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Dark Souls III eGuide (Steam)
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Contents

  • Changelog
    • Updates
  • Introduction
    • A Spark Flickers
    • A World of Ash & Cinders
  • Controlling the Game
    • Overview
    • The HUD
    • Controls
  • Gameplay
    • Overview
    • Understanding Your Stats and Attributes
    • Creating Your Character
    • Character Builds
    • Your Build Is Not Your Class!
    • Archetypes
    • Choosing Equipment
    • Combat
    • Health and Survival
    • Deaths, Souls, and Leveling
    • Using Equipment
    • Upgrading Equipment
  • Additional Rules & Helpful Tips
    • Looting the Spheres of Bones
    • Bonus Luck
    • Burn the Leeches
    • Roll Mechanics
    • Matchmaking Details
  • Walkthrough
    • A Path Through Lothric and Beyond
    • Cemetery of Ash
    • Boss: Iudex Gundyr
    • High Wall of Lothric
    • Boss: Dancer of the Boreal Valley
    • Boss: Vordt of Boreal Valley
    • Undead Settlement
    • Boss: Curse-rotted Greatwood
    • Road of Sacrifices
    • Boss: Crystal Sage
    • Farron Keep
    • Boss: Abyss Watchers
    • Cathedral of the Deep
    • Boss: Deacons of the Deep
    • Catacombs of Carthus
    • Boss: High Lord Wolnir
    • Smouldering Lake
    • Boss: Old Demon King
    • Irithyll of the Boreal Valley
    • Boss: Pontiff Sulyvahn
    • Irithyll Dungeon
    • Profaned Capital
    • Boss: Yhorm the Giant
    • Anor Londo
    • Boss: Aldrich, Devourer of Gods
    • Consumed King’s Garden
    • Boss: Oceiros, the Consumed King
    • Untended Graves
    • Boss: Champion Gundyr
    • Lothric Castle
    • Boss: Dragonslayer Armour
    • Grand Archives
    • Boss: Lorian and Lothric
    • Archdragon Peak
    • Boss: Ancient Wyvern
    • Boss: The Nameless King
    • Kiln of the First Flame
    • All Possible Endings (SPOILER WARNING)
    • Boss: Soul of Cinder
  • Multiplayer and Covenants
    • Overview
    • Multiplayer Basics
    • Helping, Surviving, and Hunting Other Players
    • Covenants! Who Will You Serve?
  • Weapons, Armor, Magic, and Tools
    • Overview
    • Weapon Skills
    • Tools
      • Overview
      • Critical Items
      • Typical Consumables
      • Permanent Items
      • Basic Consumable Souls
      • Boss Souls
      • Covenant Items
      • Special Items
    • Materials
      • Overview
      • Enhancement
      • Infusion
      • Weapon Enhancement and Infusion Examples
    • Key Items
    • Spells
      • Overview
      • Sorcery
      • Pyromancy
      • Miracles
  • Equipment
    • Melee Weapons
      • Overview
      • Daggers
      • Straight Swords
      • Greatswords
      • Ultra Greatswords
      • Curved Swords
      • Curved Greatswords
      • Thrusting Swords
      • Katanas
      • Axes
      • Greataxes
      • Hammers
      • Great Hammers
      • Spears
      • Pikes
      • Halberds
      • Reapers
      • Whips
      • Fists
      • Claws
    • Ranged Weapons
      • Overview
      • Bows
      • Greatbows
      • Crossbows
    • Catalysts
      • Overview
      • Staffs
      • Pyromancy Flame
      • Talismans
    • Shields
      • Overview
      • Small Shields
      • Shields
      • Greatshields
    • Armor
      • Overview
      • Pharis’s Set
      • Hard Leather Set
      • Brigand Set
      • Lucatiel Set
      • Chain Set
      • Northern Set
      • Creighton Set
      • Iron Set
      • Sellsword Set
      • Drang Set
      • Undead Legion Set
      • Herald Set
      • Knight Set
      • Nameless Knight Set
