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Unofficial Role Playing Game

by
Emanuele Galletto

based on the games by


Hidetaka Miyazaki
and
From Software
this book is dedicated to:
9

Marcus Sanders, also known as EpicNameBro


9

Michele Poggi, also known as

Sabaku no Maiku, or Mike of the Desert


9

Hidetaka Miyazaki and From Software


9

and to Velka, may she absolve us from our Sins

This is a fanmade, non commercial work. It will always be available for free.
Think of it as an expression of my deep admiration for the Dark Souls series and the
many talented people who worked on it. It is a labor of love.
I have no ties whatsoever with Hidetaka Miyazaki, From Software or Bandai Namco.

If you are interested in contacting me or checking out the rest


of my game projects, you can find me here:

www.instagram.com/roosterema

www.facebook.com/roosterema

twitter.com/RoosterEma

If you have questions or want to talk about this game,


join my Discord Server:

https://discord.gg/fMfV8Ty

3
Introduction

Hi, and thank you for checking out my fan- So... what are you supposed to do with this? How
made Dark Souls Tabletop Role Playing does a Dark Souls-themed RPG work?
Game! Well, there are three core elements in every
Now, I know that seeing this book’s page count Dark Souls game:
may make it look a bit intimidating, but don’t
9 Exploration: We’re not just talking
worry - most of it is lists of items and magic
“geographical” exploration of each loca-
(you know, all those shields, weapons, armors,
tion, finding shortcuts and precious bon-
spells and odd trinkets) from the videogame,
fires. In Dark Souls, you explore the hidden
not to mention statistics for the most common
history, lore and (often unsettling) past of a
enemies you might encounter during the game.
land twisted by the will and actions of gods
So, don’t let that scare you: 90% of what you
and powerful entities.
need to know in order to play is written on the
You also end up discovering more about
various sheets that come with the game (you can
those few sane people you meet during your
find them in the same folder as this document).
journey, and witnessing the tragic epilogue
You’ll want to print those for your group.
to their stories.
My goal when designing this game was to re-
9 Combat: Most of the creatures you en-
duce bookkeeping whenever possible, and to
make the most out of those materials you will counter will try to hurt you, kill you, or at
have in front of you when playing at the table: least kick you down a hole to steal your stuff.
basically, the more information you can find In the end, a large majority of the Dark
by simply looking at those sheets, the less time Souls’ series mechanics revolve around mak-
you’ll have to spend flipping through this book ing you better at killing things and/or avoid
to search for an answer. getting killed by those same things.
9 Loss of Humanity: As mentioned
above, many of the Non-Player Characters
we encounter in a Dark Souls game will
be driven by a certain duty, mission or de-
sire, but they’ll end up being consumed by
it. Not you, however - not the protagonist.
And this is mostly a gameplay choice: after
all, if you were actually able to go Hollow in
a Dark Souls videogame, that would mean
a permanent death for your character. All
progress lost, go back to the starting screen
and press “new game”.

Now, let’s take a look at how I translated these


elements into a pen-and-paper game.

4 5
Exploration and Combat Loss of Humanity
The whole Dark Souls RPG is built around The whole back-and-forth between exploration Like I said before, the Dark Souls videogames by a strong will but completely changed by the
these two concepts: in the game, each of them and combat is something you will get used to do not allow the player’s character to go com- trauma of death and reshaped by your journey
has its own phase. pretty quickly: it resembles many classic JRPG pletely Hollow: while it is true that Dark Souls throughout this accursed land.
titles, where you move on a map and sometimes III has a Hollowing statistic and Dark Souls II Or, you might choose to spend your souls to
9 Exploration Phase: When you travel
trigger combat encounters with creatures. progressively punishes you by reducing your Hit become more powerful, gritting your teeth and
around the world map, go from one loca-
Exploration in the Dark Souls RPG is handled Points with each death, you’ll never lose your ignoring the growing holes in your memory.
tion to another, talk to NPCs and search for
through the World Sheet and Location Sheets: character. Now, don’t get me wrong, I think If you are lucky, you will accomplish your duty
shortcuts and secret passages, you’re in the
the Game Master will use these to design in- that’s entirely fair and understandable: the before it’s too late.
exploration phase.
teresting areas and keep track of the ways they whole point of Dark Souls is that it can get away
The exploration phase is pretty freeform:
connect to each other. More information on with being so challenging precisely because you But don’t worry! Even if you permanently lose
it’s basically a conversation between the
this can be found on page 30. can try everything an unlimited number of your character due to them going Hollow, you
players and the Game Master (GM), with
Combat has its own sheets as well: the Combat times. can always make a new one. They will be weak
the game rules occasionally helping to solve
Sheet is used to abstractly represent the battle For this game, I went in a different direction. and overwhelmed at first, but as long as you can
uncertain situations.
area (you will need some tokens, miniatures or I wanted each defeat to count, and I wanted find some strong allies, you will survive.
The players will describe what their charac-
other small objects to indicate the position of characters to be tragic figures such as those we Hopefully.
ters do, and the GM will tell them how the
characters and creatures during the conflict), encounter while playing the videogame: Solaire
world, creatures and characters react to it;
while a useful reference sheet contains all the of Astora, Lucatiel of Mirrah, Siegmeyer of
there will be times in which the outcome
basic mechanics and rules you might need. Catarina, Big Hat Logan, and many others.
of an action will involve dice rolling, but
Combat is explained in greater detail starting Death in the Dark Souls Roleplaying Game is
that should not be the default. In fact, it is
on page X. more than a temporary setback. It eats away at
assumed that the Player Characters are al-
your memory, shatters your being and brings
most always going to succeed at what they
you closer to going Hollow.
do, except when something or someone di-
The game makes use of a mechanic called
rectly opposes their action or engages them
Sparks of Memory: each Player Character will
in combat.
begin the game with four of these, and they can
9 Combat Phase: Whenever characters
never have more than five. A Spark of Memo-
or creatures come into conf lict with each ry is something that keeps you human: funny
other, the exploration phase ends and a thing is, they are rarely happy memories. Turns
combat phase begins. out pain, anger and regret take deep roots into
Honestly, a vast majority of the rules in this our hearts, and the strength of these emotions
book are about combat. It plays a key role in can keep us going even when our body is broken
the videogame, and it is just as important in and reforms from the embers of a Bonfire.
this tabletop roleplaying game. On average, When you die, you lose a Spark of Memory: a
a single session should include two to three piece of your being will be forever lost, and you
combats (but it’s still possible to have an ex- will be a step closer to losing yourself.
ploration-only session, or to have a single You will also be able to create new Sparks by
huge battle with a boss, for example). spending souls and defeating powerful enemies:
When combat ends, you go back to a new you will keep darkness at bay, but lost memories
exploration phase, and so on. can never be regained. With time, you might
be come an entirely different person, driven

6 7
Design Choices, and Why I Made Them
Saying that I’ve encountered no diff iculties 9 Consumables: Keeping track of these re- 9 Armor: Each armor set is represented by 9 Durability: Gone. It was another el-
when making this game would be a lie. In fact, quired you to constantly erase and add stuff a single item, specifically the corresponding ement that didn’t add much to the game,
I chose to create a Dark Souls tabletop RPG to your character sheet, basically destroying chest piece. As an example, Ingward’s Crim- except for another layer of bookkeeping.
precisely because I knew it was going to be a it! Instead, consumables are equipped just son Set is represented by the Crimson Robe. Items that break easily, such as Crystal gear,
challenging experience... which I think f its the like rings and have a limited number of Once again, this was done for the sake of and other items that can be permanent-
whole Dark Souls theme too! uses, which recharge whenever you have a simplicity. ly destroyed, such as the Ring of Sacrifice,
And by the way, if you don’t agree with some chance to rest at a Bonfire. However, unique pieces of headgear (such have their own unique mechanics.
of these design choices, I think it’s perfectly Game Masters should only ever place one as the Symbol of Avarice or the beloved 9 Attributes and Level: I have kept the
reasonable. This is nothing more, nothing less copy of a consumable item in the game Sack) are listed as Special Items and can be following seven attributes from the game:
than my own take on a Dark Souls RPG, and world, obviously; this design choice puts an equipped to gain their benefits. Attunement, Dexterity, Endurance, Faith,
you’re free to modify it with your group! emphasis on making the most out of unique 9 Abstract Locations: It is impossible Intelligence, Strength and Vitality. Each of
consumables rather than hoarding hun- to recreate Dark Souls’ complex environ- these can go from a score of ten to a score
9 Items that restore Humanity: This
dreds of copies. ments and interconnected areas in a pen and of fifty, and your “bonus” (a modifier you
game has no Humanity, Human Eff igies, or
9 Endless Inventory: For obvious rea- paper game, unless you go to great lengths use during calculations) in each attribute is
Ember items. The characters’ humanity is
represented by their Sparks of Memory; a sons, a character sheet isn’t big enough to and are really good at drawing maps or de- equal to the corresponding tens digit. For
Spark is lost with each character death, and contain an endless list of items. Instead, scribing locations. example, a Faith score of 23 will give you a
a new Spark can be obtained by defeating a each character will be able to carry up to ten Since one of my goals with this game was to Faith Bonus of 2.
Boss enemy or by spending fifteen souls at weapons or shields, up to ten special items, make it accessible, environments are han- Your total level is equal to the total sum of
a Bonf ire. You are free to introduce some up to f ive armors and up to nine spells. They dled in an abstract way, both in combat your seven Attribute Bonuses, which means
kind of consumable item that restores can customize their setup by switching be- and during exploration. Location sheets it can go from seven to thirty-five. This
Sparks in your own game, but the tension tween these items during exploration, but are configured in such a way that the Game simplifies the level numbers and makes it
between increasing your power and keeping everything else will be stored at the Shrine, Master can simply mark important fea- easier to build enemy creatures too.
yourself from hollowing would be lost. And a location that acts as the “world hub” or tures and passageways on them, designing 9 Chapters I and III: Most of what you
I wanted to have that tension in the game. “nexus”. the area directly on the sheet. Later, when will find in this book (gear, spells, classes,
This solution is actually pretty similar to Player Characters explore the very same items) comes from Dark Souls I and III.
9 Status Effects: Bleed, Curse and Frost
how Demon’s Souls inventory works. location, they will gradually fill their own This is because these two games are largely
are gone. They were a mess to track during
9 Spell Slots: This game uses a Spell Points version of that same sheet. compatible, while Dark Souls II is a bit of
combat, and didn’t add that much (those
system. Spell Points work similarly to Focus Similarly, battles take place on the Combat a different beast (e.g. hexes, life gems and
adorable basilisks have a custom ability that
Points in Dark Souls III, but are calculated Sheet, an abstract battlefield where three complex dual wielding).
is every bit as annoying, don’t worry).
using the character’s Attunement statistic. Rings represent the combatants’ overall Now, before you even ask that question, I
Poison and Toxicity have become a single
They are recharged at Bonfires. approach: Forward Ring, Defensive Ring do like Dark Souls II. In fact, I really like it:
damage type, Toxic, which works like any
9 Shield Block: Instead of blocking a per- or Back Ring. Needless to say, there will be Shulva is my second-favorite Souls location,
other damage (Bolt, Crush, Pierce, etc.)
options for customizing the Combat Sheet beaten only by the amazing Painted World
Clearly, spells and other elements that in- centage of incoming damage, shields add
so that it better represents the current arena of Ariamis. And hey, you can find the Ex-
teracted with these status effects have been a f ixed value to your defense against each
the characters are fighting in. plorer among the starting class choices...
removed or changed. damage type. This is very different from the
Again, you are free to introduce these in way the videogame mechanics work, but it and it’s a pretty nice one too!
your game, but trust me, they’re not worth was necessary to speed up combat calcula-
the effort. tions.

8 9
Glossary Table of Contents
9 Participant: Anyone taking part in the game, be they a Player or Game Master. 9 Introduction ................................................................................................................... 5
9 Player: A participant that controls a single character in the game world, the Player Character. 9 Glossary .............................................................................................................................. 10
Each player is responsible for creating and portraying their own undead Player Character, which 9 Table of Contents .......................................................................................................... 11
will go adventuring throughout the game world. The game works best with two to four players. 9 Age Creation ..................................................................................................................... 12
9 Game Master (GM): A participant that controls all the creatures and environments of the
9 Character Creation .................................................................................................... 16
game world. There is only one Game Master. The GM is responsible for creating the locations
9 The Flow of Information ............................................................................................ 28
that the players will explore, the creatures they will encounter, and the items they will find.
9 Exploration ...................................................................................................................... 29
9 Player Character (PC): An undead character controlled by a player.
9 World Sheet & Location Sheets ........................................................................... 30
9 Non Player Character (NPC): A character controlled by the Game Master. Some of
them may be monsters or adversaries: these are classified as Minions (weak), Bosses (powerful 9 Death, Souls, and Bonfires .................................................................................... 34
and unique) or Normal (self-explanatory). 9 Completing Missions .................................................................................................... 36
9 d6: Short for “six-sided die”. This game only uses this kind of die, but your group should have at 9 Combat ................................................................................................................................. 37
least thirty or forty of these. You can f ind these for a reasonable price online, trust me! 9 Items ...................................................................................................................................... 44
When you are asked to “roll a d6”, you simply roll the die and check its value. Sometimes you Common Weapons ............................................................................................................... 46
will be asked to roll something like “2d6 + 2”, which means rolling two dice, adding them
Uncommon and Unique Weapons .................................................................................. 49
together, and adding 2 to the total. A special case is the d66: to roll a d66, you roll two dice one
after the other, using the f irst die as the tens digit and the second die as the units digit. A d66 Shields ................................................................................................................................... 59
roll of 5 followed by 4 would give a result of 54, for example. Armors .................................................................................................................................. 61
9 D3: To roll a d3, roll a d6 and divide its result by two, rounding up (a 5 would be a 3). Special Items ........................................................................................................................ 66
9 Combat: A phase of the game in which the Player Characters confront enemies in battle. 9 Spells .................................................................................................................................... 71
9 Exploration: Any moment in the game when there is no Combat. Miracles ................................................................................................................................ 72
9 Attribute: One of the seven main statistics that define a character, specifically Attunement, Pyromancies ......................................................................................................................... 76
Dexterity, Endurance, Faith, Intelligence, Strength and Vitality. They range from 10 to 50. Sorceries ............................................................................................................................... 79
Each attribute has a corresponding Attribute Bonus, equal to that attribute’s tens digit (1 to 5). 9 Enemy Creation .............................................................................................................. 84
9 Hit Points: A number measuring a character’s tolerance for damage. If they drop to zero, the
Enemy Profiles .................................................................................................................. 88
character is slain. “YOU DIED”.
9 Boss Enemies ...................................................................................................................... 108
9 Location: A large zone in the game, such as Anor Londo, the Duke’s Archives, or Ash Lake.
9 Area: A smaller zone within a Location, such as the wyvern’s bridge, the swamp in Blighttown,
or the ghost-infested mansion in New Londo. A single Area will include up to one battle and
possibly a Bonfire or other features.
9 Bonfire: Just like in the videogame, Player Characters can use Bonfires to recharge their Estus
flasks, Hit Points, Consumable Items and Spell Points. You can teleport between Bonfires.
Whenever you rest at a Bonfire, Minion and Normal adversaries will reappear. Bosses will not.
9 Shrine: This is your safe haven in this land - think of the Nexus in Demon’s Souls, or Firelink
Shrine in Dark Souls. It hosts a Bonf ire and can store all the gear, spells and items that you are
not carrying on yourself while adventuring.

10 11
Age Creation Lords: Names, Details and Themes
1 1 Name unknown 1 1 Dark One 1 1 Purity
1 2 Lyra 1 2 Judge 1 2 Deception
1. Name this Cursed Land 2. Name its Lords
1 3 Eilert 1 3 Knight 1 3 Hunger
This might be the f irst step, or the last step, or Each Age has its Lords, powerful entities that 1 4 Zita 1 4 Sage 1 4 Lust
something you do in between: as a group, all transcended mortal nature and have been in-
1 5 Roland 1 5 Sorcerer / Sorceress 1 5 Obsession
participants should choose a name for the Land fused with one of the original Souls of the
1 6 Agnes 1 6 Abyssal 1 6 Fear
in which your story will take place. We had Lords, or are gifted with an equally powerful
Lordran, Drangleic and Lothric: however, this soul (such as the one from a Chosen Undead, or 2 1 Name unknown 2 1 Keeper 2 1 Knowledge
Land will be yours only. a Lord of Cinder). 2 2 Vinsald 2 2 Silent 2 2 Betrayal
The name you choose should be reasonably First of all, you need to determine how many 2 3 Thea 2 3 Watcher 2 3 Love
short and resemble that of some ancient and Lords walk the world during your Age. Roll a 2 4 Emyr 2 4 Lost 2 4 Order
mythological place (while not actually being a die and look at the table below: 2 5 Alenna 2 5 Old One 2 5 Hatred
name from real-world mythology). You can see
2 6 Gregor 2 6 Champion 2 6 Darkness
some examples below. Lords 3 1 Name unknown 3 1 King / Queen 3 1 Pride
Regardless of the name you choose, the Land
1-4 There are four Lords in this Age.
in which the game takes place will be a ruined, 3 2 Yrena 3 2 Oathbreaker 3 2 Madness
5 There are five Lords in this Age.
ghastly region infested with Hollows and mon- 3 3 Asger 3 3 Tyrant 3 3 Decay
sters, where the Four Lords of this Age have 6 There are six Lords in this Age.
3 4 Elianore 3 4 Dragonslayer 3 4 Failure
gathered. Time and space have been distorted 3 5 Yannic 3 5 Child / Daughter (of...) 3 5 Pyromancy
and twisted, turning the place into a maelstrom
3 6 Vineth 3 6 Giant 3 6 Tranquility
where different locations have converged. Each Lord has a name, one or more details,
4 1 Name unknown 4 1 Oathkeeper 4 1 Cruelty
Once you all agree on a name, write it on the and two main themes that are associated with
World Sheet. them (such as the Pale Dragon Seath, whose 4 2 Cradoc 4 2 Witch / Wizard 4 2 Vengeance
themes would be Betrayal and Knowledge): the 4 3 Elaine 4 3 Usurper 4 3 Duty
GM should use the table on the next page to de- 4 4 Grifald 4 4 Executioner 4 4 Rebirth
Land Names termine these, or simply come up with them if 4 5 Yora 4 5 Ravenous 4 5 Leadership
1 1-2 Ozira 4 1-2 Beregand they wish. Record these on your World Sheet. 4 6 Colewyn 4 6 Unseen 4 6 Sleep
1 3-4 Althen 4 3-4 Iverna Once you have done so, each participant (both
5 1 Name unknown 5 1 Butcher 5 1 Loyalty
1 5-6 Valica 4 5-6 Alconde players and GM) should come up with some-
5 2 Melea 5 2 Corrupted 5 2 Masochism
2 1-2 Hollant 5 1-2 Landsey thing interesting about each Lord, such as an
event from that creature’s past, a specific min- 5 3 Iudoc 5 3 Giantslayer 5 3 Prejudice
2 3-4 Samitra 5 3-4 Uldan
ion at their service, or an ancient enemy bent 5 4 Lucine 5 4 Father / Mother (of...) 5 4 Flame
2 5-6 Limen 5 5-6 Askera
on destroying them. 5 5 Urial 5 5 Pale 5 5 Miracles
3 1-2 Viserna 6 1-2 Cantel The Game Master should take note of these ide- 5 6 Maja 5 6 Demon 5 6 Hope
3 3-4 Colvand 6 3-4 Lomnell as and use them as guidelines when designing 6 1 Name unknown 6 1 Dragon 6 1 Covetousness
3 5-6 Galamar 6 5-6 Aquita the location in which each of the Lords dwells.
6 2 Torbec 6 2 Twin 6 2 Sorcery
Additionally, this information also represnts all
6 3 Berit 6 3 Forgotten 6 3 Isolation
the Player Characters know about Lords when
the game begins. 6 4 Dorte 6 4 Lady / Lord 6 4 Despair
6 5 Ellena 6 5 Pygmy 6 5 Chaos
6 6 Malageth 6 6 Old Lady / Old Lord 6 6 Regret
12 13
Here’s an example of what your World Sheet might look like when the game begins:
Covenant Names 3. Create Covenants
1 1 Sisterhood 1 1 of Sunlight Covenants are the major players and factions in land: iverna

