreme | 86.7% | 84.3% | 88.3%* | 84.0%* | 40% |
Extreme+ | 90.0%* | 88.3% | 91.3% | 87.9% | 30% |
*Theoretical. No DLC enemy actually has this resistance
Note: These percentages only apply to spells and arrows. Elemental melee weapon damage depends only on the tier.
This means that if an enemy has Medium Dark and Medium Lightning resistances, then buffing your pure physical weapon with a Lightning resin will be exactly the same as using a Dark resin, despite the difference in reduction %.
Similarly, if an enemy has Medium Dark and Low Lightning resistance, a Lightning resin will be stronger than a Dark resin.
This tier rule does not apply to arrow elemental damage, infused or otherwise. Dark Arrows will generally be the strongest option against DLC enemies for this reason, and a Dark-infused bow will often be stronger than other elemental infusions.
- DLC-Tier Enemy List
Crown of the Sunken King | |||||
---|---|---|---|---|---|
Enemy | Magic | Fire | Lightning | Dark | Notes |
Sanctum Soldier | Med | Med | Low | Med | |
Sanctum Knight | Med+ | Med+ | Low | Med+ | |
Sanctum Priestess | Very High | Very High | High | Extreme+ | |
Corrosive Egg Insect | Very Low | Very Low | Very Low | Med | |
The Imperfect | Low+* | Very High* | Low* | Low+* | *Approximate tiers |
Drakeblood Knight | Med | Med | Med | Med | Uses non-DLC tiers (30% resistance) |
Razorback Nightcrawler | Med | Low* | Med | Med | Approximate Fire tier |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Elana | Low | Med | Med | High+ | |
Velstadt | Med | Med | Low | High | |
Skeleton | Med | Very Low | Med | Med | |
Sinh | Med | High+ | Low | Med | |
Afflicted Graverobber | Med | Med > High | Med > Low | Med | Standing in Water |
Cerah | Med | Med > High | Med > Low | Med | Standing in Water |
Varg | High | High > Very High | High > Med | High | Standing in Water |
Crown of the Old Iron King | |||||
Enemy | Magic | Fire | Lightning | Dark | Notes |
Ashen Warrior | Low | Very High | Med | Med | |
Iron Warrior | Low | Very High | Med | Med | |
Possessed Armor | Very High | Very High | Low+ | Very High | |
Fume Sorcerer | Very High+ | Extreme+ | Very High+ | Extreme+ | |
Cask Runner | Low | None | Med | Med | Fire damage causes them to explode |
Scorcher | Low | Very High | Med | Med | |
Astrologist | Med | Med | Med | Med | |
Alonne Knight | Med | Extreme | Low | Med | |
Alonne Knight Captain | Low | Extreme | Low | Med | |
Flame Salamander | Med | Immune | Med | Med | |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Fume Knight | High | Extreme+ | Med+ | Med+ | |
Aged Smelter Demon | Extreme | High | Med | Med | |
Sir Alonne | Med | High | Med | Med | |
Crown of the Ivory King | |||||
Enemy | Magic | Fire | Lightning | Dark | Notes |
Spellsword | High | Med | High | Med | |
Retainer | Extreme | Very High+ | Very High+ | Very High+ | |
Stray Dog | Med | Low | Med | Med | |
Ice Golem | Med+ | Very Low | Med+ | Low+ | |
Rampart Golem | Med+ | Med+ | Med+ | Med+ | |
Ice Rat | Med | Low+* | Med | Med | Approximate Fire tier |
Undead Laborer | Very Low | Med | Med | Med | |
Facsimile Giant | Very High+ | Very High+ | Extreme+ | Low+ | |
Frozen Reindeer | Med | Low+* | Very High+ | Very Low | Approximate Fire tier |
Forest Spirit | Low* | Very Low* | Low* | Med | *Approximate tiers |
Ivory Covetous Demon | Low* | Low | High+* | Med | *Approximate tiers |
Flexile Sentry | Med | Low | Med | Med | |
Mimic | Med | Med | Very Low | Med | Metal |
Enemy | Magic | Fire | Lightning | Dark | Notes |
Aava | Med+ | Low+ | Med | Med | |
Charred Loyce Knight | Low+ | Med+ | Low+ | Med+ | |
Burnt Ivory King | High | High | Med | High | |
Lud | Med+ | Low+ | Med | Med | |
Zallen | Med+ | Low+ | Med | Med | |
Throne of Want | |||||
Enemy | Magic | Fire | Lightning | Dark | Notes |
Aldia | Med+ | High+ | Med | High+ | Flame shield reduces all damage by 70% (phase 1), 90% (phase 2) |
*There may be an additional tier between Low and Low+ that takes ~14.2% more damage than Medium tier. The Imperfect's Magic and Dark resistances as well as Ice Rat's and Frozen Reindeer's Fire resistances fit this model.
Full DLC test data is available here: DLC Resistance Data Spreadsheet
Results
+ Show Results - Hide Results
Normal-Tier Results
Number in Brackets are Water-affected
Tiers | Crystal Soul Spear | Flame Swathe | Wrath of God | Great Resonance Soul | Reduction |
---|---|---|---|---|---|
Immune | - | - | - | - | 100% |
Extreme | 255 | 210 | 236 | 209 | 85% |
Very High | 510 | 420(-) | 472(708) | 419 | 70% |
High | 850 | 701 | 787 | 699 | 50% |
Medium | 1190 | 981(561) | 1102(1338) | 979 | 30% |
Low | 1445 | 1192(771) | 1338(1575) | 1189 | 15% |
Very Low | 1530 | 1262(841) | 1417(1575) | 1259 | 10% |
None | 1700 | 1402(981) | 1575(1575) | 1399 | - |
BOSS-Tier Results
Tiers | Crystal Soul Spear | Flame Swathe | Wrath of God | Great Resonance Soul | Urns(Non-DLC Bosses) | Reduction |
---|---|---|---|---|---|---|
Immune | - | - | - | - | - | 100% |
Extreme | N/A | 178 | N/A | N/A | 29 | 85% |
Very High | N/A | 357 | N/A | 356 | 58 | 70% |
High | 722 | 596 | 669 | 594 | 97 | 50% |
Medium | 1011 | 834 | 937 | 832 | 136 | 30% |
Low | 1228 | 1013 | 1138 | 1011 | 166 | 15% |
Very Low | 1300 | 1072 | 1204 | 1070 | 175 | 10% |
None | N/A(speculated 1445) | N/A(spe. 1192) | N/A(spec. 1338) | N/A(spec.1189) | N/A | - |
Methods of Obtaining Data
- General, all data were obtained:
- In game.
- At Bonfire Intensity 8+.
- On Singleplayer mode / with no summons.
- While not in Hard Mode.
- With a Character with 99 Intelligence and Faith (200 BNS in all 4 Elements).
- When Not using any Gears/Rings/spell that increase spell damage.
- if available, away from water.
- For Bosses Results
- Used Urns of the 4 element, Firebomb, Witching Urn, Lightning Urn and Hexing Urn.
- For normal enemies
- Used Magic Staff of Wisdom+5 with Crystal Soul Spear to obtain Magic Resistance.
- Used Pyromancy Flame+10 with Flame Swathe to obtain Fire Resistance.
- Used Lightning Dragon Chime+5 with Wrath of the Gods to obtain Lightning Resistance.
- Used Dark Chime of Want+5 with Great Resonant Soul to obtain Dark Resistance.