      • Fallen Knight Set
      • Elite Knight Set
      • Alva Set
      • Drakeblood Set
      • Faraam Set
      • Sunset Set
      • Sunless Set
      • Brass Set
      • Favor Set
      • Eastern Set
      • Thorn Set
      • Catarina Set
      • Morne Set
      • Lothric Knight Set
      • Cathedral Knight Set
      • Winged Set
      • Outrider Knight Set
      • Pontiff Knight Set
      • Fire Witch Set
      • Dancer Set
      • Dark Set
      • Black Knight Set
      • Silver Knight Set
      • Dragonslayer Set
      • Wolf Knight Set
      • Smough Set
      • Lorian Set
      • Golden Set
      • Firelink Set
      • Black Iron Set
      • Executioner Set
      • Exile Set
      • Gundyr Set
      • Havel Set
      • Assassin Set
      • Black Hand Set
      • Black Leather Set
      • Shadow Set
      • Leonhard Set
      • Pale Shade Set
      • Black Set
      • Painting Guardian Set
      • Sorcerer Set
      • Clandestine Set
      • Old Sorcerer Set
      • Court Sorcerer Set
      • Karla Set
      • Dusk Set
      • Xanthous Set
      • Scholar Set
      • Sage Set
      • Pyromancer Set
      • Cornyx Set
      • Conjurator Set
      • Cleric Series
      • Maiden Set
      • Evangelist Set
      • Deacon Set
      • Archdeacon Set
      • Jailer Set
      • Prayer Set
      • Fire Keeper Set
      • Ragged Set
      • Worker Set
      • Grave Warden Set
      • Soldier Set
      • Thrall Set
      • Wolnir Set
      • Avarice Set
      • Dragon Set
    • Rings
    • Arrows & Bolts
      • Overview
      • Arrows
      • GreatArrows
      • Bolts
  • The Bestiary
    • Overview
    • Cemetery of Ash
    • High Wall of Lothric
    • Undead Settlement
    • Road of Sacrifices
    • Farron Keep
    • Cathedral of the Deep
    • Catacombs of Carthus
    • Smouldering Lake
    • Irithyll of the Boreal Valley
    • Irithyll Dungeon
    • Profaned Capital
    • Anor Londo
    • Consumed King’s Garden
    • Untended Graves
    • Lothric Castle
    • Grand Archives
    • Archdragon Peak
    • Dark Spirits
    • NPCs
  • NPC Questlines
    • Overview
    • Andre the Blacksmith
    • Anri and Horace
    • Cornyx the Pyromancer
    • Greirat
    • Hawkwood the Deserter
    • Irina of Carim
    • Eygon of Carim
    • Karla the Witch
    • Leonhard, The Ringfinger
    • Ludleth of Courtland
    • Holy Knight Hodrick
    • Orbeck of Vinheim
    • Shrine Handmaid
    • Unbreakable Patches
    • Rosaria
    • Siegward of Catarina
    • Sirris of the Sunless Realms
    • The Fire Keeper
    • The Giant of the Undead Settlement
    • The Nestling of Firelink Shrine (Snuggly the Crow)
    • Yoel of Londor
    • Yorshka
    • Yuria of Londor
  • Trophies and Achievements
    • Achievements
    • Gestures
  • Videos
    • Iudex Gundyr
    • Dancer of the Boreal Valley
    • Vordt of the Boreal Valley
    • Abyss Watchers
    • Deacons of the Deep
    • High Lord Wolnir
    • Pontiff Sulyvahn
    • Yhorm the Giant
    • Oceiros, the Consumed King
    • Dragonslayer Armour
  • Maps
    • Illustrated World Map
    • Cemetery of Ash
    • High Wall of Lothric
    • Undead Settlement
    • Road of Sacrifices
    • Farron Keep
    • Cathedral of the Deep
    • Catacombs of Carthus
    • Smouldering Lake
    • Irithyll of the Boreal Valley
    • Irithyll Dungeon
    • Profaned Capital
    • Anor Londo
    • Consumed King's Garden
    • Untended Graves
    • Lothric Castle
    • Grand Archives
    • Archdragon Peak
  • Artbook
    • NPCs
    • Enemies
    • Bosses
  • Credits
    • Legal

