
Character Skills
"content": "## Character Skills Guide for Dark Souls III
This guide covers every active skill, spell, miracle, pyromancy, and weapon art in Dark Souls III. Unlike traditional RPGs, Dark Souls III uses a combination of Stats, Spells, Miracles, Pyromancies, and Weapon Arts as its character skills. Each skill has unique effects, FP (Focus Points) costs, stat requirements, and optimal use cases. This guide provides exhaustive details for all categories, including synergies, recommended builds, and practical combat applications.
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All classes are templates for early-game stats and equipment. You can respec later via Rosaria, Mother of Rebirth (up to 5 times per NG cycle). Each class starts with specific attunement slots and a catalyst for casting. Below is a summary of which classes enable certain skill paths immediately:
This guide covers every active skill, spell, miracle, pyromancy, and weapon art in Dark Souls III. Unlike traditional RPGs, Dark Souls III uses a combination of Stats, Spells, Miracles, Pyromancies, and Weapon Arts as its character skills. Each skill has unique effects, FP (Focus Points) costs, stat requirements, and optimal use cases. This guide provides exhaustive details for all categories, including synergies, recommended builds, and practical combat applications.
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Starting Classes (Brief Overview)
All classes are templates for early-game stats and equipment. You can respec later via Rosaria, Mother of Rebirth (up to 5 times per NG cycle). Each class starts with specific attunement slots and a catalyst for casting. Below is a summary of which classes enable certain skill paths immediately:
- Knight: High Vigor/Endurance, starts with a 100% physical block shield. No spells. Good for weapon arts builds.
- Mercenary: High Dexterity, starts with Sellsword Twinblades (excellent for sharp infusions and weapon arts).
- Warrior: High Strength, starts with Battle Axe. Best for heavy weapon arts.
- Herald: Starts with a healing miracle and a talisman. Ideal for early Faith builds.
- Sorcerer: High Intelligence, starts with Sorcerer Staff and Soul Arrow. Barely uses weapon arts.
- Pyromancer: Balanced Int/Faith, starts with Fireball and Pyromancy Flame. Best for pyromancy builds.
- Cleric: High Faith, starts with Heal and a talisman. Core for miracles.
- Deprived: Starts with all stats at 10, no special gear. For advanced players.
- FP Cost: 7
- Slots: 1
- Stat Req: 10 INT
- Casting Time: Fast (~1 sec)
- Effect: Fires a single homing soul arrow. Damage: ~60-80 at base. Scales moderately.
- Synergy: Simple staff early game. Combos with Farron Flashsword for close-range follow-ups.
- Upgrades: No direct upgrade; spell buff increases with staff upgrade and INT. Slots fixed.
- When to Use: Early game trash mobs, pulling enemies, interrupting casts.
- Recommended Build: Pure Sorcerer (40-60 INT, 20-30 ATT) with Sage's Crystal Staff.
- FP Cost: 10
- Slots: 1
- Stat Req: 14 INT
- Casting Time: Slightly slower than Soul Arrow (~1.2 sec)
- Effect: Larger, more damaging version of Soul Arrow. ~20% more damage per FP.
- Synergy: Use after a heavy Weapon Art stun.
- When to Use: When enemies are at medium range; more efficient than Heavy Soul Arrow.
- FP Cost: 14
- Slots: 1
- Stat Req: 22 INT
- Casting Time: Moderate (~1.5 sec)
- Effect: Very high damage per cast. ~300-400 at 60 INT with fully upgraded staff.
- Synergy: Crown of Dusk boosts sorcery damage by 10%; Young Dragon Ring +5%.
- When to Use: Boss fights, slow enemies, openings. Best single-target damage sorcery per FP.
- FP Cost: 22
- Slots: 2
- Stat Req: 26 INT
- Casting Time: Moderate (~1.8 sec)
- Effect: Fires a massive, fast soul spear with high damage and penetration. ~800-1200 at 60 INT.
- Upgrades: Obtained from Orbeck of Vinheim after buying all his spells. Also found in Grand Archives.
- Synergy: Use Steady Chant (Weapon Art of Sage's staff) to increase AR 50% for 20 sec. + Bellowing Dragoncrest Ring +30% sorcery damage.
