Dark Souls 2

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Attributes[edit]

VGR[edit]

HP[edit]

  • lvl 0-20, raises max HP by 30 points
  • lvl 21-50, raises max HP by 20 points

END[edit]

HP[edit]

  • lvl 0-20 VGR, raises max HP by 2 points
  • lvl 21-50 VGR, raises max HP by 1 point

Stamina[edit]

  • lvl 0-20 VGR raises max stamina by 2 points
  • lvl 21-98 VGR raises max stamina by 1 point

Phys DEF[edit]

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • lvl 20 VGR: 67 physical defence (lowest possible)
  • lvl 100 VGR: 102 total physical armor
  • lvl 200 VGR: 160 total physical armor
  • lvl 220 VGR: 161 total physical armor

Petrify RES[edit]

  • Reduce Petrify build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Petrification
  • Scales with Vigor and Adaptability
  • Every fourth Vigor will increase Petrify Resistance one tick, three out of four Adaptability will increase Petrify Resistance one tick
  • lvl 0 VGR AND 0 ADP: 0 Petrify RES
  • lvl 10 4VGR/1.33ADP: 60 Petrify RES
  • lvl 20 4VGR/1.33ADP: 140 Petrify RES
  • lvl 60 4VGR/1.33ADP: 180 Petrify RES
  • lvl 99 VGR AND 99 ADP: Petrify RES

Poise[edit]

  • Reduce and/or prevent stagger when hit by enemy attacks
  • Reduced to a third of your total Poise if you aren't in an animation
  • Scales with the lower stat of Endurance and Adaptability
  • Starts at 0 and is increased by 0.3 per level until level 30, total 9 poise
  • Level 31 to 50 you gain 0.2 poise per level, total 13 poise at level 50
  • Level 51-99 you gain 0.1 poise per level for a total 18 poise at 99 Endurance and 99 Adaptability

VIT[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

Equip load[edit]

  • lvl 0-29 Vitality raises by 1.5 points
  • lvl 30-49 Vitality raises by 1 point
  • lvl 50-70 Vitality raises by 0.5 points

Phys DEF[edit]

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • 20 points: 67 physical defence (lowest possible)
  • 100 points: 102 total physical armor
  • 200 points: 160 total physical armor
  • 220 points: 161 total physical armor

Poison RES[edit]

  • Reduce poison build up (need information on how)
  • Immunity is reached at 1000 Poison Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Poison
  • Scales with Vitality and Adaptability
  • Every fourth Vitality will increase Poison Resistance one tick, three out of four Adaptability will increase Poison Resistance one tick
  • lvl 0 VIT AND 0 ADP: 0 Poison RES
  • lvl 10 4VIT/1ADP: 60 Poison RES
  • lvl 20 4VIT/1ADP: 140 Poison RES
  • lvl 60 4VIT/1ADP: 180 Poison RES
  • lvl 99 VIT AND 99 ADP: Poison RES

ATN[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

Slots[edit]

  • +1 slot at level 10, 13, 16, 20, 25, 30, 40, 50, 60 and 75

Cast speed[edit]

  • Every other Attunement point gives a tick and every fourth Faith and Intelligence point gives a tick
  • At 10 ticks you have 55 Cast Speed and get 2 Cast Speed per tick until you have 115 Cast Speed at 40 ticks
  • After that you gain 1 Cast Speed per tick until you have 126 Cast Speed at 51 ticks
  • After that you gain 1 Cast Speed every other tick (as far as I could test, am only level 210)

Curse RES[edit]

  • Reduce Curse build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Curse
  • Scales with Attunement and Adaptability
  • Every fourth Attunement will increase Curse Resistance one tick, three out of four Adaptability will increase Curse Resistance one tick
  • lvl 0 ATN AND 0 ADP: 0 Curse RES
  • lvl 10 4ATN/1.33ADP: 60 Curse RES
  • lvl 20 4ATN/1.33ADP: 140 Curse RES
  • lvl 60 4ATN/1.33ADP: 180 Curse RES
  • lvl 99 ATN AND 99 ADP: Curse RES

Agility[edit]

  • Increases the number of invincibility frames when rolling (need to test on smaller I-frame intervals).
  • Reduces the time it takes to drink Estus and use other items, such as Lifegems. Does not affect attack speed.
  • Scales with Attunement and Adaptability.
  • Every fourth point in Attunement will increase Agility one point, and every fourth point in Adaptability will increase Agility by 3 points.
  • Maximum of 120 agility at 99 Attunement and Adaptability.