Dark Souls III Guide (Steam) › Gameplay

Understanding Your Stats and Attributes

Character attributes are very important in Dark Souls III. You use Souls to improve your attributes throughout the game, and that is how you are able to deal more damage, survive stronger enemy attacks, use better equipment, and wield the best spells. Read on to learn what all of these attributes do so that you can start planning what you want to do with your character.

The sections ahead talk about scaling, which is the amount of value that you get out of your attribute improvements. Most of the attributes have sweet spots that you really want to get to. Afterward, they’ll be useful but not as powerful to improve.

As a general rule, attributes often get a huge amount of improvement up to 20. Between 20 and 40, the scaling improvement is still worthwhile, especially when they’re a major focus of your character. After 40, many attributes taper off badly and give you only a little bonus for your hard won Souls.

Level

Your character level is a reflection of the amount of power you’ve gained. Unlike many roleplaying games, you do NOT get experience or power automatically when you defeat enemies. Instead, you gain Souls. These act as a hybrid of currency and experience. You use them to buy goods, repair items, raise your level, etc. And they can be lost, too! Dying causes you to drop all of your Souls, which means that there is a serious risk of losing all of your current money/experience if you play recklessly.

Your level only rises when you visit the Fire Keeper at Ashen Shrine and invest Souls in your character. This gives you permanent bonuses and prevents those invested Souls from being lost if you die.

The higher your level gets, the easier it is to play the game because you have better and better stats. However, each level costs more and more Souls to purchase, so you can’t stay in a weaker area and build up your character without investing a massive amount of time.

Gaining Levels

Because the cost for gaining levels increases every time you raise an attribute, it’s important to keep in mind that while you can reach the “soft cap” on every attribute eventually, for the bulk of your first playthrough on any character, your starting stats and your target stats matter quite a bit.

You don’t need to plan out your character in hard detail; just keep in mind that spreading yourself too thin across a ton of stats tends to make the game a bit harder your first time through.

Souls

As stated earlier, Souls are a resource that you gain throughout the game. Killing enemies and using special items generate Souls for your character. Do your best to avoid death and to spend your Souls as often as possible. You do not lose items or levels when you die, so these are both safe ways to invest your resources.

Required Souls

Required Souls lets you know how many Souls need to be invested for you to gain a level. You cannot partially gain a level, so it’s impossible to invest your Souls in an attribute until you reach this threshold.

Spending Wisely

If you find yourself close to a level, it’s usually worth it to burn a few consumable Soul items to reach the required amount.

On the other hand, if you’re a lot further away, investing in extra consumables (arrows, curatives, and the like) is often a good idea. This minimizes the risk of losing a large number of Souls while exploring dangerous new ground.

When it comes to boss fights, you shouldn’t be carrying a large Soul load against them to begin with!

Hollowing

Hollowing is only acquired by dying while you have a Dark Sigil in your possession. The more Sigils you have when you die, the more Hollowing you gain. Hollowing accrues from your deaths and investigation of the world. Your character looks more and more like a corpse as this stat rises, and there are some events that can only be triggered if you have a certain amount of Hollowing.

The NPCs chapter (“A Few May Help You on Your Path”), discusses the quests that interact with this stat. To remove all Hollowing (but not any carried Dark Sigils), you can use a Purging Stone.

Vigor

Vigor Scaling
Vigor 10 15 20 25 30 35 40 50 99
HP 523 715 993 1231 1372 1483 1576 1689 1819

HPs and Frost Resistance are controlled by your character’s Vigor. Thus, this attribute is a major aspect of your survivability. It’s very good for almost all characters to have some investment in Vigor so that you don’t die in one or two hits.