1 2 Blades 1 2 of Chaos the Land, each with their agenda and goals. unofficial role playing game lords: the oathbreaker (cruelty, sorcery)
world sheet lady lucine (purity, obsession)
1 3 Wardens 1 3 of White Use the table on the left to create a number of
yora the forgotten (duty, failure)
1 4 Children 1 4 of the Pit Covenants equal to the number of participants Colewyn the usurper (decay, miracles)
(both players and GM; four to five starting
1 5 Brotherood 1 5 of Chains covenants:
Covenants is a good range). The Game Master
1 6 Guardians 1 6 of Sin
can freely introduce additional Covenants later claws of the depths
2 1 Daughters 2 1 of Blue during play. asylum legionnaires

2 2 Sentinels 2 2 of Shackles widows of sunlight


Record these Covenant names on your World
eyes of the painted world
2 3 Way 2 3 of the Old Gods Sheet; the Game Master will be responsible for
dreamblades
2 4 Faithfuls 2 4 of Flame determining their goals, leaders, and relation-
2 5 Spears 2 5 of the Forest ships towards other factions. The only excep-
tion to this is if a player decides to have their
2 6 Watchdogs 2 6 of Dark
character begin play as part of a Covenant, in
3 1 Servants 3 1 of the Grave
which case they will determine these elements 11 - 12
3 2 Hunters 3 2 of the Witch together with the Game Master!
13 - 14
3 3 Keepers 3 3 of Blood
15 - 16
3 4 Pilgrims 3 4 of the Dragon
4. Create a Shrine npcs, foes, features

3 5 Champions 3 5 of the Cairns npcs, foes, features


Roll a d66 on the World Sheet, and mark the
3 6 Heirs 3 6 of the Depths npcs, foes, features
corresponding Location as your Shrine.
4 1 Lost Ones 4 1 of the Painted World
The Game Master will give the Shrine a name,
4 2 Reapers 4 2 of the Asylum describe its appearance, and populate it with
4 3 Slayers 4 3 of the Archives NPCs (one of them must be a Keeper). Your
4 4 Whisperers 4 4 of the Abyss Shrine will always have a Bonfire. 23 - 24

4 5 Claws 4 5 of Giants When the game begins, Player Characters shrine


21 - 22
4 6 Singers 4 6 of Iron will f ind themselves at the Shrine: each player of silence
should describe how they reached this place (if npcs, foes, features
5 1 Cloaks 5 1 of the Sunken Ruin irvin, silent keeper
the character actually remembers). From now npcs, foes, features
5 2 Avengers 5 2 of the Great Tower adelle, weaponsmith
on, the Shrine is both their safe haven and the
5 3 Masks 5 3 of Steel power keeping them from leaving this Land.
5 4 Seers 5 4 of Want For example, if you rolled a 3 and a 6:
5 5 Widows 5 5 of the Harvest 25 - 26

5 6 Hounds 5 6 of the Wall 35 - 36 31 - 32

6 1 Eyes 6 1 of the East shrine of


ashen tears npcs, foes, features
6 2 Butchers 6 2 of the Forgotten
npcs, foes, features npcs, foes, features
6 3 Legionnaires 6 3 of the Dream
ashkeeper ylena
6 4 Cenobites 6 4 of the Lords
6 5 Hands 6 5 of Ash
6 6 Weavers 6 6 of Silence
14 15
Character Creation Assassin
Requires Attunement 20+ and Dexterity 20+.
1. Roll Attribute Scores 2. Calculate Attribute Bonuses Weapons & Shields Type Damage and Qualities
Estoc Thrusting Sword Weapon Damage (6 + DB + SB, Pierce), Guard Break
When you begin play, you don’t have full con- Each attribute score grants you a correspond-
trol over your undead character’s abilities. They ing Bonus, often abbreviated as “B” preceded by Sorcerer’s Staff Catalyst Weapon Damage (2, Crush), Sorcery Effect (IB + IB)
are what is left of your previous life, after all. At- the first letter of that attribute. As an example, Target Shield Small Shield Block (Bo 1, Cr 6, Da 2, Fi 3, Ma 3, Pi 6, Sl 6, To 0), Parry (1-4)
tributes are often abbreviated using their f irst Faith Bonus is written “FB” and Vitality Bonus Armor bolt crush dark fire magic pierce slash toxic
letter: for example, “E” stands for Endurance is written “VB”. Assassin Armor 3 3 3 4 3 3 2 5
and “I” stands for Intelligence. This value is used when calculating damage Spells Type Req. Casting Number
For each of the seven attributes, roll two dice scaling, defenses and other game elements.
Spook Sorcery None 1
and add twelve, generating a number between Your Bonus in a given attribute equals the tens
14 and 24 (average 19). Once you are done, you digit of that attribute score. Effect: Outside battle, you may cast this spell when falling: unless it’s a deadly fall, you take no falling
damage from it. In battle, you may cast this spell to Create an Advantage twice (you do not
can switch any two of your attributes. have to spend any Stamina Dice beyond the one needed to cast this spell).
Example: Oscar’s attribute Bonuses are:
Example: Rolling 2d6+12 for each attribute,
Oscar gets the following:
9 Attunement 16 (AB +1) Bandit
9 Dexterity 17 (DB +1)
9 Attunement 16 (12 + 2 + 2) Requires Strength 20+ and Vitality 15+.
9 Endurance 14 (EB +1)
9 Dexterity 17 (12 + 4 + 1) Weapons & Shields Type Damage and Qualities
9 Faith 19 (FB +1)
9 Endurance 14 (12 + 1 + 1) Battle Axe Axe Weapon Damage (8 + DB + SB, Slash), Brutal 2
9 Intelligence 18 (IB +1)
9 Faith 21 (12 + 4 + 5) Spider Shield Shield Block (Bo 2, Cr 8, Da 4, Fi 4, Ma 5, Pi 8, Sl 8, To 6)
9 Strength 23 (SB +2)
9 Intelligence 18 (12 + 4 + 2) Armor bolt crush dark fire magic pierce slash toxic
9 Vitality 21 (VB +2)
Brigand Armor 4 4 3 4 3 5 5 4
9 Strength 23 (12 + 6 + 5)
9 Vitality 19 (12 + 6 + 1)
Since Oscar really wants to begin play using 3. Choose Starting Class Cleric
the Knight class, which requires a Vitality of Choose one of the fifteen starting classes (see Requires Attunement 15+, Faith 20+ and Strength 15+.
20 and a Faith of 15, he switches his charac- following pages) for your character. Each class Weapons & Shields Type Damage and Qualities
ter’s Faith and Vitality scores. (well, except for the Deprived of course) has
Oscar’s final attribute scores are as follows: Mace Hammer Weapon Damage (7 + SB + SB, Crush)
attribute requirements: you can choose a class
9 Attunement 16 Canvas Talisman Talisman Weapon Damage (1 + SB, Crush), Miracle Effect (FB + FB)
only if you are able to qualify for its require-
9 Dexterity 17 ments. East-West Shield Shield Block (Bo 5, Cr 5, Da 4, Fi 5, Ma 7, Pi 5, Sl 5, To 0), Parry (3-4)

9 Endurance 14 You gain all the equipment and spells granted Armor bolt crush dark fire magic pierce slash toxic
by the class you have chosen. Record them on Holy Robe 5 2 5 4 4 0 1 4
9 Faith 19
your character sheet. Spells Type Req. Casting Number
9 Intelligence 18
Just like in the videogame, your class choice Heal Miracle Faith 15+ 5
9 Strength 23 does not limit your progression in any way:
Effect: You and up to two allies of your choice in your Ring recover Hit Points equal to your Miracle
9 Vitality 21 simply pick one you find interesting, you’ll Effect x3. This spell costs 2 Spell Points to cast.
This way, Oscar qualifies for the requirements have plenty of options to change your character
of the Knight class! during play.

16 17
Deprived Hunter
No requirements, aside for strong determination... or self-deprecation. Requires Dexterity 20+ and Strength 15+.
Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
Club Hammer Weapon Damage (6 + SB + SB, Crush), Brutal 2 Shortsword Straight Sword Weapon Damage (5 + DB + DB + SB, Pierce), Guard Break
Plank Shield Small Shield Bash 2, Block (Bo 2, Cr 4, Da 2, Fi 2, Ma 2, Pi 4, Sl 4, To 0) Short Bow Bow Weapon Damage (4 + DB, Pierce), Ranged, Two-Handed
Armor bolt crush dark fire magic pierce slash toxic Large Leather Shield Shield Block (Bo 5, Cr 8, Da 4, Fi 5, Ma 5, Pi 8, Sl 8, To 0), Parry (2-4)
Loincloth 1 0 1 1 1 0 0 0 Armor bolt crush dark fire magic pierce slash toxic
Leather Armor 3 1 2 3 2 1 1 4

Explorer
Requires Dexterity 15+ and Vitality 15+. Knight
Weapons & Shields Type Damage and Qualities Requires Faith 15+ and Vitality 20+.
Dagger Dagger WD (1 + DB + DB, Pierce / Slash), Deadly 3 Weapons & Shields Type Damage and Qualities
Armor bolt crush dark fire magic pierce slash toxic Broadsword Straight Sword Weapon Damage (7 + DB + SB + SB, Slash), Guard Break,
Traveling Merchant Coat 2 3 2 2 2 3 3 4 Sweep 2

Special: When you gain souls, if you are wearing this item, gain one additional soul. Knight Shield Shield Block (Bo 3, Cr 9, Da 4, Fi 4, Ma 5, Pi 9, Sl 9, To 0), Parry (3-4)
Special Items Type Effect Armor bolt crush dark fire magic pierce slash toxic

Magic Stoneplate Ring Ring Increase your Magic Defense by +2. Knight Armor 1 4 2 4 2 4 5 2

Pale Pine Resin* Consumable Choose a non-Ranged weapon you are wielding. Until the end
(2 charges) of the battle, the damage caused by the weapon becomes Magic.
Mercenary
Witching Urn Consumable Perform an attack with WD (4 + IB + IB + IB, Magic), Ranged.
(2 charges) It can be dodged or blocked just like a normal attack. Requires Dexterity 20+ and Vitality 15+.
* Cannot be applied to weapons with Split damage, or to weapons whose damage type is currently modified Weapons & Shields Type Damage and Qualities
by a spell or by a previously applied Bundle or Resin.
Sellsword Twinblade Curved Sword Weapon Damage (6 + DB + DB, Slash),
Parry (3-4, left hand only), Sweep 2

Herald Sellsword Twinblade Curved Sword Weapon Damage (6 + DB + DB, Slash),


Parry (3-4, left hand only), Sweep 2
Requires Faith 15+, Strength 15+ and Vitality 15+. Wooden Shield Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4)
Weapons & Shields Type Damage and Qualities Armor bolt crush dark fire magic pierce slash toxic
Spear Spear / Pike WD (6 + DB + DB + SB, Pierce), Reach Sellsword Armor 2 4 3 3 3 4 4 3
Talisman Talisman Weapon Damage (1, Crush), Miracle Effect (FB + FB)
Kite Shield Shield Block (Bo 3, Cr 9, Da 5, Fi 5, Ma 5, Pi 9, Sl 9, To 0), Parry (2-4)
Armor bolt crush dark fire magic pierce slash toxic
Herald Armor 0 2 2 2 3 4 4 2
Spells Type Req. Casting Number
Heal Aid Miracle None 4
Effect: You recover Hit Points equal to your Miracle Effect x2.

18 19
Northern Warrior Thief
Requires Strength 20+ and Vitality 15+. Requires Dexterity 20+ and Intelligence 15+.
Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
Battle Axe Axe Weapon Damage (8 + DB + SB, Slash), Brutal 2 Bandit’s Knife Dagger Weapon Damage (2 + DB + SB, Pierce / Slash), Deadly 5
Round Shield Shield Block (Bo 4, Cr 8, Da 4, Fi 5, Ma 6, Pi 8, Sl 8, To 0), Parry (2-4) Target Shield Small Shield Block (Bo 1, Cr 6, Da 2, Fi 3, Ma 3, Pi 6, Sl 6, To 0), Parry (1-4)
Armor bolt crush dark fire magic pierce slash toxic Armor bolt crush dark fire magic pierce slash toxic
Northern Armor 0 4 1 4 1 4 4 3 Black Leather Armor 3 2 2 2 2 1 3 5

Pyromancer Wanderer
Requires Attunement 15+, Faith 15+ and Intelligence 15+. Requires Dexterity 15+ and Intelligence 15+.
Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
Hand Axe Axe Weapon Damage (7 + DB + SB, Slash) Scimitar Curved Sword Weapon Damage (5 + DB + DB, Slash),
Parry (3-4, left hand only), Sweep 2
Pyromancy Flame Flame Weapon Damage (3 + FB + IB, Fire), Pyromancy Effect (FB + IB)
Leather Shield Small Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 3, Pi 5, Sl 5, To 0), Parry (2-4)
Caduceus Round Shield Small Shield Block (Bo 3, Cr 5, Da 2, Fi 4, Ma 6, Pi 5, Sl 5, To 2), Parry (2-4)
Armor bolt crush dark fire magic pierce slash toxic Armor bolt crush dark fire magic pierce slash toxic
Wanderer Coat 3 2 2 3 2 1 3 5
Pyromancer Garb 4 0 5 5 4 0 0 4
Spells Type Req. Casting Number
Fire Ball Pyromancy None 3 Warrior
Effect: A target of your choice takes Fire damage equal to your Pyromancy Effect x2. This spell may be Requires Dexterity 20+ and Strength 20+.
dodged or blocked.
Weapons & Shields Type Damage and Qualities
Longsword Straight Sword Weapon Damage (7 + DB + SB, Pierce / Slash), Guard Break
Sorcerer Heater Shield Shield Block (Bo 5, Cr 9, Da 2, Fi 7, Ma 3, Pi 9, Sl 9, To 0), Parry (2-4)
Requires Attunement 20+ and Intelligence 20+. Armor bolt crush dark fire magic pierce slash toxic
Weapons & Shields Type Damage and Qualities Hard Leather Armor 2 3 2 3 2 3 3 4
Dagger Dagger Weapon Damage (1 + DB + DB, Pierce / Slash), Deadly 3
Sorcerer’s Staff Catalyst Weapon Damage (2, Crush), Sorcery Effect (IB + IB)
Small Leather Shield Small Shield Block (Bo 3, Cr 4, Da 3, Fi 5, Ma 4, Pi 4, Sl 4, To 0), Parry (1-4)
Armor bolt crush dark fire magic pierce slash toxic
Sorcerer Coat 4 0 4 4 4 0 0 3
Spells Type Req. Casting Number
Soul Arrow Sorcery None 3
Effect: A target of your choice takes Magic damage equal to your Sorcery Effect +2. This spell may be
dodged or blocked.

20 21
4. Roll Sparks of Memory Sparks of Memory
1 Anger 1 The chaos and fury of a battlefield. Your burning hatred for the enemy.
There’s not much left of who you were before During play, you will lose a Spark every time
1 Anger 2 Your heart beats faster, your steps grow quick. Tonight, you’ll have your vengeance!
your undead awakening. You do have faint your character dies: if you ever lose your last
memories of your homeland and previous life, Spark, you will go Hollow! When this happens, 1 Anger 3 Cursed insects, crawling everywhere! You won’t suffer a single one of them to live!
however, and it’s these f leeting sparks that keep you will have to describe what happens to your 1 Anger 4 Dumb idiots. It’s here, somewhere, you know it. If only they stopped complaining!
you from going Hollow. If you were to lose character, basing this decision on the last Spark 1 Anger 5 How can the Gods tolerate this? Must you act on their behalf?
every single one of them... you lost and its corresponding Emotion. 1 Anger 6 Perhaps you could help. Perhaps you shouldn’t. Would they do the same for you?
When you create your character, roll dice on It will be entirely up to you, the player, to de- 2 Calm 1 The damp chill of a dark cathedral. Sleepy chants and whispered prayers.
the Sparks of Memory table until you have four scribe and portray your character’s tragic fate.
2 Calm 2 A beautiful view of a mountain lake, surrounded by forests. The Sun’s warmth.
different Sparks.
2 Calm 3 Snow falling around you. Complete silence, save for the muffled toll of a distant bell.
You do so by rolling a d66: the first die is used Naturally, there will be ways for your charac-
to determine the core Emotion of the memo- ter to regain some of their lost humanity: by 2 Calm 4 The ocean, seemingly endless. Cawing birds and a cool, salty breeze.
ry, and the second die is used to determine the defeating a Boss enemy or by spending fifteen 2 Calm 5 Roiling fog, a swarm of misty soldiers enveloping the hills.
Spark itself. souls when resting at a Bonfire, a Player Char- 2 Calm 6 A graveyard. Dark, wet soil and mossy stones painted orange by a bleeding twilight.
Sparks are not especially detailed, and this is by acter can create a new Spark of Memory, one 3 Despair 1 Why? Why should what you love most belong to another? This is unbearable.
design: when you roll one, you can choose to that involves their recent adventures. When you
3 Despair 2 You remember that towering shadow. You remember the unspeakable things it did to you.
keep it as a blurred memory of a past moment, do so, you will have to tie that Spark to an Emo-
3 Despair 3 No one. No one is left now, only a barren ruin where a proud fortress once stood.
or tell the other players more about it. In the tion: it can be one of the six Emotions from the
end, it’s up to you and the way you want to por- table on the right (Anger, Calm, Despair, Fear, 3 Despair 4 You must leave and never return. This mistake was yours alone, and no one else should pay.
tray your character within the game. Need, or Regret) or an Emotion of your choice 3 Despair 5 Surrounded! They are everywhere. The screams, the flames, the gurgling noises!
Give each of your Sparks a title you think would that you consider appropriate. 3 Despair 6 You are powerless as they feast upon your body. Death comes as a sweet release.
sound appropriate and record them on your A Player Character can never have more than 4 Fear 1 The master’s whip, drawing a maze of pain over your flesh. You must stay silent!
character sheet. f ive Sparks, however: the mind of an undead is 4 Fear 2 Countless horrors, crawling up from the cursed earth.
If any of the Sparks you roll during character a feeble thing indeed, and only the strongest
4 Fear 3 Needles and tools, cutting your flesh open. They say it’s for your own good.
creation match those of one or more other emotions survive within it.
4 Fear 4 Your hands shake as it gets near. The twisted body, the gaping maw. Those eyes!
characters in the group, this means your paths
might have crossed in the past, either before 4 Fear 5 The rough-edged runes, the esoteric tomes... Witchcraft!
or after you became undead, or that you have 4 Fear 6 They can never know. What you did... They could never forgive.
something in common. You should discuss these 5 Need 1 How long has it been? The hunger never leaves you. You would eat anything. Anything.
events together, using them to form bonds be- 5 Need 2 Only a little longer. If only you could stay with them another day, no! Another hour!
tween characters and add depth to them. 5 Need 3 Scattered grimoires and hasty notes. A frantic research.
This way, it will be even more tragic when some
5 Need 4 You remember gazing outside, longing for freedom. If only you weren’t trapped here...
of you lose the sparks you share, and suddenly
5 Need 5 A bit more, and you’ll be okay. For a while. You earned this. It’s yours, and no one else’s!
grow cold and distant...
5 Need 6 The burning desire is driving you mad. You crave their lips, their hands, their flesh!
6 Regret 1 Where could they be? No, NO! You promised, you said they’d be safe with you!
6 Regret 2 Their soulless gaze haunts your sleep. How could you kill someone you loved so dearly?
6 Regret 3 You know it. You know it’s YOUR fault they died. Why, why did you lie?
6 Regret 4 They said it was forbidden. But you still went there. If only you had known...
6 Regret 5 You hid and stood silent while it happened. You never said nothing. You worthless coward.
6 Regret 6 If only you had waited. But no, you had to act. And it all fell to pieces.