- In order to avoid extra damage from HEADSHOT or COUNTER, all data were double tested.
DLC Testing Table
Boss | Firebomb | Witching Urn | Lighting Urn | Hexing Urn |
---|---|---|---|---|
Trio | ||||
Elena | 90 | 91 | 68 | 64 |
Sinh | 63 | 76 | 82 | 92 |
Fume Knight | 27 | 103 68 | 63 61 | 81 83 |
Alonne | 72 | 76 | 68 | 92 |
Blue Smelter | 72 | 30 | 68 | 92 |
Aava | 99 | 68 | 68 | 92 |
Ivory King | 72 | 61 | 68 | 74 |
Lud | 99 | 68 | 68 | 92 |
Zallen | 99 | 68 | 68 | 92 |
Notes
- All data are of patch 1.10
- The DLC bosses data are from the Scholar of the First Sin Edition, Ver. 1.02, Cal. 2.02
Rolling
Description
In Dark Souls II, however, rolling has only one hard limit at 70%. All rolling below that will have the same animation, but as your equip load decreases, your roll speed and distance will gradually increase. Attempting to roll with over 70% equip load will result in a "fat roll", with its own, slower, animation. Equipping more than 100% of your character's equip load will gradually slow your character's walking and sprinting speed, and equipping more than 120% will make rolling and sprinting impossible. However, even above 120% equip load, one can always perform rolling attacks and backstep attacks.
Rolling Distance and Equip Load
An approximation of roll distance versus equip load can be found below.1
Equip Load | Rolling Distance (Out of Maximum Possible Distance) |
---|---|
0% | 100% |
10% | 95% |
30% | 90% |
50% | 80% |
70% | 65% |
100% | 65% |
120% | 60% |
Staying under 50% weight seems to be the most advantageous, since you can roll 15% farther than you can at 70% weight- the greatest increase in distance.
70-100% weight seems to have no effect on roll distance, but keep in mind that being above 70% makes you fat roll, which is slower.
Rolling Speed and Equip Load
Weight only affects roll distance. It has no affect on iFrames or roll duration. Whether you are at 0% burden, or 70%, your entire roll takes about 25 frames to complete.
Agility's Effect on Rolling
Agility affects the number of invincibility frame (iFrames) counts a roll has.
Agility only affects iFrames. As long as you aren't fat rolling, you get as many iFrames at 70% burden as you do naked.2
Agility | iFrames |
---|---|
85 | 5 |
86 | 8 |
88 | 9 |
92 | 10 |
96 | 11 |
99 | 12 |
105 | 13 |
111 | 14 |
114 | 15 |
116 | 16 |
The roll at 105 agility is equivalent to the fast-roll in the original Dark Souls.
Quick Roll
A new mechanic that seems to have been introduced into Dark Souls II. The quick roll allows a character to quickly act after performing an attack, allowing them to potentially dodge follow-up attacks from faster enemies at the cost of slightly more stamina that they would not have been able to had they just pressed O to attempt a dodge. It is unknown if this is a glitch that has to do with the new feint mechanic, and it is unknown if it works with all weapons although this should be the case if the principle applies universally.
To perform the quick roll, the player must press an attack button and the "circle" button at the same time or within a very narrow window of one another. While this seems simple at first, the difficult part comes from the strict timing of the maneuver which is additionally unique to each moveset. The player must press Attack+O at the exact same time they would perform a consecutive attack, right down to the earliest frame that they can input to in which the game would be able to recognize the command as a successive attack. If done properly, the player will roll away or backstep almost immediately after the hit connects with an enemy.
Performing the Quick Roll is difficult due to the different movesets of the various weapons in the game and the strict timing. Done too early, and the player will perform the standard roll which leaves them vulnerable for a short period between the attack and the execution of the roll. Doing it too late on the other hand will defeat the frame advantage of the quick roll technique while draining additional stamina for the late quick roll. In addition, the quick roll cannot be done if the player's attack bounces off a wall and goes into the recoil animation.
So far, this technique has been tested and demonstrated to work with straight swords in both the standard and power stances. ADDITON: also works with the Reaper class weapons.
Roll Cancel
Another advanced technique; performed by rolling, initiating a rolling attack, and then quickly interrupting that attack with another roll. If done quickly, this will lead to being able to roll much faster in succession, making a great advanced technique for escaping quickly or catching up quickly to an enemy.
Footnotes 1. These results were found by placing a prism stone at the top of a ladder, rolling forward at various equip loads, and placing another path marker where the character ended up. The distances were compared, and the percentages estimated. They are by no means exact, but might prove useful to those unsure what equip load to stay under. 2. Data from here - [http://www.reddit.com/r/DarkSouls2/comments/25lnny/agility_and_iframe_correlation_data/]Scaling
Scaling determines how much additional damage a weapon deals.
A character gains a percentage of their Physical Atk Dexterity, Physical Atk Strength, Magic Atk Bonus, Lightning Atk Bonus,Fire Atk Bonus and Dark Atk Bonus as additional damage of the respective damage type, indicated by a "+" next to the weapons base damage.
The weapon's stat bonus, indicated by a letter grade of S/A/B/C/D/E, determines what percentage of the character's stat bonus is applied as damage. For example, a character with 200 Physical Attack Strength Bonus will gain between 200 and 240 bonus damage from a weapon with S strength scaling (and no other scaling).
- The letter grade represents a range of percentages. Each type of scaling has a different degree of scaling per letter grade. The vague and relative nature of the scaling grades makes it easy to be confused into thinking that your weapon has more or less scaling than it actually does, especially in the case of infused weapons. Therefore, it is HIGHLY recommended that you look up and know the exact scaling percentages for any weapon you are interested in using.
- To find these percentages for each weapon, see here or here. A complete AR caclulator, including infusions and weapon buffs, can be found here. A weapon comparison by practical tests can be found here.
Strength Scaling
Letter Grade |
Min. % |
---|---|
S | 100 |
A | 80 |
B | 55 |
C | 35 |
D | 20 |
E | 1 |
Dexterity Scaling
Letter Grade |
Min. % |
---|---|
S | 60 |
A | 45 |
B | 35 |
C | 25 |
D | 15 |
E | 1 |
Catalyst Scaling
- The Lightning, Magic and Dark bonuses scale differently depending on the infusion.
- When you infuse a Catalyst, the Scaling letter will not change, but the chart it uses will; resulting in more scaling bonus if infusing it with the same element, and less if not.
No Infusion
Letter Grade |
Min. % |
---|---|
S | 100 |
A | 80 |
B | 55 |
C | 35 |
D | 20 |
E | 1 |
Same infusion as the element
Letter Grade |
Min. % |
---|---|
S | 115 |
A | 92 |
B | 63.5 |
C | 40.5 |
D | 15 |
E | 1 |
Different infusion than the element
Letter Grade |
Min. % |
---|---|
S | 85 |
A | 68 |
B | 46.5 |
C | 25 |
D | 10 |
E | 1 |
Sin
The Effect of Sin
In Dark Souls 2, your character is open to invasions from members of the Blue Sentinels covenant when you have 10 points or more of Sin. They can invade you through the use of Cracked Blue Eye Orbs, and they have the ability to invade you frequently. Sinner status is displayed on the "Player Info" screen, directly underneath the character's Starting Class and Covenant listing.
Causes of Sin
- Killing NPCs = 1 point of sin.
- Invading other players with Cracked Red Eye Orbs and killing them = 1 point of sin.
