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At the beginning the stat screen can be a bit overwhelming. The stat screen can be found under Start, then Status.

Left Column[edit]

The left column inlcudes information about your character's level, equipped covenants and basic Attributes.

Covenant[edit]

The covenant that is currently equipped. It is only needed for competitive and co-op play.

For more information on this topic, visit the Covenants page.

Level[edit]

Determines how many attribute points have been bought. Each new level increases the amount of required souls for the next level.

Souls[edit]

The amount of souls, that the character currently holds.

Required souls[edit]

The amount of souls, that the character needs for the next level.

Attributes[edit]

The attributes determine the stats of the middle and right column.

Attribute Function Notes
Vigor Governs HP and frost resistance Most characters should raise this attribute to 27 towards the end of the game, which gives 1,000 HP. Any more gives diminishing returns.
Attunement Governs FP and number of attunement slots If skilled, one should aim at 10, 14, 18, 24, 30, or 40. With each point an additional slot is gained and five slots are enough to satisfy most builds. The absolute maximum is 10 slots with 99 Attunement.
Endurance Governs Stamina and resistance to lightning and bleeding This Attribute starts gaining diminishing returns at 40.
Vitality Governs equipment load, physical defense and poison resistance Vitality should be kept high enough, to have an equipment load, that equals to a weight ratio smaller than 70%.
Strength Governs fire resistance and is required for heavy and powerful weapons Strength based characters wield big and heavy weapons, that mostly scale with this attribute. Scaling weapon damage gets diminishing returns at 40, even stronger ones at 60.
Dexterity reduces casting time and and falling damage, required for advanced weapons Strength's counterpart for any weapon, that uses finesse. Casting speed caps at 50, or the equipment of an appropriate ring. Scaling weapon damage gets diminishing returns at 40, even stronger ones at 60.
Intelligence Governs magic defense and spell potency for appropriate spells This is also a requirement to equip sorceries and pyromancies. Weapons, that scale with faith have diminishing returns at 40, stronger at 60 an stop at 99.
Faith Governs dark defense and spell potency for appropriate spells This is also a requirement to equip miracles and pyromancies. Weapons, that scale with faith have diminishing returns at 40, stronger at 60 an stop at 99.
Lucky Governs curse resistance, item discovery and bleeding and poison capabilities Makes ailments stronger. This is only useful for characters, that use bleeding and/or poison. Otherwise this is a dumpstat.

Middle Column[edit]

HP[edit]

The HP ("Hit Points", the red bar) tell you how much longer the character will stay alive. Once it reaches zero, its over. There are no resurrections in the game. You return to a bonfire in your world no matter, where you are. Can be replenished with the Estus Flask.

FP[edit]

The FP ("Focus Points", the blue bar) tell you how much weapon abilities, sorceries, miracles or pyromancies you can use. Almost every special weapon consumes them by a small degree. So even if a melee based character never allocates any points into Attunement he has still use for his FP bar. Can be replenished with the Ashen Estus Flask.

Stamina[edit]

The Stamina (the green bar) tells you how many actions you can execute, before your character must recover and is therefore open for the enemy. Every block, dodge roll, spell and attack consumes a certain amount of stamina. A character, that is attacked while blocking and the stamina reaching zero will drop his guard and is open for critical strikes. Can not be replenished via items, but the regeneration can be sped up.

Equipment Load[edit]

The equipment load tells you, how agile a character is and is based by the equipped weapons, rings and armor pieces. Your inventory doesn't matter. The equipment screen gives a weight ratio, that divides the current equipment load by the maximum (times 100) to get a percentage.

  • 30% or less: Your character's rolls and jumps go a bit further. Backsteps are fast.
  • 30,1% to 70%: Your character's rolls are considered normal. This is the base. Backsteps are still fast.
  • 70,1% to 100%: Your character fat rolls, they become slow, clumsy and grant 12 frames of invincibility (instead of 13). Backsteps become slow. Your Stamina regenerates 20% slower.
  • 100,1% and more: Your character can neither backstep, nor roll, nor run

While it is possible to play with a weight ratio of more than 70%, it is advised to stay below that limit and equip a lighter equipment piece. A successful dodge still negates all damage instead of reducing it.

Poise[edit]

Poise is a mechanic, determined by the worn equipment. It has a hidden value, that is depleted with every enemy hit. The stat determines how much poise is drained with each hit (more poise, means less drain). If that hidden value hits zero, you get staggered and are open to attack. A poise break describes such a situation. Swinging a heavy weapon (Ultra Greatswords, Great Hammers, Great Axes) can temporarily prevent a poise drain. This however can only happen during the second half of an attack of such weapons.

Item discovery[edit]

Item discovery Has a default value of 100 and increases by 1 for every point spent in Luck. Rusted Coins and Rusted Gold Coins can push this item discovery temporarily even further increasing the chance of items, based on the base chance.

Attack power[edit]

The values give the attackpower of each weapon in their respective equipment slot. This is not the absolute damage dealt and is reduced by the enemies' defense values. It is determined by the weapon equipped, which in return can be influenced by Strength, Dexterity, Intelligence and Faith. A lower value is not nessecarily a bad thing, as things like the weapon's moveset and attack speed also play a role in it.

Right Column[edit]

Defense[edit]

The equipment, as well as Vigor, Endurance, Vitality, and Strength determine the damage absorption given in per cent. Each type of damage has a different defense. A sorcerer might be weak against physical damage, but excels in his magic defense.

Resistances[edit]

Based on the respective attributes, those defenses tell you how much a character can take in terms of ailment damage, before receiving damage for as long as the bar is above 0. This mostly affects the length of the bar visible for the buildup.

Attunement slots[edit]

Shows how many spells can be equipped. This stat is based on the Attunement attribute. Not every spell uses 1 Attunement slot. Characters with buffs might only need 4, while casters want to have access to 6. Apart from a small FP bonus it's not advised to skill attunement beyond those points.

  • 1 Slot: 10 Attunement
  • 2 Slots: 14 Attunement
  • 3 Slots: 18 Attunement
  • 4 Slots: 24 Attunement
  • 5 Slots: 30 Attunement
  • 6 Slots: 40 Attunement
  • 7 Slots: 50 Attunement
  • 8 Slots: 60 Attunement
  • 9 Slots: 80 Attunement
  • 10 Slots: 99 Attunement