22 23
5. Covenant 7. Choose your Mission 8. Choose your Sin 9. Derived Statistics
You may have your Undead begin play aff iliated While your Sparks of Memory represent your Regardless of who they are or where they come Calculate Maximum HP, Stamina, Spell Points,
with a Covenant. This might influence the way tenuous bond with humanity, your Mission is from, Dark Souls characters have their hands and any derived statistics present on the sheet
some NPCs react to your character. what actually keeps you going, a precise focus stained with sin. Ingward the Sealer sacrificed (the sheet itself explains how to do this). Make
If you begin play as part of a Covenant, you get that prevents your mind from shattering. an entire city in order to stop the Abyss from sure to have recorded all of your items’ profiles!
to create its leader and goals together with the Your Mission could be summarized as “why did spreading, Petrus of Thorolund betrayed his
Game Master. you come to this land in the first place?” companions, and it is likely that Siegmeyer of
Avoid choosing a Covenant that would make For instance, in Dark Souls the character Solaire Catarina abandoned his family in his selfish
10. Choose a Name
you an enemy of another Player Character. of Astora wants to “find his own Sun” and Big search for adventure. When choosing a name for your character,
You can of course choose not to belong to any Hat Logan is searching for the Royal Archives; You must choose a Sin for your character: this you should really consider their homeland and
covenant at the start of play, which means NPC in Dark Souls II, Lucatiel of Mirrah has come represents a past misdeed that they will pay for their overall themes (references to mythology
reactions to you will mostly be neutral. to Drangleic in the hope of finding a cure for one day or another, something or someone are more than welcome). Below you can find
the Undead Curse; and in Dark Souls III, Sieg- they are running from. a list of names that I thought sounded very
ward of Catarina wants to end the life of his old That’s the most important rule when you de- “Souls-appropriate”. And, for the love of Gwyn,
6. Choose your Homeland friend, Yhorm the Giant. cide on a Sin for your character: it must be don’t use any of the actual NPC names.
Regardless of how much you actually remember When you decide your character’s Mission, it something that can come to haunt you even in
when it comes to your life previous to undeath, should be something arduous and desperate, undeath, even in this distant land. You should Character Names
you do recall your place of birth. such as reversing undeath, killing one or more obviously also take your Class, Sparks of Memo- female male neutral
Choose a Homeland for your character: it Lords, seeking an ancient and powerful magic, ry and Mission into account. Adney Almund Adel
might be one of the places mentioned within or rekindling the Flame. You should base your At the beginning of each game session (but Alexa Barton Ancel
the Dark Souls series, such as Astora, Berenike choice on your Class, your Sparks of Memory, not the first session), the GM will randomly Annabel Braden Ashe
Brigitte Byrne Blaine
or Mirrah, or an entirely new region. If you do and the world elements established during Age choose one among the Player Characters. You
Camilla Carrol Bryde
create a new Homeland for your character, tell Creation. If possible, avoid having a Mission can use any method you want, as long as every- Cerena Errik Casslyn
the other players a bit about its culture, history that is directly opposed to that of another Play- one agrees on its fairness and the outcome is Clarita Falbert Clemence
and heraldry. That is, if your undead actually er Character: you guys are supposed to be work- public. The chosen character’s Sin will then be Edith Griffin Dava
Eva Harald Eylor
remembers those things. ing together. triggered, and a special Boss enemy related to
Fionne Harkel Fenis
The Game Master will make good use of your that Sin will appear at some point during that Greta Howe Flores
Homeland Names characters’ Missions: they will help shape the session (the GM decides when and where, but it Hilda Irwin Fraan
1 1-2 Astora 4 1-2 Melfia setting and create covenants, factions, rivals will appear, usually doing their best to prevent Jeanna Joel Grey
Lea Kurt Lamond
1 3-4 Carim 4 3-4 Drangleic and obstacles that actively oppose you. The GM the characters from achieving their goals).
Lorena Liam Lansel
will also place your target or destination within A Sin Boss can be battled only once per session; Lucille Lewis Lene
1 5-6 Catarina 4 5-6 Forossa
one of the later areas of the world map, giving if not defeated it will disappear, only to return Lyle Marcus Morgan
2 1-2 Mirrah 5 1-2 Balder Katrin Mauris Ori
you a reason to explore every corner of this ac- as soon as the character’s Sin is triggered again:
2 3-4 Carthus 5 3-4 Jugo Marian Mikail Orlan
cursed land! this makes sure that the creature will appear
Melida Niklas Ravi
2 5-6 Courland 5 5-6 Thorolund When and if you actually manage to complete only if the corresponding Player Character is Nydea Quinn Raynell
3 1-2 Vinheim 6 1-2 Zena your Mission, your fate will vary depending participating in the session. Ophelia Redwald Roche
3 3-4 Farron 6 3-4 Great Swamp on your Sparks of Memory: the sudden lack of Once a character’s Sin Boss has been defeated, Ramia Simon Tenes
Ryla Thorley Toris
3 5-6 The East 6 5-6 Painted World drive and sense of accomplishment might even that Sin will never trigger again.
Selene Tristan Vike
be your end. Needless to say, the GM’s job is to design Sin Serica Valbert Vosca
Bosses around the Player Characters’ misdeeds, Valea Vance Zere
creating true incarnations of their Sin. Xenia Xavier Yortha

24 25
Here’s Clemence of Courland, Oscar’s character:
name: clemence LEVEL Collected Souls:
unofficial role playing game homeland: courland 9 Your Bonus in each attribute is equal to the tens digit. Attributes range from 10 (+1 Bonus) to 50 (+5 Bonus).
9 9 Raising an attribute score by one point requires an amount of Souls equal to your current level.
character sheet starting class: knight 9 Your level is equal to the total sum of your seven attribute bonuses.

covenant: brotherhood of iron Attunement Dexterity Endurance Faith Intelligence Strength Vitality
mission: finding st. lucille and bringing her back to courland 1 6 w 1 7
w 1 4w 1 9 w 1 8 w 2 3 w 2w1
sin: betrayed and killed my fellow knight when she turned undead
w HIT POINTS w STAMINA 9 Maximum HP are equal to your Vitality +10.
Sparks of Memory 9 HP are restored to their maximum at Bonfires.
max:
31 current:
31 3 If your current HP drop to zero, YOU DIED.
1 anger hand of the gods (1,5) 9 Stamina is equal to your Endurance Bonus +2.
2 despair heir of a disgraced bloodline (3,3)
l l l l Estus: You carry four Estus Flasks. Drinking one restores 15 HP. Resting at a Bonfire refills all your Estus.
3 anger battle against the undead (1,1)
4 regret killing of a loved one (6,2) Armors & Defenses bolt crush dark fire magic pierce slash toxic

5 l knight armor 1 +2 4 +2 2+ 1 4+ 1 2+1 4 +2 5 +2 2 +2


9 When you die, lose a randomly determined Spark. When you lose your last Spark, you go Hollow: the character is forever lost. l + + + + + + + +
9 You can create a new Spark of Memory by spending 15 souls at a Bonfire or by defeating a Boss. You can never have more than five Sparks.
l + + + + + + + +

Weapons & Shields type damage and qualities l + + + + + + + +

l broadsword str. sw. 7 + 1Db + 2sb, slash, g.b., sweep 2 l + + + + + + + +

l knight shield shield 3/9/4/4/5/9/9/o, parry 3-4 9 Keep track of which armor you are wearing by checking its l.
9 Add VB to Crush, Bolt, Pierce, Slash and Toxic Defenses. Add IB to Magic Defense. Add IB or FB (your choice) to Dark and Fire Defenses.
l
SPELL 9 Maximum Spell Points are equal to your Attunement Bonus +3. Some items might increase this.
l 4 4
POINTS 9 Casting an attuned spell costs one Spell Point. Resting at a Bonfire recharges them.
l

l Spells
l l l mir l pyr l sor requires: casting number:

l effect:

l l l mir l pyr l sor requires: casting number:

l effect:
9 Keep track of which items you are wielding by checking their l. You can only wield two of these items (or one item, if two-handed). l l mir l pyr l sor requires: casting number:
9 You must wield a Staff to cast Sorceries, a Talisman to cast Miracles, and a Flame to cast Pyromancies. They count as weapons.
effect:
9 If two-handing a melee weapon, add SB to damage. If wielding two melee weapons of the same type, you can perform Paired Attacks.
l l mir l pyr l sor requires: casting number:
Special Items effect
effect:
l l mir l pyr l sor requires: casting number:
l
l effect:
l
l l mir l pyr l sor requires: casting number:
l effect:
l l l mir l pyr l sor requires: casting number:
l effect:
l l l mir l pyr l sor requires: casting number:
l effect:
l l l mir l pyr l sor requires: casting number:

l effect:
9 You can have up to six equipped (mark their l). Only four may be Rings, and only one may be a Headgear. Consumables recharge at Bonfires. 9 You can only cast spells you have attuned (up to your AB). You attune spells when resting at Bonfires. Keep track of them by checking their l.

26 27
The Flow of Information Exploration

Information is a huge part of any roleplaying Here’s a summary of what each participant can The term “exploration” basically indicates any Exploration: Game Master
game. Examples of information are a charac- know or establish about the game world: moment during the game in which there is no Exploration is your chance to describe the
ter’s motivation, the effects of a spell, or the fighting. When a battle breaks out, the game game world and make it come alive in the
9 Players have authority over the actions,
position of a secret door; it’s no surprise that moves to “combat” (page 37). players’ minds. There are two parts to this:
goals, emotions and decisions of their own
players and GM will often ask each other ques- During exploration, players and the GM fill you must prepare locations and encounters
character. They can also freely establish facts
tions like “What does he do?”, “Do I see any- different roles, as described here. beforehand, and you must be ready to answer
concerning their homeland, their starting
thing moving inside the water?” or “Ok, where the players’ questions. Always assume that the
Covenant and the “world outside”. It is not
did you guys want to go next?”. This is good: a characters are competent in their observation:
uncommon for Player Characters to come Exploration: Players
roleplaying game works best when everyone is if they search a wall for secret doors, they will
from different ages of history, which makes During exploration you will travel, observe
on the same page and understands the current be able to determine their presence; if they
for interesting situations in which the same and interact with the game world through
situation. stay on watch, they will notice any approach-
event could be seen and interpreted through your characters’ actions. For the most part,
In fact, if your group went through the pro- ing creature. There’s no dice rolling involved;
radically different perspectives. This works you won’t be rolling any dice (the GM might
cess of Age and Player Character creation, a simply use logic to determine whether their
thanks to the whole concept of time and ask you to when you try to react to some kind
fair amount of shared information has already action is a success or else.
space being warped (usually around the lo- of environmental effect, trap or ambush).
been established: the name and nature of each There is a special kind of situation, however,
cation of the First Flame). As you journey through different locations
Lord, the characters’ memories and missions, in which Player Characters should roll dice:
Players (and their characters) are also as- and gradually see more and more of the game
their equipment... part of this information is when they are caught unprepared by a threat
sumed to know whatever information had world, you will take notes on the Players’
established by the rules (such as gear and spell and are forced to react quickly. It might be an
been established during Age Creation; sheet and Location sheets. Your job is to ask
effects), some was introduced by the GM (the ambush, a dart trap, a collapsing floor, or a
everything else they will have to learn the GM plenty of questions and do your best
Shrine and its Keeper, for example) and some putrid slime falling on top of their head from
through exploration and interaction, visit- to complete your personal mission.
was established by the players (as is the case with the ceiling: when this happens, the charac-
ing places and speaking to NPCs.
each PC’s memories, missions, or sin). ters involved should roll a die and compare
9 The Game Master has authority over
it to their Bonus in Dexterity, Endurance or
When you are playing the game, the f low of everything that lies within the Land in Traps & Hazards
Strength (GM’s decision). If they roll equal to
information between the participants general- which the game takes place, including what When characters suffer the effects of a trap, fall or under the Bonus, they successfully avoid the
ly takes place just like a conversation: particu- happened to people from the outside world or other environmental hazard during explo- incoming threat. Otherwise, they suffer the
larly during exploration, players will want to who came here before or after the PCs. ration, apply one of the following. Remember consequences.
observe their surroundings and examine what Part of the GM’s job is precisely to inform that characters might avoid these by rolling Honestly, don’t overdo it with this kind of
they find. the players through exploration and com- dice, as explained on the right. stuff. I know that Dark Souls is all about the
For the game to run as smoothly as possible, it’s bat: similarly to what happens in the Dark
9 Minor effects inflict 20 damage (GM will unexpected traps and “gotcha!” moments,
important to point out that the players and the Souls videogames, every location, item,
choose the damage type). but in a tabletop game these can become
GM have the ability to establish certain aspects character and creature should tell its own
quite frustrating. Oh, and don’t forget: if the
story. Given that players will establish facts 9 Major effects inflict 40 damage (GM will
of the game world during play. You could say characters know about the threat or explicit-
that each participant has authority over differ- about the outside world, a smart GM will choose the damage type).
ly search the area for danger, they will not be
ent aspects of the play experience; however, even take those elements and use them when 9 Deadly effects outright kill the character.
caught by surprise.
if this authority gives them f inal say on some- crafting sections of the game world. You might be familiar with deadly falls and
thing, it shouldn’t discourage negotiation and the power of gravity in Souls games.
mutual agreement.

28 29
Here’s an example of a full Location Sheet:
World Sheet & Location Sheets
location: crumbling aqueduct
unofficial role playing game themes: former glory, mud, corpse disposal
The World sheet and Location sheets are your 9 The Location Sheet represent a major location sheet colors: grey, brown, bright green, purple
group’s most important tools when it comes section of the world, such as New Londo,
connected locations (up to four)
to exploration. There’s no “right way” to f ill Catacombs of Carthus, Undead Burg or
a. valmor’s high b. grave of false c. overgrown d.
them, but they basically represent a f lowchart Blighttown. Each location can contain up gate idols necropolis
version of the game world. to eight Areas, which can be connected in
any way you want. Areas range from rooms
9 The World Sheet can contain up to B
to courtyards to halls; each can include up to
eighteen Locations: you can connect them a
one combat encounter. At least one of these
however you want, but each can connect to
areas must contain a bonfire.
a maximum of four other locations. dry well dark cellar
area notes area notes
flores the witch chains, 3 hollow slaves
Here’s an example of a partially explored World Sheet: hollow axe maniac
fire barrels!

11 - 12
13 - 14 n bonfire narrow bridge n bonfire
overgrown 15 - 16 area notes
crumbling ladder
necropolis 1 hollow crossbowman
npcs, foes, features
aqueduct
fa 2 undead hounds
skeletons? npcs, foes, features ll easy to fall
sewer rats, slimes, npcs, foes, features
skeletons
butcher’s pit n bonfire lake of mud
area notes area notes
undead cages alenna the
hollow butcher forsaken (boss)
23 - 24 2 undead hounds

21 - 22 valmor’s
high gate n bonfire mud river n bonfire
shrine OF npcs, foes, features area notes
LOST SUNLIGHT soldiers, 4 rats, 1 giant rat
npcs, foes, features
marcus the smith
Lucine, sunkeeper
s

hall of collapsed
ruined mosaics n bonfire waterway
25 - 26
area notes area notes
grave of 31 - 32 probably a 3 basilisks
false idols festering sorcerer’s hideout
npcs, foes, features fortress
assassin ghosts! npcs, foes, features