That said, you should carefully avoid the temptation to overinvest in Vigor. Longer fights are never going to be in your favor; you want to be able to kill your foes, and Vigor is not going to help you deal more damage, cast better spells, or help you on offense. The goal with this attribute is to have “just enough” to get by. Your skill level and comfort with the game determine that margin, so newer players are probably going to need more Vigor than returning veterans.

It’s best if you stop putting Souls into Vigor from 20-27, depending on your comfort with defensive techniques. After this, diminishing returns really hit Vigor hard. Highly skilled players won’t need to even push up to 20 Vigor, but you aren’t hurting yourself by reaching this moderate range.

For reference, above are a few sample Vigor values to give you an ideal of the scaling. Look how great everything is until you hit the point between 25 and 30. It slows considerably at that time, but it still gives you decent increases for a little bit longer.

Investing in Vigor

If you’re on your first character, raise your Vigor. The difference between two or three hits before death on bosses is often the difference between victory or defeat, and in normal exploration, extra Vigor is super helpful for letting you stay out in the field longer between Bonfire stops.

Endurance

Endurance Scaling
Endurance 10 15 20 25 30 35 40 50 99
Stamina 94 102 112 122 134 146 160 161 170

Endurance controls your Stamina and Resistance to lightning and bleeding. Stamina is a very powerful offensive and defensive attribute. Without high Stamina, you cannot block, dodge, or attack as effectively. All of these actions drain your Stamina, and when it’s gone, you are a sitting duck for several seconds while you recover.

Once you gain more skill with this game, Endurance becomes just as important for surviving fights as your Vigor. If you have tons of Stamina, it’s so much easier to avoid attacks outright by raising your shield or leaping out of the way. No matter how many HPs you have, it’s better to avoid damage in the first place.

All characters need Endurance and, over time, you want to have more and more of it. Characters with weapons that have fast melee combos are going to get a great deal out of Endurance because they can stick to an enemy and slice continually whenever the enemy is caught off guard.

Endurance has interesting scaling. Unlike many attributes, it’s somewhat slower early on, hits a peak in growth after 30, and then hits a brick wall after 40. This attribute is very useful in New Game Plus and during the late game on any playthrough.

Investing in Endurance

The visible numeric gains to your Stamina from raising Endurance seem small, but really, it just boils down to “Does more Endurance give me an extra swing before exhausting my Stamina bar?” And most of the time, it does with just a few points of investment.

Because openings during boss fights are often very limited, you want to be able to pile on as much extra damage as possible in those brief moments, and Endurance lets you do that more effectively than any other stat. Strength might raise your per-hit swing, but what’s better: 50 more damage on a strike, or 500 more damage from another strike?

In normal exploration, Stamina is a bit less important since you’re usually not in quite as many do-or-die situations like boss fights.

Oh, and don’t make the mistake of assuming that “Stamina = melee character.” Even if you’re focusing on magic, you still need to be able to dodge and attack efficiently with melee weapons for a good portion of the game before your spells become truly lethal, and many enemies are simply dealt with more quickly with a few melee strikes.

Attunement

Attunement Scaling and Slots
Attunement 1-9 10 14 18 24 30 40 50 99
Spell Slots None 1 2 3 4 5 6 7 10
FP 67 93 120 150 189 233 296 326 450

Attunement raises your FPs and the number of Attunement slots that you receive. This is an attribute for spellcasters. The more you want to push in that direction for your character, the more of this you need. Heavy physical damage dealers can skip Attunement entirely, while hybrid casters and full casters need to get a very solid amount of it.

Though FPs are always useful, the number of slots that you need should heavily determine the Attunement value that you shoot for with your build. Figure out the exact number of spells that you need to prepare, and only get the Attunement that you require. If you aren’t going to work with magic at all, remember to create a character with the lowest possible Attunement and never put a single Soul into it.

