Stats





Stats are the measurable parameters of players, NPCs, enemies, and bosses.

Base stats (excluding souls and humanity) are those determined by the player's class and are increased by leveling up.

Derived stats are dependent on one's base stats, armor, and rings.

Equipment stats are based on weapons, spell-casting tools, and shields (excluding durability and weight, which also applies to armor).

Attributes

Icon Stat Effect Soft cap Effect of soft cap Vitality Max HP UP 30 and 50 The amount of max HP gained per level drops by 10 after 30

The amount of max HP gained per level is reduced to 8 or 9 at 50 Attunement Attunement Slots UP 50 No further Attunement Slots obtained from leveling this stat Endurance Max Stamina UP

Equip Burden UP

Bleed Resist UP 40 No additional Stamina points (max Stamina caps out at 160) Strength Meets Strength requirements for equipment

Increases damage on weapons with STR scaling 20 and 40

Check the page for weapon requirement Contribution to Attack Rating scaling drops slightly after 20 and drastically after 40

Note that when two-handing, these caps will be reached at 14 and 27, respectively Dexterity Meets Dexterity requirements for equipment

Increases damage on weapons with DEX scaling

Increases the casting speed of pyromancies, sorceries and miracles 20, 40, and 45

Check the page for weapon requirement Contribution to Attack Rating scaling drops slightly after 20 and drastically after 40

Cannot cast spells any faster past 45 Resistance Physical Defense UP

Fire Defense UP

Poison Resist UP 15 and 30 Only gives 7 poison resist per 10 levels of resistance Intelligence Meets Intelligence requirements for equipment and sorceries

Increases damage on weapons with INT scaling

Magic Adjustment UP for most catalysts 40, 45, and 50

Check the page for spell/weapon requirement Contribution to Attack Rating scaling drops drastically after 40, and again after 50

Contribution to Logan's Catalyst's MagAdjust declines drastically past 45 Faith Meets Faith requirements for equipment and miracles

Increases damage on weapons with FTH scaling

Magic Adjustment UP for most talismans

Magic Defense UP 50

Check the page for spell/weapon requirement Contribution to all talismans' MagAdjust drops drastically after 50 Humanity Item Discovery UP

All Defenses UP

Curse Resist UP

Increases damage on weapons with Humanity scaling 10 and 30 No longer gain points in Item Discovery past 10

Bonus damage for Chaos weapons with Humanity scaling capped at 10

No longer increases Curse resistance past 30 Soul Level All Defenses UP 10, 100, and 200 Chance to get matched up with much higher level players in Battle of Stoicism past each soft cap

Performance

Icon Stat Explanation HP Hit points. When this reaches zero, the character dies. Stamina Required for various actions. Depleted by various actions, but self-regenerates. Equip Load Total weight of equipped items. Higher number slows movement. Exceeding max causes sluggishness. Right Hand Slot 1 Damage Total damage of Right Hand Weapon 1. Right Hand Slot 2 Damage Total damage of Right Hand Weapon 2. Left Hand Slot 1 Damage Total damage of Left Hand Weapon 1. Left Hand Slot 2 Damage Total damage of Left Hand Weapon 2. Physical Defense: Total (+ Bonus) Defense against physical attacks. Physical Defense: Strike Defense against strike attacks. Physical Defense: Slash Defense against slash attacks. Physical Defense: Thrust Defense against thrust attacks. Magic Defense Defense against magic attacks. Fire Defense Defense against fire attacks. Lightning Defense Defense against lightning attacks. Poise Ability to receive attacks without breaking form. Bleed Resistance Resistance to bleeding caused by sharp objects. A higher value indicates a lower tendency to bleed. Poison Resistance Resistance to various poisons. A higher value indicates a lower tendency to be poisoned. Curse Resistance Resistance to curses. A higher value indicates a lower tendency to be cursed. Item Discovery The skill for discovering items on the corpses of fallen enemies.

Diminishing Returns

Diminishing Returns is a common concept in RPGs, meaning that for a given investment, i.e., one point in a stat, the player character receives a smaller benefit, e.g., fewer hit points per point in Vitality. Most stats provide a constant benefit until they've reached 30-40 points; see the table above for details on each stat.

Note: Enemies do not scale based on the player character's Soul Level. Leveling up will not make enemies harder, only completing the game and entering successive levels of New Game Plus will make the enemies harder. The player character will never grow weaker with additional investment in a stat; it will merely gain a smaller benefit, in both stats and weapons due to the fact some weapons require levels in certain stats to wield them.