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Fires Far Away
Introduction
Fires Far Away is a fan made game designed for running tabletop games in the style and content
of the Dark Souls computer games, or a rough approximation.
The full rules will be explained later in the book, but Id like to start with explaining the ideas the
game is based around.
By and large, you will see the same terminology in this book as you would see in the games
themselves. This is with the intention of making it as easy as possible to take content from the
games and convert it to this system.
Mimicking the player-skill based gameplay of a video game is impossible in pen and paper, but in
the spirit of that game design Fires Far Away eschews dice rolls as a resolution mechanics
whenever possible. No roll to hit, no roll for damage, no roll to succeed. Flat success with some
conditional logic is the norm. In this manner, success depends mostly on what equipment you
have and the choices you make rather than the fickle whims of random rolls.
This applies to more than combat. Out of combat, you can expect a prevailing theme of ‘lock and
key’ problem solving. Like a lock, you need to find the right key to solve it. There can be multiple
‘keys’ for a given problem, be they actual physical keys or abilities or information. This replaces
using skills with random success rates solving problems for you.
Unlike the player’s character in the video games, in Fires Far Away you are not expected to fight
alone. You are individually weaker than you might be in the video game, necessitating you work
as a group to survive. And survive you must. As undead suffering from the curse, you can die and
still come back from it. But every time you do you lose a little more of your humanity and your
mind. Die too often, and you can expect the curse to take you and render you truly Hollow:
mindless and dangerous and unplayable.
And last but not least, the game intends for large portions of the characters and the setting to be
informed through the use of stories, told by the players themselves as they rest. Resting at the
Bonfire is an event, not just a speedbump on the road to your next excursion. Such stories are not
just informative, but act as a key part of many downtime actions.
If all that sounds worth your time, keep reading. Otherwise you can make you own damn
homebrew.
Legalese
For the record, I don’t own ANY of this shit legally speaking. I’m not planning on making any
money off of this and neither should you. Don’t be a dick.
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Player Stats
Players have seven Stat scores, and a number of values derived from them. Taken all at once, it
may seem overwhelming. Too much book keeping. You should find that while writing out a
character sheet or leveling up might involve juggling numbers, in play actions will be quick and
easy because all of the math has been done in advance.
Base Stats
The list of Base Stats for players are provided below, as well as hand bullet points detailing all of
the effects of leveling up that Base Stat for handy reference.
Endurance (END) – Used to increase the stamina dice of the character and their equip load. Helps
resist Status Effects like Poison, Bleed or Curse.
• Stamina Pool by Endurance
1-5 6 - 10 11- 15 16 – 20 21 - 25 26 - 30 31 - 35 36 – 40 41+
4 Die 5 Die 6 Die 7 Die 8 Die 9 Die 10 Die 11 Die 12 Die
• Equip Load = 30 + Endurance
• The total Weight of your carried equipment, based on your Equip Load, impacts
your ability to use the Dodge action and how easy it is to do so.
• Resistance (used to defend against Status Effects) equals Endurance * 2.
Strength (STR) - Used to unlock most weapons and in many cases improve the damage of those
weapons.
• Higher Strength will allow you to use more weapons.
• Increasing Strength will increase the Scaled Damage of any weapon that scales
with Strength.
Dexterity (DEX) - Used to unlock most weapons and in many cases improve the damage of those
weapons.
• Higher Dexterity will allow you to use more weapons.
• Increasing Dexterity will increase the Scaled Damage of any weapon that scales
with Dexterity.
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Intelligence (INT) – Used for Sorceries, Pyromancies, and some Hexes. Also effects Magic, Fire and
Dark defense and damage.
• Higher Intelligence can unlock magic weapons and Catalysts for use. Will also
improve the performance of such weapons and Catalysts.
• Higher Intelligence unlocks more powerful Sorceries, Pyromancies and Hexes for
use.
• Increases Magic Bonus, Fire Bonus, and potentially Dark Bonus. This impacts
related defenses and spells.
Faith (FTH) – Used for Miracles, Pyromancies, and some Hexes. Also effects Lightning, Fire and
Dark defense and damage.
• Higher Faith can unlock magic weapons and Catalysts for use. Will also improve
the performance of such weapons and Catalysts.
• Higher Faith unlocks more powerful Miracles, Pyromancies and Hexes for use.
• Increases Lightning Bonus, Fire Bonus, and potentially Dark Bonus. This impacts
related defenses and spells.
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Other Values
A more complete list of the various Derived Scores and their functions.
Health: If your Health is reduced to 0, you die. Luckily (or unluckily, depending on your point of
view) as an Undead death doesn’t last long for you. Your maximum health is equal to 150 + (VIT *
20).
Focus: Used to activate spells and sometimes other abilities. Focus is equal to 40 + (Attunement *
2).
Stamina: A pool of six-sided die that represents your ability to act during a given combat turn. At
the start of each combat round, you roll all Stamina Die in your pool and set them aside, rolled
numbers preserved. You expend Stamina to perform actions in combat. Your amount of Stamina
die available is based on your Endurance.
Humanity: Humanity is gained by defeating bosses, piecing together from Dregs left behind by
weaker enemies, and can even be found by exploration. As long as your current Humanity is 1 or
greater, you have a Human form. If you have 0 Humanity, you appear as a Hollow. As long as you
are human form, non-cursed humans will treat you normally but hollow NPCs will be much more
predatory. As long as you are hollow form human NPCs will be afraid of you but fellow hollows
will treat you like any other person. As long as you posses Humanity on death, you do not suffer
any negative effects of dying beyond losing your held Humanity.
Soul Level: As you spend Souls to level up your character, keep track of what your current level
is. This number is your Soul Level. Not only does the amount of souls needed to level up change
each level, but your Soul Level factors into many Derived Scores, meaning that these scores
increase any time you level up regardless of what you invest that level into.
Physical Defenses: The Physical Defenses refer to defenses for Bash, Slash and Thrust damage
types. These all work the same way, though they are different values. Whenever the character is
dealt damage of the according type, reduce the damage taken by half of your total relevant
Defense. Bash Defense is equal to 1/2 the characters Soul Level + any Bash Defense provided by
armor or other sources. The same is true for Thrust and Slash defenses.
Magic Bonus: Impacts Magic damage, spells and Magic Defense. Equal to the Intelligence of the
character.
Magic Defense: Whenever the character is dealt Magic damage, reduce the damage taken by half
of your total Magic Defense. Magic Defense is equal to 1/2 the character’s Soul Level + their Magic
Bonus, as well as any Magic Defense provided by armor or other sources.
Fire Bonus: Impacts Fire damage, spells and Fire Defense. Equal to the character’s (Intelligence +
Faith)/2.
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Fire Defense: Whenever the character is dealt Fire damage, reduce the damage taken by half of
your total Fire Defense. Fire Defense is equal to 1/2 the character’s Soul Level + their Fire Bonus,
as well as any Fire Defense provided by armor or other sources.
Dark Bonus: Impacts Dark damage, spells and Dark Defense. Equal to the Intelligence or the
Faith of the character, whichever is lowest.
Dark Defense: Whenever the character is dealt Dark damage, reduce the damage taken by half
of your total Dark Defense. Dark Defense is equal to 1/2 the character’s Soul Level + their Dark
Bonus, as well as any Dark Defense provided by armor or other sources.
Lightning Bonus: Impacts Lightning damage, spells and Lightning Defense. Equal to the Faith of
the character.
Lightning Defense: Whenever the character is dealt Lightning damage, reduce the damage
taken by half of your total Lightning Defense. Lightning Defense is equal to 1/2 the character’s
Soul Level + their Lightning Bonus, as well as any Lightning Defense provided by armor or other
sources.
Resistance: Your Resistance is used to stave off the onset of status effects such as Poison, Bleed
or Curse. Whenever you gain buildup in relation to a status effect, that status effect does not
trigger until your total buildup for that status effect equals or exceeds your Resistance. Certain
gear may increase your resistance to specific Status Effects, treating your Resistance as being
higher in relevant cases. Resistance is equal to your Soul Level + (END * 2).
Equip Load: Your Equip Load determines how high your Encumbrance can be and how that level
of Encumbrance impacts your ability to use the Dodge action. Your Equip Load is equal to 30 +
your Endurance.
Encumbrance: Your Encumbrance is equal to the total weight of the weapons, shields, armor and
rings you have equipped. Consult the table below for its effects on the Dodge action.
Encumbrance < 50% Encumbrance Encumbrance Encumbrance > twice
Equip Load between 50% and between 100% and Equip Load
100% Equip Load 200% Equip Load
Dodge can use any Dodge can use Stamina Dodge can use Stamina Dodge can use Stamina
Stamina die. die of value 2+. die of value 3+. die of value 4+.
Move 1. Move 1. Do not move during a Do not move during a
Dodge. Dodge.
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To level up, the amount of souls needed changed each level. See the table below for details.
Level Soul Cost Level Soul Cost
During a Level Up, you have two choices. You can
1 --- 26 4017
increase a single Base Stat by 1, and apply all of the
2 200 27 4229
3 289 28 4441 effects of that Base Stat’s new value. Alternatively,
you can get one point that you spend immediately
4 378 29 4653
5 467 30 4951 to buy a License you qualify for.
6 556 31 5249 A License represents a specialized ability that is not
7 645 32 5547 normally covered under the other stats and
8 734 33 5845 mechanics of the game, allowing players to acquire
9 823 34 6143 abilities and specializations beyond the scope of the
10 994 35 6441 Dark Souls video games that are useful in a pen and
11 1165 36 6739 paper RPG.