Investing in Attunement

Because FP can be used for Weapon Skills as well as spells, a side benefit to playing a character looking to use magic heavily is an automatic gain in the number of Weapon Skills you can use.

It’s generally not worthwhile to raise Attunement solely to use Weapon Skills on a more physical-focused character, simply because your basic attacks are still going to be your primary offense, and Weapon Skills are most often a supplement to your offense, not your primary source of damage.

Vitality

Vitality Scaling
Vitality 10 15 20 25 30 35 40 45 50 99
Equip Load 50 55 60 65 70 75 80 85 90 139

This attribute controls your Equip Load and Resistance to Poison, and it helps your defense, as well. The heavier your equipment, the more of this you need. This is a very defensive attribute because heavier equipment is essential for your survival against high-damage enemies. If you can’t equip that gear, you’re not going to benefit from it.

Vitality is another attribute where you’re shooting to have just enough of it. Look at your Equip Load and see if it’s getting dangerously high. Raise Vitality so that you have your best equipment on and still have a fair bit of headroom.

Do not estimate your necessary Equip Load based on having close to 100% of your total value. Equip Load is trickier than that. At higher percentages, you can still walk, dodge, and sprint. However, your dodge speed and distance become horrible. This affects jumping, as well, so remember to take off your armor if you’re having trouble with a given jump.

The lower your Equip Load percentage, the better. If you want to wear really heavy armor, there is only so much you can do. It takes a huge amount of Vitality to compensate for a suit of Winged Knight armor.

Make sure that you have enough Vitality to wear at least a decent lighter suit of armor and have a melee weapon, a shield, and a ranged weapon without topping 50% of your Equip Load. That’s a good balance. Stack more Vitality as needed or wanted.

Vitality has a straight line of growth; it never gets any better or worse as it rises. Get what you need, and don’t worry about the scaling.

Investing in Vitality

Low Equip Load and a quick dodge makes you feel more nimble when you’re actually playing through the game and is just plain more pleasant than being a lumbering brick wall.

That being said, there are some advantages to being a brick wall at times—if you find yourself struggling with a boss, try changing up your gear.

Swap your light armor load for a full heavy suit of thick plate and a Tower Shield. This isn’t the right medicine for every boss, but sometimes, being able to sponge and block a few more hits can make a fight more manageable.

The same goes the other way—if you’ve been playing as a brute, try swapping to a light suit of armor with a fast dodge and simply avoiding incoming attacks.

Luck

Luck Scaling
Luck 10 15 20 25 30 35 40 45 50 99
Item Discovery 110 115 120 125 130 135 140 145 150 199

Luck has a very small impact on the Bleed and Poison ‘damage’ of your weapons, but the effect is fairly weak.

One other slight benefit is that Luck increases the damage of Hollow Gem infused weapons, and there are a few weapons that gain some damage scaling from Luck.

In general Luck is a luxury stat, it’s nice to have, but other attributes are more important for most first time players and fir

Important! Changing your Stats

Your stats are fixed once you invest in them by spending Souls, but it is possible to reassign all of your Soul Levels by visiting the NPC Rosaria in the Cathedral of the Deep. This can be done a limited number of times each playthrough. If you really don’t like how your character turned out, you can fix it.

Strength

Strength raises your Resistance to fire. It is also the primary attribute that determines which heavier weapons you can wield and how much Attack Power you gain when using them. Strength is a major attribute for melee characters. It is either taken in conjunction with Dexterity, or it is more exclusively focused if your build is dedicated toward specific heavy weaponry.

For the easiest melee build, get enough Dexterity to wield the weapons that you find yourself enjoying, and then stop investing in Dexterity after that. Put the rest of your Souls into Strength, and look for weapons that have strong scaling based off of Strength.

If you have high Strength and good weapon scaling, your bonus damage is sometimes much higher than the base damage of the weapon itself!