- Combos: Soul Spear -> Great Deep Soul to bait rolls.
- When to Use: Boss fights, large groups (line them up).
- FP Cost: 46
- Slots: 2
- Stat Req: 45 INT
- Casting Time: Moderate (~2.0 sec)
- Effect: Ultimate single-target sorcery. Massive damage, high knockback. ~1500-2000 at 60 INT.
- Obtain: Transpose Soul of Consumed Oceiros with Ludleth.
- Synergy: Extremely high FP cost; use with Simple Caestus or Ashen Estus. Best paired with Red Tearstone Ring for low health damage.
- When to Use: Critical boss phases, enemies with huge HP (e.g., Midir).
- FP Cost: 8
- Slots: 1
- Stat Req: 10 INT
- Casting Time: Very fast (~0.5 sec)
- Effect: Creates a magic sword that slashes in an arc. Damage scales with INT. ~80-120 at base.
- Synergy: Replaces melee weapon for pure sorcerers; combos with Great Soul Arrow mid-attack.
- When to Use: Close-range defense, roll-catch, finishing low health enemies.
- Recommended Build: Low END, high ATT, rely on this for close combat.
- FP Cost: 25
- Slots: 1
- Stat Req: 10 INT, 10 FTH? Actually requires 10 INT and 10 FTH? No, Magic Shield is a sorcery requiring 10 INT.
- Effect: Boosts shield stability and adds 100% magic block for 30 seconds. Can be cast on any shield (including Greatshields).
- Synergy: Use with a 100% physical block shield to become nearly invulnerable to magic attacks.
- When to Use: Against magic bosses (Crystal Sage, Soul of Cinder), or in PvP against mages.
- FP Cost: 30
- Slots: 1
- Stat Req: 15 INT
- Casting Time: Moderate (~1.5 sec)
- Effect: Makes character nearly invisible for 30 seconds. Enemies detect you only at very close range.
- Synergy: Use with Slumbering Dragoncrest Ring (silent footsteps) to backstab everything.
- When to Use: Sneaking through areas, farming enemies, skipping hard encounters.
- FP Cost: 15
- Slots: 1
- Stat Req: 10 INT
- Effect: Eliminates fall damage and makes footsteps silent for 30 seconds.
- Synergy: Hidden Body + Spook = ultimate stealth. Also useful for dropping onto enemies from above.
- FP Cost: 17
- Slots: 1
- Stat Req: 19 INT
- Effect: Creates a giant magic greatsword that sweeps horizontally. High poise damage and AOE.
- When to Use: Crowd control, breaking enemy poise, roll-catch in PvP.
- FP Cost: 25
- Slots: 1
- Stat Req: 18 INT
- Effect: Creates floating soul orbs that automatically fire at enemies within range. Lasts 30 seconds or until all orbs fired (max 5 orbs).
- Synergy: Pre-cast before boss fog. Orbs trigger independently; can stunlock small enemies.
- Combos: Cast Homing Soulmass then immediately cast Soul Spear — both hit simultaneously.
- When to Use: Opening boss fights, protecting against ganks in PvP.
- FP Cost: 35
- Slots: 1
- Stat Req: 30 INT
- Effect: Spews a wide cone of frost breath that deals magic damage and builds frostbite.
- Synergy: Frostbite + Torch to reset frostbite instantly. Use with Vordt's Great Hammer for frostbite build.
- When to Use: Groups, large bosses, applying frostbite.
- Always upgrade your staff (Titanite). Best staff: Sage's Crystal Staff (high spell buff, Steady Chant).
- Rings: Bellowing Dragoncrest (+25%), Young Dragon (+5%? Actually +5% sorcery damage, or +10%? Bellowing +30%? Let's confirm: Young Dragon Ring +5%, Bellowing Dragoncrest Ring +25%? Actually Young Dragon +10%, Bellowing +20%? Sources vary. The accepted values: YDR +10%, BDCR +20%.)
- Crown of Dusk (headpiece) adds +15% sorcery damage.
- Magic Clutch Ring (from Irina) +15% magic damage but reduces defense.
- Attunement: 14 slots (24 ATT) is ideal. 18 ATT (3 slots) for hybrid builds.
- FP Cost: 30
- Slots: 1
- Stat Req: 12 FTH
- Effect: Heals 30% of max HP.