12 1336 37 7037 If a License requires more than one point to
13 1507 38 7335 purchase, the player must have enough souls to level
14 1678 39 7633 up, and acquire enough points, all in one
15 1849 40 7982 transaction. Certain options during a Bonfire Rest
16 2020 41 8331 can reduce the cost of a License. See Stories for
17 2191 42 8680 details.
18 2362 43 9029 A character cannot buy a new License if they already
19 2533 44 9378 have more Licenses than they have Attunement
20 2745 45 9727 slots. This means that even non-spellcasters care
21 2957 46 10,076 about Attunement, to a degree at least. But even
22 3169 47 10,425 someone with very low Attunement can buy one
23 3381 48 10,774 License.
24 3593 49 11,123
25 3805 50 11,472 The list of Licenses available can be found below.
51+ 12,000
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List of Licenses
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Bandit Explorer
An ambusher of men, taking what they want A seeker of fortune, in search of new lands
from those weaker. and ancient treasures. Lacking in power, but
Vitality 12 Attunement 8 well equipped.
Endurance 14 Intelligence 8 Vitality 9 Attunement 7
Strength 14 Faith 10 Endurance 7 Intelligence 5
Dexterity 9 Humanity 1 Strength 6 Faith 5
Starting Equipment: Scimitar, Leather Dexterity 6 Humanity 1
Shield, Bandit Set, Cracked Red Eye Orb, Starting Equipment: Dagger, Quiver of
Cracked Estus Flask Simple Bolts, Explorer Set, Lifegems (10),
Witching Urn (4), Alluring Skull (1), Prism
Warrior Stone (5), Gold Coins (3), Repair Powder,
A simple man with common fighting Blue Stoneplate Ring, Cracked Estus Flask
experience, usually from humble beginnings.
Vitality 11 Attunement 8 Thief
Endurance 12 Intelligence 9 A man of ill-gotten gains, relying on skill and
Strength 13 Faith 9 wit.
Dexterity 13 Humanity 1 Vitality 9 Attunement 11
Starting Equipment: Longsword, Kite Endurance 9 Intelligence 12
Shield, Warrior Set, Cracked Estus Flask Strength 9 Faith 9
Dexterity 15 Humanity 1
Knight Starting Equipment: Counterfeit Staff,
Thief Set, Estoc, Target Shield, Cracked Estus
A soldier for a lord or king, trained in the use
Flask
of heavy armor and shields.
Spells: Spook
Vitality 14 Attunement 10
Endurance 10 Intelligence 9
Strength 11 Faith 11
Dexterity 11 Humanity 1
Starting Equipment: Broadsword, Knight
Shield, Knight Set, Cracked Estus Flask
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Herald Pyromancer
A servant of the church, sent on dangerous An initiate of fire, and wielder of primal
quests and long journeys. flame.
Vitality 12 Attunement 10 Vitality 10 Attunement 12
Endurance 9 Intelligence 8 Endurance 11 Intelligence 10
Strength 12 Faith 13 Strength 12 Faith 8
Dexterity 11 Humanity 1 Dexterity 9 Humanity 1
Starting Equipment: Spear, Kite Shield, Starting Equipment: Hand Axe, Cracked
Talisman, Herald Set, Cracked Estus Flask Round Shield, Pyromancy Flame,
Covenant: Way of White Pyromancer Set, Cracked Ashen Flask
Spells: Aid Spells: Fireball
Hunter Cleric
Experienced in the tracking and killing of An acolyte of the gods, whose faith makes
animals. No stranger to butchery. miracles.
Vitality 11 Attunement 9 Vitality 11 Attunement 12
Endurance 11 Intelligence 9 Endurance 9 Intelligence 8
Strength 12 Faith 9 Strength 12 Faith 12
Dexterity 14 Humanity 1 Dexterity 8 Humanity 1
Starting Equipment: Shortsword, Starting Equipment: Mace, Blue Wooden
Shortbow, Quiver of Simple Arrows, Hunter Shield, Sacred Chime, Cleric Set, Cracked
Set, Cracked Estus Flask Ashen Flask
Licenses: Huntsman Covenant: Way of White or Church of the
Deep
Sorcerer Spells: Heal, Force
A student of the arcane, practiced in
sorceries. Deprived
Vitality 8 Attunement 15 A hollow on the brink, lacking in humanity
Endurance 8 Intelligence 15 and resources, grown strong on the souls of
Strength 9 Faith 8 others.
Dexterity 11 Humanity 1 Vitality 11 Attunement 11
Starting Equipment: Dagger, Small Leather Endurance 11 Intelligence 11
Shield, Sorcerer Set, Cracked Ashen Flask Strength 11 Faith 11
Spells: Soul Arrow Dexterity 11 Humanity 0
Starting Equipment: Loincloth, Broken
Sword
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----
Special Profession: Wandering Firekeeper
With the GM’s permission a player may choose to be a Firekeeper, one of the wardens of the
Bonfires. These characters have a unique and powerful ability to create new Bonfires, but are
otherwise unusually weak in terms of combat ability.
Firekeeper
A woman whose soul has become a seething mass of humanity, much prized by hollows. With
this dark within her she fuels the fires that light the world.
Vitality 7 Attunement 15
Endurance 8 Intelligence 11
Strength 8 Faith 15
Dexterity 10 Humanity 2
Starting Equipment: Homeward Bone, Fading Soul, Firekeeper Set, Estus Flask
Special Restriction: All Firekeepers are Female
Covenant: Way of White
Special License: Rite of Kindling*
*Rite of Kindling: During any Short Rest, the Firekeeper may sacrifice 1 Humanity and any one-
handed sword to create a new Bonfire at their location. The party may immediately initiate a
Bonfire Rest if they so choose.
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Step 5: Choose your Gift. These are special additional items, some of which may be found later in
your travels, which you choose to start with.
Gift Effect
Humanity Can be consumed to restore human form, or fed to a bonfire to strengthen
it.
Binoculars Used to see things that are far away.
Memento Sacrifice to prevent Hollowing on death.
Tiny Being’s +40 HP.
Ring
5 Black Deals 200 Fire Damage when thrown.
Firebombs
Lockpicks Allows the player to open very simple locks without a key.
Divine Blessing Heal to full health and remove all status effects.
Homeward Crush to return to the bonfire when all else fails.
Bone
Hidden Restore Focus to full and removal all status effects.
Blessing
10 Lifegems Crush to heal 15 hp a round for the next 5 rounds.
Fire Gem Can be used to infuse an item with Fire.
7 Gold Coins Can be traded to human merchants, or crushed to better your Loot.
White Branch Burn at the Bonfire to appear nonthreatening to hollows and simple beasts
for a time.
Candle Provide light in the darkness, and ward off curses.
Step 6 (Optional): Add Flaws. You may choose to give yourself a disadvantage in order to reap a
reward. For each Flaw you choose to suffer, you gain 1 Ability Point that you must immediately
spend on a License. The list of Licenses can be found at the end of the previous chapter.
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Chapter 3 - Exploration
Whether it is the walled city of lords, or the expansive kingdoms of Drangleic, the world is a big
place full of more than just things to fight. Most of it probably wants to kill you, but not all of it!
Over the course of your adventures, your group of undead will come across wonderful vistas and
ancient ruins, sources of both treasure and danger. Taking an active hand in exploration will be
more satisfying, and more rewarding, than acting like a passive passenger on your own epic
journey.
Cartography
As your group explores, it can expect to cover a lot of ground. And if you are following the Dark
Souls tradition, you can expect to backtrack a lot, returning to old doors with new keys or
outstanding bosses with gained strength. A well-kept map can make this process much, much
easier.
As you explore, one of your priorities as a player should be to make a map of your surroundings,
and mark it with noteworthy features and enemies. Do not trust your character to remember such
details for you, as Undead have notorious problems with fading memory.
Whenever you want to return to a previously explored area, your group can return there without
having to deal with any of the enemies, traps, or environmental dangers described on your map
(or maps, if the area you are returning to extends across multiple maps). This allows you to
simplify back tracking, under the presumption that your characters can manage the trip with
foreknowledge and preparation. Don’t always take this to be an absolute, however. If there are
threats on the way back of which your characters are unaware, such as new enemies or previously
open paths that are now closed to you, you will have to deal with those as they come.
It is the players responsibility to keep and maintain their maps. If you should lose them, they can’t
help you.
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Ambushes
Not every enemy you come across is worth engaging in a complicated encounter. Often, a lone
enemy like a cowardly hollow or an ooze clinging to the ceiling lies in wait to take you unawares.
These threats are dangerous, perhaps even deadly, but are meant to be handled quickly as a series
of exactly two attacks, and then moved past.
When an Ambush begins, the Ambush is always targeted at a specific character. Some Ambushes
target the first person to stumble into them, others wait and take the last person in line. Try not
to repeat the same trigger too often, or pick on a particular player too much.
An Ambushing monster has the same stats as a normal enemy of its type, with the exception that
it only has 1 HP.
The Ambushed player starts by rolling 2d6 as a Reaction Roll. If the result is less than or equal to
the Stamina cost of using the player’s held weapon, the Ambusher goes first. The Ambusher
makes a basic attack against the player, and then the player responds in kind. If the Player kills
the Ambusher, they gain half the number of souls normally associated with that enemy, and have
the chance to Loot as normal. If the player fails to kill the Ambusher in one attack (which, given
the fact they only have 1 HP, would require that the player fails to overcome their damage
absorption) the monster escapes and no souls or Loot are gained.
If the result of the 2d6 Reaction Roll is greater than Stamina cost of the players held weapon, the
Player makes their attack first. If they fail to kill the Ambusher, the monster makes its attack
before it escapes. Otherwise it resolves as above.