n bonfire n bonfire

30 31
Areas and Locations: Name, Descriptor and Themes (1) Areas and Locations: Name, Descriptor and Themes (2)
1 1 Cove 1 1 Ashen 1 1 Poison 1 1 River 1 1 Whispering 1 1 Madness
1 2 Lake 1 2 Silent 1 2 Water 1 2 City 1 2 Of Sacrifice 1 2 Creation
1 3 Halls 1 3 Secluded 1 3 Decay 1 3 Castle 1 3 Demon’s 1 3 Seclusion
1 4 Shore 1 4 Overgrown 1 4 Glory 1 4 Ruins 1 4 Great 1 4 Hatred
1 5 Mansion 1 5 Crumbling 1 5 Fire 1 5 Maze 1 5 Lost 1 5 Gluttony
1 6 Prison 1 6 Of Bones 1 6 Military 1 6 Asylum 1 6 Broken 1 6 Riddles
2 1 Necropolis 2 1 Painted 2 1 Devotion 2 1 Tomb 2 1 Ephemeral 2 1 Necromancy
2 2 Path 2 2 Sunken 2 2 Torture 2 2 Copse 2 2 Nameless 2 2 Anger
2 3 Graveyard 2 3 Of Chains 2 3 Knowledge 2 3 Pit 2 3 Of Idols 2 3 Golems
2 4 Keep 2 4 Far 2 4 Corpses 2 4 Road 2 4 Upper 2 4 Imprisonment
2 5 Palace 2 5 Holy 2 5 Eternity 2 5 Tunnels 2 5 Of Heroes 2 5 Fungi
2 6 Woods 2 6 Frozen 2 6 Fear 2 6 Altar 2 6 Giant’s 2 6 Rituals
3 1 Swamp 3 1 Smouldering 3 1 Tranquility 3 1 Cave 3 1 Shaded 3 1 Chants
3 2 Fortress 3 2 Forgotten 3 2 Illusions 3 2 Retreat 3 2 Blessed 3 2 Frost
3 3 Sanctuary 3 3 Of Tears 3 3 Darkness 3 3 Fork Road 3 3 Of Cages 3 3 Hopelessness
3 4 Crypt 3 4 Fading 3 4 Sorcery 3 4 Lair 3 4 Witch’s 3 4 Chasms
3 5 Burg 3 5 Untended 3 5 Mourning 3 5 Passage 3 5 Of Sands 3 5 Dreams
3 6 Hive 3 6 Iron 3 6 Pleasure 3 6 Mine 3 6 Unseen 3 6 Spores
4 1 Basin 4 1 Festering 4 1 Corruption 4 1 High Wall 4 1 Dying 4 1 Thorns and Vines
4 2 Bridge 4 2 Of Storms 4 2 Betrayal 4 2 Chambers 4 2 Of Dusk 4 2 Ash
4 3 Forest 4 3 Abyssal 4 3 Revelation 4 3 Gate 4 3 Hangman’s 4 3 Memories
4 4 Village 4 4 Of Summer 4 4 Height 4 4 Cellar 4 4 Of Embers 4 4 Lightning
4 5 Temple 4 5 Deep 4 5 Pyromancy 4 5 Gulch 4 5 Warlord’s 4 5 Executions
4 6 Aqueduct 4 6 Howling 4 6 Torment 4 6 Hearth 4 6 Of Autumn 4 6 Sunlight
5 1 Crossroads 5 1 Of Salt 5 1 Fog 5 1 Warrens 5 1 Poisoned 5 1 Insects
5 2 Tower 5 2 Tainted 5 2 Loyalty 5 2 Outer Wall 5 2 Of Night 5 2 Traps
5 3 Cathedral 5 3 Of Mists 5 3 Hunt 5 3 Dungeon 5 3 Lower 5 3 Religion
5 4 Valley 5 4 Crystal 5 4 Bigotry 5 4 Church 5 4 Everlasting 5 4 Flesh
5 5 Throne 5 5 Royal 5 5 Mud 5 5 Threshold 5 5 Blackened 5 5 Rebirth
5 6 Shrine 5 6 Of Winter 5 6 Ambition 5 6 Grotto 5 6 Of Dust 5 6 Webs
6 1 Peak 6 1 Hidden 6 1 Blood 6 1 Sewers 6 1 Withered 6 1 Moving Passageways
6 2 Catacombs 6 2 Ancient 6 2 Science 6 2 Lighthouse 6 2 Of Drakes 6 2 Curses
6 3 Waterway 6 3 Profaned 6 3 Sand 6 3 Garrison 6 3 Pale 6 3 Oblivion
6 4 Archive 6 4 Undead 6 4 Moonlight 6 4 Cliffs 6 4 Of Spring 6 4 Mirrors
6 5 Belfry 6 5 Of Want 6 5 Miracles 6 5 Pyramid 6 5 Consumed 6 5 Eggs
6 6 Garden 6 6 Archdragon’s 6 6 Time 6 6 Fields 6 6 Fungal 6 6 Humanity
32 33
Death, Souls, and Bonfires Optional Rule: Bound by Death Souls
This is an optional rule for handling PC death, When a Player Character dies, if they had any
and can be used only if all the participants agree amount of souls with them, that amount is
Unsurprisingly, this game can be quite lethal at
Bonfires to it. Whenever a PC is slain, if you are using halved (round down; 25 souls will become 12, for
times. Facing a large number of enemies, mak- Whenever one or more Player Characters rest this rule, all PCs in the group are immediately example). Note that it is not possible to recov-
ing a tactical mistake or even just falling down at a Bonf ire, they will restore their Hit Points teleported to the last visited Bonfire. er these souls the way you do in the Dark Souls
a bottomless pit can spell death for a Player and Spell Points to full, refill their Estus and The PC who died is the only one that will lose videogame: you don’t lose all of them (yay!), but
Character. recharge any Consumable items. a Spark because of this, but the game world will the loss is permanent (oh no!).
Resting at a Bonfire also allows the group to “reset” (enemies will appear, wounded creatures
travel to other Bonfires (unless you went the will regain their Hit Points, and so on). On the other hand, whenever a Non Player
Death and going Hollow hardcore route and decided that there’s no tele- This option makes sure no player has to sit there Character dies, each Player Character present
When a character’s Hit Points are reduced to porting between Bonfires). doing nothing while its companions looks for in the area will gain the amount of souls that
zero, that character is immediately slain: the a Bonfire; still, it can become a bit frustrating if creature awards (see page 87). These souls are not
soul energy keeping their body intact dissipates, If any Player Characters were dead but did not the group keeps being “bounced back” by ene- “split” between the PCs; each PC will gain the
and their conscience returns to the f low of souls go Hollow, resting at a Bonfire will cause them mies tht cause heavy single-target damage. full amount.
permeating the Land. to reform from its embers, their conscience
When this happens, the Player Character loses bound to this Land once again. In case the When resting at a Bonfire, characters have the
a randomly determined Spark of Memory: if whole group is wiped out, they will all reapper
Optional Rule: The Host option to spend Souls to increase their attribute
it was their last Spark, their body will reform at the last Bonfire they rested at (and they will This is an optional rule for handling PC death, scores or create new Sparks of Memory:
some time later, completely Hollow. automatically rest). and can be used only if all the participants agree
9 To increase an attribute score by one point,
The player controlling the character will de- to it. At the beginning of each game session
you must spend and amount of souls equal
scribe their tragic fate, taking into account Each time characters rest at a Bonfire, wheth- and/or whenever a PC rests at a Bonfire, if you
to your current level. If this ends up increas-
their mission and whatever Spark of Memory er they do so intentionally, to revive an ally or are using this rule, give each player a card (no
ing the corresponding attribute bonus as
was the last to abandon their mind. because the entire group died, all the enemies one can look at the cards). One of these cards
well, remember to update all relevant stats
Then, the Game Master should place the Hol- in the game world will reapper (all enemies will be marked as the Host card.
(such as your level, defenses, stamina or Hit
low character somewhere in the game world, so will also fully regenerate their Hit Points, Spell When a PC is slain, reveal their card: if they are
Points).
that the group may encounter it in the future; Points and any other consumable resource they not the Host, they will simply reform near the
9 To create a new Spark of Memory, you must
whatever items or spells were carried by the might have). That’s why it’s important for the group (HP and other resources will be restored
spend fifteen souls. Remember, you can also
character will be lost and can be recovered only Game Master to take notes on which enemies as if they had rested at a Bonfire), and the game
create a new Spark whenever you help defeat
by finding the Hollow body and killing it one populate each area; however, the GM is free to world will not “reset”. This process takes four
a Boss enemy!
last time. Talk about a joyful reunion, right? alter these sometimes, provided they inform to five minutes (if killed in combat, the PC can
When you create a new Spark of Memory,
Depending on the Hollow’s behavior, this the characters (basically, don’t do stuff like rejoin the group once the battle ends).
choose an Emotion and a Title (just like you
might even involve a combat encounter against “Yeah, there were a couple dogs here, but now If the slain PC is the Host, the entire group will
did during character creation). The Spark
their former friend. a giant abyssal-dragon-demon ambushes you immediately be teleported to the last Bonfire
should be tied to something that happened
guys and kills you with its abyssal fire breath!”). they visited (same as the Bound by Death rule
recently, such as an act of friendship between
Unique creatures, such as Boss enemies and above), the game world will “reset”, and the
undead, an unexpected discovery, or a dark
named NPCs, will not reappear once killed. cards will be dealt again. Needless to say, the
but beautiful landscape. You can of course
However, some characters might be forever slain PC will be the only one to lose a Spark.
create Sparks tied to sorrow, pain, suffering
bound to a place and basically prove immortal, This rule leads to less repetition when compared
or other negative emotions, if that’s what
as is normally the case with Shrine Keepers. to the Bound by Death option, but adds a layer
your character recently experienced.
of suspence and randomness to the game.

34 35
Completing Missions Combat

As mentioned during character creation, a Mis-


Completing your Mission Combat is the most memorable element of the 9 Forward combatants are aggressive and
sion is what keeps each Player Character going. You did it. You have succeeded on your quest, Dark Souls videogame series, and a key por- somewhat reckless. They can only use me-
Together with the Sparks of Memory, this goal saved whoever had to be saved, slain whatever tion of this tabletop adaptation. lee weapons and are easier to hit, but the
and focus helps undead retain what is left of creature had to be slain. In this game, combat is divided into a series of amount of damage caused by their weapon
their past humanity. And despite this, your triumph might also be Rounds and takes place on a special sheet, the attacks is increased. Additionally, a charac-
Missions also act as roleplaying aids and are par- your downfall: you are now without focus, with- combat sheet, where combatants will be rep- ter must be in this Ring to perform a parry.
ticularly useful for the Game Master, who can out purpose. As soon as your Mission is complet- resented by tokens or miniatures (depending 9 Defensive combatants are more balanced
simply look at the character sheets and come up ed, you lose 1d3 randomly determined Sparks of on what is available to your group). This sheet, in their approach: they can use melee and
with fitting scenarios who will get everyone in- Memory. This might even cause a character to which is shown below, is composed of three ranged weapons.
volved. Since Missions are an undead’s primary go Hollow on the spot: just as usual, the player Rings: Forward, Defensive and Back. Each Ring 9 Back combatants keep themselves out of
driving force, it could be said that characters are is responsible for describing what happens. It is further divided into an Ally half (belonging reach and can only use ranged weapons, but
pretty much built around them. should probably involve a complete distortion to the Player Characters) and an Enemy half they can also only be hit by ranged weapons.
However, just like everything else in the game, of the completed Mission, perhaps even invali- (belonging to the GM’s characters). In order for the Back Ring to be available
Missions have a mechanical aspect: specifically, dating what they had achieved: things like go- These combat Rings are not supposed to repre- to a combatant, one or more of their allies
we have to look at what happens when a Player ing mad and killing the one you wanted to save, sent a character’s position in space, but rather must be in the Forward and/or Defensive
Character changes, completes or fails their Mis- or running away with whatever knowledge you their approach to battle and ability to defend Ring: if there is no one to shield them from
sion. had sworn to protect. themselves (measured by an increasingly high the enemy, Back combatants are immedi-
If you manage to retain your sanity, however, Ring Number: 1, 3 or 5). ately moved into the Defensive Ring.
you are f inally free to leave this cursed land. The
Changing your Mission bond that kept you a prisoner of the Shrine is
A Player Character may change their Mission broken. Congratulations!

1u2u3u4u5u6
unofficial role playing game

combat sheet

Turn Order
whenever they choose to do so: this, however,
is a traumatic experience and has lasting con-
sequences on an undead’s already fragile mind.
Failing your Mission
The process causes the character to lose a ran- This is the worst possible outcome. If an un-
domly determined Spark of Memory. dead fails their Mission in a way that prevents
Provided they are able to change their Mission them to try again (such as letting a person they

Melee, Ranged

Melee, Ranged

Melee, Ranged
without going Hollow, the character can sim- wanted to save be killed), they will succumb to

Can Hit with:

Can Hit with:

Can Hit with:

Can be Hit by:

Can be Hit by:

Can be Hit by:


(+3 damage)
Ranged

Ranged
Melee
Enemy Defensive Ring

Enemy Forward Ring

Ally Defensive Ring


Ally Forward Ring
ply erase their previous Mission and write down despair and immediately go Hollow. Note that

Enemy Back Ring

Ally Back Ring


a new one on their sheet. this will only happen if the character has no

5
way of attempting to complete their Mission
again. If you still have a chance, you will not go

Melee, Ranged

Melee, Ranged

Melee, Ranged
Can Hit with:

Can Hit with:

Can Hit with:


Can be Hit by:

Can be Hit by:

Can be Hit by:

(+3 damage)
Ranged

Ranged
Melee
Hollow: it’s just a setback, not the end of your
character.
1u2u3u4u5u6
Turn Order

36 37
Setting up Combat Combat Overview
When combat begins, players and GM will The flowchart on the right summarizes the
place tokens or miniatures representing the main steps of a combat encounter. 1 Players place the tokens or miniatures representing their characters on the combat sheet.
combatants they control on the combat sheet. The different actions available to both Player Then, the GM places the tokens or miniatures representing enemies on the combat sheet.
Given how combat encounters require some Characters and enemies during combat will Remember: a combatant may stay in the Back Ring only if at least one of their allies is in
thought and strategy, the Game Master should be detailed in the following pages, but here’s a the corresponding Forward or Defensive Ring. Otherwise, they are immediately moved into
probably avoid building f ights with a large quick list of what they are. the Defensive Ring.
number of enemies (these could easily get out of
9 Attack allows you to harm enemies using
hand). The best combats involve four to eight
the weapon you are wielding. The weapons 2 Combatants may switch their weapons, shields, armor and/or special items, choosing their
enemies, with a good combination of melee initial setup from the equipment they are currently carrying. They will be able to change
you can attack with vary depending on the
fighters and ranged attackers or spellcasters. their setup later during combat if the need arises!
Ring you are currently in; your target might
“Simple” adversaries with a limited amount of
block, dodge or parry your attack.
combat choices are great when you need a battle
9 Paired Attack is a variant of the attack
3 The first Round of combat begins; each combatant rolls a number of dice equal to their
to include a large number of creatures; on the Stamina (forming their pool of Stamina Dice for the Round) and places these dice next to
other hand, bosses and solitary enemies should action, available when you are wielding two the token or miniature representing their character on the Combat Sheet, so that everyone
possess a wide array of options in order to make melee weapons of the same type (such as two can see them. Characters wearing Heavy armor or wielding Heavy weapons (and creatures
for an interesting fight. You can find more greatswords), one in each hand. which possess the Slow and Powerful ability) must then turn all Stamina Dice showing 1 or 2
about how to create adversaries on page 84. 9 Strong Attack is another variant of the to the side showing 3.
attack action, allowing for a brutal hit but
While the abstract combat sheet seemingly requiring more Stamina. 4 Each Round of combat is divided into 6 Turns. The GM will call these Turns, starting from
transforms any battlefield into a simplified 9 Cast a Spell allows you to use a miracle, Turn 1 and ending with Turn 6.
and empty arena, the GM is encouraged to in- pyromancy or sorcery, as long as you have On each Turn, combatants may spend Stamina Dice showing a number that is equal to or
troduce some twists based on the context and that spell attuned and are wielding a proper lower than the current Turn number (e.g. dice showing a 1, 2 or 3 during turn 3) to perform
surroundings. You can f ind more about this on talisman, hand or staff. Spells also require actions. During a given Turn, Boss enemies spend their dice before Player Characters, and
page 42. you to spend a Spell Point. Player Characters spend their dice before non-Boss enemies.
9 Create an Advantage can be used to Note that combatants of the same “priority” (e.g. two PCs or two Boss enemies) may alter-
nate their actions, such as character A performing a Maneuver, character B using Create an
modify one Stamina Die among yours or
Advantage to modify one of character A’s dice, then character A performing an Attack.
those of an ally. Stamina Dice are a precious
resource and are spent to perform actions.
9 Maneuver allows you to move to anoth- 5 After Turn 6 is completed, the Round ends. Combatants discard any unspent Stamina Dice.
Combatants may switch their weapons, shields, armor and/or special items, choosing their
er Ring among those available to you, or to
setup from the equipment they are currently carrying and preparing for the following Round.
f lee the battle.
Then, unless combat has ended, a new Round begins (return to step 3): combatants roll their
9 Use Gear is a flexible action that allows new Stamina Dice pools and so on.
you to drink an Estus Flask or activate one
of your Consumable special items or switch
any of your weapons, shields, armors and/or
6 Combat in Dark Souls typically ends when one side has annihilated the other, such as a
Boss monster wiping out the Player Characters’ group. It is also possible for combat to end
special items to change your setup for the with one side fleeing or surrendering, or with some kind of negotiation with a hostile NPC.
f ight. When combat ends, gameplay returns to exploration.

38 39
Combat Actions
Here you can f ind a detailed explanation of the depending on the action). Keep in mind that,
actions available to characters during combat. unless otherwise specified, any Stamina Dice Paired Attack (must be wielding two melee weapons of the same type)
All combat actions require whoever performs you spend must be showing a value equal to or When you perform the Attack action, if you are wielding two melee weapons of the same type
them to spend Stamina Dice (one or more dice, lower than the current Turn number. (such as two straight swords, or two curved greatswords), one in each hand, you may perform a
Paired Attack instead. You attack with only one of the weapons you are wielding, but the Damage
Margin is doubled for the purpose of calculating total damage (aside from this, the Paired Attack
Attack (must be wielding a weapon) is identical to a normal Attack). You cannot combine this with a Strong Attack (see below).
9 Choose the weapon you are attacking with, and select a target you are able to reach with that
weapon. Make sure that the weapon can be used from the Ring you are in, and make sure that Strong Attack (must be wielding a weapon)
it can hit the target’s Ring. When you perform the Attack action, you may spend an additional Stamina Die to perform a
9 You must spend one Stamina Die for this action, and its value must be equal to or greater than Strong Attack instead (both Stamina Dice must show the same value). Add both dice together
the target’s Ring Number. The difference between the die and the Ring Number is the Damage when calculating Damage Margin (aside from this, the Strong Attack is identical to a normal
Margin (e.g. if the target’s Ring Number is 3 and the die value is 5, Damage Margin is 2). Attack). You cannot combine this with a Paired Attack (above).
9 The target may perform any one of the following:
Block (requires item with Block) Cast a Spell (must have the spell attuned, and must be wielding the
The target may spend any one Stamina Die, regardless of its value, to increase their Defenses appropriate flame, staff or talisman)
against that attack by the amounts indicated by the Block quality of the item they used. You may spend a Stamina Die and a Spell Point to cast a spell among those you have attuned.
To learn more about the Block quality, see page 45. You must be wielding the appropriate Flame, Staff or Talisman, and the value on the die you
spend must be greater than or equal to the spell’s Casting Number. Some spells may be dodged or
Dodge (PC only)
blocked (in the same way an Attack is dodged or blocked), and some require you to spend more
The target may spend one Stamina Die, provided its value is equal to the current Turn (i.e. on
than one Spell Point. To learn more about spells, see page 71.
Turn 2, you can only Dodge by spending a die showing “2”) to completely negate the attack.
Only Player Characters can perform this.
Create an Advantage (PC only)
Parry (PC only, Forward only, Melee attacks only, requires item with Parry) You may spend a Stamina Die to choose yourself or an ally. The chosen character may immediately
If the item’s Parry quality includes the current Turn (i.e. Parry 2-4 includes Turns 2, 3 and 4), the turn one of their Stamina Dice to a value of their choice (note that this can be used to allow an ally
target may spend one Stamina Die, provided its value is equal to the current Turn. If they do, the to act quickly by turning one of their Stamina Dice to a lower value!). When you use this action,
attack is completely negated and the target may immediately spend any one of their Stamina describe how you manipulate the situation or the terrain to gain an edge on your enemies.
Dice to retaliate with a melee counterattack (provided they are wielding a melee weapon). The
Ring Number for this counterattack is considered to be zero, but you cannot perform a Paired Maneuver
Attack or Strong Attack (see next page) when counterattacking. Only Player Characters can You may spend a Stamina Die to move into a different Ring. The value on the Stamina die you
perform this, and only if they are in the Forward Ring, are wielding an item with the Parry spend must be greater than or equal to your destination’s Ring Number (e.g. if you want to move
quality (see page 45) and the attack being parried is a melee attack. to the Back Ring, you must spend a die showing 5 or 6). Remember: you can enter the Back Ring
9 The total damage caused by the attack is calculated by adding together Weapon Damage (WD) + only if there are one or more allies in the Forward and/or Defensive Rings.
Damage Margin, and adding +3 if the attacker is in the Forward Ring. You can also perform this action to flee the battle, but this can only be done during Turn 6. If you
If more than one damage type is indicated, separated by “ / ” (such as 8 + DB Pierce / Slash), the flee a battle, you cannot rejoin your allies until its end.
attacker will choose the type used for the current attack.
9 The target subtracts the appropriate Defense rating from the total damage. If the weapon has the Use Gear
Split quality (see page X), apply all the listed Defenses, adding them together. You may spend a Stamina Die to do any one of the following: drink an Estus Flask, or use one
9 Unless Defenses reduced the total damage to zero, the target loses HP equal to the remaining of your Consumable special items, or switch any of your weapons, shields, armors and/or special
amount of damage. If this reduces their HP to zero, they are slain. items (this includes changing your grip on a weapon, one-handing or two-handing it).