Regardless of these things, all Strength suffers from diminishing returns after a certain point. Even heavy Strength builds need to support their raw damage with other attributes; otherwise, they can’t wear better armor, swing as many times, etc. After getting to 40 in Strength, even weapons with very high Strength scaling start to get tepid results. Make sure that your supporting attributes are up to par before you go much further.

Dexterity

Dexterity also adds Attack Power to many weapons. It improves your spellcasting times, reduces falling damage, and is required for wielding a number of items. Several high-speed weapons are based on Dexterity more than Strength, so this can still be the primary damage attribute for quite a few character builds. Dexterity helps with some of the speedier weapons and with your ranged weaponry.

Dexterity builds are often trickier to master compared to pure Strength melee characters. If you are a newcomer to the series, feel free to dabble here, but recognize that this is usually a more challenging path until you’ve gotten the game mechanics down to a science.

As with all damage attributes, you need to make sure that your Dexterity balances with your other attributes. Once you start to see the damage improvements weakening, put a number of levels into other attributes.

Intelligence

Intelligence improves spell effects and is required for using Sorcery and some Pyromancy spells (one Blessing requires Intelligence, too). This is a totally disposable attribute for physical damage dealers, but it’s the mainstay for dedicated Sorcery casters. Pyromancers need Intelligence, too, but they can afford to treat it as a secondary attribute along with Faith and something for melee damage.

Get enough Attunement and Intelligence to wield the spells that you need the most. Pair this with rings that increase the power of your Sorceries or Pyromancy, and you’re going to be in good shape. Modify your melee weapons with Crystal and Simpleton Gems so that they gain Intelligence scaling. This way, you still have some viable damage in melee to complement your spells.

Faith

Faith is similar to Intelligence in that it is required for certain spells. In this case, Miracles and Pyromancy benefit from Faith (but Sorceries do not). Faith also influences your Resistance to magic and dark-based attacks.

Even if you aren’t going for a massive Miracle-based build, it’s possible to have a very minor amount of Attunement and Faith and still receive some good benefits from it. There are lower-tier Miracles that heal your character, remove ailments, and buff your weapons. It’s very doable to create a character that primarily focuses on physical damage while still benefiting from a minor push into Faith.

An Attunement of 10 gets you a single spell slot, and a Faith of 8 lets you heal and remove ailments. That’s almost no Souls invested for a very useful utility bump to your character.

Stamina

Stamina is like your energy level. It falls when you block, dodge, or launch various attacks. It replenishes quickly as long as you stop blocking and attacking. You can still move around while restoring your Stamina, so back away from your enemies and let your Stamina return while they try to pursue you.

The green bar at the top of your screen shows your Stamina. Pay close attention to it because running out of Stamina can get you killed very quickly.

You still regenerate Stamina while blocking, but at a reduced rate. Move or roll away and drop your guard to refill your Stamina faster. Several Rings, some armor, and a few spells and consumables can enhance your Stamina regen rate, useful for tough fights.

HP

HPs are your life force. If they’re totally depleted, you die, drop your Souls, and return to the last Bonfire that you visited. All of those are troublesome, so you never want to lose your HPs.

The red bar at the top of your screen is a reflection of your current and maximum HPs. Use your Estus Flask to restore lost health, and return to a Bonfire if you start running low on your Estus Flask uses. Some rings can provide limited healing. Miracles are also used to restore health, and a Pyromancy spell can heal you over time. In some areas, there are cauldrons of Estus Soup that you can also drink to restore yourself.

Equipping a Blessed Gem infused weapon or shield grants slight HP regen over time. Should you perish, you lose your Ember and a portion of your maximum health. Using an Ember consumable item, defeating a boss, or successfully participating in multiplayer (co-op or PvP) all restore your Ember and return you to full health.

FP

FPs control your ability to cast spells and use skills. In Dark Souls III, even physical damage dealers have need of FP because some of their abilities draw off of it, too.