If the player is holding more than one weapon at the time of Ambush, they may choose which
weapon to could for the purpose of determining the outcome of the Reaction Roll. Obviously,
faster weapons are more likely to give the player the chance to strike first. Only weapons that are
held, not just carried, may be counted for an Ambush. Spells may not be used to deal damage in
an Ambush, only weapons (which, for an unfortunate sorcerer, may mean whacking a hollow with
your catalyst and hoping it hurts them).
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Status Effects
Status Effects in Fires Far Away all use the same basic mechanic to determine gaining them:
certain attacks, spells and traps will cause the victim to gain an effect pool associated with it.
These pools drain over time, usually at a rate of 10 points per combat round, but if the pool ever
exceeds the affected target’s Resistance the Status Effect immediately applies and the pool drains
to 0. Usually you will not have more than one Status Effect accruing at a time, but in rare cases it
can happen and neither pool affects the other. Generally your Resistance applies equally to all
Status Effects, leaving you equally vulnerable to all, but certain items or abilities will grant you
extra Resistance against specific Status Effects.
Common Status Effects are provided below, but GMs can include new Status Effects in their
games as well with little effort.
Acid: When this effect is triggered, the target must choose one weapon, ring, or piece of armor
that he has equipped. This item becomes broken, and provide no benefit or use until it has been
repaired. Acid generally provides no benefit against monsters.
Poison: Target starts to lose health over time. The target loses 10 HP at the end of every player
turn. This lasts until the effect is cured or until the end of combat, at which point the target loses
an additional 50 HP. Life Loss, unlike damage, is not reduced by Defense.
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Bleed: Target immediately loses an amount of life equal to the Critical Damage of the weapon. If
no such value is available, the amount defaults to 150. Life Loss, unlike damage, is not reduced by
Defense.
Frostbite: Target loses 50 HP, and for the rest of this combat rolls one fewer Stamina Die. This
can be applied multiple times in a single combat. Life Loss, unlike damage, is not reduced by
Defense.
Stagger: Target loses half their unspent Stamina die of their choice, or one unused Interrupt, as
appropriate. They cannot use the Dodge action for the rest of the Round.
Curse: Curse is an especially nasty status effect, or rather a grouping of status effects that share a
common defense. Curses are magical effects that can affect the player even beyond their next
Death. For as long as a character is suffering a persistent Curse, that character’s attacks are
treated as if they were Cursed weapons for any situation where that matters (usually relevant
when fighting ghosts). Persistent curses last until the character removes their curse, such as by
using a Purging Stone.
Common curses include:
Killing Curse: The character dies instantly. This is unfortunate, but has no persistent
effect.
Petrification Curse: The character dies and their body is frozen in place. They do not
revive, at the bonfire or otherwise, until this curse is cured for them by someone else.
Until this curse is removed all equipment that character is carrying is similarly petrified,
and unavailable for use. This curse is not to be underestimated, as it is the closest thing to
death that can happen to an Undead. Petrification Curses can be cured using a Divine
Blessing or a Fragrant Branch of Yore.
Withering Curse: The character immediately dies, and upon reviving their max HP is
halved. This effect persists until the curse is Cured.
Curse of Hollowing: The character loses one humanity, or failing that a Memory, as if they
had died. Their maximum HP is reduced by 50. The character cannot be affected by the
Curse of Hollowing a second time while the first is still in effect. This Curse lasts until the
character next dies, or is Cured.
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Chests
Chests are a staple of any fantasy RPG. Its where you expect to find good stuff, or occasionally get
attacked by a mimic looking for a free lunch. Typical adventurer stuff.
For the purpose of Fires Far Away, there are two distinct kinds of chests: wooden chests and metal
chests. Wooden Chests typically contain common items, and metals chests typically contain rarer
things.
When opening a metal chest, you simply get what the GM says is in the chest, which should be an
uncommon or rare item ,or perhaps even a valuable key. That’s fine and dandy.
Wooden chests are another matter. Much more commonly found than metal chests, when a
wooden chest is opened the player who is opening the chest may roll 1d6. On a 4 or less, the GM
selects a common item that the chest holds. However, on a 5 or 6, the player is the one to pick the
common item they receive. This gives players some amount of leeway to acquire specific items or
resources they need without being entirely at the GMs mercy to give it to them.
While GMs have more leeway to select the contents of a chest, the player must have a Common
Item to suggest immediately. If they cannot provide a Common Item for the chest promptly, no
more than a minute, the GM instead should provide the item. This is to prevent halting the game
to endlessly search the book for the ‘perfect’ item for it.
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Fog Gates
Fog Gates are an ominous looking way to split up levels and loading times in the game. In Fires
Far Away, use this as a way to denote to the players that there is a boss ahead if you want to
foreshadow it, or to signify a special exit from their current area. Fog Gates are a function of the
mysterious breakdown of time and distance in the waning days of the Age of Fire, so they can
even lead to times long past or places much further than a few feet would signify.
And, GMs being people too, its also an entirely legitimate use to say ‘This hallway is blocked by a
Fog Gate. It resists your passage because I didn’t design that area yet. Go explore something else
for now.’
Its poor showmanship, but hey. We’ve all been there.
You can use Fog Gates for pretty much anything, from checkpoint to plot device. You could even
make the mist a more active force, a mysterious bank of fog sweeping the party to parts unknown.
Play around with the idea.
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Extreme Deaths
Under certain circumstances, a character will suffer what is called an Extreme Death. Extreme
Deaths represent situations that make recovery of the body difficult or impossible, such as falling
off of a cliff, being frozen in a block of ice, or being dissolved in acid. This does not mean that the
character is well and truly dead, as the Curse of the Undead is nothing to trifle with, but it can
mean that the character is beyond the ability to participate in the rest of the adventure as their
body cannot make it back to the restorative embrace of the bonfire.
In such cases, the character might be rescued by the actions of the other party members making a
concerted effort to find and retrieve their body. If this does not happen, or it is impossible, one
must hope that the lost character was carrying a Homeward Bone. If the character is carrying a
Homeward Bone, that item is lost and the character immediately uses it to return to the last
Bonfire rested at. Otherwise they might be lost for good.
Lenient GMs might instead reintroduce the character again in the future by having the party find
their summon sign at the next bonfire to be discovered, summoning the character from another
world in Lordran’s convoluted flow of time. In such cases, the newly summoned character has lost
all carried souls and humanity before they can be spent, and has permanently lost an item they
carried of their choice as well.
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A Short Rest
When not under any immediate threat or time constraint, the players can take a short break to
recover and prepare. Short Rests do not require the presence of a Bonfire, and usually only take a
few minutes.
During a Short Rest, if this is their first Short Rest of the session all characters regain 1d6 Focus,
and heal up to 20 Health. Each character may take this opportunity to change what Armor,
weapons, and rings they are carrying for the next leg of their journey, as well as what items are on
their belt.
Estus Flasks do not recharge during a Short Rest.
If a character is currently dead, they come back to life with all of the penalties of dying in place
during the Short Rest, and with only half of their total health healed. They are then able to
continue with the rest of the party for the next leg of the journey. If the player has suffered an
Extreme Death, a Short Rest does them no good.
Bonfire Resting
Resting at a Bonfire is an almost religious experience for a cursed undead. It heals and soothes in
a way that touches something primal, beyond explanation.
During a Bonfire Rest, all characters return to life and heal for their full HP amount (unless
Cursed or some other condition would prevent them from doing so), and all Focus restored.
Burn an item in the Bonfire: Some items, like souls or humanity or White Branches, provide
unique effects when consumed by a Bonfire’s flames.
Change Equipment: Equip new Armor or Weapons to carry on the next leg of your journey.
Tell a Story: Telling stories are good ways to bolster the hopes and minds of the group against the
horrors to come and the Curse eating at their sanity. Telling a story can provide different benefits
based on the story being told, but what they all have in common is that they require the player to
actually make up a story and tell it to the rest of the group, as In Character as they can manage. If
the group and the GM agree that the story was Well Told, extra benefits may apply. Well Told
doesn’t necessarily mean that your characters believe the story or approve of it, but rather that
the group is giving that player credit for making the attempt. If the player is really just half-assing
it for the mechanical benefit, though, don’t reward them for skimping. These stories should be
used to round out not just the characters themselves, but the world they live in as well. No
specific Story should ever be told twice.
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Tell a Personal Story: Make up a story about something important to your character. Some
event that shaped you. If the group agrees that the story was Well Told, and you have
fewer than 3 Memories, gain a new Memory. This cannot be used more than Once a
Campaign by a given character.
Remember a Skill: To Remember a Skill, pick a License you can afford with your currently
unspent Ability Points. Tell a Story about either how you learned that License or a time
you used that License to noteworthy effect in the past. If the Group agrees that the story
was Well Told, that License costs 1 less to purchase for you during this Rest (to a
minimum of 1).
Speak of the Past: Make up a story about the ancient world your characters inhabit. Time
leaves the details of much of the world hazy, and the line between hearsay and history,
between Fact and Legend, is almost impossible to prove. There is no defined benefit to the
outcome of this story, but GMs should feel encouraged to work such events into the lore
of the world. The weapons of ancient warriors as gear, or the monstrous vestiges of former
heroes as enemies invented in these stories might make an appearance, especially if the
group agrees that the story was Well Told. Of course, no obligation to do so exists,
especially if the story is too outlandish or self-serving.
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CHAPTER 4 – Combat
Combat is separated into rounds, which do not have a defined initiative order like some other
RPGs you might be familiar with. Instead, each round begins by all participants rolling their
Stamina Bar and setting those dice aside. If facing a Boss, that Boss uses this time to roll all AI
rolls. Then, the player with the highest total Stamina for the round may go first.
