### In-Game Description
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*A flame catalyst used by pyromancers.
Pyromancers rouse this flame to produce
various fire arts.
Equip pyromancy flame to produce pyromancy.
Attune pyromancies at a bonfire.
The strength of a pyromancy depends on the
strength of one's pyromancy flame, which can
be improved through reinforcement.*
### Availability
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No-man's Wharf treasure. Inside a chest after the Flexile Sentry boss fight, before touching the contraption.
### General Information
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### Notes
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- Does not scale off of any primary stat, but is affected by Fire ATK Bonus, which is increased by Intelligence and Faith.
- The fully upgraded Pyromancy Flame +10 has a scaling factor of 130, which gives it a Fire Attack Rating of 250 + 1.3 \* FireBNS.
- With INT and FTH at 99 the Fire ATK Bonus is 200, which gives a Fire Attack Rating of 250+260.
### Upgrades
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Upgrade with Fire Seeds at Rosabeth of Melfia or at Carhillion of the Fold.
**Damage:** | The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are A / B / C / D / E:
- A is Physical Damage
- B is Magical Damage
- C is Fire Damage
- D is Lightning Damage
- E is Dark Damage
Each weapon has one or more physical damage types:
- Striking
- Slashing
- Thrusting
Certain enemies are weak or strong against different types of damage types.
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**Casting Speed:** | The speed at which this catalyst will cast a spell. |
**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. |
**Durability:** | The durability of the weapon. If durability hits zero, the weapon has to be repaired at a blacksmith. |
**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. |
**Stats Needed:** | The Stats Needed determines how high various Stats must be in order to wield the weapon effectively.
The stats required are A / B / C / D:
- A is the Strength required
- B is the Dexterity required
- C is the Intelligence required
- D is the Faith required
Wielding a weapon without the required Strength and/or Dexterity will incur a penalty to the Physical damage of the weapon,
while lower-than-required Magic and/or Faith will reduce the Magic damage of the weapon.
Also keep in mind that your character gains a 50% bonus to Strength by wielding a weapon with both hands, thus reducing
the actual Strength required. For example, a character with 19 Strength can wield a Great Club (Requires 28 Strength)
properly if the weapon is held with both hands. (19 x 1.5 = 28.5)
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**Stat Bonuses:** | The Stat Bonuses rating indicates the level of bonus damage you do with the weapon, based on the associated Stat.
This rating can be S, A, B, C, D, or E (in order from most to least bonus for the associated skill). |
**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:
- A is Poison Effect
- B is Bleed Effect
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**Aux Effect Reduction:** | The Aux Effect Reduction % of the weapon. It dictates how much effect the weapon mitigates while blocking.
The Aux Effect Reduction % stats for a weapon are A / B / C / D:
- A is Poison Effect
- B is Bleed Effect
- C is Petrify Effect
- D is Curse Effect
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**Damage Reduction:** | The Damage Reduction % of the weapon. It dictates how much damage the weapon mitigates while blocking.
The Damage Reduction % stats for weapons are A / B / C / D / E :
- A is Physical Damage
- B is Magical Damage
- C is Fire Damage
- D is Lightning Damage
- E is Dark Damage
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**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. |