- It seems also possible to obtain sin by being summoned as a grey phantom in the Grave of Saints area. Members of the Rat King Covenant can summon intruders to this area as a grey phantom into their own world. Killing the host player seems to give at least 1 sin. Further research on sins as a grey phantom would be needed for added details on this page.
Note that each individual point of sin is not accounted for on the "Player Info" screen, as certain values must be passed in order to rank up in sin level.
Sin Levels
Having the option to pay Cromwell the Pardoner for a pardon is not a valid means of checking your sin. You must consult the Player Info screen, which informs the player of the sin level that applies to their character:
Sin Level | Points of Sin |
---|---|
"—" | 0-9 points of sin |
"Sinner" | 10-99 points of sin |
"Wretch" | 100+ points of sin |
"—"
- The blank status applies to characters with 0-9 points of sin.
- There is no known adverse effect from remaining in this range.
"Sinner"
- Achieved by gaining 10 points of sin.
- At 10 points and above, you are open to Blue Sentinels invading your world as Arbiter spirits.
"Wretch"
- Achieved by reaching 100 points of sin (permanent).
- With this rank, your minimum HP as a hollow is no longer capped at 50%. It can be reduced all the way down to 5% HP (dying 19 times from human form).
Removal of Sin
Dying to a Blue Sentinel invader will reduce your sin count by 1 point. This means that if you've just reached the sin level of "Sinner" by getting 10 points exactly, the loss will result in having 9 points and returning back to "—" sin level.
However, Wretch status is permanent. This means that once you've reached 100 points of sin, "Wretch" will always display as your sinner level, regardless of how many points you have afterwards. When this happens the player is still able to drop all the way back down to 9 points to prevent further Blue Sentinel invasions, though there's no indication of a change in status from the Player Info screen.
Sin is not erased by progressing to NG+.
Pardoning Sin
Pardoning Sin through Cromwell the Pardoner does not normally remove your sin. It is a separate mechanic for undoing NPC aggression and appears to serve no other purpose. In spite of claiming to remove sin, he is an unreliable source on your sinner status for the following reasons:
- It is possible to achieve "Sinner" status through killing enough players in PvP, yet Cromwell will still tell you that you haven't sinned. This is because the only relevant trigger is if you've attacked an NPC prior to meeting him or not.
- Conversely, it is possible to not have "Sinner" status and still have the option to pay for Pardoning your Sin, because all it takes it having attacked at least 1 NPC, which isn't sufficient for ranking up to "Sinner" status.
Changes with Patch 1.09
Due to a glitch that erroneously caused sin in the Crown of the Ivory King DLC during Patch 1.08, Cromwell was changed to offer 1 pardon for free. Unlike the regular pardon described above, it completely clears all types of Sinner statuses. It can only be done once per character.
Notes
- All NPCs are worth 1 point of Sin exactly, none are worth more or less than others (asides from the Ancient Dragon not counting).
- The following do not count as sin:
- Abandoning covenants, even without Sweet Shalquoir
- Defeating the Ancient Dragon (though requires Cromwell to pardon you if for any reason you want a de-aggro Ancient Dragon after using a Bonfire Ascetic)
- Defeating King Vendrick
- Defeating the Corrosive Ant Queen
- The following events do count as sin:
- Completing the Pate / Creighton questline, even if you don't attack either of them
- Completing the Crushed Eye Orb invasion event
- The Lost Sinner's Sword receives negative damage scaling as sin increases, capping at 30 sin1.
- Going below 50% HP with Wretch status will not further increase the damage of the Dark Pyromancy Flame, Greatsword of the Forlorn or Scythe of the Forlorn.
Soul Sign
Description
Used in online play. Summons a player Phantom or an NPC into your world.
Types of Soul Signs
|
Stamina
Description
Required to carry out actions.
Actions deplete stamina, which
automatically recovers.1
Derived Stat that increases maximum Stamina, represented by the green bar at the top of the screen. Stamina is necessary for the execution of most combat or strenuous actions in Dark Souls 2, such as swinging a weapon, preparing to shoot an arrow with a bow, spell casting, dodging, absorbing a blocked attack, sprinting, and many other actions. If you attempt to execute one of these actions when you have no Stamina, your character will generally not react to the attempted execution.
Stamina naturally regenerates over time when not attempting to execute an action that drains stamina, such as walking normally, using an item, interacting with the environment, or merely standing still. Holding up a shield doesn't drain the Stamina bar, but lowers Stamina regeneration.
Influence of Attributes on Stamina
Attribute | 3-20 | 21-98 | 98-99 |
---|---|---|---|
Endurance | +2 | +1 | +2 |
Tips on Stamina Management and Advanced Mechanics
Command Queuing
A relevant bit of information related to the execution of actions, which is tangentially related since a majority of in-game actions drain the Stamina bar, is that Dark Souls 2, like Dark Souls, uses a queue system for button inputs. This means that mashing buttons will often cause your character to execute multiple moves in a row. While button queuing may be difficult to get used to if you have played similar games that don't queue button presses, such as Monster Hunter 3 Ultimate, it can be used to your advantage with practice, as the ability to purposefully execute moves in succession can be beneficial as it allows your character to begin the next desired action immediately.
Prolonged Sprinting
In regards to sprinting, if a player completely depletes their stamina bar they will not be able to sprint again for approximately 3 seconds. Every other action that requires stamina can be executed as normal. As a result it is useful to stop sprinting just before the stamina bar empties and to let it recharge a little bit before continuing to run. If a player manages their stamina in this way they will be able to sprint for much longer periods of time and will avoid periods of downtime in which they are forced to walk.
Stamina Regeneration Rate
The rate of stamina regeneration can be improved by the use of relevant consumables or certain equipment.
Stamina regeneration rate is dependant on equip burden. Lowering equip burden by using lighter gear or increasing vitality will increase the natural rate of stamina regeneration. Gains are quite good from 70% to 30% equip burden. Regeneration rate with no equipment (baseline) appears to be 44-45 stamina/sec.
Natural regeneration rate can be improved with some equipment. The effects are cumulative (ring+blossom+shield = +40% regen rate).Item | Regeneration Increase |
---|---|
Chloranthy Ring+2 | 25% |
Green Blossom | 15% |
Blossom Kite Shield | 5% |
Slumbering Dragon Shield | 5% |
Shield Of The Insolent | 5% |
Negative Stamina
It is in fact possible to have negative stamina, and just like in the original Dark Souls, the negative stamina will have to be regenerated before the usable stamina bar begins to refill. However, unlike in original Dark Souls, going into negative stamina in Dark Souls 2 has the additional penalty of reducing the damage of an attack that puts the player into the negatives. While the exact damage penalty is unknown, the penalty is more severe the farther into the negative the attack takes you. For example, an attack that puts a player at -15 stamina will have a greater damage penalty than an attack that brings the player to -5 stamina. It is important to note that since backstabs in Darksouls II consume stamina this damage penalty from negative stamina will still apply, resulting in greatly reduced backstab damage. Spell casts that put the player's stamina into the negatives will also deal less damage, as well as having a longer casting time.
Status Effects
Status Effects
A wide range of equipment or conditions can create a Status effect. An icon appears in the top left of the HUD to indicate the current effect(s).