The first player to Act may spend any amount of Stamina they choose on any number of actions
they can afford, one dice at a time. Stamina from a single die cannot be split between two
different actions, Stamina in excess of an action’s cost is lost. Once the player is done with the
actions they wish to take at this time, they choose the next player to act. When another player is
chosen to go next, they may Pass without spending any Stamina and choose someone else.
This continues until all players are either out of Stamina, or haven chosen to Pass. Once a player
decides to Pass, they can no longer spend Stamina except on Reactions.
At any time when a new player is chosen to Act, the GM may play an Interrupt. An Interrupt is,
essentially, the turn of an enemy, but powerful enemies like Bosses may have more than one
Interrupt per round. A GM may, if they choose, play multiple Interrupts before the next player’s
action. If all players are done acting for the current round the GM must exhaust all remaining
Interrupts before the next round can start.
Stamina Bar
Each character has a pool of resources of actions called the Stamina Bar. This is usually 6 six-sided
die, but can be higher or lower depending on the character and level. At the start of each round,
you roll your Stamina dice and set them aside. Actions you take have costs, either as a numerical
value or as a flat -1 die. To take that action, you must either remove a number of die totally at least
that value, or remove a die regardless of its value, as appropriate.
This variation in a character’s ability to act from round to round represents the chaotic flow of
battle. Some rounds will leave your character well positioned and with ample time to think, and
others will leave you scrambling just to avoid death with little opportunity to counterattack. You
cannot control these circumstances, but you can control how you choose to deal with them.
Spend your stamina wisely, and be careful not to overextend yourself. If you spend all of your
Stamina, you will leave yourself unable to perform crucial reactions such as Dodging or readying
to Block.
Interrupts
Boss Monsters are a bit more complicated, and we will get to those in a moment, but normal
enemies that you fight in Encounters have a simplified ruleset. They conflate most of their
defenses into a single value, reducing damage from multiple types by their damage absorption
and likewise treating their Damage Absorption as if it were their Resistance for Status Effects they
might suffer. Throughout the turn, they can use Interrupts to act. During an Interrupt the enemy
may Move a number of spaces equal to their listed speed, and then perform an action. Usually a
Basic Attack, but not always. Most enemies have some kind of special ability they can use instead,
and they can always devote their turn to something else that makes sense in context like opening
a door or setting a fire.
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Abbreviations
Wep stands for the Stamina Cost listed for the weapon. For simple attacks, that stamina cost is all
you pay. Stronger or more complex attacks will apply a modifier to that value. Slashing or
Thrusting with a Halberd might only cost you 7 Stamina, but Sweeping with one would cost you 7
+ 4, for 11 Stamina to make the attack.
S stands for Slashing, any weapon that deals Slashing damage can perform this action.
T stands for Thrusting, any weapon that deals Thrusting damage can perform this action.
B stands for Bashing, any weapon that deals Bashing damage can perform this action.
Catalyst refers to the implement required for casting that manner of spell. Typically, Sorceries
require staves, Miracles require Talismans, and Pyromancies require a Flame. Special Catalysts
may also exist.
Ax stands for the Axe weapon type.
Bw stands for the Bow weapon type.
CBw stands for the Crossbow weapon type.
CS stands for the Curved Sword weapon type.
Dg stands for the Dagger weapon type.
GS stands for the Greatsword weapon type.
Hb stands for the Halberd weapon type.
Hm stands for the Hammer weapon type.
Sp stands for the Spear weapon type.
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Critical Damage
Every weapon has a listed Critical Damage. If Critical Damage applies, apply this value as extra
damage to all damage types done by that weapon.
Critical Damage is done during an attack against an enemy that has been Staggered, and may
apply in other cases where an enemy is exposed and defenseless as well.
Two Handing a One-Handed Weapon: You can hold a melee weapon you meet the
prerequisites for that normally uses 1 hand in 2 hands instead to increase its damage. Doing so
adds your Strength score to the weapons damage for as long as you wield it in 2 hands, though
this obviously means you cannot also benefit from a shield.
One Handing a Two-Handed Weapon: You can try and use a two-handed weapon in only 1
hand, but doing so requires you to meet all listed Stat Requirements for the weapon + 4. For as
long as you wield the weapon in only one hand, you only benefit from half of the weapons normal
Scaled Damage, and you cannot deal Stagger with the weapon even if an attack or ability would
otherwise allow you to.
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Chapter 5 – Equipment
Equipment
You’ll need any advantage you can get on your journey. Some of the weapons, armor and gear
provided below should help matters.
Two Handing a One-Handed Weapon: You can hold a melee weapon you meet the
prerequisites for that normally uses 1 hand in 2 hands instead to increase its damage. Doing so
adds your Strength score to the weapons damage for as long as you wield it in 2 hands, though
this obviously means you cannot also benefit from a shield.
One Handing a Two-Handed Weapon: You can try and use a two-handed weapon in only 1
hand, but doing so requires you to meet all listed Stat Requirements for the weapon + 4. For as
long as you wield the weapon in only one hand, you only benefit from half of the weapons normal
Scaled Damage, and you cannot deal Stagger with the weapon even if an attack or ability would
otherwise allow you to.
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Weapons List
Common Weapons
Common weapons can be found in chests and looted from even low level enemies with ease.
Common Weapons are upgraded with Titanite, and can be infused and enchanted.
Daggers
Name Stamina Damage Type(s) Critical Weight
Dagger 3 56 Slash (S), Thrust (T), 1H 130 0.5
STR 5|E DEX 8|B INT - FTH -
Swords
Name Stamina Damage Type(s) Critical Weight
Broken sword 4 40 Slash (S), 1H 100 2.0
STR 8|D DEX 8|D INT - FTH -
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Curved Swords
Name Stamina Damage Type(s) Critical Weight
Falcion 5 117 Slash (S), 1H, CS 100 4.0
STR 9|D DEX 13|D INT - FTH -
Hammers
Name Stamina Damage Type(s) Critical Weight
Club 5 108 Bash(B), 1H 100 2.5
STR 10|C DEX - INT - FTH -
Axes
Name Stamina Damage Type(s) Critical Weight
Battleaxe 7 125 Slash (S), Bash(B), 1H 100 4.0
STR 12|D DEX 8|D INT - FTH -
Spears
Name Stamina Damage Type(s) Critical Weight
Spear 6 104 Thrust (T), 1H 120 4.5
STR 11|D DEX 10|C INT - FTH - Range 2.
Greatswords
Name Stamina Damage Type(s) Critical Weight
Bastard Sword 7 105 Slash (S), 2H 100 6.0
STR 16|C DEX 10|C INT - FTH -
Bows
Name Stamina Damage Type(s) Critical Weight
Short Bow 7 77 Thrust (T), 2H, Bw 100 2.0
STR 7|E DEX 12|D INT - FTH - Range 12, requires Arrows.
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Crossbows
Name Stamina Damage Type(s) Critical Weight
Light Crossbow 2 64 Thrust (T), 1H, CBw 100 3.0
STR 10|- DEX 8|- INT - FTH - Range 8, requires Bolts and Loading.
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Uncommon Weapons
Uncommon weapons are unusual or magical weapons that are not difficult to come across. They
will only be found occasionally, and are more likely to be hidden rewards or in the hands of
merchants. Uncommon weapons are upgraded with Titanite, but cannot be infused or enchanted.
Daggers
Name Stamina Damage Type(s) Critical Weight
Ghost Blade 4 110 Slash (S), Thrust (T), 1H 127 0.5
STR 5|E DEX - INT - FTH - The Ghost Blade counts as a cursed weapon.
Swords
Name Stamina Damage Type(s) Critical Weight
Estoc 5 105 Thrust(T), 1H 120 3.5
STR 10|D DEX 12|D INT - FTH -
Hammers
Name Stamina Damage Type(s) Critical Weight
Morningstar 6 122 Bash(B), 1H 110 5.0
Bleed 33
STR 11|D DEX 9|D INT - FTH -
Spears
Name Stamina Damage Type(s) Critical Weight
Winged Spear 7 120 Thrust (T), 1H 130 4.5
STR 11|D DEX 18|C INT - FTH - Range 2.
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Axes
Name Stamina Damage Type(s) Critical Weight
Greataxe 9 188 Slash (S), Bash(B), 2H 120 16.0
STR 32|D DEX 8|D INT - FTH -
Greatswords
Name Stamina Damage Type(s) Critical Weight
Astora Greatsword 9 132 Slash (S), Thrust (T), 2H 100 8.0
STR 16|D DEX 18|C INT - FTH -
Bows
Name Stamina Damage Type(s) Critical Weight
Hunter’s Blackbow 10 72 Thrust (T), 2H, Bw 100 2.0
STR 9|D DEX 25|A INT - FTH - Range 20, requires Arrows.
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Rare Weapons
Rare weapons are of a quality and legacy that sets them apart from all but the very best of
weapons. Your best chances of finding these weapons are to pry them from the cold, dead hands
of elite enemies, or to find them in carefully guarded chests. Rare weapons can only be upgraded
with Twinkling Titanite, and cannot be enchanted or Infused.
Swords
Name Stamina Damage Damage Type(s) Critical Weight
Barbed Straight Sword 5 80 Thrust (T), 1H 150 1.0
Bleed 33 per hit
STR 10|D DEX 10|D INT - FTH -
Spears
Name Stamina Damage Type(s) Critical Weight
Saint’s Bident 6 98 Thrust (T), 1H 130 8.5
STR 12|D DEX 12|D INT - FTH 16|C Range 2.