STR[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

ATK: Str[edit]

  • Increases extra damage you do with Strength weapons
  • lvl 0 Strength: 50 Attack Strength
  • lvl 10 Strength: 57 Attack Strength
  • lvl 20 Strength: 80 Attack Strength
  • lvl 30 Strength: 102 Attack Strength
  • lvl 60 Strength: 162 Attack Strength
  • lvl 99 Strength: 200 Attack Strength

Phys DEF[edit]

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • 20 points: 67 physical defence (lowest possible)
  • 100 points: 102 total physical armor
  • 200 points: 160 total physical armor
  • 220 points: 161 total physical armor

DEX[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

ATK: Dex[edit]

  • Increases extra damage you do with Dexterity weapons
  • lvl 0 Dexterity : 50 Attack Dexterity
  • lvl 10 Dexterity : 57 Attack Dexterity
  • lvl 20 Dexterity : 80 Attack Dexterity
  • lvl 30 Dexterity : 102 Attack Dexterity
  • lvl 60 Dexterity : 162 Attack Dexterity
  • lvl 99 Dexterity : 200 Attack Dexterity

Poison BNS[edit]

  • Determines how much extra poison damage you do with poison weapons (and poison spells?)
  • Scales with both Dexterity and Adaptability in a similar manner to Fire Bonus's scaling with both Intelligence and Faith
  • Dexterity gives a larger bonus than Adaptability which makes it hard to map out the Poison Bonus (please someone make a 99 times 99 matrix with the Poison Bonus)
  • Start at 50 with 0 Dexterity and Adaptability
  • Is easy to raise to around 140, after which the Poison Bonus requires huge attribute investments for little gain

Bleed BNS[edit]

  • Determines how much extra bleed damage you deal with bleed weapons
  • Scales with Dexterity and Faith in the exact same way as Poison Bonus scales with Dexterity and Adaptability
  • Start at 50 with 0 Dexterity and Adaptability

Phys DEF[edit]

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • 20 points: 67 physical defence (lowest possible)
  • 100 points: 102 total physical armor
  • 200 points: 160 total physical armor
  • 220 points: 161 total physical armor

ADP[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

Poison BNS[edit]

  • Determines how much extra poison damage you do with poison weapons (and poison spells?)
  • Scales with both Dexterity and Adaptability in a similar manner to Fire Bonus's scaling with both Intelligence and Faith
  • Dexterity gives a larger bonus than Adaptability which makes it hard to map out the Poison Bonus (please someone make a 99 times 99 matrix with the Poison Bonus)
  • Start at 50 with 0 Dexterity and Adaptability
  • Is easy to raise to around 140, after which the Poison Bonus requires huge attribute investments for little gain

Poison RES[edit]

  • Reduce poison build up (need information on how)
  • Immunity is reached at 1000 Poison Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Poison
  • Scales with Vitality and Adaptability
  • Every fourth Vitality will increase Poison Resistance one tick, three out of four Adaptability will increase Poison Resistance one tick
  • lvl 0 VIT AND 0 ADP: 0 Poison RES
  • lvl 10 4VIT/1ADP: 60 Poison RES
  • lvl 20 4VIT/1ADP: 140 Poison RES
  • lvl 60 4VIT/1ADP: 180 Poison RES
  • lvl 99 VIT AND 99 ADP: Poison RES

Bleed RES[edit]

  • Reduce bleed build up (need information on how)
  • Immunity is reached at 1000 Bleed Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Bleed
  • Scales with Faith and Adaptability
  • Every fourth Faith point will increase Bleed Resistance by one tick, three out of four Adaptability points will increase Bleed Resistance by one tick
  • lvl 0 FTH AND 0 ADP: 0 Bleed RES
  • lvl 10 4FTH/1ADP: 60 Bleed RES
  • lvl 20 4FTH/1ADP: 140 Bleed RES
  • lvl 60 4FTH/1ADP: 180 Bleed RES
  • lvl 99 FTH AND 99 ADP: Bleed RES

Petrify RES[edit]

  • Reduce Petrify build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Petrification
  • Scales with Vigor and Adaptability
  • Every fourth Vigor will increase Petrify Resistance one tick, three out of four Adaptability will increase Petrify Resistance one tick
  • lvl 0 VGR AND 0 ADP: 0 Petrify RES
  • lvl 10 4VGR/1.33ADP: 60 Petrify RES
  • lvl 20 4VGR/1.33ADP: 140 Petrify RES
  • lvl 60 4VGR/1.33ADP: 180 Petrify RES
  • lvl 99 VGR AND 99 ADP: Petrify RES

Curse RES[edit]

  • Reduce Curse build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Curse
  • Scales with Attunement and Adaptability
  • Every fourth Attunement will increase Curse Resistance one tick, three out of four Adaptability will increase Curse Resistance one tick
  • lvl 0 ATN AND 0 ADP: 0 Curse RES
  • lvl 10 4ATN/1.33ADP: 60 Curse RES
  • lvl 20 4ATN/1.33ADP: 140 Curse RES
  • lvl 60 4ATN/1.33ADP: 180 Curse RES
  • lvl 99 ATN AND 99 ADP: Curse RES

Agility[edit]

  • Increases the number of invincibility frames when rolling (need to test on smaller I-frame intervals).
  • Reduces the time it takes to drink Estus and use other items, such as Lifegems. Does not affect attack speed.
  • Scales with Attunement and Adaptability.
  • Every fourth point in Attunement will increase Agility one point, and every fourth point in Adaptability will increase Agility by 3 points.
  • Maximum of 120 agility at 99 Attunement and Adaptability.