- Synergy: Use after a long fight to conserve Estus. Combine with Aldrich's Ruby (heals on critical) but stack with Estus.
- When to Use: Out of combat after clearing an area.
- FP Cost: 50
- Slots: 2
- Stat Req: 18 FTH
- Effect: Heals 90% of max HP. Very efficient for co-op phantoms.
- Obtain: Irina of Carim questline. Also from Braille Divine Tower.
- When to Use: Before boss fog, after taking heavy hits in co-op.
- FP Cost: 28
- Slots: 1
- Stat Req: 20 FTH
- Casting Time: Moderate (~1.8 sec)
- Effect: Hurls a lightning bolt. Damage scales with FTH and talisman spell buff. ~300-400 at 40 FTH.
- Synergy: Use Sunlight Talisman (Unfaltering Prayer weapon art) to poise through attacks while casting.
- Combos: Lightning Stake (close range) after a successful Lightning Spear for roll catch.
- When to Use: Mid-range against enemies weak to lightning (dragons, some bosses).
- FP Cost: 35
- Slots: 2
- Stat Req: 30 FTH
- Effect: Stronger version of Lightning Spear with longer range. ~600-800 at 50 FTH.
- Obtain: Offer 10 Sunlight Medals to Sunbro covenant. Also found in Archdragon Peak.
- When to Use: Bosses weak to lightning, like the Nameless King (second phase).
- FP Cost: 60
- Slots: 2
- Stat Req: 45 FTH
- Casting Time: Moderate (~2 sec)
- Effect: Ultimate lightning miracle. Uses all FP but deals massive damage (~1200-1600 at 60 FTH). If cast at point blank, hits twice for double damage.
- Obtain: Transpose Soul of the Lords of Cinder (final boss) with Ludleth.
- Synergy: Unfaltering Prayer + point-blank cast = devastating. Equip Lightning Clutch Ring, Sun's Firstborn Ring, and Ring of the Sun's Firstborn (two different rings? Actually there is Sun's Firstborn Ring (miracle boost) and Morne's Ring (miracle boost). Both stack. Also use Yorshka's Chime (highest spell buff at 60 FTH).
- When to Use: Bosses, especially those weak to lightning. Must be close for double hit.
- FP Cost: 100
- Slots: 2
- Stat Req: 25 FTH, 18 ATT (to have 2 slots)
- Effect: Upon taking fatal damage, you survive with 1 HP instead. Lasts until triggered or death. Lasts for 2-3 minutes? Actually lasts indefinitely until triggered, but reverts on death. Takes up two slots.
- Synergy: Essential for no-hit runs. Use with Ring of Sacrifice (keeps souls on death).
- When to Use: Before boss fights, especially ones with one-shot attacks (Pontiff, Soul of Cinder).
- FP Cost: 65
- Slots: 1
- Stat Req: 25 FTH
- Effect: Regenerates HP over 60 seconds (roughly 15 HP per second).
- Synergy: Combine with Sun Princess Ring (2 HP/sec) for constant regen.
- When to Use: Exploration, long boss fights, low-damage environments.
- FP Cost: 30
- Slots: 1
- Stat Req: 14 FTH
- Effect: Buffs right-hand weapon with dark damage for 60 seconds. Adds ~80-100 dark AR at 40 FTH.
- Synergy: Effective against dark-weak enemies (e.g., some knights, Aldrich). Use with Darkmoon Blade for hybrid.
- When to Use: Enemies with dark weakness (check data). Alternative to Lightning Blade.
- FP Cost: 25
- Slots: 1
- Stat Req: 22 FTH
- Effect: Buffs right-hand weapon with lightning damage. Adds ~90-110 lightning AR at 40 FTH.
- Synergy: Best with fast weapons (straight swords, katanas). Use with Sunlight Straight Sword (innate lightning) for stacking.
- When to Use: Any lightning-weak boss (Oceiros, Ancient Wyvern).
- FP Cost: 30
- Slots: 1
- Stat Req: 30 FTH (requires Darkmoon covenant)
- Effect: Buffs weapon with magic damage. Slightly less AR than Lightning Blade but looks cool. Actually adds ~100-120 magic AR at 60 FTH.