The blue bar at the top of your screen shows your current and maximum FPs. It’s possible to divide your Estus Flask uses so that you have uses that replenish FPs instead of HPs. The more you become a caster, the higher this ratio needs to be so that you can keep your spells going throughout longer and harder engagements.

Dividing Estus and Ash Estus

For exploring (vs. going after bosses), it’s not a bad idea to skew your Estus a little more toward the Ash Estus Flask if you have access to healing magic.

If you can cast healing Miracles or Pyromancy, you can greatly extend your survivability in the field, which is particularly useful earlier in the game when your total Estus charges are limited.

Just keep in mind that healing magic is not the same as near-instant healing from Estus, which is why you usually want a bit more pure Estus when you’re tackling a new boss.

Equip Load

Equip Load is your capacity for carrying and using your equipped weapons and armor. The more you have, the heavier your gear can be without messing up your movements.

To judge whether your Equip Load is in good shape, go into the Equipment screen. On the right side, you find two numbers under your Equip Load: your current value and the maximum value. You want to have your current Equip Load be well under 100% of your maximum. Your character’s movements, such as dodging, are influenced by your ratio of weight to maximum Equip Load. If you’re over 100%, you can’t even try to dodge. That’s very, very bad. In the higher percentages of 70-100, you still face some serious penalties. You can dodge, but the movements are sluggish. Instead of gaining a defensive advantage, you might very well end up just as bad off as if you didn’t dodge at all.

Your character feels much more mobile when dodging below 50% Equip Load, and the benefits continue to improve as you get lighter and lighter. Rather than looking for a specific value, you always have to wrestle between superior gear and having enough dodge speed and distance to stay safe.

If forced to choose, take the best weapons you need to survive. Don’t compromise on that choice.

Then, figure out the Equip Load percentage that feels right to you for dodging. Once you’re happy with that percentage, find the armor that gets you the most protection for that percentage, and upgrade to heavier gear whenever you get to raise your Equip Load.

In short: weapons > dodge > heavy armor.

Poise

Poise determines how much damage you can take without having your actions interrupted. Too little of this makes your character quite vulnerable to interruption. If you have fast weapons and great reflexes, this isn’t quite as important (though it’s always good to have). For weapons with longer animation times, it’s vital. Being interrupted in the middle of your slow attacks puts you at a massive disadvantage.

Heavier, high-end armor helps you get your Poise up. If you’re going to use extremely heavy weapons and armor, make sure that you have plenty of Vigor and high Poise, and load up on regular Estus Flasks. Your fights won’t be pretty, but they’ll splatter enemies that dare to stab you.

Tanking and Poise

Dark Souls is not a game where you can simply tank through damage and then retaliate. Poise lets you take hits and continue your offense, but even the heaviest armor can be flinched with hard hits, and absorbing all the punishment that foes can dish out is not a winning strategy.

Poise is another tool in your arsenal for dealing damage, not avoiding it.

By trading out light weight and quicker dodges for thick armor and slow dodges, you also gain more Poise, which can be used to ram home your attacks.

This is particularly important with heavy weapons, but it’s also relevant for continued attack strings with lighter weapons.

Poise is also meaningful in PvP fights, where a flinch can interrupt a critical attack or let a killing blow through.

Poise generally works best on small to medium-sized enemies. Truly massive foes and bosses usually hit hard enough to interrupt even high Poise loadouts. In those situations, block or dodge.

Item Discovery

Item Discovery controls the chance that an item will appear after you defeat a monster. Due to more frequent drops, higher Item Discovery gets you access to more materials for upgrading equipment (among other things), so your character’s progression is aided by very high Luck.

The Covetous Gold Serpent Ring raises this value when it’s equipped, and using Rusted Coins or Rusted Gold Coins temporarily improves this value by a large amount.