Poise[edit]

  • Reduce and/or prevent stagger when hit by enemy attacks
  • Reduced to a third of your total Poise if you aren't in an animation
  • Scales with the lower stat of Endurance and Adaptability
  • Starts at 0 and is increased by 0.3 per level until level 30, total 9 poise
  • Level 31 to 50 you gain 0.2 poise per level, total 13 poise at level 50
  • Level 51-99 you gain 0.1 poise per level for a total 18 poise at 99 Endurance and 99 Adaptability

INT[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

Cast speed[edit]

  • Every other Attunement point gives a tick and every fourth Faith and Intelligence point gives a tick
  • At 10 ticks you have 55 Cast Speed and get 2 Cast Speed per tick until you have 115 Cast Speed at 40 ticks
  • After that you gain 1 Cast Speed per tick until you have 126 Cast Speed at 51 ticks
  • After that you gain 1 Cast Speed every other tick (as far as I could test, am only level 210)

Magic BNS[edit]

  • Determines how much extra damage you do with magic-infused and enchanted-infused weapons, as well as Sorceries
  • lvl 0 Strength: 50 Magic Bonus
  • lvl 10 Strength: 53 Magic Bonus
  • lvl 20 Strength: 106 Magic Bonus
  • lvl 30 Strength: 110 Magic Bonus
  • lvl 60 Strength: 162 Magic Bonus
  • lvl 99 Strength: 200 Magic Bonus

Fire BNS[edit]

  • Determines how much extra damage you do with fire weapons and pyromancy spells
  • You will see the largest gains in Fire BNS, and therefore Pyromancy damage, every two points between 20 and 40 total Int/Faith.
  • Past 60 total Int/Faith, scaling drops off massively, making any points past here extremely inefficient.

Pyromancy damage gains are calculated entirely by Fire BNS in relation to your Flame scaling regardless of the spell's base damage. Most efficient Fire BNS gains are between 20 and 40 total Int/Faith, with (by far) the least efficient gains being after 60 total Int/Faith.

Dark BNS[edit]

  • Increases extra damage with dark weapons and hexes
  • Scales with the lower stat of Intelligence and Faith
  • lvl 0 Int OR Fait: 50 Dark Bonus
  • lvl 10 Int OR Fait: 72 Dark Bonus
  • lvl 20 Int OR Fait: 117 Dark Bonus
  • lvl 30 Int OR Fait: 162 Dark Bonus
  • lvl 60 Int OR Fait: 185 Dark Bonus
  • lvl 99 Int OR Fait: 200 Dark Bonus

Magic DEF[edit]

  • Reduces magic damage taken by 0.11% per Magic Defence, 900 total Magic Defence makes you immune to magic
  • 0 Intelligence : 0 Magic DEF
  • 10 Intelligence : 60 Magic DEF, 6.6% reduction.
  • 20 Intelligence : 140 Magic DEF
  • 60 Intelligence : 180 Magic DEF
  • 99 Intelligence : 200 Magic DEF, 22% reduction.

Fire DEF[edit]

  • Reduces fire damage taken by 0.11% per Fire Defence, 900 total Fire Defence makes you immune to fire
  • Scales with Faith and Intelligence at the same rate
  • 0 Int and Faith: 0 Fire DEF
  • 20 Int and Faith: 60 Fire DEF, 6.6% reduction.
  • 40 Int and Faith: 140 Fire DEF
  • 120 Int and Faith: 180 Fire DEF
  • 198 Int and Faith: 200 Fire DEF, 22% reduction.

Dark DEF[edit]

  • Reduces dark damage taken by 0.11% per Dark Defence, 900 total Dark Defence makes you immune to dark
  • Scales with the lower stat of Intelligence and Faith (referred to as "Dark" below)
  • lvl 0 Int OR Fait: 0 Dark Bonus
  • lvl 10 Int OR Fait: 60 Dark Bonus
  • lvl 20 Int OR Fait: 140 Dark Bonus
  • lvl 60 Int OR Fait: 180 Dark Bonus
  • lvl 99 Int OR Fait: 200 Dark Bonus

FTH[edit]

HP[edit]

  • lvl 0-20, raises max HP by 2 points
  • lvl 21-50, raises max HP by 1 point

Cast speed[edit]

  • Every other Attunement point gives a tick and every fourth Faith and Intelligence point gives a tick
  • At 10 ticks you have 55 Cast Speed and get 2 Cast Speed per tick until you have 115 Cast Speed at 40 ticks
  • After that you gain 1 Cast Speed per tick until you have 126 Cast Speed at 51 ticks
  • After that you gain 1 Cast Speed every other tick (as far as I could test, am only level 210)

Fire BNS[edit]

  • Determines how much extra damage you do with fire weapons and pyromancy spells
  • You will see the largest gains in Fire BNS, and therefore Pyromancy damage, every two points between 20 and 40 total Int/Faith.
  • Past 60 total Int/Faith, scaling drops off massively, making any points past here extremely inefficient.

Pyromancy damage gains are calculated entirely by Fire BNS in relation to your Flame scaling regardless of the spell's base damage. Most efficient Fire BNS gains are between 20 and 40 total Int/Faith, with (by far) the least efficient gains being after 60 total Int/Faith.