- Obtain: Earn 30 Proof of Concord Well Kept from Darkmoon Blade covenant.
- When to Use: High FTH builds, fashion.
- FP Cost: 50
- Slots: 2
- Stat Req: 28 FTH
- Casting Time: Slow (~2.5 sec)
- Effect: Emits a shockwave that deals massive damage in a radius. Can knockback enemies. ~600-800 damage.
- Synergy: Unfaltering Prayer to tank through hits. Use in tight corridors.
- When to Use: Crowded rooms, roll-catch in PvP, finishing stunned enemies.
- FP Cost: 20
- Slots: 1
- Stat Req: 10 FTH
- Casting Time: Fast (~1 sec)
- Effect: Pushes enemies away. Deals no damage but can knock enemies off cliffs.
- When to Use: Environmental kills, interrupting attacks, pushing enemies away from allies.
- FP Cost: 10
- Slots: 1
- Stat Req: 10 FTH
- Effect: Reveals hidden messages and developer messages. Useless in combat.
- When to Use: To see Illusory Wall messages (though usually you can roll into them anyway).
- Best chime for faith > 50: Yorshka's Chime (highest spell buff). For faith < 50: Sunless Talisman (for dark miracles).
- Rings: Morne's Ring (+12%), Sun's Firstborn Ring (+20% miracle damage), Ring of the Sun's Firstborn does not exist? Actually there is Morne's Ring and Sun's Firstborn Ring. Both boost miracles. There is also Ring of the Sun Princess (regen).
- Canvas Talisman has good poise casting (Unfaltering Prayer). Sunlight Talisman has best poise casting.
- Attunement: minimum 18 (3 slots) for buffs and one offensive miracle. 24-30 ATT for pure faith builds.
- FP Cost: 12
- Slots: 1
- Stat Req: 10 INT/10 FTH
- Casting Time: Fast (~1 sec)
- Effect: Throws a fireball that explodes on contact. Moderate damage (~120-150 at 20/20).
- Synergy: Great for early game. Use with Great Swamp Ring (+20%) and Witch's Ring (+20% fire damage).
- When to Use: Enemies weak to fire, like undead or pus of man. Can be thrown from distance.
- FP Cost: 18
- Slots: 1
- Stat Req: 15 INT/15 FTH
- Effect: Larger fireball that leaves a lava pool. Lava deals additional damage over time. Total damage ~200-300.
- Synergy: Lava can create area denial. Use on narrow paths.
- When to Use: Bosses weak to fire (Greatwood, Wolnir).
- FP Cost: 28
- Slots: 2
- Stat Req: 20 INT/20 FTH
- Effect: Fires a slow chaotic fireball that creates a big explosion on impact and leaves lava. Very high damage (~500-700 at 30/30).
- Obtain: Transpose Soul of Old Demon King.
- Synergy: Use with White Hair Talisman for dark pyromancies or Parting Flame for extra melee damage.
- When to Use: Boss fights, large groups, PvP area denial.
- FP Cost: 40
- Slots: 2
- Stat Req: 22 INT/22 FTH
- Casting Time: Moderate (~2 sec)
- Effect: Fires a giant fire orb that tracks enemies and explodes. Huge AOE, very high damage (~1000-1400 at 40/40).
- Obtain: Transpose Soul of the Demon Prince from Ringed City DLC.
- Synergy: Best fire pyromancy. Use with Witch Ring (+20%), Great Swamp Ring (+20%), Fire Clutch Ring (+15%), and Pyromancy Flame +10. Parting Flame adds a melee flame hit on cast.
- Combos: Can be chain-cast with a rolling or sprinting start.
- When to Use: Ultimate boss-killer, especially for demon bosses.
- FP Cost: 30
- Slots: 2
- Stat Req: 25 INT/25 FTH
- Effect: Similar to Great Fireball but scales better. Leaves lava. ~800-1100 damage at 40/40.
- Obtain: Smoldering Lake, after High Lord Wolnir.
- When to Use: Substitute for Chaos Bed Vestiges if you lack DLC.
- FP Cost: 16
- Slots: 1
- Stat Req: 20 INT/20 FTH
- Effect: Fires a dark orb that deals dark damage (shield-piercing). ~300-400 at 30/30.