Icon | Status | Causes |
---|---|---|
Max HP, Stamina, Equip Load Up | First Dragon Ring equipped Second Dragon Ring equipped Third Dragon Ring equipped |
|
Attack Rating Up | Lightning Clutch Ring equipped Dark Clutch Ring equipped Fire Clutch Ring equipped Sorcery Clutch Ring equipped Flynn's Ring equipped Ivory Warrior Ring equipped Ring of Blades equipped Stone Ring equipped |
|
N/A | N/A | |
Defense Rating Up | Dark Quartz Ring equipped Dispelling Ring equipped Flame Quartz Ring equipped Ring of Steel Protection equipped Spell Quartz Ring equipped Thunder Quartz Ring equipped Yorgh's Ring equipped |
|
Bow Range Up | Durgo's Hat equipped Hawk Ring equipped |
|
Increased Item discovery | Covetous Gold Serpent Ring equipped Traveling Merchant Hat equipped Prisoner's Hood equipped Jester's Cap equipped Prisoner's Tatters equipped Watchdragon Parma equipped and ON HAND_ |
|
Fallen Enemies heals HP | Ring of the Evil Eye equipped. | |
Poise Up | Ring of Giants equipped. | |
Increased Soul gain | Covetous Silver Serpent Ring equipped Jester's Gloves equipped Warlock Mask equipped Any of Tseldora Set equipped Any of Nahr Alma Set equipped |
|
Spell Effect Up | Clear Bluestone Ring equipped Lingering Dragoncrest Ring equipped Black Hood equipped |
|
Status Ailment Defense Up | Ash Knuckle Ring equipped Bracing Knuckle Ring equipped Poisonbite Ring equipped Cursebite Ring equipped Ring of Resistance equipped Bloodbite Ring equipped |
|
Explosion after Damage Threshold | Old Sun Ring equipped. | |
Reduces Fall Damage | Flying Feline Boots equipped Jester's Tights equipped Silvercat Ring equipped Any of Lion Warrior Set equipped |
|
Increased Stamina recovery | Chloranthy Ring equipped Blossom Kite Shield equipped Shield of The Insolent equipped Slumbering Dragon Shield equipped |
|
Increased Enemy visibility | Redeye Ring equipped | |
Soul Protection but Ring Breaks | Ring of Soul Protection equipped Ring of Life Protection equipped |
|
Tearstone Ring Activated | Blue Tearstone Ring activated Red Tearstone Ring activated |
|
Health Restoration | Ring of Restoration equipped | |
N/A | N/A | |
Select Online activity disabled | Burning a Human Effigy in a Bonfire. | |
Gain no souls. | Agape Ring equipped. | |
Temporary protection against invasions. | Killing a boss as a host or phantom. | |
Ring Broken | Durability of equipped ring at 0 | |
Head Armor Broken | Durability of head gear at 0 | |
Chest Armor Broken | Durability of chest gear at 0 | |
Hands Armor Broken | Durability of hand gear at 0 | |
Legs Armor Broken | Durability of legs gear at 0 | |
Walk / Run Toggle | Only available on PC. | |
Guard Toggle | Only available on PC. |
Status Ailments
Status ailments happen when attacks apply status points on you until they overcome your resistance. This is displayed to you by a bar on your screen with an icon and a inner color bar that fills it. The bar lengthens as you increase your resistances. The colored bar retracts as long as you are not being subjected to the status effect. Toxic is the only one which does not have a corresponding resistance and is instead affected by Poison Resistance.
Icon | Status | Notes |
---|---|---|
Poison | Drains HP at a steady rate. | |
Toxic | Stronger version of Poison. | |
Curse | Turns player hollow and decreases Max. HP | |
Petrification | Turns player to stone and kills them. | |
Bleed | Drains 200 HP and reduces Max. Stamina for 10 Seconds. |
Environmental Effects
There are a few ways that the player can become coated with a substance from the environment. The player will remain visibly coated for a period of time, though unlike Status Ailments, there is no indication bar or alert of any kind. The character will become dryer from head to toe, with the effects of the substance disappearing upon returning completely to normal.
Status | Notes | Causes |
---|---|---|
Water Soaked | Increases fire defense, lowers lightning defense. Cleanses other Environmental Effects. |
Walking through water, water pots, and select Pharros' contraptions. |
Poison Soaked | Being soaked continually increases poison meter. | Walking through poison pools and breaking poison pots. |
Oil Soaked | Triggers explosion upon taking fire damage or lighting a torch. | Being hit by Varangian Sailor's oil bombs and walking into oil vases/ puddles. |
Web slowdown | Covered in spider webs, movement speed slowed. | Get hit by the Duke's Dear Freja's web attack. |
Snow-covered | No effect | Roll in snow covered areas in the Ivory king dlc. |
Torch
|
In-Game Description
A torch made by soaking the end of a long
stick in pine resin.
Light the torch on the fire of a sconce
to illuminate areas for a short time.
Find new torches to extend this period.
Torches can even be lit on bonfires,
the flames of which do not normally
set objects alight, due to the coating
of the bones used to fuel them.
Availability
- Treasure near the bonfire in Things Betwixt, behind the wagon.
- One is on body resting on a dead tree in the area with scaffolding and burned bodies in Forest of Fallen Giants.
- In the area with large tree roots and ruined buildings in Forest of Fallen Giants.
- Treasure on a ledge above the firebomb throwing Hollow Royal Soldier overlooking the courtyard with the Old Ironclad Soldier in Forest of Fallen Giants.
- At the end of the hallway after using the Soldier Key in Forest of Fallen Giants.
- Three in a chest after the door requiring Soldier Key that leads to the King's Door in Forest of Fallen Giants.
- Three can be found inside a chest on the top floor of the mansion in Majula.
- Three on top of the wall in the Lost Bastille. Accessible by two illusory walls in the same tower where Straid of Olaphis is.
- One near Lonesome Gavlan in Harvest Valley.
- One right after leaving the first poison mist in Harvest Valley.
- One behind the boards that the nearby Mounted Overseer can destroy after the second bonfire of Harvest Valley.
- In a chest before the Covetous Demon boss fight in Earthen Peak.
- On a body after dropping down from above in the circular room in Iron Keep.
- Three on a corpse in the open area with Lion Clan Warriors in Shaded Woods.
- One is near the golden Lion Clan Warrior in Shaded Woods.
- One at the beginning of the large area filled with water in Doors of Pharros.
- One in the building after taking the first zip line in Brightstone Cove Tseldora.
- One on a body in the spider cave full of webs before the Duke's Dear Freja in Brightstone Cove Tseldora.
- One can be picked up in the room accessed by lowering one of the bridges in Grave of Saints.
- One is inside a pot in the lower levels of the Gutter.
- One on a body near some pots in Black Gulch.
- Three on a body after the first building in Shrine of Amana
- Near the end of Memory of Vammar.
- Five on a ledge in Shulva, Sanctum City, under the bonfire leading to Cave of the Dead. Hop onto a ledge while riding the elevator to reach them.
- Five near the Pagan Tree in Shulva, Sanctum City.
- Five in the second cell gauntlet in Iron Passage.
- Dropped by Captive Undeads carrying torches in Huntsman's Copse and the Gutter.
- Dropped by Undead Laborers carrying torches in Undead Crypt.
- Dropped by Undead Peasants carrying torches in Brightstone Cove Tseldora.
General Information
Image | Damage | Aux Effects | Counter Strength |
Poise Damage |
Stats Needed Stat Bonuses |
Damage Reduction |
Aux Effects Reduction |
Stability | Durability | Weight |
---|---|---|---|---|---|---|---|---|---|---|
27/0/134/0/0 (?) |
0/0 | 100 | 5 | 0/0/0/0 ?/?/-/?/-/- |
25/0/0/0/0 | 0/0/0/0 | 15 | 0 | 0.0 |
Move Set
+ show Move Set - hide Move Set
L1/LB: Block
L2/LT:
Notes
- The torch is wielded in the left hand, replacing the player's left equipment.