Lghtng BNS[edit]

  • Increases extra damage with lightning weapons and miracles
  • lvl 0 Faith : 50 Lighting Bonus
  • lvl 10 Faith : 57 Lighting Bonus
  • lvl 20 Faith : 80 Lighting Bonus
  • lvl 30 Faith : 102 Lighting Bonus
  • lvl 60 Faith : 162 Lighting Bonus
  • lvl 99 Faith : 200 Lighting Bonus

Dark BNS[edit]

  • Increases extra damage with dark weapons and hexes
  • Scales with the lower stat of Intelligence and Faith
  • lvl 0 Int OR Fait: 50 Dark Bonus
  • lvl 10 Int OR Fait: 72 Dark Bonus
  • lvl 20 Int OR Fait: 117 Dark Bonus
  • lvl 30 Int OR Fait: 162 Dark Bonus
  • lvl 60 Int OR Fait: 185 Dark Bonus
  • lvl 99 Int OR Fait: 200 Dark Bonus

Bleed BNS[edit]

  • Determines how much extra bleed damage you deal with bleed weapons
  • Scales with Dexterity and Faith in the exact same way as Poison Bonus scales with Dexterity and Adaptability
  • Start at 50 with 0 Dexterity and Adaptability

Fire DEF[edit]

  • Reduces fire damage taken by 0.11% per Fire Defence, 900 total Fire Defence makes you immune to fire
  • Scales with Faith and Intelligence at the same rate
  • 0 Int and Faith: 0 Fire DEF
  • 20 Int and Faith: 60 Fire DEF, 6.6% reduction.
  • 40 Int and Faith: 140 Fire DEF
  • 120 Int and Faith: 180 Fire DEF
  • 198 Int and Faith: 200 Fire DEF, 22% reduction.

Lghtng DEF[edit]

  • Reduces lightning damage taken by 0.11% per Lightning Defence, 900 total Lightning Defence makes you immune to lightning
  • 0 Intelligence : 0 Magic DEF
  • 10 Intelligence : 60 Magic DEF, 6.6% reduction.
  • 20 Intelligence : 140 Magic DEF
  • 60 Intelligence : 180 Magic DEF
  • 99 Intelligence : 200 Magic DEF, 22% reduction.

Dark DEF[edit]

  • Reduces dark damage taken by 0.11% per Dark Defence, 900 total Dark Defence makes you immune to dark
  • Scales with the lower stat of Intelligence and Faith (referred to as "Dark" below)
  • lvl 0 Int OR Fait: 0 Dark Bonus
  • lvl 10 Int OR Fait: 60 Dark Bonus
  • lvl 20 Int OR Fait: 140 Dark Bonus
  • lvl 60 Int OR Fait: 180 Dark Bonus
  • lvl 99 Int OR Fait: 200 Dark Bonus

Bleed RES[edit]

  • Reduce bleed build up (need information on how)
  • Immunity is reached at 1000 Bleed Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Bleed
  • Scales with Faith and Adaptability
  • Every fourth Faith point will increase Bleed Resistance by one tick, three out of four Adaptability points will increase Bleed Resistance by one tick
  • lvl 0 FTH AND 0 ADP: 0 Bleed RES
  • lvl 10 4FTH/1ADP: 60 Bleed RES
  • lvl 20 4FTH/1ADP: 140 Bleed RES
  • lvl 60 4FTH/1ADP: 180 Bleed RES
  • lvl 99 FTH AND 99 ADP: Bleed RES

Attributes[edit]

HP[edit]

  • At 0 Vigor, players have 500 max HP
  • From level 0 to 20, Vigor raises max HP by 30 points per attribute point
  • From level 21 to 50, Vigor raises max HP by 20 points per attribute point
  • From level 51 to 99, Vigor raises max HP by 5 points per attribute point
  • From level 0 to 20, any stat besides Vigor raises max HP by 2 points per attribute point
  • From level 21 to 50, any stat besides Vigor raises max HP by 1 point per attribute point
  • From level 51 to 99, any stat besides Vigor raises max HP by 0 points per attribute point (source)


    • +30 VGR
    • +2 END
    • +2 VIT
    • +2 ATN
    • +2 STR
    • +2 DEX

Stamina[edit]

  • At 0 Endurance players have 80 max stamina
  • From level 0 to 20 Endurance raises max stamina by 2 points per attribute point
  • From level 21 to 98 Endurance raises max stamina by 1 point per attribute point
  • Level 99 Endurance raises max stamina by 2 points
    • +2 END

Equip load[edit]

  • Determines how much equipment you can wear without penalties
  • If your equipment load is over 70%, you will "fat roll"; if your equipment load is over 100%, you can't run, backstep, or roll.
  • If your equipment load is less than 40% you will fast roll.
  • From 40% to 68% is considered mid-rolling.
  • The lower your equipment load, the faster you regain stamina and the longer your rolls are (though invincibility frames are unaffected)
  • At 0 Vitality players have 38.5 equipment load
  • From level 0 to 29 Vitality raises equipment load by 1.5 points per attribute point
  • From level 30 to 49 Vitality raises equipment load by 1 point per attribute point
  • From level 50 to 70 Vitality raises equipment load by 0.5 points per attribute point
  • From level 71 to 98 Vitality raises equipment load by 0.5 points per two attribute points
  • Level 99 Vitality raise equipment load by 0.5 points
    • +1,5 VIT

Slots[edit]

  • Determines how many spells you can attune
  • Start at 0 slots
  • You gain one extra Attunement slot at Attunement level 10, 13, 16, 20, 25, 30, 40, 50, 60 and 75
    • >+1 ATN

Cast speed[edit]