- Synergy: Uses dark buff scaling. Use with Dark Clutch Ring (+15%), Blindfold Mask (headgear +10% dark).
- When to Use: Against enemies resistant to fire but weak to dark (e.g., some knights, Wolnir's bracelets).
- FP Cost: 18
- Slots: 1
- Stat Req: 18 INT/18 FTH
- Effect: Short-range burst of dark fire. Very high poise damage, low cast time. ~400-500 damage.
- Synergy: With Parting Flame, you can hit with both the flame and the surge for double hit. Combos with Fire Surge for lockdown.
- When to Use: Close range, against shield users (goes through shields). Roll-catch in PvP.
- FP Cost: 10
- Slots: 1
- Stat Req: 14 INT/14 FTH
- Effect: Emits a stream of fire that constantly damages enemies for as long as you hold cast. Very low FP per tick (~1-2 FP per second).
- Synergy: Harass enemies at mid-range, chip through shields. Use with Toxic Mist to obscure vision.
- When to Use: PvP pressure, finishing low-health enemies.
- FP Cost: 25
- Slots: 1
- Stat Req: 15 INT, 10 FTH? Actually Rapport requires 15 INT and 10 FTH.
- Effect: Makes a humanoid enemy temporarily friendly. They will attack other enemies. Lasts ~10 seconds.
- Synergy: Use on tough knights to clear a path. Works on Silver Knights, Lothric Knights.
- When to Use: Crowded areas with many humanoids.
- FP Cost: 30
- Slots: 1
- Stat Req: 14 INT/14 FTH
- Effect: Buffs your physical attack power and spell cast speed for 30 seconds. About +7.5% AR. Also works for sorceries and miracles? Actually only boosts physical attack, but also increases cast speed for all spells.
- Synergy: Combine with Sacred Oath (miracle) and Power Within (pyromancy) for massive damage but high FP usage.
- When to Use: Before a boss burst phase.
- FP Cost: 20
- Slots: 1
- Stat Req: 20 INT/20 FTH
- Effect: Increases all damage by 20% for 30 seconds, but drains HP over time (about 2% per second). HP can be healed normally.
- Synergy: Use with Tears of Denial to survive the HP drain. Stack with Carthus Beacon and Carthus Flame Arc for weapon buff.
- When to Use: Short boss windows (e.g., after stagger).
- FP Cost: 20
- Slots: 1
- Stat Req: 10 INT, 10 FTH? Actually requires 10 INT/10 FTH.
- Effect: Buffs weapon with fire damage for 60 seconds. Adds about 70-90 fire AR at 20/20.
- Synergy: Works well with fast weapons (e.g., Sellsword Twinblades, Warden Twinblades). Stack with power buffs.
- When to Use: General PvE, for fire-weak enemies.
- FP Cost: 35
- Slots: 1
- Stat Req: 30 INT/30 FTH? Actually this is a sorcery that requires INT and FTH? It's a dark sorcery that scales with both? Let's clarify: Great Soul Dregs is a sorcery requiring 30 INT and 30 FTH. But can be cast with staff or pyromancy flame? Actually it's a sorcery spell, but deals dark damage. It's often used in dark builds.
- Effect: Fires a large, tracking dark projectile. Very high damage (~1000-1500 at 40/40).
- Synergy: Murky Longstaff or Izalith Staff (both scale with INT and FTH). Use with Dark Clutch Ring.
- When to Use: As a high-damage ranged option for dark builds.
- Stat target: 40 INT/40 FTH (soft caps). Then 30 ATT for slots. Enough END to cast comfortably.
- Best Flame: Pyromancy Flame +10 (high fire scaling). Parting Flame (from DLC) adds a melee hit on cast.
- Rings: Great Swamp Ring (+20% fire), Witch's Ring (+20% fire), Fire Clutch Ring (+15% fire), Dark Clutch Ring (+15% dark) for dark pyromancies.
- Headgear: Crown of Dusk (sorcery) doesn't boost pyromancy? Actually it boosts all magic damage? No, it only boosts sorcery damage. For pyromancy, use Blindfold Mask for dark pyromancies, or no special headgear for fire (there is no fire-boosting headpiece except the Dusk Crown does not affect pyromancy). Actually Crown of Dusk works for sorceries only.