- The remaining time can be seen on the torch's HUD icon (when equipped) and on the equipment screen.
- The torch is not a consumable item but a pickup that adds to a timer, indicating how long the torch will burn. Each torch found gives an additional five minutes of light, and carries over to the next play-through.
- If you get soaked in oil by the enemies in No-man's Wharf, wielding a lit Torch will cause an explosion.
- Some enemies will notice the player from further away, including Lizardmen in Shrine of Amana.
- Makes it possible to spot Invisible Hollows, only in SotFS.
- The torch can be lit:
- At a bonfire, press the toggle button to cycle between lighting a torch and resting.
- At a lit sconce.
- By using a Flame Butterfly.
- To extinguish the torch:
- Cycle between left hand weapons or wield the right hand weapon two-handed.
- Roll in water.
- Walk through a waterfall.
- Walk into a blizzard.
- Usefulness:
- Illuminates the environment, making it easier to see distance objects and enemies.
- Increases lock-on range by around x1.5.
- Light sconces in the environment.
- Igniting every sconce in Things Betwixt will spawn an invader who drops a Petrified Something when killed (SOTFS only)
- Dark Stalkers in No-man's Wharf will flee from the player.
- Lighting the sconce in Steady Hand McDuff's workshop in The Lost Bastille causes him to move to his anvil, allowing the chest he sits on to be looted for the Craftsman's Hammer and x1 Twinkling Titanite.
- Ignite the oil in the locked rooms before the Lost Sinner's boss room; this illuminates the arena, making locking onto her easier.
- Used to destroy the windmill in Earthen Peak. This will drain many pools of poison from the area, including the one in the boss room.
- Required to light sconces in Dark Chasms of Old.
- Makes it easier to see the start of deep water in Shrine of Amana and platforms in The Pit and The Gutter.
- Cannot be upgraded.
Key
Damage: |
The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are A / B / C / D / E:
Each weapon has one or more physical damage types:
Certain enemies are weak or strong against different damage types. |
Aux Effect: |
The Aux Effect stat dictates how effective the weapon will be at causing the effect. The Aux Effect stats for a weapon are A / B:
|
Counter Strength: | Damage multiplier when hitting an enemy that is performing an action such as attacking. Value of 100 means no extra damage. |
Poise Damage: | The ability of the weapon to break the poise of an enemy. |
Stats Needed: |
The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon, Also keep in mind that your character gains a 100% bonus to Strength by wielding a weapon with both hands, thus reducing |
Stat Bonuses: |
The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
|
Damage Reduction: |
The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking.
|
Aux Effect Reduction: |
The Aux Effect Reduction % of the weapon. It dictates how much of the effect the weapon mitigates while blocking.
|
Stability: | Determines the amount of stamina expended to block an incoming attack. A higher stability also allows you to block stronger attacks without breaking guard and reduces the amount of stamina depleted from blocking attacks. |
Durability: | The durability of the weapon. |
Weight: | The weight of the weapon. Note that carrying over 70% of your Equip Weight will reduce the speed of your rolls, while going over 100% will reduce your regular speed to walking and attempts to roll or backstep will leave you momentarily stunned. |
Enchantable? Items/Spells: | Determines whether or not the weapon can receive a temporary damage buff by items and/or spells. Note that if you decided to infuse the weapon it cannot be enchanted by items. |
Water
Description
Water acts as a damage modifier for both offense and defense on particular damage types.
Water is wet!
Oh yes it is! It was discovered several days into the game that by rolling in water, the character becomes soaked (and will leave wet foot prints).
This has an important in game effect of increasing Fire Defense by 300 points. This is useful when fighting the Smelter Demon or Jester Thomas as well as when getting several treasures on the hot lava rocks in Iron Keep.
Additionally, if you have a Torch lit and you get it underwater in any way, it will be put out.
Water is conductive
Your character and enemies will take additional lightning damage if they are wet or standing in a pool of water. Being soaked decreases Lightning Defense by 150 points.
Note that water only Lowers the resistance, it does not actually increase the damage you deal, meaning most you can deal is your base damage.
Water is clean
If you are covered in oil or poison, rolling in water will clean you off!
Water is dangerous!
In some areas, the water level is very deep. Trying to swim will result in death.
Water can slow down your character
Depending on the depth of the water your character is walking in you can be slowed down when running/sprinting or even have sprinting negated. This makes certain areas of the game very challenging due to the loss of mobility
Water for enemies
Water does NOT slow down enemies! Therefore be extra careful if you are in places like the Shrine of Amana or Doors of Pharros. Invading players (Blue or Red Phantoms) also can sprint through water!
But they do get the resistance increase/decrease coming from either standing or soaked in water.
Weakness
Introduction
This page is about Enemy's Weakness/Defense towards the three Physical Attack-Type: Slash, Strike and Thrust.
Just like Resistance, there are currently 5 discovered Tiers of Physical Damage Stages for non-Boss enemies. The Factor by which the Damage is determined is called Weakness-Factor and is applied after the initial Offense-Defense calculation. Most Enemies have Average-Tier, but some, like "Thick scaled'', ''Heavy Armored'' receive increased/decreased damage against the three Types.