  • Reduce the wind-up time before casting spells (more information needed)
  • Scales with Attunement, Intelligence and Faith
  • Every other Attunement point gives a tick and every fourth Faith and Intelligence point gives a tick
  • (Need information for under 10 ticks)
  • At 10 ticks you have 55 Cast Speed and get 2 Cast Speed per tick until you have 115 Cast Speed at 40 ticks
  • After that you gain 1 Cast Speed per tick until you have 126 Cast Speed at 51 ticks
  • After that you gain 1 Cast Speed every other tick (as far as I could test, am only level 210)
    • +2 ATN

ATK: Str[edit]

  • Determines how much extra damage you do with Strength weapons
  • Start at 50 with 0 Strength
  • From level 0 to 10 Strength raises Attack Strength by 7 points to 57 total Attack Strength
  • From level 11 to 20 Strength raises Attack Strength by 23 points to 80 total Attack Strength
  • From level 21 to 30 Strength raises Attack Strength by 22 points to 102 total Attack Strength
  • From level 31 to 40 Strength raises Attack Strength by 38 points to 140 total Attack Strength
  • From level 41 to 50 Strength raises Attack Strength by 15 points to 155 total Attack Strength
  • From level 51 to 60 Strength raises Attack Strength by 7 points to 162 total Attack Strength
  • From level 61 to 70 Strength raises Attack Strength by 8 points to 170 total Attack Strength
  • From level 71 to 80 Strength raises Attack Strength by 15 points to 185 total Attack Strength
  • From level 81 to 90 Strength raises Attack Strength by 7 points to 192 total Attack Strength
  • From level 91 to 99 Strength raises Attack Strength by 8 points to 200 total Attack Strength
    • +1 STR

ATK: Dex[edit]

  • Determines how much extra damage you do with Dexterity weapons
  • Start at 50 with 0 Dexterity
  • From level 0 to 10 Dexterity raises Attack Dexterity by 7 points to 57 total Attack Dexterity
  • From level 11 to 20 Dexterity raises Attack Dexterity by 23 points to 80 total Attack Dexterity
  • From level 21 to 30 Dexterity raises Attack Dexterity by 22 points to 102 total Attack Dexterity
  • From level 31 to 40 Dexterity raises Attack Dexterity by 38 points to 140 total Attack Dexterity
  • From level 41 to 50 Dexterity raises Attack Dexterity by 15 points to 155 total Attack Dexterity
  • From level 51 to 60 Dexterity raises Attack Dexterity by 7 points to 162 total Attack Dexterity
  • From level 61 to 70 Dexterity raises Attack Dexterity by 8 points to 170 total Attack Dexterity
  • From level 71 to 80 Dexterity raises Attack Dexterity by 15 points to 185 total Attack Dexterity
  • From level 81 to 90 Dexterity raises Attack Dexterity by 7 points to 192 total Attack Dexterity
  • From level 91 to 99 Dexterity raises Attack Dexterity by 8 points to 200 total Attack Dexterity


    • +2 DEX

Magic BNS[edit]

  • Determines how much extra damage you do with magic-infused and enchanted-infused weapons, as well as Sorceries
  • Start at 50 with 0 Intelligence
  • From level 0 to 10 Intelligence raises Magic Bonus by 3 points to 53 total Magic Bonus
  • From level 11 to 20 Intelligence raises Magic Bonus by 53 points to 106 total Magic Bonus
  • From level 21 to 30 Intelligence raises Magic Bonus by 4 points to 110 total Magic Bonus
  • From level 31 to 40 Intelligence raises Magic Bonus by 30 points to 140 total Magic Bonus
  • From level 41 to 50 Intelligence raises Magic Bonus by 15 points to 155 total Magic Bonus
  • From level 51 to 60 Intelligence raises Magic Bonus by 7 points to 162 total Magic Bonus
  • From level 61 to 70 Intelligence raises Magic Bonus by 8 points to 170 total Magic Bonus
  • From level 71 to 80 Intelligence raises Magic Bonus by 15 points to 185 total Magic Bonus
  • From level 81 to 90 Intelligence raises Magic Bonus by 7 points to 192 total Magic Bonus
  • From level 91 to 99 Intelligence raises Magic Bonus by 8 points to 200 total Magic Bonus

Fire BNS[edit]

  • Determines how much extra damage you do with fire weapons and pyromancy spells
  • Scales with both Intelligence and Faith equally, soft-capping at INT + FTH = 60
  • For example, 5 Intelligence and 55 Faith, 30 Intelligence and 30 Faith, and 55 Intelligence and 5 Faith all result in 147 Fire Bonus
  • Start at 50 with 0 Intelligence and Faith
  • Each point of Fire BNS is worth roughly 1.6 damage given S scaling on your flame. The average might be slightly higher or lower with a larger sample size.

Scaling of Fire BNS with Int/Faith:

Your Fire BNS only goes up with every 2 points total between Int and Faith. The numbers given will be 10 points apart & the bonus per point will be average, Formula is as follows. (FTH+INT)/2.