40 41
Running Through Making Combat Better Combat Objectives
It is not uncommon to see people playing Dark Combat as it has been presented in the previous 9 Traps and Hazards While this roleplaying game is focused around
Souls run through a previously explored area to pages can feel rather... barren. While the game You might introduce environmental dan- combat and a friendly competition between the
gather whatever they need and ignore any ene- allows for a huge variety of equipment and ad- gers, mechanisms and contraptions that GM and the players (because yes, the GM’s job
mies standing in their way. If Player Characters versaries (as you can see just by flipping though make the battlefield come to life and en- during combat is to try to kill you), it is still also
want to do the same in this game, they can! the coming sections of this book), things can sure its deadliness. A good idea is to tie a game of imagination and improvisation.
When PCs approach an Area they have already get old pretty quickly (especially since fights are these threats to a specific timer: a poisonous If your players think about an atypical way to
explored which contains one or more hostile going to be pretty common). fog might inflict 10 Toxic damage to each hurt or hinder an enemy, you might agree and
creatures, they can choose to run through it and But don’t worry! There are plenty of ways to combatant at the end of each Round, and a set it as a Combat Objective.
reach another Area connected to it. To do so, make combat more interesting, and I have in- flame-breathing trap might inflict 20 Fire A Combat Objective requires a number of
each Player Character rolls a number of dice cluded a list of ideas right here. I encourage you, damage to each combatant in the Defensive actions to be completed: said actions are per-
equal to their Stamina; then, the Game Master GM, to mix and match these special combat Rings at the beginning of every Turn 4. formed just like any combat action, but only
rolls a number of dice equal to the combined features with some of your own creation: and When you come up with a trap or hazard, on Turn 6 of each Round. Once the Objective is
Stamina of all hostile creatures in the Area. even if you end up killing a PC, they’ll be back it is even better if the Player Characters can completed, its effects take place.
Each Player Character whose total is lower than in no time - albeit a bit closer to Hollowing. use it against the enemy! Here are some examples:
the enemies’ loses an amount of Hit Points However, there are two things I have to tell 9 Explosives
9 Collapsing the ceiling by breaking
equal to the difference. you: first of all, if you introduce special features An attack or effect causing Fire damage
the columns supporting it might require 6
during a battle, you should inform your players and targeting a Ring containing explosives
actions and inflict 20 Crush damage to all
about their presence. And secondly, you should might trigger a powerful detonation, in-
Example: Ludwig and Sitra are running combatants in the Forward and Defensive
avoid using these features in your first combats. flicting heavy Fire damage (possibly 20 or
through the Windswept Hall, guarded by two Rings (allies and enemies).
Try to keep them simple, so that you and your 30) to all combatants in that Ring (allies and
Storm Wyverns and a Chainbreaker Soldier. 9 Disabling a trap or machine by stop-
players may develop some familiarity with the enemies, isn’t that fun?). This can normally
Ludwig’s Stamina is 4, and he rolls four dice ping its mechanism might require 2 actions
rules before experimenting! occur only once per group of explosives.
(6, 2, 4, 4 for a total of 16). (provided the mechanism is accessible).
Sitra’s Stamina is 3, and she rolls three dice (5, 9 Limiting the Rings 9 Reinforcements
9 Pulling a lever to lift a portcullis or
3, 5 for a total of 13). If the battle takes place in a particularly Some enemies might be able to call upon
reinforcements from nearby Areas, or to unlock a door might require one action,
The Storm Wyverns have Stamina 3 each and cramped space, you might rule that the Back
summon additional adversaries turning an but could later be countered by an enemy
the Chainbreaker Soldier has Stamina 2, for a Ring is not available; similarly, a battle on
initially simple battle into a desperate chal- returning the lever to its initial position by
total of eight dice rolled by the GM (6, 2, 4, 3, a narrow bridge or inside a corridor might
lenge. Not unlike Traps and Hazards above, performing an action of their own.
6, 5, 1, 2 for a dangerous 30). cause the Forward and Defensive Ring to be
Comparing the totals, Ludwig will lose 14 Hit restricted to one or two combatants at most. these events should be tied to a timer or re-
quire an action from the enemy, so that the As the GM, you might also want to incorpo-
Points and Sitra will lose 17 Hit Points. Both This option can severely hinder a character’s
Player Characters may anticipate the danger rate Combat Objectives into a fight to make it
of them survive and manage to traverse the effectiveness and put them at a major disad-
and act accordingly. more “gimmicky” (think of the Bed of Chaos
Windswept Hall. vantage: use it with caution.
9 Pits or Seath’s breakable crystal). Don’t overdo this,
9 Environmental Modifiers
however, as sometimes players simply want an
The environment might alter some spells If the battle takes place on the brink of a
However, keep in mind that running through interesting and powerful enemy that can be
and effects: heavy rain might increase Bolt chasm, you might rule that combatants
an area prevents the character from gathering fought “normally”.
damage by 5 and decrease Fire damage by who are hit by a Strong Attack and do not
any items or meaningfully interact with any
5, and a battle within a corrupted temple Dodge, Parry or Block it automatically fall
of its features (with the exception of Bonf ires;
might increase Dark damage by 10. to their death. I know, it’s brutal, but it
you can run through an area in order to quickly
This option can force combatants to change wouldn’t be Dark Souls without some dead-
reach its Bonfire).
their strategy and make an otherwise minor ly falls, right?
adversary suddenly dangerous.
42 43
Items Item Qualities
Many items described in this pages possess one 9 Ranged: This weapon can only attack from
or more of the following qualities: the Back and Defensive Rings, but can tar-
This is a huge chapter, containing game stats
Items in Your World
9 Bash X: This is typically found on shields. get any enemy Ring. Weapons that possess
for the following item types: weapons, shields, This chapter contains profiles for basically any this quality are commonly called “ranged
While wielding this item, add X damage to
armors, and special items. equipment found in Dark Souls I and III, with weapons” and the rest are commonly called
your melee attacks against enemies that are
First of all, I want to discuss the nature of items some liberties taken when it comes to armor “melee weapons”.
standing in the Forward Ring.
in the Dark Souls world: my best guess is that sets and special items (a catch-all term for con- 9 Reach: If you perform a Strong Attack
9 Block (...): This is typically found on
they are formed by a mass of souls, given shape sumables, special headgear, rings and the likes). with this weapon, you can target enemies
by a thought or memory. That’s why characters It is the GM’s job to place items within the shields. This item can be used to Block at-
in the Back Ring. This quality is typically
can switch to a different armor in the blink of game world, and they also have final say on tacks. When you do so, add the listed Block
found on spears and long melee weapons,
an eye, and why we can glimpse into the life of whether a specific piece of gear is present in the values to your Defenses against the attack.
but can also be used to represent unusual
those who owned or created an object by simply Land. Uncommon items, such as the Cloranthy 9 Brutal X: When you perform a Strong
abilities, such as a shockwave or flame burst
holding it into our hands. Ring or the Great Demon Machete, should be Attack with this weapon, add X to damage. emanating from a draconic sword.
When an enemy “drops” an item, it is actually unique: avoid giving Player Characters a way to 9 Deadly X: Add X to damage caused by 9 Requires (...): The item requires you to
the memory of that item that we are left with: “farm” a certain item and encourage variety in this weapon against targets that have no have certain attribute scores to use it, such
the creature dissipates, but part of what it still their setups. Of course, items worn by peasants Stamina Dice left or during a counterattack as S 25+ or D 30+. If you cannot fulfill these
remembered and fought with is permanently or militia should probably be obtainable in (after a successful Parry). This is a common requirements, you cannot wear nor wield it.
left behind. multiple copies. quality for daggers.
9 Split (...): This weapon combines several
“Carrying” an item with yourself in this game 9 (Spell type) Effect: This item allows
means binding that memory to your very soul: damage types (such as Fire + Pierce). Targets
Creating New Items you to cast the corresponding spells (Mira- subtract all corresponding Defenses from
the limit to how many items of a certain type cles, Piromancies or Sorceries) and sets your
you can carry (a total of ten weapons or shields, The GM will probably also want to come up the attack, adding them together.
Effect with them (see page X). Usually found
ten special items, and five armors) is due to how with items that are not present in the videog- 9 Sweep X: When you perform a Strong At-
on pyromancy flames, staves and talismans.
limited an undead’s memory is; spells follow ame series: this is not only possible, it is actu- tack with this weapon you may have it target
9 Guard Break: When you perform a
a similar concept (you can carry up to nine of ally a great thing to do. After all, if there’s one up to X enemies instead of just one, but all
Strong Attack with this weapon, the target targets must be within the same Ring. The
them). If you want to change the items you are thing this game allows you to do, it is to put
cannot Block (but can still Parry). attacks are resolved separately (you choose
carrying you must return to the Shrine, where your own shared vision of a Dark Souls world
9 Heavy: When you roll Stamina Dice while the order). If any of these attacks is parried
the Keeper holds the rest of your character’s on the table and play within it.
gear. If you find an item during exploration When you create a new piece of gear, the best wearing or wielding this item, turn all dice or reduced to zero damage by a block, all
and don’t have any free item slots, you will have choice is usually to take an existing item and showing 1 or 2 to the side showing 3. This is subsequent attacks will be negated.
to discard another item of the same type or modify it. Try adding or removing Qualities a quality found on particularly cumbersome 9 Two-Handed: This item always requires
leave the item there and come back for it later. (see next page), or giving the item some special or weighty armor and shields. you to wield it with both hands, preventing
Is this a “metagamey” solution? Yes. effects: perhaps a damage bonus against a par- 9 Parry (X-Y): The item can be used to you from wielding other items. This quality
Does it have an in-game explanation? Yes. ticular type of enemy, a form of HP regenera- parry melee attacks, but only during Turns is only found on bows and greatbows.
Can we play with a bunch of sheets of endless tion, or simply the ability to cast light on your X to Y (such as a shield with Parry 2-4 al- 9 Weapon Damage: This quality simply
inventory just like in the videogame? Of course surroundings. In general, try to keep things lowing you to parry during Turns 2, 3 and describes how to calculate damage caused by
you can! But I personally really like the chal- simple: as an example, if you are creating an 4). This quality is typically found on shields, the weapon. If it is a melee weapon and you
lenge of picking which items to bring with you arbalest whose projectiles causes a shockwave but some weapons can be used this way when are wielding it with both hands instead of
during an exploration. “Scouting” areas be- when they hit a target, consider simply giving held in the left hand (as is the case with par- one, add your SB to the total damage.
comes much more vital. it the Sweep 3 quality. rying daggers and scimitars).

44 45
Common Weapons (divided by Type) Greataxes Damage and Qualities
Axes Damage and Qualities Greataxe WD (14 + SB, Slash), Brutal 3, Heavy, Requires S 35+

Battle Axe WD (8 + DB + SB, Slash), Brutal 2 Great Machete WD (12 + SB, Slash), Brutal 2, Heavy, Requires S 30+

Brigand Axe WD (8 + DB + SB, Slash), Brutal 3


Great Hammers Damage and Qualities
Great Club WD (11 + SB + SB, Crush), Brutal 4, Heavy, Requires S 30+
Hand Axe WD (7 + DB + SB, Slash)
Great Mace WD (13 + SB, Crush), Brutal 2, Heavy, Requires S 35+
Thrall Axe WD (6 + DB + SB, Slash), Deadly 1
Bows Damage and Qualities Great Wooden Hammer WD (6 + SB + SB, Crush), Heavy, Sweep 2, Requires S 25+

Composite Bow WD (3 + SB + DB, Pierce), Ranged, Two-Handed Large Club WD (10 + SB + SB, Crush), Brutal 2, Heavy, Requires S 25+

Longbow WD (5 + DB, Pierce), Brutal 2, Ranged, Two-Handed Pickaxe WD (10 + SB + SB, Pierce), Requires S 25+

Short Bow WD (4 + DB, Pierce), Ranged, Two-Handed Spiked Mace WD (10 + SB + SB, Crush / Pierce), Heavy, Sweep 3, Requires S 25+

Crossbows Damage and Qualities Greatswords Damage and Qualities


Special: Despite them being Ranged weapons, crossbows can be used to attack from the Forward Ring. Bastard Sword WD (9 + DB + SB, Slash), Brutal 2, Sweep 3, Requires S 20+

Arbalest WD (6, Pierce), Brutal 2, Ranged, Requires S 25+ Claymore WD (9 + DB + SB, Pierce / Slash), Guard Break, Sweep 3, Req. D 20+ and S 20+

Heavy Crossbow WD (5, Pierce), Brutal 2, Ranged Flamberge WD (11 + DB + SB, Slash), Brutal 2, Sweep 2, Req. D 20+ and S 20+

Light Crossbow WD (5, Pierce), Ranged


Halberds Damage and Qualities
Glaive WD (10 + SB, Slash), Sweep 3, Requires S 25+
Sniper Crossbow WD (7, Pierce), Ranged, Requires D 25+ and S 25+
Curved Swords Damage and Qualities Halberd WD (8 + DB + SB, Pierce / Slash), Reach, Sweep 2, Requires S 20+

Falchion WD (7 + DB + SB, Slash), Sweep 2 Lucerne WD (8 + DB + SB, Pierce), Guard Break, Sweep 3, Requires D 20+ and S 20+

Follower Sabre WD (7 + DB + SB, Slash), Brutal 3 Red Hilted Halberd WD (9 + DB + SB, Pierce / Slash), Sweep 3, Requires D 20+ and S 20+

Scimitar WD (5 + DB + DB, Slash), Parry (3-4, left hand only), Sweep 2


Hammers Damage and Qualities
Blacksmith Hammer WD (6 + SB + SB, Crush), Guard Break
Sellsword Twinblade WD (6 + DB + DB, Slash), Parry (3-4, left hand only), Sweep 2
Club WD (6 + SB + SB, Crush), Brutal 2
Shotel WD (6 + DB + DB, Pierce / Slash), Guard Break, Sweep 2
Daggers Damage and Qualities Mace WD (7 + SB + SB, Crush)

Bandit’s Knife WD (2 + DB + SB, Pierce / Slash), Deadly 5 Morning Star WD (8 + SB, Crush), Brutal 3

Brigand Twindagger WD (1 + DB + SB, Pierce / Slash), Deadly 4, Requires D 25+ Reinforced Club WD (6 + SB + SB, Crush), Brutal 3

Dagger WD (1 + DB + DB, Pierce / Slash), Deadly 3 Warpick WD (7 + SB, Pierce), Guard Break

Harpe WD (1 + DB + DB, Pierce / Slash), Deadly 2


Reapers Damage and Qualities
Great Scythe WD (6 + DB + DB, Slash), Deadly 2, Sweep 2
Mail Breaker WD (3 + DB, Pierce / Slash), Guard Break
Parrying Dagger WD (1 + DB + DB, Pierce), Deadly 3, Parry (1-4, left hand only)
Spears / Pikes Damage and Qualities
Follower Javelin WD (6 + SB + SB, Pierce), Reach
Fists / Claws Damage and Qualities
Four - Pronged Plow WD (6 + DB + SB, Pierce), Brutal 2, Reach
Caestus WD (5 + DB + SB, Crush), Parry (2-4, left hand only)
Greatlance WD (8 + DB + SB, Pierce), Brutal 5, Heavy, Reach, Requires D 20+ and S 25+
Claw WD (5 + DB + DB, Slash), Deadly 2, Parry (3-4, left hand only)
Flames Damage and Qualities Partizan WD (6 + DB + SB, Pierce), Reach, Sweep 2, Requires S 20+
Special: If using the Sweep quality, the damage becomes Slash.
Pyromancy Flame WD (3 + FB + IB, Fire), Pyromancy Effect (FB + IB)
Pike WD (6 + DB + DB + SB, Pierce), Brutal 2, Reach, Requires D 20+ and S 25+
Spear WD (6 + DB + DB + SB, Pierce), Reach
Winged Spear WD (5 + DB + DB + SB, Pierce), Guard Break, Reach, Requires D 20+

46 47
Staves Damage and Qualities Uncommon and Unique Weapons (divided by Type)
Court Sorcerer’s Staff WD (2, Crush), Sorcery Effect (IB + IB + IB) Axes Damage and Qualities
Sorcerer’s Staff WD (2, Crush), Sorcery Effect (IB + IB) Butcher’s Knife WD (6 + SB + SB + SB, Slash), Requires S 30+
Straight Swords Damage and Qualities Special: When you attack with this, recover HP equal to Damage Margin.
Broadsword WD (7 + DB + SB + SB, Slash), Guard Break, Sweep 2 Dragonslayer’s Axe WD (16 + SB), Split (Bolt + Slash), Brutal 3, Requires S 25+
Broken Straight Sword WD (3 + DB + SB, Slash). Eleonora WD (11 + SB, Slash), Requires S 25+
Longsword WD (7 + DB + SB, Pierce / Slash), Guard Break Special: When an ally (you included) in your Ring attacks, if you are wielding
this weapon, they recover 2 HP.
Shortsword WD (5 + DB + DB + SB, Pierce), Guard Break
Gargoyle Tail Axe WD (6 + DB + DB + SB, Slash), Requires D 20+ and S 20+
Talismans Damage and Qualities Special: While wielding this, gain +1 Defense against Toxic.
Canvas Talisman WD (1, Crush), Miracle Effect (FB + FB) Golem Axe WD (11 + SB + SB, Slash), Reach, Sweep 2, Requires S 35+
Cleric’s Sacred Chime WD (1 + SB, Crush), Miracle Effect (FB + FB + FB), Requires F 20+ Man Serpent Hatchet WD (8 + DB + SB, Pierce / Slash), Guard Break
Special: When wielding it, regain HP equal to FB when you cast a Miracle.
Millwood Battle Axe WD (9 + SB + SB, Slash), Brutal 2, Requires S 20+
Priest’s Chime WD (1, Crush), Miracle Effect (FB + FB)
Special: When wielding it, regain HP equal to FB when you cast a Miracle. Winged Knight Twinaxe WD (8 + DB + SB, Slash), Sweep 2, Requires S 30+

Saint’s Talisman WD (1 + SB, Crush), Miracle Effect (FB + FB +FB) Bows Damage and Qualities
Talisman WD (1 + SB, Crush), Miracle Effect (FB + FB) Black Bow of Pharis WD (2 + DB + DB, Pierce), Ranged, Sweep 3, Two-Handed

Thrusting Swords Damage and Qualities Darkmoon Longbow WD (3 + IB + IB), Split (Magic + Pierce) Brutal 2, Ranged, Two-Handed

Estoc WD (6 + DB + SB, Pierce), Guard Break Dragonrider Bow WD (7 + DB, Pierce), Guard Break, Ranged, Two-Handed

Rapier WD (5 + DB + DB, Pierce), Guard Break White Birch Bow WD (4 + DB, Pierce), Deadly 2, Ranged, Two-Handed

Ultra Greatswords Damage and Qualities Crossbows Damage and Qualities


Greatsword WD (11 + DB + SB, Slash), Guard Break, Heavy, Sweep 3, Requires S 30+ Special: Despite them being Ranged weapons, crossbows can be used to attack from the Forward Ring.

Zweihander WD (10 + DB + SB, Slash), Brutal 2, Heavy, Sweep 3, Requires S 25+ Avelyn WD (6, Pierce), Deadly 2, Ranged

Whips Damage and Qualities Knight’s Crossbow WD (7), Split (Bolt + Pierce), Ranged

Special: All whips cannot be parried, but cannot be used in a counterattack. They cause no damage against Repeating Crossbow WD (7, Pierce), Ranged, Requires D 25+, Sweep 2
any target with a corresponding Defense of 6 or more (take the target’s attribute Bonus into account). Curved Greatswords Damage and Qualities
Whip WD (5 + DB + DB, Slash), Reach, Requires D 20+ Carthus Curved Greatsword WD (8 + DB + DB + SB, Slash), Brutal 2, Sweep 3, Requires D 25+ and S 25+
Exile Greatsword WD (10 + DB + SB, Slash), Sweep 3, Requires S 30+
Gravelord Sword WD (22), Split (Pierce / Slash + Toxic), Sweep 2, Requires D 20+ and S 25+
Harald Curved Greatsword WD (10 + DB + SB, Slash), Brutal 2, Requires D 25+ and S 25+
Murakumo WD (9 + DB + DB + SB, Slash), Sweep 3, Requires D 25+ and S 25+
Old Wolf Curved Sword WD (10 + DB + SB, Slash), Sweep 2, Requires D 25+ and S 25+
Special: When you attack with this, recover HP equal to Damage Margin.
Server WD (10 + DB + DB, Slash), Sweep 2, Requires D 20+ and S 25+
Special: When you attack with this, recover HP equal to Damage Margin.