- For dark pyromancies: use Blindfold Mask, Sunless Talisman (for dark miracles), or Izalith Staff (for dark sorcery).
- Effect: Enter a stance with two attack options: Light attack (R1) for a fast thrust or heavy attack (R2) for an overhead slash. Stance provides poise and can break guard.
- FP Cost: 8 (enter stance), additional attacks cost 0 FP. Duration limited to about 3 seconds.
- Use Cases: Guard break (heavy attack), roll catch (light attack).
- Examples: Longsword, Claymore, Uchigatana.
- Effect: Gain temporary super armor (poise) and reduced damage. Lasts ~2 seconds. Increases poise to near-invincible.
- FP Cost: 10
- Use Cases: Trade hits against harder enemies, avoid stagger from multiple mobs.
- Examples: Battle Axe, Great Club.
- Effect: Roar that increases your attack power by 10% for 30 seconds. Replaces light attack with a charged multi-hit combo (spinning attack). Spinning attack consumes stamina.
- FP Cost: 15 (for roar), no cost for spinning attack.
- Use Cases: Stunlock enemies, burst damage in PvE.
- Examples: Butcher Knife, Giant's Halberd.
- Effect: Activates a parry window (about 0.5 sec active frames). Successful parry stuns enemy for a riposte critical hit.
- FP Cost: 0
- Use Cases: Against predictable enemies, PvP parry baits.
- Moonlight Greatsword: L2 increases magic damage for 60 seconds (adds magic AR). R2 fires energy waves that cost 0 FP?
- Farron Greatsword: L2 initiates breakdance combo (L1 for standard combos). The L2 jump attack can stagger.
- Wolf Knight's Greatsword: L2 performs a spinning slash that flips forward (Old Wolf Curved Sword also has similar).
- Fume Ultra Greatsword: L2 drops sword onto ground, creating a shockwave (deals damage).
- Spell Caster Weapons? Some weapons have arts that buff the weapon or cast spells (Immolation Tinder?).
- FP Cost: 0
- Effect: Provides a dark shield that absorbs dark damage and allows lifesteal on humanoid enemies (grab attack). Grab attack recovers HP per hit.
- Use Cases: Early game dark build, healing without Estus.
- Effect: Replaces dodge roll with a quick hop that has more invincibility frames and faster recovery. Costs 8 FP per use.
- Synergy: Use with rotten pine resin for poison dagger builds.
- When to Use: Evading through attacks, positioning for backstabs.
- Effect: Spin the weapon around you. Can be held for multiple spins. Combos into a final bash. Very good for crowd control.
- FP Cost: 10 (initial), 0 per spin.
- Use Cases: Clearing groups, stunlocking single enemies.
- For weapons like the Estoc, the Hold art increases range and provides a fast thrust.
- Effect: L2/Parry actually parries? Cestus can parry. Also some fist weapons have a quick jab.
- Pyromancy Flame has its own skill: L2 performs a quick flame swipe (damage scales with Pyromancy Flame level).
- Strength Builds: Use weapons with Perseverance or War Cry. Great Club with Perseverance allows tanking boss hits.
- Dexterity Builds: Use weapons with Stance (Uchigatana) or Quickstep (Bandit Knife) for evasion.
- Faith Builds: Use Lightning Blade buff on a weapon with good native scaling, or use Canvas Talisman's Unfaltering Prayer to cast miracles.
- Sorcery Builds: Use staff's Steady Chant (Sage's Crystal Staff) to boost sorcery damage by 50% for 20 seconds. Then cast Crystal Soul Spear.
- Pyromancy Builds: Use Parting Flame (Weapon Art: Flame Surge) for close combat.
- 10 ATT: 1 slot
- 14 ATT: 2 slots
- 18 ATT: 3 slots
- 24 ATT: 4 slots
- 30 ATT: 5 slots
- 40 ATT: 6 slots (max needed for most builds)
- Sorceries: Buy from Orbeck of Vinheim (after giving him scrolls). He appears in Firelink Shrine if you have 10 INT.
- Miracles: Buy from Irina of Carim (after giving her brailles) or Karla (for dark miracles).
- Pyromancies: Buy from Cornyx of the Great Swamp (after giving him tomes).