Tier table
Tier | Weakness-Factor |
---|---|
Strong | 70% |
Keen | 85% |
Average | 100% |
Weak | 135% |
Vulnerable | 150% |
Normal Enemy List
Mini-Boss who use BOSS-Tier are not included
Enemy | Slash | Strike | Thrust | Melee-Def | Ranged Def | Notes |
---|---|---|---|---|---|---|
ALL Roaming Souls | Avr | Avr | Avr | +50% | No matter what they wear | |
ALL Blue Phantoms | Avr | Avr | Avr | +25% | No matter what they wear | |
Undead Traveler | Avr | Avr | Avr | - | ||
Kobold | Avr | Avr | Avr | - | Not using Area Def | |
Ogre | Str | Str | Weak | +25% | ||
Falconer | Avr | Avr | Avr | +25% | ||
Enslaved Pig | Keen | Keen | Keen | - | ||
Skeleton | Avr | Vul | Str | - / 25% | 25% only in Harvest Valley Has extra Thrust-Critical-Damage-Defense |
|
Crystal Lizard | Avr | Vul | Avr | +50% | ||
Hollow Infantry | Avr | Avr | Avr | - | ||
Hollow Soldier | Avr | Avr | Avr | +25% | ||
Old Ironclad Soldier | Str | Vul | Str | +25% | ||
Heide Knight | Avr | Avr | Avr | +50% | ||
Flame Salamander | Avr | Avr | Avr | +90% | need tested for other damage-range | |
Old Knight | Avr | Vul | Str | +25% | ||
Varangian Sailor | Avr | Avr | Weak | +25% | ||
Dark Stalker | Avr | Avr | Avr | +25% | ||
Stray Dog | Avr | Avr | Avr | - | ||
Suspicious Shadow | Avr | Avr | Avr | - | ||
Undead Jailer | Avr | Avr | Avr | +30% | ||
Royal Swordsman | Avr | Avr | Vul | +25% | ||
Undead Citizen | Weak | Avr | Weak | - | ||
Enhanced Undead | Avr | Avr | Keen | +25% | ||
Bell Keeper | Avr | Avr | Avr | +25% | ||
Rogue | Avr | Avr | Avr | - | ||
Captive Undead | Avr | Avr | Avr | - | ||
Undead Laborer | Weak | Avr | Weak | 25% | ||
Great Moth | Avr | Avr | Weak | -30 | -30point to Area-Defence, thus having the lowest Def in game (52) |
|
Necromancer | Avr | Avr | Avr | - | ||
Armored Skeleton | Avr | Vul | Str | +25% | ||
Bonewheel Skeleton | Avr | Vul | Str | +25% | ||
Torturer | Avr | Avr | Avr | - | Uses Purgatory Def | |
Artificial Undead | Avr | Avr | Avr | +25% | ||
Mounted Overseer | Avr | Avr | Avr | +25% | ||
Undead Steelworker | Avr | Avr | Avr | +25% | ||
Poison Horn Beetle | Weak | Avr | Vul | - | ||
Manikin | Avr | Avr | Avr | - | ||
Grave Warden | Avr | Avr | Avr | +25% | ||
Desert Sorceress | Avr | Avr | Avr | - | ||
Mimic | Avr | Avr | Avr | +25% | Regardless of Material | |
Alonne Knight | Avr | Weak | Avr | +25% | ||
Alonne Knight Captain | Avr | Weak | Str | +30% / +25% | 25% in Drangleic Castle | |
Ironclad Soldier | Str | Vul | Str | +25% | ||
Goblin | Avr | Avr | Avr | +25% | ||
Basilisk | Avr | Avr | Avr | +25% | ||
Giant Basilisk | Avr | Avr | Avr | +25% | ||
Lion Clan Warrior | Avr | Avr | Avr | +25% | ||
Forest Guardian | Avr | Avr | Avr | +25% | @%)*&@(*&^$!@%… | |
Primal Knight | Str | Avr | Weak | +50% | ||
Gyrm Warrior | Avr | Avr | Avr | +25% | ||
Gyrm | Avr | Avr | Avr | +25% | ||
Dog Rat | Avr | Avr | Avr | - | ||
Undead Peasant | Avr | Avr | Avr | - | ||
Undead Boar | Keen | Keen | Keen | - | ||
Giant Undead Boar | Avr | Avr | Avr | - | The tusk reduces incoming damage | |
Parasite Spider | Avr | Avr | Avr | - | ||
Parasitized Undead | Avr | Avr | Avr | - | ||
Hollow Mage | Avr | Avr | Avr | - | ||
Duke Tseldora | Avr | Avr | Avr | - | ||
Vengarl's Body | Avr | Avr | Avr | +50% | ||
Corpse Rat | Avr | Avr | Avr | - | ||
Hunting Dog | Avr | Avr | Avr | - | ||
Corrosive Ant Queen | Weak | Avr | Vul | +25% | ||
Coal Tar | Avr | Avr | Avr | +25% | ||
Razorback Nightcrawler | Weak | Avr | Vul | - | ||
Elite Giant | Avr | Avr | Avr | +50% | Uses Giant Memory-Def | |
Royal Guard | Str | Weak | Avr | 50% | ||
Stone Soldier | Avr | Vul | Str | +50% | ||
Stone Knight | Avr | Vul | Str | +25% | ||
Lindelt Cleric | Avr | Avr | Weak | +25% | ||
Amana Shrine Maiden | Weak | Avr | Weak | - | ||
Lizardman | Avr | Avr | Weak | - | ||
Acid Horn Beetle | Weak | Avr | Vul | - | ||
Giant Acid Horn Beetle | Weak | Avr | Vul | - | ||
Undead Supplicant | Avr | Avr | Avr | - | ||
Prowling Magus | Avr | Avr | Avr | - | ||
Leydia Witch | Avr | Avr | Avr | - | ||
Leydia Pyromancer | Avr | Avr | Avr | - | Ghost form, 50% reduction to final damage | |
Wall Warrior | Avr | Avr | Avr | +50% | Ghost form, 50% reduction to final damage | |
Imperious Knight | Avr | Weak | Avr | +50% | ||
Dragon Acolyte | Avr | Avr | Avr | - | ||
Drakekeeper | Avr | Vul | Str | +55% | ||
Dark Priestess | Weak | Avr | Weak | - | ||
Dragon Knight | Avr | Avr | Avr | +25% | The ONLY enemy using Dragon Shrine-Def | |
Royal Infantry | Avr | Avr | Avr | - | ||
Royal Soldier | Avr | Avr | Weak | +25% | ||
Giant | Avr | Avr | Avr | +50% | ||
Forest Spirit | Avr | Avr | Avr | +25% | Ghost form, 50% reduction to final damage |
Boss list
Boss | Slash | Strike | Thrust | Melee | Ranged | Notes |
---|
// to be added…//
DLC list
Enemy | Slash | Strike | Thrust | Melee | Ranged | Notes |
---|
// to be added…//
Formula
Normal Enemy
The Offense-Defense calculation works as following:
Offense = Total PHYSICAL Number shown in equip window * Movement Modifier
Defense = Area-Defense (Game's increasing difficulty by area, see Area-Defense) * Enemy Melee/Ranged Defense Factor (see Normal Enemy List)
Final Damage = (Offense-Defense)*Weakness-Factor1
Example Hide Example- Jump-Attack with Any-Type, non-crit, on Undead Travler:
- (450*1.512-63*1)*1= 617.4 => 617 tested
- (760*1.512-63*1)*1= 1086.12 => 1086 tested
- Jump-Attack with Strike-Type, non-crit, on Ironclad Soldier:
- (330*1.512-92*1.25)*1.5 = 575.94 => 576 tested
Area-Defense
May be off by 1-point due to rounding error in reversing formula
Area | Defense | Total Def | Notes |
---|---|---|---|
BASIC | 63.4 | ~63.4 | |
Majula | +39 | ~102.4 | |
Things Betwixt | +0 | ~63.4 | |
Forest of Fallen Giants | +0 | ~63.4 | |
Heide's Tower of Flame | +5 | ~ 68.4 | |
No-man's Wharf | +19 | ~ 82.4 | |
The Lost Bastille | +24 | ~ 87.4 | |
Sinner's Rise | +29 | ~92.4 | Only Undead Citizen uses this Def, others in the area use Bastille-Def |
Belfry Luna | +24 | ~87.4 | |
Huntsman's Copse | +19 | ~82.4 | |
Undead Purgatory | +28 | ~91.4 | The Torturers on the way to Purgatory also uses this |
Harvest Valley | +23 | ~86.4 | |
Earthen Peak | +24 | ~87.4 | |
Iron Keep | +29 | ~92.4 | |
Belfry Sol | +29 | ~92.4 | |
Shaded Woods | +33 | ~96.4 | |
Doors of Pharros | +34 | ~97.4 | |
Brightstone Cove Tseldora | +38 | ~101.4 | |
Grave of Saints | +24 | ~87.4 | |
The Gutter | +29 | ~92.4 | Poison Horn Beetles near the Queen uses Black Gulch-Def |
Black Gulch | +38 | ~101.4 | The Elite Giants Use Giant Memory-Def |
Drangleic Castle | +49 | ~112.4 | All Royal Swordsman Use Shaded Woods-Def |
Shrine of Amana | +53 | ~116.4 | |
Undead Crypt | +54 | ~117.4 | |
Aldia's Keep | +54 | ~117.4 | |
Dragon Aerie | +55 | ~118.4 | |
Dragon Shrine | +58 | ~121.4 | Only Dragon Knights, others use Dragon Aerie-Def |
All Giant Memories | +60 | ~123.4 | |
Dark Chasm of Old | +65 | ~128.4 | |
DLC | |||
Shulva, Sanctum City | + 60 | ~123.4 | |
Dragon's Sanctum | +66 | ~129.4 | |
Cave of the Dead | +70 | ~133.4 | |
Upper Brume Tower | +60 | ~123.4 | |
Lower Brume Tower | +66 | ~129.4 | |
Iron Passage | +70 | ~133.4 | |
Memory of the Old Iron King | +70 | ~133.4 |
Note
- All data were tested on 1.10 PS3 Version, DLC3 May change some of the Data.