48 49
Curved Swords Damage and Qualities Fists / Claws Damage and Qualities
Carthus Curved Sword WD (7 + DB + SB, Slash), Deadly 2, Sweep 2, Requires D 25+ Crow Talons WD (5 + DB + DB, Pierce / Slash), Sweep 2
Carthus Shotel WD (6 + DB + DB, Pierce / Slash), Guard Break, Sweep 2, Requires D 25+ Dark Hand WD (18 + DB + FB + IB + SB), Split (Crush + Dark),
Crescent Moon Sword WD (11 + DB + DB + IB), Split (Magic + Slash), Reach Block (all Defenses 6, left hand only)
Special: If using the Reach quality, damage becomes (6+ IB, Magic). Special: When you kill an enemy with this, gain 10 Souls.
This weapon can only attack non-Hollow humanoids.
Dancer’s Enchanted Sword WD (15 + DB + FB + IB + SB), Split (Fire + Magic + Slash), Sweep 2, Req. D 25+
Demon’s Fist WD (14 + SB), Split (Crush + Fire), Sweep 2, Requires S 25+
Demon’s Scar WD (6 + FB + IB, Fire), Pyromancy Effect (FB + IB), Sweep 2
Special: This weapon also counts as a Flame for casting Pyromancies. Dragon Bone Fist WD (5 + SB + SB + SB, Crush), Guard Break, Requires S 25+

Gold Tracer WD (6 + DB + DB + DB, Slash), Sweep 2, Requires D 30+ Manikin Claws WD (5 + DB + DB, Slash), Deadly, Parry (3-4, left hand only), Reach
Special: Can be used to perform Paired Attacks with the Dark Silver Tracer. Flames Damage and Qualities
Jagged Ghost Blade WD (11, Pierce / Slash), Deadly 4, Special: Can damage incorporeal entities. Pyromancer’s Parting Flame WD (4 + FB + IB, Fire), Pyromancy Effect (2 + FB + IB), Req. F 25+ and I 25+
Special: When you kill an enemy, if wielding this, you may spend one Spell
Painting Guardian’s Curved S. WD (4 + DB + DB, Slash), Sweep 3, Requires D 25+
Point to regain one Estus Flask.
Pontiff Knight Curved Sword WD (8 + DB + SB, Slash), Reach
Greataxes Damage and Qualities
Queelag’s Furysword WD (16 + DB + DB), Split (Fire + Slash), Requires D 20+
Black Knight Greataxe WD (17 + DB + SB + SB, Slash), Heavy, Sweep 2, Requires D 25+ and S 40+
Rotten Ghru Curved Sword WD (10 + DB + DB), Split (Slash + Toxic), Sweep 2 Special: This weapon causes +5 damage against Demons.
Storm Curved Sword WD (7 + DB + DB + SB, Slash), Sweep 3 Demon’s Greataxe WD (19 + FB + IB + SB + SB), Split (Fire + Slash), Heavy, Sweep 2, Requires S 35+
Warden Twinblade WD (5 + DB + SB, Slash), Parry (3 to 4, left hand only), Sweep 2 Dragon King Greataxe WD (30, Slash), Heavy, Sweep 2, Requires S 40+
Daggers Damage and Qualities Dragonslayer Greataxe WD (23 + FB + SB), Split (Bolt + Slash), Heavy, Sweep 2, Requires S 40+
Aquamarine Dagger WD (9 + DB + IB), Split (Magic + Slash), Requires I 20+ Earth Seeker WD (11 + FB + SB + SB, Slash), Heavy, Sweep 3, Requires F 20+ and S 30+
Corvian Greatknife WD (5, Pierce / Slash), Deadly 3, Reach Stone Greataxe WD (15 + SB + SB + SB, Slash), Heavy, Sweep 2, Requires S 35+
Dark Silver Tracer WD (3 + DB + DB + DB + DB), Split (Pierce / Slash + Toxic), Requires D 30+ Yhorm’s Great Machete WD (13 + SB + SB, Slash), Brutal 2, Heavy, Reach, Requires S 40+
Special: Can be used to perform Paired Attacks with the Gold Tracer.
Greatbows Damage and Qualities
Ghost Blade WD (7, Pierce / Slash), Deadly 4, Special: Can damage incorporeal entities.
Dragonslayer Greatbow WD (8 + DB + SB, Pierce), Brutal 4, Ranged, Two-Handed, Requires S 20+
Handmaid’s Dagger WD (4, Pierce / Slash), Deadly 1 Special: If you attack with this on Turn 6, you may target one enemy for each
Special: When you attack with this, recover one Spell Point. Ring (Forward, Defensive, Back). Resolve each attack separately.
Murky Hand Scythe WD (5 + DB + SB), Deadly 2, Split (Dark + Slash) Gough’s Greatbow WD (4 + DB + SB + SB, Pierce), Brutal 4, Ranged, Two-Handed,
Priscilla’s Dagger WD (4 + DB + DB + DB), Split (Dark + Slash), Requires D 25+ Requires D 25+ and S 30+
Special: You can always perform Paired Attacks with this weapon. Special: If you attack with this on Turn 6, you may target one enemy for each
Ring (Forward, Defensive, Back). Resolve each attack separately.
Rotten Ghru Dagger WD (5 + DB + DB), Split (Pierce + Toxic), Deadly 1
Millwood Greatbow WD (10 + SB + SB, Pierce), Sweep 3, Ranged, Two-Handed, Requires S 30+
Scholar’s Candlestick WD (2 + DB + DB, Pierce / Slash), Requires F 20+
Special: While wielding this, add +2 to damage from your Sorceries. Onislayer Greatbow WD (7 + DB + DB, Pierce), Brutal 4, Ranged, Two-Handed, Requires D 20+
Special: If you attack with this on Turn 6, you may target one enemy for each
Tailbone Short Sword WD (5, Pierce / Slash), Brutal 2, Reach Ring (Forward, Defensive, Back). Resolve each attack separately.

50 51
Great Hammers Damage and Qualities Stone Greatsword WD (15 + DB + SB), Split (Magic + Slash), Reach, Sweep 2, Requires S 35+
Demon’s Great Hammer WD (9 + SB + SB + SB, Crush), Heavy, Requires S 35+ Special: When performing a Strong Attack with this weapon, you may spend
a Spell Point. If you do, all enemies that are currently in the Forward Ring
Dragon Tooth WD (14 + SB + SB, Crush), Heavy, Requires S 35+ will not be able to dodge until the end of the current Round.
Special: While wielding this, gain +2 Defense against Fire and Magic.
Storm Ruler WD (10 + DB + SB, Slash), Sweep 2
Gargoyle Flame Hammer WD (8 + SB, Crush), Heavy, Sweep 2, Requires S 25+ Special: This weapon causes +10 damage against Giants.
Special: If using Sweep quality, damage becomes (6 + FB + IB, Fire).
Twin Princes’ Greatsword WD (16 + DB + FB + IB + SB), Split (Fire + Slash), Reach, Sweep 2,
Grant WD (18 + FB + FB + SB + SB), Split (Crush + Magic), Heavy, Sweep 3, Requires D 20+ and S 25+
Requires F 30+ and S 40+ Special: If using the Reach quality, damage becomes (12, Crush / Fire).
Ledo’s Great Hammer WD (13 + SB + SB, Crush), Heavy, Sweep 4, Requires S 40+ Wolf Knight’s Greatsword WD (9 + DB + SB + SB, Pierce / Slash), Lunge, Sweep 3, Req. D 25+ and S 30+
Morne’s Great Hammer WD (16 + FB + SB, Crush), Heavy, Sweep 3, Requires F 30+ and S 40+ Special: This weapon causes +5 damage against Abyssal creatures.
Old King’s Great Hammer WD (20 + FB + IB + SB), Split (Crush + Fire), Heavy, Sweep 2, Requires S 35+ Wolnir’s Holy Sword WD (11 + FB + SB, Slash), Sweep 3
Special: This weapon’s Sweep can target enemies that are in different Rings.
Quakestone Hammer WD (14 + SB + SB, Crush), Heavy, Sweep 3, Requires S 45+
Halberds Damage and Qualities
Smough’s Great Hammer WD (16 + SB + SB, Crush), Heavy, Sweep 2, Requires S 35+
Black Knight Glaive WD (11 + DB + SB, Slash), Reach, Sweep 3, Requires D 25+ and S 30+
Vordt’s Great Hammer WD (13 + SB + SB, Crush), Heavy, Requires F 30+
Special: This weapon causes +5 damage against Demons.
Greatswords Damage and Qualities
Crescent Axe WD (18 + DB + FB + SB), Split (Magic + Slash), Sweep 2, Req. D 20+ and F 20+
Black Knight Sword WD (13 + DB + SB, Pierce / Slash), Sweep 2, Requires D 25+ and S 25+
Crucifix of the Mad King WD (15 + FB + SB), Split (Crush + Dark), Sweep 2, Requires F 20+ and S 25+
Special: This weapon causes +5 damage against Demons.
Special:When you attack with this weapon, you may spend 1 Spell Point.
Crystal Greatsword WD (16 + DB + SB, Slash), Sweep 2, Requires S 25+ If you do, roll a d6 and apply the corresponding effect:
Special: If you die while wielding this, it is permanently destroyed. 1-2: Each combatant (ally or foe, including you) suffers 12 Dark damage.
Drakeblood Greatsword WD (18 + DB + SB), Split (Bolt + Magic + Pierce / Slash), Sweep 2, 3-4: The next time you suffer damage in this battle, suffer no damage instead.
Requires D 20+ and S 25+ 5-6: Each enemy in the Forward Ring suffers 8 Crush damage.

Executioner’s Greatsword WD (9 + SB + SB, Crush), Guard Break, Sweep 2, Requires S 25+ Gargoyle’s Halberd WD (7 + DB + SB, Slash), Reach, Requires S 20+
Special: When an enemy dies, recover 6 HP. Giant’s Halberd WD (20 + DB + SB), Split (Bolt + Slash), Heavy, Reach, Sweep 2, Req. S 35+
Firelink Greatsword WD (16 + DB + SB), Split (Fire + Slash), Reach, Sweep 3, Requires S 25+ Gundyr’s Halberd WD (10 + SB + SB, Slash), Reach, Sweep 2, Requires D 20+ and S 30+
Gael’s Greatsword WD (10 + DB + SB + SB, Pierce / Slash), Reach, Sweep 3, Req. D 20+ and S 25+ Immolation Tinder WD (14 + DB + SB), Split (Fire + Pierce), Reach, Sorcery Effect (IB + IB),
Great Lord Greatsword WD (14 + DB + SB, Slash), Sweep 3, Requires S 25+ Requires D 25+ and S 25+
Special: This weapon also counts as a Staff for casting Sorceries.
Greatsword of Judgement WD (15 + DB + SB), Split (Magic + Slash), Reach, Sweep 2, Req. D 20+ and S 25+
Special: If using the Reach quality, damage becomes (4 + IB, Magic). Lifehunt Scythe WD (12 + DB + DB, Slash), Deadly 4, Sweep 2, Requires D 20+ and S 20+

Hollowslayer Greatsword WD (10 + DB + DB + SB, Pierce / Slash), Guard Break, Sweep 2, Req. D 25+ Splitleaf Greatsword WD (9 + SB + SB, Slash), Sweep 3, Requires D 20+ and S 30+
Special: This weapon causes +5 damage against Hollows. Special: Gains Block (Cr 8, Pi 8, Sl 8) against physical projectile attacks.

Man-Serpent Greatsword WD (11 + SB + SB, Slash), Sweep 2, Requires S 25+ Titanite Catch Pole WD (14 + DB + IB + SB), Split (Magic + Slash), Reach, Sweep 2, Requires S 20+

Moonlight Greatsword WD (15 + IB + IB), Split (Magic + Slash), Reach, Sweep 2, Req. I 30+ and S 20+ Winged Knight Halberd WD (9 + SB, Slash), Heavy, Sweep 3, Requires D 20+ and S 30+
Special: If using the Reach quality, damage becomes (9 + IB + IB, Magic). Hammers Damage and Qualities
Obsidian Greatsword WD (20, Slash), Sweep 2, Requires D 20+ and S 25+ Blacksmith Giant Hammer WD (20 + SB), Split (Bolt + Crush), Requires S 20+
Special: When you attack with this weapon, you may increase its Sweep 2 to
Drang Hammers WD (7 + SB + SB, Crush), Guard Break, Sweep 2
Sweep 3. If you do, the damage becomes (15, Fire).
Hammer of Vamos WD (6 + SB + SB, Crush), Requires S 20+
Onyx Blade WD (15 + FB + IB), Split (Dark + Pierce / Slash), Sweep 2, Req. F 20+ and I 20+
Special: When performing a Strong Attack with this weapon, you may in- Heysel Pick WD (12 + SB), Split (Magic + Pierce), Sorcery Effect (IB + IB), Requires I 25+
crease damage by 6. If you do, Split becomes (Dark + Fire + Pierce / Slash). Special: This weapon also counts as a Staff for casting Sorceries.

52 53
Katanas Damage and Qualities Golden Ritual Spear WD (10 + DB), Split (Magic + Pierce), Reach, Sorcery Effect (FB + FB),
Black Blade WD (8 + DB + DB, Pierce / Slash), Reach, Requires FB 20+ and IB 25+
Parry (2-4, two-handed only), Requires D 25+ and S 25+ Special: This weapon also counts as a Staff for casting Sorceries.

Bloodlust WD (6 + DB + DB, Pierce / Slash), Requires D 30+ Lothric Knight Long Spear WD (7 + DB + SB, Pierce), Reach, Requires D 25+ and S 20+
Special: Instead of spending a Stamina Die for Strong Attacks, you may lose Lothric War Banner WD (6 + DB + SB, Pierce), Requires D 20+ and S 20+
HP equal to current Turn. Add that number as if it was the value on the die. Special: While wielding this, allies in your Ring (including you)
Chaos Blade WD (6 + DB + DB + DB, Pierce / Slash), Deadly 2, gain +1 to any damage they cause.
Parry (2-4, two-handed only), Requires D 20+ and S 20+ Moonlight Butterfly Horn WD (6 + IB + IB, Magic), Reach, Requires I 20+
Special: When you attack with this, lose one HP.
Ringed Knight Spear WD (9 + DB + SB), Split (Fire + Pierce), Reach, Requires D 20+ and S 20+
Darkdrift WD (9 + DB, Pierce / Slash), Guard Break, Reach, Requires D 35+
Rotten Ghru Spear WD (12 + DB + SB), Split (Pierce + Toxic), Reach
Frayed Blade WD (10 + DB + DB), Split (Dark + Pierce / Slash)
Saint Bident WD (5 + FB + FB + SB, Pierce), Reach, Requires F 20+
Parry (2-4, two-handed only), Requires D 40+
Silver Knight Spear WD (11 + DB + DB, Pierce), Reach, Requires D 25+ and S 20+
Iaito WD (7 + DB, Slash), Brutal 2, Requires D 20+
Soldering Iron WD (9 + DB + SB), Split (Fire + Pierce), Reach
Onikiri WD (6 + DB + DB + SB, Pierce / Slash), Requires D 30+
Special: A target that loses HP from this weapon will not be able to regain
Special: If wielding Ubadachi, both weapons gain Lunge and Sweep 2.
HP until the end of the current Round.
Ubadachi WD(6 + DB + DB + SB, Pierce / Slash), Requires D 30+
Tailbone Spear WD (7 + DB, Pierce), Brutal 4, Reach, Requires D 25+
Special: If wielding Onikiri, both weapons gain Lunge and Sweep 2.
Yorshka’s Spear WD (6 + DB + FB + SB, Crush / Pierce), Reach, Req. D 20+ and F 20+ and S 25+
Uchigatana WD (7 + DB, Pierce / Slash), Parry (2-4, two-handed only), Requires D 20+
Special: A target that loses HP from this weapon will also lose 1 Spell Point.
Washing Pole WD (8 + DB + SB, Pierce / Slash), Reach, Staves Damage and Qualities
Parry (2-4, two-handed only), Requires D 25+ and S 25+
Archdeacon’s Great Staff WD (4 + SB, Crush), Sorcery Effect (FB + FB + FB)
Reapers Damage and Qualities
Beatrice’s Staff WD (2, Crush), Sorcery Effect (IB + IB + IB)
Friede’s Great Scythe WD (14 + DB + DB + IB + IB), Split (Magic + Slash), Requires D 20+
Special: If your other hand is empty, you can perform Paired Attacks Demon’s Catalyst WD (16 + DB + IB + SB), Split (Pierce + Fire), Sorcery Effect (IB + IB)
with this weapon. Heretic’s Staff WD (2 + SB, Crush), Sorcery Effect (IB + IB)
Great Corvian Scythe WD (5 + DB + SB + SB, Slash), Deadly 3, Sweep 2 Izalith Staff WD (8 + DB + SB, Crush), Sorcery Effect (IB + IB), Requires I 20+
Pontiff Knight Great Scythe WD (6 + DB + DB + DB, Slash), Sweep 2, Requires D 25+ Special: While wielding this, add FB to Dark damage from your Sorceries.
Spears / Pikes Damage and Qualities Logan’s Staff WD (2, Crush), Sorcery Effect (IB + IB + IB + IB), Requires I 30+
Arstor’s Spear WD (9 + DB + DB + SB), Split (Pierce + Toxic), Guard Break, Man-Grub’s Staff WD (5 + SB, Crush), Sorcery Effect (equal to 6 minus your total Sparks of
Reach, Requires D 25+ Memory), Requires I 20+
Special: When an enemy dies, recover 6 HP. Manus Catalyst WD (15 + SB + SB, Crush), Heavy, Sorcery Effect (IB + IB + IB), Req. S 20+
Channeler’s Trident WD (13 + DB + IB + IB), Split (Magic + Pierce), Reach, Special: While wielding this, all spells cost you one extra Spell Point.
Requires D 20+ and I 25+ and S 20+ Mendicant’s Staff WD (2 + SB, Crush), Sorcery Effect (IB + IB)
Special: When you perform a Strong Attack with this weapon, your allies Special: When you kill an enemy, if you wield this, gain 2 Souls.
gain +2 to weapon damage until the end of the current Round.
Murky Longstaff WD (6 + DB + SB), Split (Dark + Crush), Sorcery Effect (IB + IB)
Demon’s Spear WD (18 + DB + SB), Split (Bolt + Pierce), Reach Special: While wielding this, add FB to Dark damage from your Sorceries.
Dragonslayer Spear WD (14 + DB + DB + FB + SB), Split (Bolt + Pierce), Oolacile Staff WD (2, Crush / Toxic), Sorcery Effect (IB + IB)
Reach, Requires D 25+ and S 25+
Oolacile Ivory Staff WD (2, Crush), Sorcery Effect (IB + IB)
Dragonslayer Swordspear WD (11 + DB + DB + FB + SB), Split (Bolt + Pierce / Slash), Brutal 4, Reach,
Requires D 25+ and F 25+ and S 20+ Preacher’s Right Arm WD (6, Crush), Lunge, Sorcery Effect (IB + IB + IB), Requires I 20+
Special: If using Lunge quality, damage becomes (6 + IB, Pierce).
Drang Twinspear WD (6 + DB + SB, Crush / Pierce), Reach, Requires D 25+ and S 20+
Gargoyle Flame Spear WD (15 + DB), Split (Fire + Pierce), Reach, Requires D 25+ and S 20+

54 55
Sage’s Crystal Staff WD (4, Crush), Sorcery Effect (IB + IB) Talismans Damage and Qualities
Special: While wielding this, you may increase the damage dealt by any Caitha’s Chime WD (3, Crush), Miracle Effect (FB + FB)
Sorcery you cast by 4, if you pay an additional Spell Point. Special: While wielding this, add IB to Dark damage from your Miracles.
Storyteller’s Staff WD (2, Crush) or (6 + IB, Toxic), Sorcery Effect (IB + IB) Special: While wielding this, regain HP equal to IB when you cast a Miracle.
Tin Banishment Staff WD (10 + DB, Pierce), Sorcery Effect (IB + IB + IB) Crystal Chime WD (3, Crush), Miracle Effect (FB + IB), Sorcery Effect (FB + IB),
Requires F 25+ and I 25+.
Tin Crystallization Staff WD (20, Pierce), Sorcery Effect (IB + IB + IB), Requires I 35+
Special: While wielding this, regain HP equal to IB when you cast a Miracle.
Special: While wielding this, all spells cost you one extra Spell Point.
Darkmoon Talisman WD (2, Crush), Miracle Effect (1 + FB + FB + FB), Requires F 25+
Tin Darkmoon Staff WD (2, Crush), Sorcery Effect (FB + FB + FB), Requires F 20+
Ivory Talisman WD (2, Crush), Miracle Effect (FB + FB + FB)
Witchtree Branch WD (2, Crush), Sorcery Effect (2 + IB), Requires I 20+
Special: While wielding this, reduce Casting Number of any spell you cast Sacred Chime of Filianore WD (3, Crush), Miracle Effect (2 + FB), Requires F 25+
(Miracles, Pyromancies and Sorceries) by 1, to a minumum of 1. Special: While wielding this, you and up to three allies regain 4 HP whenever
Straight Swords Damage and Qualities you cast a Miracle.