  • 10 points total: 61 Fire BNS; 1.1 average Fire BNS per point.
  • 20 points total: 72 Fire BNS; 1.1 average Fire BNS per point; no change in scaling from previous 10 points.
  • 30 points total: 94 Fire BNS; 1.47 average Fire BNS per point; 2.2 Fire BNS per point when compared to previous 10 points.
  • 40 points total: 117 Fire BNS; 1.68 average Fire BNS per point; 2.3 Fire BNS per point when compared to previous 10 points.
  • 50 points total: 132 Fire BNS; 1.64 average Fire BNS per point; 1.5 Fire BNS per point when compared to previous 10 points.
  • 60 points total: 147 Fire BNS; 1.62 average Fire BNS per point; no change in scaling from previous 10 points.
  • Now, here's where the scaling drops off hugely, so let's jump forward a bit...
  • 100 points total: 162 Fire BNS; 1.12 average Fire BNS per point; 0.38 Fire BNS per point when compared to all previous sets.
  • You will see the largest gains in Fire BNS, and therefore Pyromancy damage, every two points between 20 and 40 total Int/Faith.
  • Past 60 total Int/Faith, scaling drops off massively, making any points past here extremely inefficient.

Pyromancy damage gains are calculated entirely by Fire BNS in relation to your Flame scaling regardless of the spell's base damage. Most efficient Fire BNS gains are between 20 and 40 total Int/Faith, with (by far) the least efficient gains being after 60 total Int/Faith.

Lghtng BNS[edit]

  • Determines how much extra damage you do with lightning weapons and miracles
  • Start at 50 with 0 Faith
  • From level 0 to 10 Faith raises Lightning Bonus by 7 points to 57 total Lighting Bonus
  • From level 11 to 20 Faith raises Lightning Bonus by 23 points to 80 total Lightning Bonus
  • From level 21 to 30 Faith raises Lightning Bonus by 22 points to 102 total Lightning Bonus
  • From level 31 to 40 Faith raises Lightning Bonus by 38 points to 140 total Lighting Bonus
  • From level 41 to 50 Faith raises Lightning Bonus by 15 points to 155 total Lightning Bonus
  • From level 51 to 60 Faith raises Lightning Bonus by 7 points to 162 total Lightning Bonus
  • From level 61 to 70 Faith raises Lightning Bonus by 8 points to 170 total Lightning Bonus
  • From level 71 to 80 Faith raises Lightning Bonus by 15 points to 185 total Lightning Bonus
  • From level 81 to 90 Faith raises Lightning Bonus by 7 points to 192 total Lightning Bonus
  • From level 91 to 99 Faith raises Lightning Bonus by 8 points to 200 total Lightning Bonus

Dark BNS[edit]

  • Determines how much extra damage you do with dark weapons and hexes
  • Scales with the lower stat of Intelligence and Faith
  • For example, 10 Intelligence/20 Faith and 55 Intelligence/10 Faith both result in 72 Dark Bonus
  • Start at 50 with 0 Intelligence or Faith
  • Dark in the following list is the lowest of your Intelligence and Faith
  • From level 0 to 10 Dark raises Dark Bonus by 22 points to 72 total Dark Bonus
  • From level 11 to 20 Dark raises Dark Bonus by 35 points to 117 total Dark Bonus
  • From level 21 to 30 Dark raises Dark Bonus by 45 points to 162 total Dark Bonus
  • From level 31 to 40 Dark raises Dark Bonus by 8 points to 170 total Dark Bonus
  • From level 41 to 50 Dark raises Dark Bonus by 7 points to 177 total Dark Bonus
  • From level 51 to 60 Dark raises Dark Bonus by 8 points to 185 total Dark Bonus
  • From level 61 to 70 Dark raises Dark Bonus by 3 points to 188 total Dark Bonus
  • From level 71 to 80 Dark raises Dark Bonus by 4 points to 192 total Dark Bonus
  • From level 81 to 90 Dark raises Dark Bonus by 4 points to 196 total Dark Bonus
  • From level 91 to 99 Dark raises Dark Bonus by 4 points to 200 total Dark Bonus

Poison BNS[edit]

  • Determines how much extra poison damage you do with poison weapons (and poison spells?)
  • Scales with both Dexterity and Adaptability in a similar manner to Fire Bonus's scaling with both Intelligence and Faith
  • Dexterity gives a larger bonus than Adaptability which makes it hard to map out the Poison Bonus (please someone make a 99 times 99 matrix with the Poison Bonus)
  • Start at 50 with 0 Dexterity and Adaptability
  • Is easy to raise to around 140, after which the Poison Bonus requires huge attribute investments for little gain
    • +2 DEX

Bleed BNS[edit]

  • Determines how much extra bleed damage you deal with bleed weapons
  • Scales with Dexterity and Faith in the exact same way as Poison Bonus scales with Dexterity and Adaptability
  • Start at 50 with 0 Dexterity and Adaptability
    • +2 DEX

Phys DEF[edit]