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Halberds
Name Stamina Damage Damage Type(s) Critical Weight
Titanite Catch Pole 9 62 Slash(S), Hb, 2H 100 6.0
75 Magic, Scales with INT
STR 16|D DEX 14|D INT C FTH - Range 2.
Axes
Name Stamina Damage Damage Type(s) Critical Weight
Dragonslayer Axe 7 105 Slash(S), Bash(B), 1H 100 4.0
105 Lightning, Scales with FTH
STR 18|D DEX 14|D INT - FTH -
Greatswords
Name Stamina Damage Damage Type(s) Critical Weight
Drakeblood Greatsword 7 71 Magic, 1H 100 6.0
71 Lightning
STR 18|D DEX 16|D INT - FTH -
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Unique Weapons
Unique weapons are the personal weapons of kings and heroes past or present. As their name
suggests, there is only one weapon of its like in all of the world. Finding such a weapon is a
remarkable boon, and the most common and reliable way to acquire one is to fashion them from
powerful souls. Of course, that means first finding a master blacksmith to do the work, and
bringing them such a soul. Unique weapons can only be upgraded with Twinkling Titanite, and
cannot be enchanted or Infused.
Swords
Name Stamina Damage Type(s) Critical Weight
Drake Sword 6 200 Slash (S), Thrust (T), 1H 100 6.0
STR 16|- DEX 10|- INT - FTH - While held increases Fire Bonus and Magic Bonus
by +15 each.
Hammers
Name Stamina Damage Type(s) Critical Weight
Dragon Tooth 10 188 Bash(B), 2H 150 21.0
Stagger 33
STR 40|C DEX - INT - FTH -
Greatswords
Name Stamina Damage Type(s) Critical Weight
Moonlight Greatsword 10 69 Slash (S), 2H 100 10.5
130 Magic
STR 16|D DEX 11|- INT 26|C FTH Magic damage scales with INT.
-
Weapon Skill(Moonlight Vortex*)
Moonlight Vortex: At a cost of 10 Stamina and 18 Focus, deal the Magic damage of this weapon (but not
the Slashing damage) and its scaling to a single enemy within 5. If that enemy is within 2, they also take 15
Stagger.
Bows
Name Stamina Damage Type(s) Critical Weight
Black Bow of Pharis 9 77 Thrust (T), 2H, Bw 100 3.0
STR 9|E DEX 18|C INT - FTH - Range 16, requires Arrows. Weapon Skill(Triple Shot*)
*Triple Shot: Spend 10 Stamina and 7 Focus to fire three arrows in rapid succession. This uses up 3 arrows, and
each attack resolves separately, but each attack does not apply scaled damage.
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Catalysts
A Catalyst is a catch-all term for an item that allows you to cast spells. Different kinds of spells
allow you to perform different kinds of magic, but they all use a single mechanic know as Spell
Buff. Much like weapons have damage, each Catalyst have Spell Buff which impacts the
effectiveness of spells. Spell Buff can be upgraded as if it were damage, with Common or
Uncommon Catalsysts upgrading with Titanite and Rare or Unique Catalysts upgrading with
Twinkling Titanite.
Many Catalysts can also be used as crude weapons, though bonking a monster with your staff is
likely much less effective than channeling arcane power through it. Some exceptions exist that are
more weapon than catalyst, though the Spell Buff of such tools usually suffers accordingly.
Common Catalysts
Name Casts Spell Buff Damage Type Weight
Sorcerer’s Staff Sorceries 100 60 Bash, 1H 2.0
STR 6 DEX - INT 10 FTH -
Pyromancy Flame Pyromancies 118 100 Fire, 1H 0.0
STR - DEX - INT - FTH -
White Talisman Miracles 100 52 Bash, 1H 0.5
STR 3 DEX - INT - FTH 10
Heretic’s Chime Hexes 110 60 Dark, 1H 0.5
STR 3 DEX - INT - FTH 10
Uncommon Catalysts
Name Casts Spell Buff Damage Type Weight
Parting Flame Pyromancies 130 110 Fire, 1H 0.0
STR 16 DEX - INT 13 STR 13 DEX
Archdrake Chime Miracles, 105, 105 25 Bash, 1H 0.5
Hexes
STR - DEX - INT - FTH 22
Caitha’s Chime Hexes 125 90 Dark, 1H 0.5
STR 3 DEX - INT 12 FTH 12
Sunlight Talisman Miracles 107 52 Bash, 1H 0.5
STR 4 DEX - INT - STR 14
White Hair Talisman Pyromancies, 60 79 Fire, 1H 0.5
Miracles
STR 4 DEX - INT 16 FTH 20
Witchtree Branch Sorceries 114 57 Bash, 1H 2.0
STR 7 DEX - INT 18 FTH - Spells cost 1 fewer Stamina to cast (minimum 1).
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Rare Catalysts
Name Casts Spell Buff Damage Type Weight
Demon’s Scar Pyromancies 110 90 Fire, 1H 0.5
STR - DEX 16 INT 17 FTH 17 Counts as a Curved Sword for actions.
Sunset Staff Sorceries, 106, 60 106 Magic, 2H 2.0
Hexes
STR - DEX - INT 22 FTH 18
Staff of Wisdom Sorceries 180 100 Magic, 2H 3.0
STR - DEX - INT 50 FTH -
Olenford’s Staff Sorceries, 140, 140 140 Dark, 2H 2.0
Hexes
STR - DEX - INT 40 FTH -
Black Witch Staff Sorceries, 90 52 Bash, 1H 2.5
Miracles,
Hexes
STR - DEX - INT 20 FTH 20
Blue Flame Blade Sorceries 107 63 Slash, Thrust, 1H 3.0
STR 13 DEX 15 INT 12 FTH - Counts as a Straight Sword for actions.
Mace of the Insolent Miracles, 30, 30 55 Bash, 1H 4.0
Hexes
STR 15 DEX 10 INT - FTH 10
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Shields
Shields are lifesaving pieces of defensive equipment used to increase your defenses against a
specific threat. They generally provide no benefit except when used to Block, though shields can
also be used to perform a Bash attack as if they were a weapon, with no Parameter bonus from
Attributes. Some shields also provide magical benefits, which apply for as long as you are carrying
the shield (even if you are not Blocking with it currently).
The defensive properties of Shields can be upgraded as if they were Armor. The Bash damage
cannot be upgraded. Common Shields can be upgraded with Titanite, and Rare or Unique Shields
can be upgraded with Twinkling Titanite.
Common Shields
Name Bash S/T/B M F D L Special Weight
Knight Shield 70 100 51 46 44 34 4.5
Blue Wooden Shield 77 56 70 54 39 56 2.5
Cracked Round Shield 40 52 63 46 25 36 1.5
Leather Shield 69 52 38 40 32 42 1.5
Target Shield 69 61 36 31 29 12 2.0
Iron Round Shield 71 67 44 38 36 19 2.0
Kite Shield 80 100 50 52 50 33 4.5
Round Shield 79 86 68 50 41 45 3.5
Buckler 67 49 35 30 33 11 1.5
Crimson Parma 69 52 63 40 39 36 1.5
Plank Shield 53 41 24 27 23 23 1.0
Eagle Kite Shield 88 100 44 45 43 33 5.0
Black Iron 112 100 69 83 69 53 14.5
Greatshield
Twin Dragon 106 84 59 63 59 66 7.0
Greatshield
Cathedral 112 100 63 60 83 54 15.5
Greatshield
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Rare Shields
Name Bash S/T/B M F D L Special Weight
Sacred Bloom Shield 82 54 81 49 47 44 After blocking a Spell (and taking 1.5
damage as appropriate) you may
choose to end your Block to
reflect the spell at an enemy
within 4 spaces of you.
Golden Falcon Shield 74 59 45 39 37 20 +30 Stagger Resist 2.5
Black Knight Shield 113 100 65 100 63 52 7.5
Dragon Crest Shield 95 100 67 89 53 43 +10 Fire Defense 5.0
Grass Crest Shield 92 89 43 38 36 33 After rolling Stamina, you may 4.5
reroll one Stamina die of your
choice.
Drangleic Crest 95 100 67 52 89 40 +10 Dark Defense 5.0
Shield
Spider Shield 88 80 52 47 46 29 +50 Poison Resist 3.5
Moaning Shield 136 100 81 69 67 76 End your Block to force the 21.5
nearest enemy to use an Interrupt
at the next available opportunity.
Greatshield of Glory 134 100 70 65 63 52 +100 Stagger Resist, -1 Stamina 18.5
Die
Havel’s Greatshield 143 150 83 83 83 85 28.0
Wolf Knight 124 100 68 65 68 52 +25 Resist 11.0
Greatshield
Ethereal Oak Shield 103 100 65 35 60 70 Heal 10 HP at the end of your Act 5.0
each round.
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Armor
Armor is defense gear worn to reduce damage you take from attacks and other sources. Armor is
traditionally separated into groups called Sets, and when you find a Set of Armor you gain one
copy of each piece that makes up that set. Multiple copies of a given Set of armor can be gained by
the party, and indeed they must be if you want more than one character to be wearing the same
armor, as a given piece of armor cannot be used by more than one person at a time.
Normally a character would be expected to wear an entire Set of armor, but players that wish to
mix and match armor pieces between sets are welcome to do so.
Armor provides defensive bonuses for both Physical (Slash, Thrust, and Bash) and Supernatural
(Magic, Fire, Dark and Lightning) sources of damage. These apply all times you would take
damage while wearing them, unless otherwise specified.
Alva Set
Red clothed armor fashioned after that of Alva the Wayfarer, a famed travelling knight. Songs are still sung of
his deeds and his meeting with the witch and the saint, but they all end in tragedy.