Attack Power

Attack Power shows the total damage inflicted by your various weapons if they strike a target without any Reduction. This value is a combination of all damage types that the weapon inflicts (physical, magical, etc.). A higher value here is always a good thing. To raise the value, have the Blacksmith upgrade the item and increase any attributes that contribute to the weapon’s damage output.

Total Attack Power for a weapon might involve quite a few things. The base value is simply a matter of the weapon itself and the number of times it has been reinforced. Then, you add in a scaled amount of damage based on any pertinent attributes (this can include any or all of the following: Strength, Dexterity, Intelligence, Faith, and Luck).

Even with this information, you still don’t know all the factors about a weapon’s damage output. Unlisted are a weapon’s swing time and Stamina cost per swing. These heavily impact your damage totals, as well. A weapon that deals 500 damage per swing might pale in comparison to another weapon that deals 350 a swing but takes half the time and Stamina to finish its attack.

Never judge your weaponry just by the numbers. In Dark Souls games, the movelist of a weapon is everything. You don’t know a thing about each weapon until you’ve tried it out. You’ll probably read that statement a number of times, but it’s one of the most important pieces of advice that can be given.

“Good Weapons”

One quirk (and it’s a good one) of the Dark Souls series is that almost any weapon is viable for a full playthrough.

Now, this does not mean that every weapon is just as easy as any other, or that any one weapon is “the best” against every target—only that you can take any basic weapon in the game, upgrade it, and upgrade your stats to suit it and use it effectively.

The cool part about this is it leaves a ton of room for personal exploration of weaponry. Using a spear feels very different from using a greatsword, the same with a mace vs. a dagger.

Resistances and Armor

Resistances and armor determine how affected your character is by bleeding, poison, frost, and curses. Resistances are controlled by your attributes, and your armor value is equipment-based. The more you have of each, the better. All of these are situational because not all enemies inflict these status effects. When dealing with adversaries that have them, prioritize equipment with the highest possible armor values against the effect in question.

Bleeding causes sudden sharp spikes of HP loss. Poison and Toxic effects deal damage over time, though Toxic nastier and harder to cure.

Frost slows your character, and dampens Stamina regen, making it very hard to avoid enemy attacks and respond in kind. This indirectly gets you killed because you can’t get out of the way when foes attack you.

Curse effects are quite rare, but they’re also frightening. If your curse bar fills all the way up, your character dies immediately.

Defense and Reduction

These defensive stats show you how strong your character is against specific types of attacks (strike, slash, thrust, magical, etc.). Your defense against each is determined by your character’s attributes, whereas your equipment controls your Reduction. In both cases, higher is better, and you want to get as much as you can of each.

Defensive Planning

Continuing the discussion about defenses in Dark Souls, it’s worth noting that even the heaviest armor in the game can only help you tank an extra few hits from truly nasty opponents.

Good defense does help you survive a lot of weaker hits, though, and you can definitely feel a difference in survivability against enemies earlier in the game if you return later at a higher level wearing stronger armor.

Remember that raising your level with any stat increases your defenses, so simply leveling up as you play through the game makes you a bit tougher, even if you stick to lightweight armor.

Don’t obsess too much over small changes in the raw defense on armor, though. The weight and its extra status defenses are often more important than a few extra points of physical defenses.

If you do want to focus on heavy defense, you really need to load up to move the needle. If you’re struggling in an area or against a specific boss, try changing your armor suit and see if a different approach feels better.

Attunement Slots

This determines the number of spells that your character can have prepared simultaneously. Note that more powerful spells take up multiple slots. Therefore, it’s useful to have a little bit more than you think you need in case you find something especially good and don’t want to drop anything else in your arsenal.

Covenant

The Covenants in Dark Souls III each have useful rewards, and you improve your relations with the factions by earning items their masters approve of. You deliver these items to the shrines or NPCs of that faction, earning rewards when you deliver 10 and 30 of their favored items.

The Covenant line on your status page simply shows which Covenant you’re currently serving. This is determined by the Covenant item that you equip in the appropriate slot on your character page.

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