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • Total 20 points give 67 physical defence (lowest possible)
  • Total 24 points give a +3 increase for 70 total physical armor
  • Total 28 points give a +2 increase for 72 total physical armor
  • Total 32 points give a +3 increase for 75 total physical armor
  • Total 36 points give a +2 increase for 77 total physical armor
  • Total 40 points give a +3 increase for 80 total physical armor
  • Total 44 points give a +1 increase for 81 total physical armor
  • Total 48 points give a +1 increase for 82 total physical armor
  • Total 52 points give a +1 increase for 83 total physical armor
  • Total 56 points give a +1 increase for 84 total physical armor
  • Total 60 points give a +1 increase for 85 total physical armor
  • Total 64 points give a +1 increase for 86 total physical armor
  • Total 68 points give a +1 increase for 87 total physical armor
  • Total 72 points give a +2 increase for 89 total physical armor
  • Total 76 points give a +1 increase for 90 total physical armor
  • Total 80 points give a +1 increase for 91 total physical armor
  • Total 84 points give a +2 increase for 93 total physical armor
  • Total 88 points give a +2 increase for 95 total physical armor
  • Total 92 points give a +2 increase for 97 total physical armor
  • Total 96 points give a +2 increase for 99 total physical armor
  • Total 100 points give a +3 increase for 102 total physical armor
  • Total 104 points give a +2 increase for 104 total physical armor
  • Total 108 points give a +2 increase for 106 total physical armor
  • Total 112 points give a +2 increase for 108 total physical armor
  • Total 116 points give a +2 increase for 110 total physical armor
  • Total 120 points give a +3 increase for 113 total physical armor
  • Total 124 points give a +2 increase for 115 total physical armor
  • Total 128 points give a +2 increase for 118 total physical armor
  • Total 132 points give a +3 increase for 121 total physical armor
  • Total 136 points give a +3 increase for 124 total physical armor
  • Total 140 points give a +3 increase for 127 total physical armor
  • Total 144 points give a +3 increase for 130 total physical armor
  • Total 148 points give a +3 increase for 133 total physical armor
  • Total 152 points give a +3 increase for 136 total physical armor
  • Total 156 points give a +3 increase for 139 total physical armor
  • Total 160 points give a +3 increase for 142 total physical armor
  • Total 164 points give a +1 increase for 143 total physical armor
  • Total 168 points give a +2 increase for 145 total physical armor
  • Total 172 points give a +2 increase for 147 total physical armor
  • Total 176 points give a +2 increase for 149 total physical armor
  • Total 180 points give a +2 increase for 151 total physical armor
  • Total 184 points give a +1 increase for 152 total physical armor
  • Total 188 points give a +2 increase for 154 total physical armor
  • Total 192 points give a +2 increase for 156 total physical armor
  • Total 196 points give a +2 increase for 158 total physical armor
  • Total 200 points give a +2 increase for 160 total physical armor
  • Total 204 points give a +0 increase for 160 total physical armor
  • Total 208 points give a +0 increase for 160 total physical armor
  • Total 212 points give a +1 increase for 161 total physical armor
  • Total 216 points give a +0 increase for 161 total physical armor
  • Total 220 points give a +0 increase for 161 total physical armor

Magic DEF[edit]

  • Reduces magic damage taken by 0.11% per Magic Defence, 900 total Magic Defence makes you immune to magic
  • Scales with Intelligence
  • Start with 0 and gain 6 Magic Defence per Intelligence between level 1 and 10, total 60 Magic defence at 10 Intelligence
  • Between 11 and 20 Intelligence you gain 8 Magic Defence per level, total 140 Magic Defence at 20 Intelligence
  • Between 21 and 60 Intelligence you gain one Magic Defence per level, total 180 Magic Defence at 60 Intelligence
  • Between 61 and 99 Intelligence you gain one Magic Defence every other levelfor a total of of 200 Magic Defence at 99 intelligence

Fire DEF[edit]

  • Reduces fire damage taken by 0.11% per Fire Defence, 900 total Fire Defence makes you immune to fire
  • Scales with Faith and Intelligence at the same rate
  • Start with 0 and gain 6 Fire Defence every other Faith and/or Intelligence between level 1 and 20, total 60 Fire Defence at 20 Faith and/or Intelligence
  • Between 21 and 40 Faith and/or Intelligence you gain 8 Fire Defence every other level, total 140 Fire Defence at 40 Faith and/or Intelligence
  • Between 41 and 120 Faith and/or Intelligence you gain one Fire Defence every other level, total 180 Fire Defence at 120 Faith and/or Intelligence
  • Between 121 and 198 Faith and/or Intelligence you gain one Fire Defence every fourth point for a total of of 200 Fire Defence at 99 Faith and 99 Intelligence

Lghtng DEF[edit]

  • Reduces lightning damage taken by 0.11% per Lightning Defence, 900 total Lightning Defence makes you immune to lightning
  • Scales with Faith
  • Start with 0 and gain 6 Lightning Defence per Faith between level 1 and 10, total 60 Lightning Defence at 10 Faith
  • Between 11 and 20 Faith you gain 8 Lightning Defence per level, total 140 Lightning Defence at 20 Faith
  • Between 21 and 60 Faith you gain one Lightning Defence per level, total 180 Lightning Defence at 60 Faith
  • Between 61 and 99 Faith you gain one Lightning Defence every other level for a total of of 200 Lightning Defence at 99 Faith

Dark DEF[edit]

  • Reduces dark damage taken by 0.11% per Dark Defence, 900 total Dark Defence makes you immune to dark
  • Scales with the lower stat of Intelligence and Faith (referred to as "Dark" below)
  • Start with 0 and gain 6 Dark Defence per Dark between level 1 and 10, total 60 Dark Defence at 10 Dark
  • Between 11 and 20 Dark you gain 8 Dark Defence per level, total 140 Dark Defence at 20 Dark
  • Between 21 and 60 Dark you gain one Dark Defence per level, total 180 Dark Defence at 60 Dark
  • Between 61 and 99 Dark you gain one Dark Defence every other level for a total of of 200 Dark Defence at 99 Faith and 99 Intelligence