Method of Obtaining Data
- Generally, all data are obtained:
- In game.
- At Bonfire Intensity 8+.
- On Singleplayer mode / with no summons.
- While not in Hard Mode.
- Use Jump-attack while using following weapons held in right hand, at Max Level + Ring of Blades+2, as it gives 450*1.512 = 680 to all 3 weapon-type damage
- For Strike-type:
- Use a Blacksmith's Hammer+10 (100 Crit to avoid counter)
- For Thrust-type:
- Use a Mundane Black Scorpion Stinger+10 (100 Crit to avoid counter)
- For Slash-type:
- Use a Mundane Mastodon Greatsword+10 (100 Crit to avoid counter)
- For Strike-type:
Upcoming
- DLC enemy
- Boss-Tier Users
- Player Defense-Formula
Weapon Reskins
General Information
Various weapons have special reskinned versions that are made available for a limited time in the Majula Mansion Chest. The changes so far are purely cosmetic, with the weapons having identical names, descriptions, stats and movesets to their original counterparts.
There are seven in total. So far four have been released, and another three remain as unknown/ unannounced.
Released Reskins
Icon | Item | Unofficial Nickname(s) |
Availability | Distinction |
---|---|---|---|---|
Reskinned Murakumo | Blurakumo Murablumo |
PAST: July 22 - July 31 (2014) February 5 - 12 (2015) |
Blade has a dark-blue tint. | |
Reskinned Blacksteel Katana | Whitesteel Katana | PAST: August 26 - September 7 (2014) February 5 - 12 (2015) |
White handle and light-silver blade. | |
Reskinned Longsword | Blue Longsword Moonlight Longsword |
PAST: September 30 - October 13 (2014) February 5 - 12 (2015) |
Blade is blue. | |
Reskinned Great Club | Bloodied Great Club | PAST: February 5 - 12 (2015) |
Lighter in color, but stained with blood. |
Unreleased Reskins
Icon | Item | Unofficial Nickname(s) |
Availability | Distinction |
---|---|---|---|---|
Reskinned Rapier | Black Rapier | UNKNOWN Currently unused content |
Completely black. | |
Reskinned Greataxe | Golden Greataxe | UNKNOWN Currently unused content |
Golden blade and handle-tip. | |
Reskinned Caestus | Red Caestus | UNKNOWN Currently unused content |
Red shell with yellow sleeve. |
Notes
- The weapons were added into the game's files with Patch Version 1.06.
- All reskins have the same attributes as their normal version.
Status Effects
Bleed
Effect
Once the Bleed meter is full, the target's HP will be damaged by 200. It will also reduce the maximum stamina of the target to 75% for 5 to 10 seconds.
Enemy Causes of Bleed
Cause of Bleed | Location |
---|---|
Dark Stalker | No-man's Wharf |
Stray Dog | No-man's Wharf The Lost Bastille Frozen Eleum Loyce |
Artificial Undead | Huntsman's Copse Harvest Valley |
Crescent Sickle Phantom | Earthen Peak |
Alonne Knight | Iron Keep Memory of the Old Iron King |
Alonne Knight Captain | Iron Keep Drangleic Castle Memory of the Old Iron King |
Lizardman | Shrine of Amana |
Ogre | Things Betwixt Shrine of Amana Aldia's Keep |
Suspicious Shadow | No-man's Wharf |
Giant Undead Boar | Brightstone Cove Tseldora |
Washing Pole Phantom | Drangleic Castle |
Iron Warrior (mace) |
Brume Tower Iron Passage |
Prowlers | Brume Tower |
Spellsword | Frozen Eleum Loyce |
Ice Rat | Frozen Eleum Loyce |
Afflicted Graverobber | Cave of the Dead |
Sir Alonne | Memory of the Old Iron King |
Player Methods of inflicting Bleed
- Imbuing a weapon with a Bleed Stone.
- Applying Bleeding Serum to a weapon for a temporary Bleed effect.
- Using weapons with a Bleed effect:
- Ashen Warrior Sword
- Bandit's Knife
- Barbed Club
- Bewitched Alonne Sword
- Bound Hand Axe
- Bound Wooden Shield
- Chariot Lance
- Claws
- Curved Twinblade
- Eleum Loyce
- Falchion
- Flamberge
- Full Moon Sickle
- Greatsword of the Forlorn
- Ice Rapier
- Ivory King Ultra Greatsword
- Morning Star
- Notched Whip
- Royal Greatsword
- Scythe of the Forlorn
- Work Hook
- Using these consumables:
- Lacerating Knife
- Lacerating Arrow
If you intend to wield a weapon that inflicts bleed, it's important to be aware of your Bleed ATK Bonus stat.
Note:
Your Bleed ATK Bonus does NOT affect the total amount of damage the bleed will do; it only increases the amount of bleed buildup you will inflict per hit.
Increasing Bleed bonus
Dexterity and Faith increase the Bleed ATK Bonus stat.
Steady Hand McDuff is able to imbue your weapon with bleed with a Bleed Stone after you've given him the Dull Ember.
Shadow Gauntlets and Crest of Blood increase bleed damage on weapons that have either innate bleed or are infused with it:
- Weapons with innate Bleed get 50 points of extra damage.
- Weapons infused with Bleed get 25 points of extra damage.
- Weapons with innate Bleed AND infused with Bleed get 60 points of extra damage.
- These items stack, so wearing both of them and using a Bleed-infused weapon grants 50 points of extra damage.
Resisting and Avoiding Bleed
- Increase the Adaptability and Faith stats, which raise Bleed Resist
- Use a Red Leech Troches (increases resistance by 200 points for 90 seconds)
- Cast Perseverance (increases resistance by 150 points for 120 seconds)
- Cast Iron Flesh (increases resistance by 200 points for 25 seconds).
- Equip the Bloodbite Ring (increases resistance by 150/300 points)
- Equip the Ring of Resistance (increases resistance by 120/200 points)
- Equip Yorgh's Spear (increases resistance by 70 points)
- Equip various Bleed-resistant armors
- Block with shields that have high Bleed resist
Curse
Effect
Lower's the player's health equal to the amount of one death (5%), as well as turning them hollow if they are not already. Curse does nothing once one's maximum health has been reduced to half.
Curse bypasses the Ring of Life Protection, but not the Ring of Binding.