- Weapon Arts: Native to each weapon. Some weapons require upgrade materials to unlock full potential.
- Homing Soulmass + Soul Spear: Cast Homing, then immediately Spear while moving. Both hit at same time.
- Farron Flashsword into Great Soul Arrow: Use Flashsword to stagger, then roll away and cast arrow.
- Sunlight Spear point-blank + Double Hit: Use Unfaltering Prayer, stand next to boss, cast. Both lightning bolt and melee explosion hit.
- **Tears of Denial +
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1. Sorceries (Intelligence-Based Spells)
Sorceries scale primarily with Intelligence and the spell buff of your staff. They are cast using a staff (Sage's staff, Heretic's staff, etc.). FP cost varies; higher cost typically means more damage or utility.
Key Sorceries
#### Soul Arrow (Base)
#### Great Soul Arrow
#### Heavy Soul Arrow
#### Soul Spear
#### Crystal Soul Spear
#### Farron Flashsword (Utility)
#### Magic Shield (Buff)
- Correction: Magic Shield (sorcery) requires 10 INT. No faith.
#### Hidden Body (Stealth)
#### Spook (Silent Steps)
#### Soul Greatsword
#### Homing Soulmass
#### White Dragon Breath
Sorcery Build Tips
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2. Miracles (Faith-Based Spells)
Miracles focus on healing, lightning damage, and buffs. They scale with Faith and use talismans or chimes. Many miracles have high FP cost but provide excellent support.
Key Miracles
#### Heal (Base)
#### Great Heal
#### Lightning Spear
#### Great Lightning Spear
#### Sunlight Spear
#### Tears of Denial
#### Bountiful Sunlight
#### Dark Blade (Weapon Buff)
#### Lightning Blade (Weapon Buff)
#### Darkmoon Blade (Weapon Buff)
#### Wrath of the Gods
#### Force
#### Seek Guidance
Miracle Build Tips
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3. Pyromancies (Intelligence/Faith Hybrid)
Pyromancies require both Intelligence and Faith. They are cast with the Pyromancy Flame (or Parting Flame). They feature fire and dark damage, with many utility spells.
Key Pyromancies
#### Fireball (Base)
#### Great Fireball
#### Chaos Fireball
#### Chaos Bed Vestiges
#### Great Chaos Fire Orb
#### Black Fire Orb
#### Black Flame
#### Fire Surge
#### Rapport
#### Carthus Beacon
#### Power Within
#### Carthus Flame Arc (Weapon Buff)
#### Great Soul Dregs (Dark Sorcery from DLC)
Pyromancy Build Tips
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4. Weapon Arts (Skills)
Weapon Arts are special moves tied to weapons. They consume FP and provide unique effects such as stance attacks, parries, powerful overheads, or buffs. Each weapon has one Weapon Art, activated by pressing L2 (or LT) while two-handing (or with a shield that has the weapon art ability). Many weapons can be infused to change scaling, but Weapon Arts remain the same unless the weapon is unique.
Weapon Art Categories
#### Stance (Straight Swords, Greatswords, Katanas)
#### Perseverance (Hammers, Great Hammers, Axes)
#### War Cry (Axes, Maces, Some Hammers)
#### Parry (Small Shields, Parrying Daggers, Some Fist Weapons)
#### Weapon Art: L2/R2 combos (Unique Weapons)
Many boss weapons have unique arts. Examples:
Detailed Weapon Arts for Popular Builds
#### Dark Hand (Dark Skill)
#### Quickstep (Dagger, Bandit Knife, Footwork?)
#### Spin Bash (Halberds, Glaives)
#### Hold (Axes, Swords with special stance?)
#### Punishment (Cestus)
#### Flame Art (Pyromancy Flame?)
Weapon Art Synergies & Best Builds
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5. Upgrading Skills & Spells
Spells do not have traditional upgrades. Instead, you upgrade your catalyst (staff, talisman, pyromancy flame) to increase spell buff. This scaling improves damage, healing, and buff potency. Weapon Arts also improve with weapon upgrade level (damage, poise). To unlock more spell slots, increase Attunement stat:
Some spells require multiple slots (e.g., Crystal Soul Spear requires 2 slots; Tears of Denial requires 2).
How to Obtain All Skills
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