Anri’s Straight Sword WD (7 + SB, Pierce / Slash), Guard Break. Saint-Tree Bellvine WD (1, Crush), Miracle Effect (FB + FB), Requires F 20+
Special: This weapon causes +1 damage for each Spark of Memory you have. Special: While wielding this, regain HP equal to FB when you cast a Miracle.
Special: While wielding this, reduce Casting Number of any spell you cast
Astora Straight Sword WD (8 + SB, Pierce / Slash), Guard Break, Requires F 20+ (Miracles, Pyromancies and Sorceries) by 1, to a minumum of 1.
Balder Straight Sword WD (8 + DB + DB, Pierce / Slash), Guard Break, Requires D 20+ Sunless Talisman WD (3, Crush), Miracle Effect (FB + FB), Requires F 30+
Barbed Straight Sword WD (7 + DB + SB, Pierce), Deadly 2, Guard Break Special: While wielding this, add IB to Dark damage from your Miracles.
Cleric’s Candlestick WD (10 + DB + SB), Split (Magic + Pierce), Sorcery Effect (IB + IB) Sunlight Talisman WD (1 + SB, Crush), Miracle Effect (FB + FB), Requires F 20+
Special: This weapon also counts as a Staff for casting Sorceries. Special: While wielding this, gain +1 to all your Defenses.
Crystal Straight Sword WD (12 + DB + SB, Pierce / Slash), Requires S 20+ Thorolund Talisman WD (2, Crush), Miracle Effect (2 + FB)
Special: If you die while wielding this, it is permanently destroyed. Velka’s Talisman WD (2, Crush), Miracle Effect (IB + IB + IB), Requires I 20+
Dark Sword WD (7 + DB + SB + SB, Pierce / Slash), Brutal 2, Requires D 20+ and S 20+ White Hair Talisman WD (3, Crush), Miracle Effect (FB + IB),
Drake Sword (15, Slash), Reach, Requires S 20+ Pyromancy Effect (FB + IB), Requires I 20+ and F 25+
Special: While wielding this, gain +2 Defense against Fire and Magic. Yorshka’s Chime WD (1 + SB, Crush), Miracle Effect (2 + FB + FB + FB), Requires F 35+
Gotthard Twinsword WD (6 + DB + SB, Pierce / Slash), Sweep 2 Special: While wielding this, regain HP equal to FB when you cast a Miracle.
Irithyll Straight Sword WD (8 + DB + SB, Pierce / Slash), Guard Break Thrusting Swords Damage and Qualities
Lothric’s Holy Sword WD (6 + DB + SB, Pierce / Slash), Reach, Requires D 20+, F 20+ and S 20+ Crow Quills WD (5 + DB + DB, Pierce / Slash), Deadly 3, Reach, Requires D 20+
Special: If using the Reach quality, damage is always Pierce.
Lothric Knight Sword WD (6 + DB + SB, Pierce / Slash), Deadly 1, Guard Break
Crystal Sage Rapier WD (9 + IB), Split (Magic + Pierce), Guard Break, Requires D 20+
Morion Blade WD (9 + DB + SB, Pierce / Slash), Guard Break, Requires D 20+
Special: This weapon causes +3 damage if you have 10 HP or less. Irithyll Rapier WD (7 + DB + SB, Pierce), Guard Break
Ringed Knight Straight Sword WD (8 + DB + SB + SB, Pierce / Slash), Requires D 20+ and S 20+ Ricard’s Rapier WD (5 + DB + DB + SB, Pierce), Guard Break, Requires D 25+
Special: If you perform a Strong Attack with this, the damage is Fire. Velka’s Rapier WD (10 + DB + IB + IB), Split (Magic + Pierce / Slash), Req. D 20+ and I 20+
Silver Knight Straight Sword WD (10 + DB + DB, Pierce / Slash), Guard Break, Requires D 25+ and S 20+ Special: You can always perform Paired Attacks with this weapon.
Sunlight Straight Sword WD (7 + FB + FB, Pierce / Slash), Requires F 20+
Special: While wielding this, allies in your Ring (including you) gain +1 to
any damage they cause and +1 to all their Defenses.
Valorheart Blade WD (8 + DB + SB, Crush / Pierce / Slash), Guard Break
Special:If wielding Valorheart Shield, you can perform Paired Attacks.

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Ultra Greatswords Damage and Qualities Shields (divided by Type)
Astora Greatsword WD (9 + DB + DB + SB, Pierce / Slash), Guard Break, Sweep 2,
Special: Shields with the Parry quality lose it if wielded in the right hand.
Requires D 25+ and S 20+
Greatshields Bonus to Defenses and Qualities
Black Knight Greatsword WD (14 + DB + SB + SB, Pierce / Slash), Guard Break, Heavy, Sweep 2,
Requires D 25+ and S 35+ Ancient Dragon Greatshield Block (Bo 4, Cr 7, Da 4, Fi 4, Ma 4, Pi 7, Sl 7, To 0), Requires S 20+
Special: This weapon causes +5 damage against Demons. Black Iron Greatshield Bash 2, Block (Bo 5, Cr 9, Da 6, Fi 8, Ma 6, Pi 9, Sl 9, To 0), Requires S 30+
Cathedral Knight Greatsword WD (10 + SB + SB, Crush / Pierce), Guard Break, Heavy, Sweep 2, Req. S 30+ Bonewheel Shield Block (Bo 5, Cr 9, Da 6, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Requires S 30+
Demon Great Machete WD (13 + SB + SB, Pierce / Slash), Heavy, Sweep 2, Requires S 35+ Special: If wielding this two-handed, you can attack with it as if it were a me-
lee weapon with Weapon Damage (11 + SB, Crush / Pierce) and Guard Break.
Dragon Greatsword WD (25, Slash), Heavy, Reach, Sweep 3, Requires S 35+
Special: While wielding this, gain +2 Defense against Fire and Magic. Cathedral Knight Greatshield Bash 2, Block (Bo 5, Cr 9, Da 8, Fi 6, Ma 6, Pi 9, Sl 9, To 0), Requires S 30+

Farron Greatsword WD (10 + DB + DB + SB, Pierce / Slash), Sweep 2, Requires D 25+ and S 25+ Cleansing Greatshield Bash 2, Block (Bo 7, Cr 8, Da 8, Fi 8, Ma 8, Pi 8, Sl 8, To 0), Requires S 30+
Special: If your other hand is empty, this weapon gains Parry (2-4). Curse Ward Greatshield Block (Bo 6, Cr 9, Da 7, Fi 6, Ma 7, Pi 9, Sl 9, To 0), Requires S 30+
Fume Ultra Greatsword WD (11 + SB + SB + SB, Crush), Heavy, Sweep 3, Req. S 45+ Dragonhead Greatshield Bash 3, Block (Bo 3, Cr 9, Da 5, Fi 9, Ma 5, Pi 9, Sl 9, To 0), Requires S 35+
Lorian’s Greatsword WD (18 + DB + FB + IB + SB), Split (Fire + Crush / Pierce), Reach, Req. S 30+ Dragonslayer Greatshield Bash 3, Block (Bo 9, Cr 9, Da 7, Fi 7, Ma 7, Pi 9, Sl 9, To 0), Requires S 40+
Lothric Knight Greatsword WD (17 + DB + SB), Split (Bolt + Pierce / Slash), Guard Break, Heavy, Eagle Shield Bash 2, Block (Bo 7, Cr 8, Da 5, Fi 4, Ma 5, Pi 8, Sl 8, To 0), Requires S 20+
Sweep 2, Requires D 25+ and S 30+
Giant Door Shield Block (Bo 8, Cr 9, Da 7, Fi 4, Ma 7, Pi 9, Sl 9, To 0), Heavy, Requires S 40+
Profaned Greatsword WD (12 + DB + SB + SB, Pierce / Slash), Heavy, Reach, Sweep 2, Requires S 25+ Special: If wielding this shield with both hands, you can attack with it as if it
Special: If using the Reach quality, damage becomes Fire. were a melee weapon with Weapon Damage (10 + SB + SB, Crush).
Ringed Knight Paired WD (15 + SB + SB), Split (Fire + Pierce / Slash), Heavy, Reach, Havel’s Greatshield Block (Bo 8, Cr 9, Da 8, Fi 8, Ma 8, Pi 9, Sl 9, To 0), Heavy, Requires S 40+
Greatsword Sweep 2, Requires D 20+ and S 40+
Lothric Knight Greatshield Bash 3, Block (Bo 5, Cr 9, Da 6, Fi 6, Ma 8, Pi 9, Sl 9, To 0), Requires S 35+
Special: If using the Reach quality, damage becomes (1 + FB + IB, Fire).
Moaning Shield Block (Bo 7, Cr 9, Da 6, Fi 6, Ma 8, Pi 9, Sl 9, To 0), Requires S 40+
Whips Damage and Qualities
Special: While wielding this, Forward enemies can only attack you.
Special: All whips cannot be parried, but cannot be used in a counterattack. They cause no damage against
Giant Shield Bash 2, Block (Bo 7, Cr 9, Da 6, Fi 7, Ma 6, Pi 9, Sl 9, To 0), Requires S 35+
any target with a corresponding Defense of 6 or more (take the target’s attribute Bonus into account).
Greatshield of Glory Bash 2, Block (Bo 5, Cr 9, Da 6, Fi 6, Ma 7, Pi 9, Sl 9, To 0), Requires S 40+
Guardian Tail WD (12 + DB + DB), Split (Pierce + Toxic), Reach, Requires S 25+
Stone Greatshield Bash 2, Block (Bo 7, Cr 9, Da 7, Fi 7, Ma 7, Pi 9, Sl 9, To 0), Requires S 40+
Notched Whip WD (5 + DB, Pierce / Slash), Reach, Requires D 25+
Twin Dragon Greatshield Bash 2, Block (Bo 6, Cr 8, Da 5, Fi 6, Ma 5, Pi 8, Sl 8, To 0), Requires S 20+
Rose of Ariandel WD (3 + FB + FB + SB + SB, Pierce), Requires F 25+
Wolf Knight’s Greatshield Block (Bo 6, Cr 9, Da 5, Fi 6, Ma 6, Pi 9, Sl 9, To 0), Requires S 30+
Spotted Whip WD (10 + DB), Split (Slash + Toxic), Reach, Requires D 25+
Yhorm’s Greatshield Bash 3, Block (Bo 6, Cr 9, Da 7, Fi 7, Ma 7, Pi 9, Sl 9, To 0), Requires S 40+
Witch’s Locks WD (3 + DB, Fire / Slash), Reach, Requires D 20+
Special: If dealing Fire damage, add FB + FB + IB + IB (not DB). Small Shields Bonus to Defenses and Qualities
Buckler Block (Bo 1, Cr 4, Da 2, Fi 3, Ma 3, Pi 4, Sl 4, To 0), Parry (1-4)
Caduceus Round Shield Block (Bo 3, Cr 5, Da 2, Fi 4, Ma 6, Pi 5, Sl 5, To 2), Parry (2-4)
Cracked Round Shield Block (Bo 4, Cr 4, Da 3, Fi 1, Ma 3, Pi 4, Sl 4, To 0), Parry (2-4)
Crimson Parma Block (Bo 3, Cr 5, Da 3, Fi 4, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4)
Crystal Ring Shield Block (Bo 4, Cr 7, Da 5, Fi 7, Ma 9, Pi 7, Sl 7, To 0)
Special: You can attack with this shield as if it were a weapon with
Weapon Damage (10, Magic) and Ranged.
Dragonhead Shield Block (Bo 3, Cr 7, Da 5, Fi 9, Ma 6, Pi 7, Sl 7, To 0)
Special: You can attack with this shield as if it were a melee weapon
with Weapon Damage (11, Fire) and Sweep 2.

58 59
Eastern Iron Shield Block (Bo 2, Cr 8, Da 2, Fi 4, Ma 4, Pi 8, Sl 8, To 0) Hollow Soldier Shield Block (Bo 5, Cr 9, Da 3, Fi 6, Ma 3, Pi 9, Sl 9, To 0), Parry (3-4)
Effigy Shield Block (Bo 9, Cr 6, Da 4, Fi 7, Ma 4, Pi 6, Sl 6, To 0), Parry (3-4) Kite Shield Block (Bo 3, Cr 9, Da 5, Fi 5, Ma 5, Pi 9, Sl 9, To 0), Parry (2-4)
Elkhorn Round Shield Block (Bo 3, Cr 5, Da 2, Fi 3, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4) Knight Shield Block (Bo 3, Cr 9, Da 4, Fi 4, Ma 5, Pi 9, Sl 9, To 0), Parry (3-4)
Ghru Rotshield Bash 3, Block (Bo 3, Cr 6, Da 3, Fi 3, Ma 5, Pi 6, Sl 6, To 0) Large Leather Shield Block (Bo 5, Cr 8, Da 4, Fi 5, Ma 5, Pi 8, Sl 8, To 0), Parry (2-4)
Golden Falcon Shield Block (Bo 2, Cr 5, Da 3, Fi 3, Ma 4, Pi 5, Sl 5, To 0), Parry (2-4) Large Shield Block (Bo 5, Cr 8, Da 4, Fi 5, Ma 5, Pi 8, Sl 8, To 0), Parry (2-4)
Hawkwood’s Shield Block (Bo 4, Cr 5, Da 5, Fi 5, Ma 3, Pi 5, Sl 5, To 0), Parry (2-4) Lothric Knight Shield Block (Bo 8, Cr 9, Da 5, Fi 5, Ma 5, Pi 9, Sl 9, To 0), Parry (3-4), Req. S 25+
Iron Round Shield Block (Bo 1, Cr 6, Da 3, Fi 3, Ma 4, Pi 6, Sl 6, To 0), Parry (2-4) Pierce Shield Bash 3, Block (Bo 3, Cr 9, Da 4, Fi 5, Ma 6, Pi 9, Sl 9, To 0)
Leather Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 3, Pi 5, Sl 5, To 0), Parry (2-4) Pontiff Knight Shield Block (Bo 6, Cr 7, Da 7, Fi 6, Ma 7, Pi 7, Sl 7, To 0)
Llewellyn Block (Bo 4, Cr 6, Da 6, Fi 6, Ma 6, Pi 6, Sl 6, To 0), Parry (2-4) Porcine Shield Bash 2, Block (Bo 2, Cr 7, Da 3, Fi 3, Ma 4, Pi 7, Sl 7, To 0)
Plank Shield Bash 2, Block (Bo 2, Cr 4, Da 2, Fi 2, Ma 2, Pi 4, Sl 4, To 0) Round Shield Block (Bo 4, Cr 8, Da 4, Fi 5, Ma 6, Pi 8, Sl 8, To 0), Parry (2-4)
Red and White Shield Block (Bo 3, Cr 5, Da 3, Fi 4, Ma 5, Pi 5, Sl 5, To 0), Parry (2-4) Sanctus Shield Block (Bo 5, Cr 8, Da 4, Fi 7, Ma 4, Pi 8, Sl 8, To 0), Requires F 25+
Sacred Bloom Shield Block (Bo 4, Cr 5, Da 4, Fi 4, Ma 8, Pi 5, Sl 5, To 0) Special: While wielding this, regain 2 HP at the end of each Round.
Special: This shield can be used to parry spells. When parrying spells, this Shield of Want Block (Bo 4, Cr 9, Da 6, Fi 6, Ma 6, Pi 9, Sl 9, To 0), Requires S 25+
shield gains Parry (2-4). You can only parry spells that can be blocked. Special: When you gain Souls, gain +2 Souls.
Small Leather Shield Block (Bo 3, Cr 4, Da 3, Fi 5, Ma 4, Pi 4, Sl 4, To 0), Parry (1-4) Silver Eagle Kite Shield Block (Bo 3, Cr 9, Da 4, Fi 4, Ma 4, Pi 9, Sl 9, To 0)
Target Shield Block (Bo 1, Cr 6, Da 2, Fi 3, Ma 3, Pi 6, Sl 6, To 0), Parry (1-4) Silver Knight Shield Block (Bo 4, Cr 9, Da 5, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4), Requires S 20+
Valorheart Shield Block (Bo 3, Cr 6, Da 3, Fi 3, Ma 4, Pi 6, Sl 6, To 0) Spiked Shield Bash 3, Block (Bo 3, Cr 9, Da 5, Fi 5, Ma 4, Pi 9, Sl 9, To 0)
Special: If wielding Valorheart Blade, this gains Bash 2. Spider Shield Block (Bo 2, Cr 8, Da 4, Fi 4, Ma 5, Pi 8, Sl 8, To 6)
Warrior’s Round Shield Bash 1, Block (Bo 4, Cr 6, Da 3, Fi 4, Ma 6, Pi 6, Sl 6, To 0) Spirit Tree Crest Shield Block (Bo 8, Cr 9, Da 5, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4)
Standard Shields Bonus to Defenses and Qualities Stone Parma Block (Bo 5, Cr 9, Da 5, Fi 5, Ma 5, Pi 9, Sl 9, To 0), Requires S 20+
Balder Shield Block (Bo 5, Cr 9, Da 2, Fi 6, Ma 2, Pi 9, Sl 9, To 0), Parry (3-4)
Sunlight Shield Block (Bo 4, Cr 9, Da 4, Fi 4, Ma 5, Pi 9, Sl 9, To 0), Parry (2-4)
Black Knight Shield Block (Bo 5, Cr 9, Da 6, Fi 8, Ma 6, Pi 9, Sl 9, To 0), Requires S 25+
Sunset Shield Block (Bo 5, Cr 9, Da 2, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4)
Bloodshield Block (Bo 5, Cr 9, Da 3, Fi 7, Ma 3, Pi 9, Sl 9, To 4), Parry (3-4)
Tower Kite Shield Block (Bo 5, Cr 9, Da 3, Fi 7, Ma 3, Pi 9, Sl 9, To 0), Parry (3-4)
Blue Wooden Shield Block (Bo 5, Cr 5, Da 3, Fi 5, Ma 7, Pi 5, Sl 5, To 0), Parry (3-4)
Wargod Wooden Shield Block (Bo 6, Cr 8, Da 6, Fi 6, Ma 4, Pi 8, Sl 8, To 0)
Caduceus Kite Shield Block (Bo 5, Cr 9, Da 3, Fi 7, Ma 3, Pi 9, Sl 9, To 0), Parry (3-4)
Wooden Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4)
Carthus Shield Block (Bo 5, Cr 6, Da 5, Fi 2, Ma 4, Pi 6, Sl 6, To 0), Parry (3-4)
Crest Shield Block (Bo 4, Cr 9, Da 8, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4)
Crystal Shield Bash +3, Block (Bo 8, Cr 9, Da 6, Fi 8, Ma 6, Pi 9, Sl 9, To 9)
Special: If you die while wielding this, it is permanently destroyed.
Dragon Crest Shield Block (Bo 4, Cr 9, Da 5, Fi 8, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4)
Gargoyle’s Shield Block (Bo 7, Cr 8, Da 4, Fi 7, Ma 4, Pi 8, Sl 8, To 0), Parry (3-4)
Golden Wing Crest Shield Block (Bo 5, Cr 9, Da 4, Fi 5, Ma 7, Pi 9, Sl 9, To 0), Requires S 20+
Special: This shield can be used to parry spells. When parrying spells, this
shield gains Parry (2-4). You can only parry spells that can be blocked.
Grass Crest Shield Block (Bo 3, Cr 8, Da 3, Fi 3, Ma 4, Pi 8, Sl 8, To 0), Parry (3-4)
Special: After rolling Stamina Dice, turn one die to a side of your choice.
East-West Shield Block (Bo 5, Cr 5, Da 4, Fi 5, Ma 7, Pi 5, Sl 5, To 0), Parry (3-4)
Heater Shield Block (Bo 5, Cr 9, Da 2, Fi 7, Ma 3, Pi 9, Sl 9, To 0), Parry (2-4)