Poison RES[edit]

  • Reduce poison build up (need information on how)
  • Immunity is reached at 1000 Poison Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Poison
  • Scales with Vitality and Adaptability
  • Every fourth Vitality will increase Poison Resistance one tick, three out of four Adaptability will increase Poison Resistance one tick
  • Start with 0 Poison Resistance and gain 6 Poison Resistance per tick between 1 and 10 ticks, total 60 Poison Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Poison Resistance per tick, total 140 Poison Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Poison Resistance per tick, total 180 Poison Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Poison Resistance every other tick for a total of of 200 Poison Resistance at 99 Vitality and 99 Adaptability

Bleed RES[edit]

  • Reduce bleed build up (need information on how)
  • Immunity is reached at 1000 Bleed Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Bleed
  • Scales with Faith and Adaptability
  • Every fourth Faith point will increase Bleed Resistance by one tick, three out of four Adaptability points will increase Bleed Resistance by one tick
  • Start with 0 Bleed Resistance and gain 6 Bleed Resistance per tick between 1 and 10 ticks, total 60 Bleed Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Bleed Resistance per tick, total 140 Bleed Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Bleed Resistance per tick, total 180 Bleed Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Bleed Resistance every other tick for a total of of 200 Bleed Resistance at 99 Faith and 99 Adaptability

Petrify RES[edit]

  • Reduce Petrify build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Petrification
  • Scales with Vigor and Adaptability
  • Every fourth Vigor will increase Petrify Resistance one tick, three out of four Adaptability will increase Petrify Resistance one tick
  • Start with 0 Petrify Resistance and gain 6 Petrify Resistance per tick between 1 and 10 ticks, total 60 Petrify Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Petrify Resistance per tick, total 140 Petrify Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Petrify Resistance per tick, total 180 Petrify Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Petrify Resistance every other tick for a total of of 200 Petrify Resistance at 99 Vigor and 99 Adaptability

Curse RES[edit]

  • Reduce Curse build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Curse
  • Scales with Attunement and Adaptability
  • Every fourth Attunement will increase Curse Resistance one tick, three out of four Adaptability will increase Curse Resistance one tick
  • Start with 0 Curse Resistance and gain 6 Curse Resistance per tick between 1 and 10 ticks, total 60 Curse Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Curse Resistance per tick, total 140 Curse Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Curse Resistance per tick, total 180 Curse Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Curse Resistance every other tick for a total of of 200 Curse Resistance at 99 Vigor and 99 Adaptability

AGL[edit]

  • Increases the number of invincibility frames when rolling (need to test on smaller I-frame intervals).
  • Reduces the time it takes to drink Estus and use other items, such as Lifegems. Does not affect attack speed.
  • Scales with Attunement and Adaptability.
  • Every fourth point in Attunement will increase Agility one point, and every fourth point in Adaptability will increase Agility by 3 points.
  • Maximum of 120 agility at 99 Attunement and Adaptability.

Poise[edit]

  • Reduce and/or prevent stagger when hit by enemy attacks
  • Reduced to a third of your total Poise if you aren't in an animation
  • Scales with the lower stat of Endurance and Adaptability
  • Starts at 0 and is increased by 0.3 per level until level 30, total 9 poise
  • Level 31 to 50 you gain 0.2 poise per level, total 13 poise at level 50
  • Level 51-99 you gain 0.1 poise per level for a total 18 poise at 99 Endurance and 99 Adaptability
    • +0,3 END

Builds[edit]

Respec[edit]

The Deprived has good starting stats if you want to change classes further ahead. The knight has higher in stats that are useful and lower in stats that are useless to some builds (not verified).

General[edit]

How should you build your character .when making a new character you should first either :

  1. Get the requirement of the weapon
  2. Get 20 VIGOR
  3. Get 20 Endurance
  4. Get 99 agility (100 agility if you want to use backsteps, but it's not important for PvE) .Now you have two options :
  5. Increase VIGOR
  6. Increase the stat that scales with your weapon .Or just increase HP and raw infuse the weapon. boom .That's all, i hope that was helpful for you, please share this as it'll help so many people not to fuck up their build

Pure Caster[edit]

  • My end game stats at SL 150 are VGR 11 END 6 VIT 8 ATN 40 STR 3 DEX 7 ADP 8 INT 60 FTH 60 these stats makes my character a beast in both PvE and PvP. You will be very squishy and have to dodge but I have had no real issue yet in NG or NG+ and I can just tear apart anything that stands in my way. You can of course skip the 3 points I put in VIT and put them in VGR instead. You could also lower INT/FTH all the way down to 45 if you want to be at around SL 120 instead. I usually carry all 4 dmg types on me to check the areas weakness and then switch to that specific dmg type.
  • https://darksouls2.wiki.fextralife.com/Pure+Caster

Cleric[edit]

Starting Class Cleric
Level
Vigor 25
Endurance 22
Vitality 8
Attunement 50
Strength 28
Dexterity 5
Adaptability 4
Intelligence 4
Faith 50

Paladin[edit]

Starting Class Cleric
Level 150
Vigor 30
Endurance 20
Vitality 25
Attunement 40*
Strength 20
Dexterity 12
Adaptability 4
Intelligence 4
Faith 50