Name S T B M F D L Special Weight
Head Alva Helm 4 4 3 3 4 4 3 4.2
Body Alva Armor 12 11 10 9 11 10 9 9.0
Arms Alva Gauntlets 3 3 2 2 3 3 2 3.3
Legs Alva Leggings 7 7 5 5 6 6 5 5.5
Total 26 25 20 19 24 23 19 22.0
Armor of Favor
Tarnished golden armor fashioned to depict the wearing bearing embraced, representing the touch of a beloved
goddess. The affection of a goddess might be fickle, but the protection of this armor is not to be ignored.
Name S T B M F D L Special Weight
Head Helm of Favor 4 4 4 4 4 4 3 +5 Resistance 5.9
Body Armor of Favor 12 13 12 11 11 11 8 +10 Resistance 13.2
Arms Gauntlets of Favor 3 3 3 3 3 3 2 4.1
Legs Leggings of Favor 7 8 7 6 6 6 4 7.7
Total 26 28 26 24 24 24 17 +15 Resistance 30.9
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Bandit Set
Armor of bandits of the Forossan outskirts. The territory of Forossa became lawless after the kingdom fell to
war. Citizens became bandits, and scattered to other lands.
Name S T B M F D L Special Weight
Head Spiked Bandit Helm 4 4 3 3 3 3 3 3.1
Body Bandit Plate 12 12 12 11 9 11 7 10.8
Arms Bandit Gauntlets 1 2 1 1 1 1 1 1.4
Legs Bandit Boots 4 5 5 2 4 2 2 3.6
Total 21 23 21 17 17 17 13 18.9
Catarina Set
Often ridiculed as ‘Onion Knights’ for the distinctive shape of their armor, the proud knights of Catarina
nevertheless have some impressive armor for deflecting blows.
Name S T B M F D L Special Weight
Head Catarina Helm 6 5 5 4 5 5 6 7.7
Body Catarina Armor 15 14 13 11 12 13 15 +5 Bleed Resist 20.6
Arms Catarina Gauntlets 4 4 3 3 3 3 4 6.0
Legs Catarina Leggings 9 8 7 6 7 7 8 11.1
Total 34 31 28 24 27 28 33 +5 Bleed Resist 42.7
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Cleric Set
Garb worn by a cleric turned undead. Unmistakable vibrant blue robes. It is said that the blue-robed travelers
were entrusted with a duty.
Name S T B M F D L Special Weight
Head Cleric Hat 1 1 1 5 4 5 5 1.4
Body Cleric Blue Robes 6 4 7 13 12 13 13 6
Arms Cleric Gloves 1 1 1 3 2 3 3 1.5
Legs Cleric Leggings 2 2 2 7 5 7 7 2.1
Total 10 8 11 28 23 28 28 11.0
Dingy Set
Once white cloth that has since become stained by smoke and ashes of many bonfires. Certainly well traveled.
The skirt is stained with the blood of its previous wearer.
Name S T B M F D L Special Weight
Head Dingy Hood 2 3 3 4 2 2 3 +5 Poison Resist 0.8
Body Dingy Robe 6 6 5 6 8 5 8 +10 Poison resist 3.0
Arms Dingy Gloves 2 2 3 6 4 4 5 1.2
Legs Blood Stained Skirt 4 4 5 13 8 6 10 +10 Bleed resist 1.4
Total 14 15 16 29 22 17 26 +15 Poison resist, 7.5
+10 Bleed Resist
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Drakeblood Set
Armor worn by the Drakeblood Knights, who worshipped the power of the blood of dragons. The red is
supposed to symbolize their yearning for the same blood that destroyed them.
Name S T B M F D L Special Weight
Head Drakeblood Helm 5 5 5 5 4 4 4 6.3
Body Drakeblood Armor 17 14 14 13 13 12 12 +10 Bleed Resist 13.9
Arms Drakeblood Gauntlets 4 3 3 3 3 3 3 4.6
Legs Drakeblood Leggings 10 8 8 7 7 6 6 8.3
Total 10 8 11 28 23 28 28 +10 Bleed Resist 32.9
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Explorer Set
A well made and well worn set of heavy clothes, more tailored for style than for war. Lanafir is the farthest
land to the south and follows a strict edict of isolationism. The rare visitor from Lanafir is always a little odd.
Name S T B M F D L Special Weight
Head Explorer’s Cap 1 1 1 4 4 4 4 Once Per Session, 1.0
you may reroll a
failed Loot roll and
try for a better
result.
Body Explorer’s Coat 5 4 4 13 14 13 13 4.1
Arms Explorer’s Gloves 1 1 1 4 3 3 3 1.3
Legs Explorer’s Boots 2 2 2 7 7 7 7 2.0
Total 9 8 8 28 28 27 27 8.4
Firekeeper Set
The Fire Keepers were robbed of light, to better serve as vessels for souls. Only those who cherish the writhing,
searing darkness were given the keeper's black attire.
Name S T B M F D L Special Weight
Body Firekeeper Robes 7 8 7 7 12 12 9 +10 Curse Resist 5.1
Arms Firekeeper Gloves 1 1 1 3 3 4 3 1.3
Legs Firekeeper Skirt 2 2 3 7 8 8 7 +5 Curse Resist 2.1
Total 10 11 11 17 32 24 19 +15 Curse Resist 8.5
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Havel Set
Armor seemingly carved from solid rock, this armor is excessively heavy but offers incredible defense. Havel
the Rock was a cleric of some tragic renown, but he and his knights never flinched in the face of danger.
Name S T B M F D L Special Weight
Head Havel’s Helm 7 7 7 5 6 5 5 +5 Resistance 10.8
Body Havel’s Armor 18 18 17 14 16 14 13 +15 Resistance 21.6
Arms Havel’s Gauntlets 5 5 4 4 4 4 3 +5 Resistance 9.1
Legs Havel’s Leggings 11 10 10 8 9 8 7 +10 Resistance 15.4
Total 41 40 38 31 35 31 28 +35 Resistance 56.9
Herald Set
Steel armor, Leather Gloves and Quilted Trousers said to be worn by Heralds of the Way of White, who deliver
commandments of duty.
Name S T B M F D L Special Weight
Head Herald Helm 4 4 3 4 3 3 2 3.7
Body Herald Armor 13 12 8 9 8 8 4 8.6
Arms Herald Gloves 3 3 2 2 2 2 1 2.9
Legs Herald Trousers 7 7 7 5 5 4 2 5.3
Total 27 26 20 20 18 17 9 20.5
Hunter Set
Armor made of smooth leather. Traditionally used by master archers, and especially favored by forest-dwelling
hunters. Even lighter and more flexible than most leather armors.
Name S T B M F D L Special Weight
Body Leather Armor 7 7 7 8 9 8 10 5.4
Arms Leather Gloves 1 1 1 2 2 2 2 +5 Frostbite Resist 1.5
Legs Leather Boots 4 4 4 6 6 6 6 +5 Poison Resist 3.3
Total 12 12 12 16 17 16 16 +5 Frostbite Resist, 10.2
+5 Poison Resist
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Knight Set
Plate armor of a lowly knight, fashioned from solid iron. This plate might be on the heftier side compared to
others of its ilk, but as such offer great physical absorption in exchange for its imposing weight.
Name S T B M F D L Special Weight
Head Knight Helm 5 4 4 3 4 3 2 5.2
Body Knight Armor 13 12 11 8 11 8 7 +5 Bleed resist 10.8
Arms Knight Gauntlets 4 3 3 3 2 3 2 3.6
Legs Knight Leggings 8 7 7 5 6 5 4 6.7
Total 30 26 25 22 23 19 15 +5 Bleed Resist 26.3
Loincloth
Terribly worn waistcloth. The deprived only manage to rummage just enough cloth to protect their vital parts.
Name S T B M F D L Special Weight
Legs Loincloth 2 1 2 6 5 6 5 +10 Curse Resist 1.1
Total 2 1 2 6 5 6 5 +10 Curse Resist 1.1
Pyromancer Set
Attire of pyromancers of the Great Swamp. Comprised of bronze ornamentation and animal pelt. In the Great
Swamp, bronze was used ritualistically to ward off evil spirits and keep darkness at bay.
Name S T B M F D L Special Weight
Head Pyromancer Crown 1 0 0 4 5 4 4 1.1
Body Pyromancer Garb 4 4 4 12 13 14 12 +5 Curse Resist 4.2
Arms Pyromancer Wrap 1 1 2 4 4 4 4 1.5
Legs Pyromancer Trousers 2 3 3 8 8 8 8 2.6
Total 8 8 9 28 30 30 28 +5 Curse Resist 9.4
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Sorcerer Set
Attire of a sorcerer from the Vinheim Dragon School. Long, ash-colored robes. Underneath is a deep blue
sorcerer's coat; conventional uniform of the academy.
Name S T B M F D L Special Weight
Head Sorcerer Hood 1 1 1 5 4 5 4 1.4
Body Sorcerer Robes 5 4 5 13 12 13 13 4.1
Arms Sorcerer Gloves 1 1 1 4 3 4 3 1.3
Legs Sorcerer Trousers 3 3 4 6 8 8 7 3.2
Total 10 9 11 28 27 30 27 10.0
Thief Set
Soft leather armor worn by thieves who lurk in the shadows, reinforced with hidden metal. In Vinheim, the
best thieves and assassins use stolen magics to hone their craft.
Name S T B M F D L Special Weight
Head Thief Hood 2 2 3 3 4 3 3 +5 Poison Resist 1.8
Body Thief Jacket 9 9 10 10 11 9 10 6.9
Arms Thief Gloves 2 2 1 3 3 2 2 2.0
Legs Thief Trousers 6 5 4 7 7 4 5 4.3
Total 19 18 18 23 25 18 20 +5 Poison resist 15.0
Warrior Set
Common soldier's armor. It's insignia is worn beyond recognition.