Enemy Causes of Curse
Cause of Curse | Location |
---|---|
Curse Jar | Shaded Woods Shrine of Amana Huntsman's Copse |
Lion Clan Warrior | Shaded Woods |
Undead Peasant | Brightstone Cove Tseldora |
The Pursuer (when their sword glows blue) |
Forest of Fallen Giants Lost Bastille Iron Keep Drangleic Castle |
Ashen Idol | Brume Tower |
Nashandra | Throne of Want |
Painting of the Queen | Drangleic Castle |
Resisting and Avoiding Curse
- The hollowing effect of Curse can be reversed by using a Human Effigy
- Increase the Attunement and Adaptability stats, which raise Curse Resist
- Cast Perseverance (increases resistance by 300 points for 120 seconds)
- Cast Iron Flesh (increases resistance by 200 points for 25 seconds).
- Equip the Cursebite Ring (increases resistance by 400 points)
- Equip the Ring of Resistance (increases resistance by 120/200 points)
- Equip Yorgh's Spear (increases resistance by 70 points)
- Equip various Curse-resistant armors
- Equip the Ring of Binding, which lessens the effect of curse
- Equip Hollow Skin to boost Curse resistance by 1000, which effectively makes the player immune to Curse.
- Equip Black Witch Veil to boost Curse resistance by 1000, which effectively makes the player immune to Curse.
- Block with shields that have high Curse resist
- Equip one of the crowns (King's Crown,Crown of the Sunken King,Crown of the Old Iron King,Crown of the Ivory King) when Vendrick's Blessing was obtained and become immune to Curse.
Notes
- Players cannot cause curse.
- Phantoms will not suffer the effects of curse.
Petrification
Effect
Petrification will cause the player to turn to stone, instantly killing them. Death by petrification results in temporarily losing 20% of max health instead of the normal 5%.
Enemy Causes of Petrification
Cause of Petrification | Location |
---|---|
Undead Citizen (yellow core) |
The Lost Bastille |
Basilisk | Multiple locations |
Giant Basilisk | Multiple locations |
Corpse Rat | Grave of Saints |
Rabid Kobold | Aldia's Keep |
Petrifying Statue Cluster | Cave of the Dead |
Petrifying Statue | Cave of the Dead |
Petrifying Mist Trap | Cave of the Dead |
Resisting and Avoiding Petrification
- Increase the Adaptability and Vigor stats, which raise Petrify Resist
- Use a Triclops Snake Troches (increases resistance by 200 points for 90 seconds)
- Cast Perseverance (increases resistance by 300 points for 120 seconds)
- Cast Iron Flesh (increases resistance by 200 points for 25 seconds).
- Equip the Ash Knuckle Ring (increases resistance by 400 points)
- Equip the Ring of Resistance (increases resistance by 120/200 points)
- Equip Yorgh's Spear (increases resistance by 70 points)
- Equip various Petrify-resistant armors
- Block with shields that have high Petrify resist
- To completely nullify petrification, equip the Ring of Soul Protection. After the status bar is filled, the ring will break and discard the status, thus allowing you to proceed.
- To avoid losing souls and decreasing max health, equip the Ring of Life Protection. It will not save you from petrification, but after you die it will break, allowing you to keep your souls and human form, as after usual death.
Notes
- Players cannot cause petrification.
- NPCs who are found petrified can be cured with a Fragrant Branch of Yore. Non-petrified NPCs who have petrification inflicted upon them will die.
- If signed into online the statues of other players may be found
Poison
Effect
Once the Poison
Enemy Causes of Poison
Cause of Poison | Location | Toxic? |
---|---|---|
Goblin | Shaded Woods | No |
Great Moth | Huntsman's Copse | No |
Rogue archers | Huntsman's Copse | No |
Manikin | Earthen Peak | No |
Dog Rat | Doors of Pharros | Yes |
Poison Shooting Statue | The Gutter Black Gulch |
No |
Pyromancer Giant | Memory of Orro Memory of Vammar |
Yes |
Suspicious Shadow | No-man's Wharf | No |
Sanctum Soldier | Dragon's Sanctum Cave of the Dead |
No |
Sanctum Priestess | Dragon's Sanctum | No |
Poison Statue Cluster | Shulva, Sanctum City | No |
Scorpioness Najka | Shaded Woods | Yes |
Royal Rat Vanguard | Grave of Saints | No |
Royal Rat Authority | Doors of Pharros | ? |
Sinh, the Slumbering Dragon | Dragon's Rest | Yes |
Poison pools and mists | Harvest Valley Earthen Peak |
No |
Containers full of poison | Various | No |
Poison dart mask | Drangleic Castle | No |
Poison mist chest trap | Trapped chests | No |
Player Methods of inflicting Poison
- Imbuing a weapon with a Poison Stone.
- Applying Rotten Pine Resin to a weapon for a temporary Poison effect.
- Casting Poison Mist, Toxic Mist or Dark Fog.
- Wearing the Moon Butterfly Set.
- Using weapons with a Poison effect:
- Black Scorpion Stinger
- Mytha's Bent Blade
- Manslayer
- Spotted Whip
- Bat Staff (melee attacks only) (since the update patch around 10/2014, the Bat Staff no longer has a poison aux. effect)
- Sanctum Mace
- Moon Butterfly Shield
- Using these consumables:
- Poison Throwing Knife
- Poison Arrow
Player Methods of inflicting Toxic
- Mytha's Bent Blade
- Casting Toxic Mist.
- Using Dung Pie consumables (?).
If you intend to wield a weapon that inflicts poison, it's important to be aware of your Poison ATK Bonus stat.
Note:
Your Poison ATK Bonus does NOT affect the total amount of damage the poison will do; it only increases the amount of poison buildup you will inflict per hit.
Increasing Poison bonus
Dexterity and Adaptability increase the Poison ATK Bonus stat.
Steady Hand McDuff is able to imbue your weapon with poison with a Poison Stone after you've given him the Dull Ember.
Sanctum Soldier Gauntlet and Crest of the Rat increase poison damage on weapons that have either innate poison or are infused with it:
- Weapons with innate Poison get 50 points of extra damage.
- Weapons infused with Poison get 25 points of extra damage.
- Weapons with innate Poison AND infused with Poison get 60 points of extra damage.
- These items stack, so wearing both of them and using a Poison-infused weapon grants 2(60) = 120 points of extra damage.
Recovering from Poison
- Consume a Poison Moss.
- Consume a Divine Blessing.
- Consume a Monastery Charm.
- Consume a Dragon Charm.
- Cast Caressing Prayer.
- Rest at a Bonfire.
- Stand in the mist emitted by the Corrosive Ant Queen.
Resisting and Avoiding Poison
- Increase the Adaptability stat, which raises Poison Resist.
- Use a Common Fruit (increases resistance by 200 points for 90 seconds).
- Cast Perseverance (increases resistance by 150 points for 120 seconds).
- Cast Iron Flesh (increases resistance by 200 points for 25 seconds).
- Equip the Poisonbite Ring (increases resistance by 150/300 points).
- Equip the Ring of Resistance (increases resistance by 120/200 points).
- Equip Yorgh's Spear (increases resistance by 200 points).
- Equip various Poison-resistant armors.
- Block with shields that have high Poison resist.
Enemies Immune to Poison
Most enemies can be poisoned. However, the following cannot:
Regular Enemies
- All skeleton types
- Old Knight
- Manikin
- Mounted Overseer
- Poison Horn Beetle
- Razorback Nightcrawler
- Coal Tar
- Imperious Knight
- Mirror Squire
- Sanctum Soldier?
Bosses
- Mytha, the Baneful Queen
- Skeleton Lords
- Scorpioness Najka
- Vendrick
- Elana, the Squalid Queen
- Fume Knight
- Sinh, the Slumbering Dragon
- Sir Alonne