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Stats (short for Statistics) is an umbrella term for all quantifiable data related to a Dark Souls III character.
Attributes
Primary Attributes
Primary attributes directly control most of the other character related stats. They can be increased by talking to the Fire Keeper in the Firelink Shrine and spending Souls to level up. A character's level is the sum of its primary attributes minus 89 (e.g. a level one character, starting with the Deprived class, has a combined total of 90 points distributed over all primary attributes).
List of Primary Attributes
Attribute | Description |
---|---|
Vigor | Controls HP. |
Attunement | Controls FP and Attunement Slots |
Endurance | Controls Stamina. |
Vitality | Controls Equipment Load and Falling Damage. |
Strength | Controls weapon damage and improves the stability of certain weapons. Determines which weapons can be equipped. |
Dexterity | Controls weapon damage, Cast Speed, and improves the guard of certain weapons. Determines which weapons can be equipped. |
Intelligence | Controls spell damage. Determines which weapons and spells can be equipped. |
Faith | Controls spell damage. Determines which weapons and spells can be equipped. |
Luck | Controls Item Discovery. |
Secondary/Derived Attributes
Attribute | Description |
---|---|
Level | Value indicating the general strength of one's combined attributes. Use Souls to level up. |
HP | One's mettle, or will to live. Character dies when this reaches zero. Use the Estus Flask, or rest at a bonfire to replenish. |
FP | Required to use Spells and Weapon Arts. Depletes when actions are taken, but recovers automatically. |
Stamina | Required for various actions. Depletes when actions are taken, but recovers automatically. |
Equip Load | Total weight of equipped weapons and armor. Movement slows as load increases. Exceed the rightmost number and movement slows dramatically. |
Poise | The ability to withstand attacks without breaking form. |
Item Discovery | Governs likelihood of finding items on the corpses of defeated enemies. |
Attunement Slots | Number of attunement slots for spells. Spells take the form of Sorceries, Pyromancies and Miracles. |
Special Attributes
Attribute | In-Game Description |
---|---|
Hollowing | The degree to which this character is cursed. The character will turn hollow if the curse grows too severe. |
Diminishing Returns and Scaling
Stat | Soft Cap |
---|---|
Vigor | 40~99 |
Attunement | 40~60 |
Endurance | 40 |
Vitality | 99 |
The scaling letters shown in-game represent a more general and less accurate scaling of each weapon:
- E: 0 to 29
- D: 30 to 59
- C: 60 to 99
- B: 100 to 149
- A: 150 to 199
- S: 200 and above
This means a weapon with D scaling can have anywhere between 60 to 99 bonus scaling in the corresponding stat.
The bonus scaling of a weapon is the % increased from the base damage that stat increases when it is at 99 (max scaling).
Example: The Great Club has 187 base physical damage and 160 Strength bonus scaling, that means this weapon with no infusion and 99 strength will have 187 (base) + 299 (scaling) for a total of 486 attack rating.
Scaling of all Weapons and Infusions
Stat Level | % of the Total Scaling Gained |
---|---|
1 | 0% |
40 | 60% |
60 | 80% |
90 | 90% |
99 | 100% |
General Scaling of Spell Tools
Stat Level | % of the Total Scaling Gained |
---|---|
1 | 0% |
40 | 60% |
60 | 80% |
90 | 90% |
99 | 100% |
Spell Tools with Unique Scaling
Stat Level | % of the Total Scaling Gained |
---|---|
1 | 0% |
40 | 80% |
60 | 90% |
90 | 95% |
99 | 100% |
Scaling of Consumable and Utility Items with Luck scaling
Stat Level | % of the Total Scaling Gained |
---|---|
1 | 0% |
40 | 60% |
60 | 80% |
90 | 90% |
99 | 100% |
See Also
- Soul Coalescence.
- Scaling of Enchanted, Holy and Lucky Weapons.
- Guard and Stability Scaling.
- Stat Requirements of Equipment.
Information here is accurate for version 2.15.