Name S T B M F D L Special Weight
Head Warrior Helm 4 4 4 3 3 4 2 4.6
Body Warrior Armor 12 11 9 7 8 10 4 8.6
Legs Warrior Trousers 5 4 4 5 5 7 6 3.1
Total 21 19 17 15 16 21 12 16.3
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Rings
Rings are a form of magical equipment that provide useful bonuses often not available from other
equipment or spells. Each character may only wear up to two Rings at a time, so these benefits
must be chosen carefully, but a player may change their equipped rings during any Short Rest or
Bonfire Rest.
No character can wear more than one copy of any Ring with the same name. Different Rings with
different names can have overlapping or stacking effects.
No Rings are Common, the least rare Rings are always Uncommon. Most Rings are Rare. In
addition, many Rings have a second, more powerful form listed as a +1 variation of that Ring.
Certain powerful individuals or skilled smiths can upgrade a Ring to +1 in return for favors or
powerful souls, otherwise +1 Rings are always Rare (even if their original version was only
Uncommon).
Uncommon Rings
Name Effect Weight
Tiny Being’s Ring +30 Hp 0.3
Chloranthy Ring Reroll up to 1 Stamina Die after Stamina is rolled. 0.7
Ring of Steel +10 Bash, Thrust and Slash Defense. 0.8
Protection
Blue Stoneplate Ring +20 Magic Defense 0.6
Red Stoneplate Ring +20 Fire Defense 0.6
Yellow Stoneplate Ring +20 Lightning Defense 0.6
Purple Stoneplate Ring +20 Dark Defense 0.6
Bloodbite Ring +50 Bleed Resist 0.6
Poisonbite Ring +50 Poison Resist 0.6
Cursebite Ring +50 Curse Resist 0.6
Chillbite Ring +50 Frostbite Resist 0.6
+1 Attunement slot as long as Ring is worn (does not
Saint’s Ring 0.5
count for max Liscenses).
Young Dragon Ring +20 Damage with damage dealing Sorceries 0.7
Great Swamp Ring +20 Damage with damage dealing Pyromancies 0.7
Priest’s Ring +20 Damage with damage dealing Miracles 0.7
Wood Grain Ring +50 Acid Resist 0.5
Sage Ring Decrease Stamina Cost to cast spells by 1 (to a 0.7
minimum of 1).
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Rare Rings
Name Effect Weight
Tiny Being’s Ring +1 +50 Hp 0.3
Chloranthy Ring +1 Reroll up to 2 Stamina Die after Stamina is rolled. 0.7
Ring of Steel Protection +1 +20 Bash, Thrust and Slash Defense. 0.8
Blue Stoneplate Ring +1 +50 Magic Defense 0.6
Red Stoneplate Ring +1 +50 Fire Defense 0.6
Yellow Stoneplate Ring +1 +50 Lightning Defense 0.6
Purple Stoneplate Ring +1 +50 Dark Defense 0.6
Bellowing Dragon Ring +50 Damage with damage dealing Sorceries 0.7
Witch’s Ring +50 Damage with damage dealing Pyromancies 0.7
Sun God’s Ring +50 Damage with damage dealing Miracles 0.7
Decrease Stamina Cost to cast spells by 2 (to a minimum
Sage Ring +1 0.7
of 1).
Skull Ring Enemies can not attack another player until you have 0.6
been attacked at least once each Round, unless you are
already dead or defeated.
Untrue Dark Ring Maintain human appearance, no matter how Hollow. 0.7
Slumbering Dragoncrest Your movement makes no sound. 0.7
Ring
Silvercat Ring Take 200 less damage from falls. 0.7
Blue Tearstone Ring When health is below 100, take 50 fewer damage from all 1.1
sources.
Red Tearstone Ring When health is below 100, all damage you do is increased 1.4
by 20.
Ring of the Evil Eye Heal 30 hp any time you personally kill an enemy. 1.0
Knight Slayer’s Ring Any time an enemy blocks an attack of yours, deal 10 0.9
Stagger.
Hornet Ring Your Critical Attacks using deal +30 damage. 1.1
Wolf Ring Stagger resist +30 0.5
Hawk Ring Increase the Range of bows by 10 spaces. 0.7
Green Estus Ring Estus Flasks of all types heal an additional 30 HP for you. 0.8
White Estus Ring Estus Flasks of all types regain an additional 30 Focus for 0.8
you.
Speckled Stoneplate Ring +10 Fire, Magic, Dark and Lightning Resist. 0.9
Fleshbite Ring +20 Resist 0.9
Gold Serpent Ring Loot succeeds on a 4+ instead of a 5+ 2.0
Silver Serpent Ring All enemies grant an additional 50 souls to each party 20
member.
Dragonscale Ring Critical Attacks against you only apply half their bonus 1.1
damage.
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Flasks
Flasks are a special item that carries special use and meaning to those suffering the curse of the
undead, as it carries some small amount of the strength of fire to heal the mind and body of those
that feed on souls. There are many kinds of flasks of various quality, from different lands or
different ages. Any successful undead will have a Flask attuned to them, restoring its power
whenever they rest at a bonfire. A single person may only have a single Flask attuned to them at
any time, and a Flask that is not attuned to an undead lacks the conduit required to replenish
itself. However, an Undead may drink from Flasks belonging to other undead, if they are willing
to share such a precious resource.
Most Flasks either heal a set amount of health or restore a certain amount of Focus when
imbibed, with a few doing both. Each Flask also has a set number of uses, which are restored only
during a Bonfire rest.
Any Flask may be shattered to create an Estus Flask Shard. Estus Flask shards can be given to
Blacksmiths or Firekeepers to enhance another Flask, granting one additional Drink from it after
any future rest. A given Flask cannot be upgraded in this fashion more than 5 times.
Common Flasks
Name Effect Drinks Weight
Cracked Estus Flask Heal 130 hp 2 0.5
Cracked Ashen Flask Restore 40 Focus 2 0.5
Uncommon Flasks
Name Effect Drinks Weight
Estus Flask Heal 200 hp 3 1.0
Ashen Flask Restore 60 Focus 3 1.0
Opal Flask Heal 120 hp, Restore 30 Focus 3 1.2
Rare Flasks
Name Effect Drinks Weight
Large Estus Flask Heal 220 6 4.0
Large Ashen Flask Restore 90 Focus 6 4.0
Large Opal Flask Heal 200 hp, Restore 100 Focus 6 4.0
Carved Bone Flask Heal 550 hp 2 1.5
Faintstone Flask Restore 120 Focus 2 1.5
Twinkling Titanite Heal 400 hp, Restore 90 Focus 2 2.0
Flask
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Micellaneous Items
Misc. Items cover a whole host of gear and consumables that provide benefit to the players, but
don’t fall into any easy category. Items listed as Consumable are destroyed as a result of their use,
so use them wisely.
Dreg – A tiny fragment of humanity, worthless on its own. When 10 Dregs are combined, they
form one Humanity which can be consumed or burnt as normal.
Rubbish – Its just stuff. Not useful. Or is it?
Homeward Bone – Crush to return your entire party to the last Bonfire your rested at. If you
have a Homeward Bone on your person and suffer an Extreme Death (such as falling into a
chasm) the Homeward Bone is automatically used up and you are returned to the Bonfire without
penalty.
Rusty Coin - When looting, before you roll, Crush to roll to Loot two times, and accept both
results. This coin is considered valuable to humans not suffering the curse, especially merchants.
Fading Soul-Burn during a Bonfire rest for free to give all party members 100 Souls.
Prism Stones- softly glowing pebbles of random colors. They provide a small amount of light and
are easy to find in the dark. Useful for marking where you have been.
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Rotten Incense Burn at a Bonfire to give +15 Dark defense to all party members
until their next death or Bonfire Rest.
Purple Incense Burn at a Bonfire to give +20 Poison Resist to all party
members until their next death or Bonfire Rest.
Holy Incense Burn at a Bonfire to give +20 Curse Resist to all party members
until their next death or Bonfire Rest.
Humanity: Can be consumed to increase the Humanity of the user, staving off hollowing for one
more Death. Or instead, Humanity can be fed to a Bonfire to increase its strength, benefiting all
attuned Flasks during Bonfire Rests there going forward.
Alluring Skull: Throw up to 3 spaces away. The next Interrupt used by an enemy within 6 spaces
of where it lands must be used to move as close to that space as possible, and no attack is made.
Cracked Red Eye Orb: Can be crushed to gain 1 Dreg in addition to any other Loot when looting
a fallen enemy. Or, instead, you may crush it over the body of a defeated PC to destroy one of
their memories and gain 1 Humanity for doing so.
A Cracked Red Eye Orb can also be consumed in conjunction with a soul Item, such as a Fading
Soul, Soul of a Hero, or even a Boss Soul. Doing so increased the amount of souls gained from it
by 50%, but you are the only one to benefit from doing so. No other party member gains
anything.
Gold Coin - When looting, before you roll, Crush to roll to Loot two times, add +1 to one of those
rolls of your choice, and accept both results. Alternatively you may crush this coin after you roll to
Loot to add +1 to the result. This coin is worth a great deal to humans not suffering the curse,
specifically merchants.
Repair Powder: Use to repair one item that has been broken by the Acid status effect.
Candle: Provides light in the darkness, out to 2 spaces. In addition, so long as it is lit you have +10
Curse resist.
Pages from a Spellbook- During a Bonfire rest, study these pages to gain a spell from the
following list: Soul Arrow, Great Soul Arrow, Magic Weapon, Magic Shield. The pages are lost in
the process, and cannot be reused.
Pages from a Legend- During a Bonfire rest, study these pages to gain a spell from the following
list: Heal, Med Heal, Homeward, Magic Barrier, Force. The pages are lost in the process, and
cannot be reused.
Pages from a Singed Tome- During a Bonfire rest, study these pages to gain a spell from the
following list: Fire Orb, Fireball, Iron Flesh, Flash Sweat. The pages are lost in the process, and
cannot be reused.
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Pages from a Black Book- During a Bonfire rest, study these pages to gain a spell from the
following list: Deep Soul, Dark Orb, Dark Edge, Dark Hail. The pages are lost in the process, and
cannot be reused.
Soul of a Forlorn Traveler-Burn during a Bonfire rest for free to give all party members 800
Souls.
Memento - Upon death, if you would be forced to sacrifice a Memory or your Name you can
sacrifice this Memento instead. It is lost upon waking.
Human Effigy: A curious trinket made by someone who has peered into the nature of the soul.
During a Bonfire Rest you may peer into the effigy and, in doing so, yourself. Pick and apply one
effect from the following list, destroying the Human Effigy in the process:
• Give yourself a new Name, even if you have already lost yours to Hollowing.
• Remove one of your known Licenses and gain 1 point you can spend on a new
License or a Base Stat increase.
• Redistribute up to 3 points from among your Base Stats.
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Lockpicks- Allows the player to open common, simple locks on chests and doors. These
lockpicks are ineffective against locks of great quality or imbued with magic, which will still
require a key to open. But, perhaps, better Lockpicks exist for those too…
White Branch – Burn during a Bonfire rest for your group to not draw attention from hollows
and other simpleminded foes so long as you do not take aggressive action or otherwise provoke
them. The effect wears off after an hour, or when you next rest. The effects of the branch can be
broken for the whole group by the actions of even one member.
Soul of a Knight - Burn during a Bonfire rest for free to give all party members 1000 Souls.
Soul of a Brave Warrior - Burn during a Bonfire rest for free to give all party members 2000
Souls.
Soul of a Hero -Burn during a Bonfire rest for free to give all party members 5000 Souls.
Certain bosses with drop as part of their rewards a unique Soul attuned to them. This soul can be
consumed by a single player to give them, and only them, an influx of souls. Alternatively, the
Boss Soul can be saved for later and traded (along with some souls as payment) to a Master
Blacksmith, archwizard, or other powerful individual to transpose its properties into a unique
piece of gear that is strongly aligned with the soul.
This is often a weapon of special power, but can just as easily be armor or a ring or a spell,
depending on the special nature and history of the boss in question. Some Boss Souls even have
multiple items they can become, and the players must choose which one they would like to trade
the soul for. The transposer in question should always explain the player’s choice of options to
them ahead of time.
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GMs wishing to explore this question might alter Boss Souls or design their own to have unique
benefits and or drawbacks to consuming them for souls. This might include bestowing new
Memories, taking on those imprinted on the soul itself, or unique Licenses. Certain souls might
carry within them important plot information that becomes known to the one that consumes it,
while others carry unfortunate curses that warp the character to some degree.
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Weapon upgrades
There are two kinds of weapon upgrades: Reinforcement and
Infusion. Any blacksmith can perform Reinforcement
provided a weapon, a smithy, and some Titanite. Infusion
requires the skill of a Master Blacksmith and a Ember, and
allows you to change the nature of a weapon.
Reinforcement of Weapons
Weapons can be reinforced up to 5 times. This is described as a weapon being +1 to +5, with the
weapon starting at 0 as its listed stats. Each Level of reinforcement adds an amount of physical
damage equal to 10% of the weapon’s original damage (rounded down to the nearest integer). So a
fully Reinforced weapon will do 150% damage for its base value. Reinforcement does not impact
weapon Scaling.
Common and Uncommon weapons Reinforce using Titanite. Rare and Unique weapons can only
be Reinforced with Twinkling Titanite. Legend tells of weapons of unusual origin or far off lands
that can only be upgraded with even rarer materials, like demonic metals or dragon scales. But
what are the odds the likes of you would ever find such a weapon?
Not everyone can Reinforce their own equipment, though those with the Blacksmith license can
Reinforce and Repair equipment with access to an Anvil. Sometimes you can find an abandoned
smithy that still has an Anvil for your use, but there are also portable Anvils that can allow you to
work your equipment on the road during Bonfire Rests.
For everyone else, you will have to find a friendly Blacksmith to do the work for you. If you have
one in the party, that’s great. Otherwise, you had better start making friends with strong-armed
folk you meet on your travels.
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Infusion
Infusion allows you to change the nature of a weapon, typically in the form of adding new kinds of
damage to the weapon.
It is possible for weapons to be infused multiple times, however a weapon cannot have more than
one kind of secondary damage. Bleed and Poison effects likewise fill the roll of secondary damage,
so you cannot have a weapon that causes both Magic damage and Bleed. However, Infusions that
change the Scaling of a weapon can be combined with weapons that add secondary damage just
fine.
Infusion requires more skill and resources than Reinforcement does. Players can only Infuse their
equipment if they have the Master Blacksmith license, access to a smithy, the listed Gems and
Souls, and a special item called an Ember. Embers allow Master Blacksmiths to perform specific
infusions. If you have a Master Blacksmith in the party, they can use an Ember. Otherwise, you
will have to find a friendly Blacksmith with the skill to use your Ember for you, though Embers
are exceptionally valuable and thus you might not get it back from them after. Embers can be
used many, many times, and most Embers survive from the foundries of ancient kingdoms.
Different Embers can have overlapping effects, depending on their origin.
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Embers include:
Dull Ember: Allows for Heavy, Sharp, Arcane and Silver Infusions.
Farron Ember: Allows for Heavy, Sharp, and Poison Infusions.
Sages Ember: Allows for Magic, Arcane, Dark and Silver Infusions.
Crimson Ember: Allows for Magic, Fire and Bleed Infusions.
Profaned Ember: Allows for Dark, Fire and Poison Infusions.
Brilliant Ember: Allows for Magic, Fire, and Lightning Infusions.
Dragonslayer’s Ember: Allows for Heavy, Silver, and Lightning Infusions.
Deep Ember: Allows for Silver, Dark, Frost and Arcane Infusions.
Reinforcement of Armor
Reinforcing Armor is much less complicated than Reinforcing a Weapon, but also less flexible. It
requires much more resources to Reinforce armor, and Armor cannot be Infused.
Each piece of Armor can normally only be Reinforced one time. To Reinforce a Set, you will have
to perform Reinforcement for each piece of that Set on its own.
To Reinforce a piece of armor to +1 requires a Blacksmith with a smithy, 1500 souls and 5
Titanite Shards. Afterwards the Armor is considered +1, and all defenses it provides are increased
by 50%, rounded up. So an Armor piece that granted 12 Slash defense and 3 Fire Defense would
now grant 18 Slash Defense and 5 Fire Defense respectively.
To Reinforce an armor piece a second time to +2 requires instead 2500 souls and 2 Twinkling
Titanite and 3 Titanite Shards, resulting in armor that is doubled the defensive value of its original
values (ignoring the +1 values) but also weighting 50% more than it did originally.
This represents the sum total of ways that Armor can be Reinforced.
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Chapter 6 - Magic
Spell List
Spells are special abilities that require a Catalyst to use. Spells are divided into four categories.
Pyromancies are heavily themed around Fire, both in the obvious use of burning things and more
esoteric applications of consumption and change. Pyromancies are typically cast using a Flame.
Sorceries are manipulations of the energies of the world honed by research and knowledge.
Sorceries are typically cast using a Staff.
Miracles are stories of the gods, empowered by the faith of the penitent. Miracles are themed
around protection, healing, and lightning as the divine weapon of the gods. Miracles are typically
cast using a Talisman.
Hexes are a heretical branch of magic that infuses, some would even say corrupts, spells with the
essence of Dark. Hexes tend to deal most directly with Humanity and the soul, and Hexes often
seem to guide themselves beyond the will of the caster. Hexes are typically cast using a Chime.
Each Spell has multiple two costs. The first cost is Stamina, like any action. The second cost is
Focus.
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Pyromancies
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Sorceries
Soul Arrow Attunement Slots: 1 Farron Dart Attunement Slots: 1
Stamina: 5 Requires Stamina: 2 Requires
Focus: 7 INT 10 Focus: 3 INT 8
Effect: Deal (Spell Buff + Magic Bonus) Effect: Deal (1/2 Spell Buff + Magic Bonus)
Magic damage to a single target within 8 Magic damage to a single target within 6
spaces. spaces. This spell can be cast as a Reaction at
Stamina cost 4.
Great Soul Attunement Slots: 1
Arrow
Stamina: 5 Requires Homing Attunement Slots: 1
Focus: 10 INT 15 Soulmass
Effect: Deal (Spell Buff + Magic Stamina: 6 Requires
Bonus + 50) Magic damage to a single Focus: 20 INT 20
target within 8 spaces. Effect: Create 4 Floating orbs of magic that
follow you. Any time movement (either your
Heavy Soul Attunement Slots: 1 own or that of an enemy) would bring you
Arrow within 2 spaces of an enemy, an orb
automatically fires off at that nearby enemy.
Stamina: 7 Requires
Each orb deals Magic damage equal to 1/2
Focus: 11 INT 13
Spell Buff + your Magic Bonus. Any orbs
Effect: Deal (2 * Spell Buff + Magic
remaining at the end of the Encounter
Bonus) Magic damage to a single
vanish.
target within 10 spaces.
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Hexes
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