60 61
Armors Dingy Robe 4 2 4 3 3 2 3 2

Armor bolt crush dark fire magic pierce slash toxic Dragonscale Armor 1 4 3 5 3 4 5 3

Alva Armor 2 3 3 3 2 4 4 2 Dragonslayer Armor 5 4 3 5 4 5 5 3

Antiquated Dress 4 0 5 5 4 0 0 2 Drakeblood Armor 4 5 4 4 5 4 5 3

Antiquated Plain Garb 4 0 4 4 4 0 0 3 Drang Armor 3 2 3 2 3 1 2 5

Archdeacon Holy Garb 4 1 5 4 4 0 0 3 Eastern Armor 1 2 1 4 1 4 5 2

Armor of the Glorious 3 4 4 4 4 5 5 2 Elite Knight Armor 1 3 2 3 3 4 4 2

Armor of the Sun 3 2 3 3 3 4 4 1 Embraced Armor of Favor 2 4 4 4 3 4 4 3

Armor of Thorns 2 2 1 2 2 4 5 1 Executioner Armor* 3 4 5 5 5 5 5 4


Special: When an enemy attacks you, if you are wearing this, that enemy loses 2 HP. Exile Armor* 4 5 4 5 4 5 5 6
Assassin Armor 3 3 3 4 3 3 2 5 Evangelist Armor 3 4 1 4 3 4 4 3
Balder Armor 1 4 1 2 1 4 4 2 Fallen Knight Armor 3 4 3 4 2 4 3 1
Black Cleric Robe 2 3 3 2 3 2 2 2 Faraam Armor 3 4 3 4 3 4 4 4
Black Dress 3 2 4 4 3 1 3 5 Fire Keeper Robe 2 2 4 4 2 2 2 4
Black Hand Armor 3 2 3 4 4 3 4 5 Firelink Armor 1 2 1 1 3 3 4 2
Black Iron Armor* 4 4 4 6 4 5 5 4 Fire Witch Armor 2 2 4 4 4 3 3 2
Black Knight Armor* 3 4 4 5 3 4 4 3 Follower Armor 3 3 2 2 3 3 2 4
Black Leather Armor 3 2 2 2 2 1 3 5 Giant Armor** 3 6 3 4 3 7 8 2
Black Witch Garb 5 0 5 5 5 0 0 3 Gold-Hemmed Black Cl. 2 2 3 6 3 2 2 6
Brass Armor 1 3 3 3 5 4 4 2 Golem Armor** 2 8 4 4 4 8 9 4
Brigand Armor 4 4 3 4 3 5 5 4 Gough’s Armor* 2 5 3 4 3 5 5 1
Catarina Armor* 6 5 5 4 4 7 7 4 Grave Warden Robe 3 0 0 3 3 0 2 5
Cathedral Knight Armor* 5 7 4 5 5 7 6 5 Guardian Armor** 4 7 5 4 5 7 8 2
Chain Armor 0 1 3 1 2 3 5 2 Gundyr’s Armor* 4 5 5 5 5 5 7 5
Chester’s Long Coat 3 4 3 2 3 3 3 3 Harald Legion Armor* 4 6 5 4 4 7 7 5
Clandestine Coat 5 0 5 4 5 0 0 2 Hard Leather Armor 2 3 2 3 2 3 3 4
Cleric Blue Robe 5 2 5 4 4 0 1 5 Havel’s Armor** 4 7 5 6 5 7 7 6
Cornyx’s Garb 4 0 5 5 5 0 0 3 Herald Armor 0 2 2 2 3 4 4 2
Crimson Robe 2 4 4 2 4 3 3 2 Hollow Soldier Armor 0 2 0 0 0 2 3 2
Crystalline Armor 0 4 2 1 2 4 5 0 Hollow Thief’s Leather Ar. 0 1 0 0 0 1 1 2
Special: If you die while wearing this armor, it is permanently destroyed.
Holy Robe 5 2 5 4 4 0 1 4
Dancer’s Armor 3 2 3 1 2 4 4 2
Iron Dragonslayer Armor* 5 4 5 4 3 7 6 4
Dark Armor 0 3 3 2 3 4 4 2
Jailer Robe 4 0 5 5 5 1 2 2
Deacon Robe 4 0 5 4 4 0 0 3
Karla’s Coat 5 0 5 5 5 0 0 2
Deserter Armor 0 3 3 2 1 4 4 3
Knight Armor 1 4 2 4 2 4 5 2
Desert Pyromancer Garb 4 0 4 4 3 0 0 5
Lapp’s Armor* 4 6 4 4 4 7 7 5

62 63
Leather Armor 3 1 2 3 2 1 1 4 Stone Armor** 5 7 4 5 4 7 8 1
Leonhard’s Garb 3 3 2 4 4 3 3 4 Sunless Armor 1 3 4 3 4 4 4 1
Loincloth 1 0 1 1 1 0 0 0 Sunset Armor 2 4 3 4 3 5 5 5
Lord’s Blade Robe 2 3 2 4 2 4 4 3 Traveling Merchant Coat 2 3 2 2 2 3 3 4
Special: When you gain souls, if wearing this armor, gain one additional soul.
Lorian’s Armor* 3 3 5 3 5 5 5 3
Undead Legion Armor 5 3 3 5 4 3 1 4
Lothric Knight Armor* 3 4 3 5 4 5 5 3
Vilhelm’s Armor 1 3 4 4 3 5 4 2
Maiden Robe 5 0 5 4 5 0 0 3
Wanderer Coat 3 2 2 3 2 1 3 5
Master’s Attire 2 0 3 2 3 0 0 5
Witch Cloak 2 3 4 2 4 3 3 3
Millwood Knight Armor* 4 4 4 4 4 5 5 4
Winged Knight Armor* 5 5 6 5 5 5 5 5
Mirrah Chain Mail 2 3 3 4 4 3 5 2
Wolf Knight Armor 1 3 3 4 2 4 4 2
Mirrah Vest 4 3 3 3 3 2 2 5
Worker Garb 1 1 3 1 1 1 1 5
Moonlight Robe 1 2 3 1 3 2 2 2
Xanthous Attire 3 1 4 1 4 3 3 3
Morne’s Armor* 5 4 2 5 5 5 5 3
* Heavy, requires Endurance 30+ to wear. ** Heavy, requires Endurance 40+ to wear.
Nameless Knight Armor 2 3 2 4 2 4 4 2
Northern Armor 0 4 1 4 1 4 4 3
Ordained Dress 4 0 4 4 5 0 2 4
Outrider Knight Armor 3 3 1 3 3 4 4 3
Painting Guardian Gown 1 0 0 0 4 0 0 6
Paladin Armor* 2 5 3 4 3 5 6 2
Pale Shade Robe 4 0 4 4 5 0 0 5
Pontiff Knight Armor 4 1 5 3 4 2 3 2
Pyromancer Garb 4 0 5 5 4 0 0 4
Ringed Knight Armor 4 4 3 5 4 5 6 2
Robe of Prayer 5 0 5 5 5 0 0 5
Robe of the Great Lord 5 3 4 5 4 3 3 2
Ruin Armor 4 5 3 4 4 5 6 5
Sage Robe 3 4 2 2 2 3 3 4
Scholar’s Robe 4 0 4 4 5 1 0 3
Sellsword Armor 2 4 3 3 3 4 4 3
Shadow Garb 1 1 0 1 0 1 0 3
Shira’s Armor 4 3 2 4 4 3 2 5
Silver Knight Armor* 4 4 4 4 4 5 5 4
Slave Knight Armor 1 3 2 2 1 3 4 2
Smough’s Armor** 5 8 5 5 5 7 8 5
Sorcerer Coat 4 0 4 4 4 0 0 3
Steel Armor 1 4 2 2 2 4 5 1

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Special Items Pine Items All Bundles and Resins cannot be applied to weapons with Split damage, or to weapons whose
damage type is currently modified by a spell or by a previously applied Bundle or Resin.
Remember, you can only have six special items equipped at any given time. Only four of these may be Rings,
and only one of these may be a Headgear piece. You can only carry a single copy of a certain item - you cannot Pine Bundle, Charcoal 2 Choose a non-Ranged weapon you are wielding. Until the
carry two Hidden Blessings, for example, nor can you carry two Cloranthy Rings. end of the current Round, the damage caused by the weapon
Consumable items have a listed number of charges: whenever you activate a consumable item, it loses one becomes Fire and is increased by +3.
charge. If down to zero charges, the item can no longer be used; however, resting at a Bonf ire completely Pine Resin, Charcoal 2 Choose a non-Ranged weapon you are wielding. Until the end
recharges all of the consumables you are carrying (just like Estus Flasks). of the battle, the damage caused by the weapon becomes Fire.
Pine Bundle, Gold 2 Choose a non-Ranged weapon you are wielding. Until the
Consumables Charges Effect end of the current Round, the damage caused by the weapon
Alluring Skull 1 Allows the group to flee a battle. It only affects soul-hungry becomes Bolt and is increased by +3.
creatures, and has no effect on Boss enemies. If one or more Pine Resin, Gold 2 Choose a non-Ranged weapon you are wielding. Until the end
enemies are unaffected by this item, its effect is negated. of the battle, the damage caused by the weapon becomes Bolt.
Blessing, Divine 1 Fully restore your Hit Points. Pine Bundle, Human 2 Choose a non-Ranged weapon you are wielding. Until the
Blessing, Hidden 1 Fully restore your Spell Points. end of the current Round, the damage caused by the weapon
becomes Dark and is increased by +3.
Bug Pellets Effects from the same type of Bug Pellet are not cumulative.
Pine Resin, Human 2 Choose a non-Ranged weapon you are wielding. Until the end
Bug Pellet, Black 2 Increase your Dark Defense by +2 until the end of the battle. of the battle, the damage caused by the weapon becomes Dark.
Bug Pellet, Blue 2 Increase your Magic Defense by +2 until the end of the battle. Pine Bundle, Pale 2 Choose a non-Ranged weapon you are wielding. Until the
Bug Pellet, Purple 2 Increase your Toxic Defense by +2 until the end of the battle. end of the current Round, the damage caused by the weapon
becomes Magic and is increased by +3.
Bug Pellet, Red 2 Increase your Fire Defense by +2 until the end of the battle.
Pine Resin, Pale 2 Choose a non-Ranged weapon you are wielding. Until the end
Bug Pellet, Yellow 2 Increase your Bolt Defense by +2 until the end of the battle.
of the battle, the damage caused by the weapon becomes Magic.
Carthus Rouge 3 Choose a melee weapon you are wielding. Until the end of the
Pine Bundle, Rotten 2 Choose a non-Ranged weapon you are wielding. Until the
battle, Piercing and Slashing damage dealt by the chosen
end of the current Round, the damage caused by the weapon
weapon are increased by +2.
becomes Toxic and is increased by +3.
Church Guardian Shiv Special Perform an attack with WD (DB + DB + SB + SB, Pierce),
Pine Resin, Rotten 2 Choose a non-Ranged weapon you are wielding. Until the end
Ranged. It can be dodged or blocked just like a normal attack.
of the battle, the damage caused by the weapon becomes Toxic.
Each attack consumes one of you Spell Points.
Quivers Ammunition from quivers can be spent whenever you attack with a bow, crossbow or great-
Dung Pie 3 Perform an attack with WD (12, Toxic), Ranged. It can be
bow (no need for the Use Gear action). Ammunition that changes the damage type cannot
dodged or blocked just like a normal attack. When you use this
be applied to weapons with Split damage. Performing normal attack with a bow, crossbow
item, you also take 6 Toxic damage.
or greatbow does not require any of these special ammunitions.
Fire Bomb 3 Perform an attack with WD (4 + DB + SB + SB, Fire), Ranged. Only one type of ammunition can be applied to a single attack.
It can be dodged or blocked just like a normal attack.
Quiver, Dark 5 All damage caused by the attack becomes Dark.
Fire Bomb, Black 3 Perform an attack with WD (6 + DB + SB + SB, Fire), Ranged.
Quiver, Dragonslayer 5 All damage caused by the attack becomes Bolt.
It can be dodged or blocked just like a normal attack.
Quiver, Feather 5 If the attack targets an enemy in the Back Ring, the Ring
Green Blossom 2 Turn any number of your Stamina Dice to a side of your choice.
Number for the attack is considered to be 4 (not 5).
Kukri 5 Perform an attack with WD (4 + DB + DB + SB + SB, Pierce),
Quiver, Fire 5 All damage caused by the attack becomes Fire.
Ranged. It can be dodged or blocked just like a normal attack.
Quiver, Moonlight 5 All damage caused by the attack becomes Magic.
Lloyd’s Talisman 2 Choose an enemy. Until the end of the current Round, that
enemy cannot recover Hit Points. Quiver, Poison 5 All damage caused by the attack becomes Toxic.
If used on a Mimic, it will put the creature to sleep. Quiver, Splintering 5 Damage caused by the attack increases by +2.

66 67
Throwing Knife 4 Perform an attack with WD (4 + DB + DB + DB + SB, Pierce), Clutch Ring, Dark Any Dark damage you cause is increased by +1.
Ranged. It can be dodged or blocked just like a normal attack. When you take Crush, Pierce or Slash damage, it is increased by +1.
Throwing Knife, Poison 4 Perform an attack with WD (6 + DB + SB, Toxic), Ranged. Clutch Ring, Fire Any Fire damage you cause is increased by +1.
It can be dodged or blocked just like a normal attack. When you take Crush, Pierce or Slash damage, it is increased by +1.
Urn, Hexing 2 Perform an attack with WD (6 + FB + IB, Dark), Ranged. Clutch Ring, Lightning Any Bolt damage you cause is increased by +1.
It can be dodged or blocked just like a normal attack. When you take Crush, Pierce or Slash damage, it is increased by +1.
Urn, Lightning 2 Perform an attack with WD (4 + FB + FB + FB, Bolt), Ranged. Clutch Ring, Magic Any Magic damage you cause is increased by +1.
It can be dodged or blocked just like a normal attack. When you take Crush, Pierce or Slash damage, it is increased by +1.
Urn, Witching 2 Perform an attack with WD (4 + IB + IB + IB, Magic), Ranged. Covetous Gold Serpent Ring Whenever you gain souls, gain +2 souls.
It can be dodged or blocked just like a normal attack. Covetous Silver Serpent Ring Whenever you gain souls, gain +1 soul.
Headgear Effect Darkmoon Ring You can attune two additional spells.
Blindfold Mask Dark damage caused by your spells is increased by +2.
Dark Wood Ring When you Dodge, if you are not wearing or wielding Heavy items, you may
When you take Dark damage, it is increased by +2.
also move to a different Ring.
Bloated Head Increase your Toxic Defense by +2.
Deep Ring You can attune an additional spell.
Bloated Sorcerer Head Increase your Dark, Magic and Toxic Defenses by +1.
Dragoncrest Ring, Bellowing Damage from your sorceries is increased by +2.
Crown of the Dark Sun Damage caused by your spells is increased by +1.
Dragoncrest Ring, Slumbering You produce no sounds.
Crown of Dusk Magic damage caused by your spells is increased by +2.
Dragoncrest Ring, Young Damage from your sorceries is increased by +1.
When you take Magic damage, it is increased by +2.
Dragonscale Ring Ignore the Deadly quality of weapons used against you.
Fang Boar Helm Increase your Crush, Pierce and Slash Defenses by +1.
Dusk Crown Ring Spells never cost you more than one Spell Point.
Gargoyle Helm Increase your Bolt, Fire and Magic Defenses by +1.
Your Maximum Hit Points are reduced by 5.
Mask of the Child After rolling Stamina Dice, turn one die to a side of your choice.
Estus Ring Your Estus Flasks restore +5 Hit Points.
Mask of the Father You may ignore the Heavy quality of items you wield or wear.
Flynn’s Ring As long as you do not wield or wear any Heavy items, your
Mask of the Mother Increase your Maximum Hit Points by 5. melee attacks cause +1 damage.
Royal Helm Increases all your Defenses by +2. Great Swamp Ring Damage from your pyromancies is increased by +1.
Sack Increase your Crush and Toxic Defenses by +1. Havel’s Ring You may ignore the Heavy quality of items you wield or wear.
Sunlight Maggot Shines with bright light, just like a torch. Hawk Ring When you attack a target in the Back Ring with a Ranged weapon, the Ring
Symbol of Avarice Whenever you gain souls, gain +3 souls and lose 5 Hit Points. Number is considered to be 4 (not 5).

Rings Effect Hornet Ring Melee weapons you are wielding gain Deadly 1. If a melee weapon already has
the Deadly quality, increase it by 1.
Aldrich’s Ruby When you perform a counterattack after a Parry, recover 8 Hit Points.
Horsehoof Ring Your attacks with the Kick weapon cause +3 damage.
Aldrich’s Sapphire When you perform a counterattack after a Parry, recover 1 Spell Point.
Hunter’s Ring Increase your Dexterity score by 5.
Ashen Estus Ring When you drink an Estus Flask, you may regain only half the normal amount
of Hit Points (rounded down). If you do, regain 2 Spell Points. Knight’s Ring Increase your Strength score by 5.

Bloodbite Ring Whenever you are about to lose Hit Points, lose one fewer Hit Point (min. 1). Knight Slayer’s Ring Melee weapons you are wielding gain the Guard Break quality.

Calamity Ring Whenever you would suffer damage, you suffer twice that amount of damage. Leo Ring When making a counterattack after a parry, deal +2 damage.

Carthus Bloodring When you Dodge, you may spend two dice and add them together in order to Life Ring Increase your Maximum Hit Points by 4.
match the current Turn. When you take damage, it is increased by +1. Lingering Dragoncrest Ring Any spell you cast that lasts one or two Rounds has its duration
Carthus Milkring Increase your Dexterity Score by 3. When you Dodge, roll the Stamina Die: if increased by an additional Round.
it comes up a 6, add it back to your Stamina Dice pool. Lloyd’s Shield Ring As long as your Hit Points are full, any damage you suffer is reduced by 2.
Cloranthy Ring After rolling Stamina Dice, turn one die to a side of your choice. Lloyd’s Sword Ring As long as your Hit Points are full, any damage you cause is increased by +1.

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Morne’s Ring Damage from your miracles is increased by +1.
Spells
Obscuring Ring Enemies will not notice you unless you get very close to them or interact with
them in some way.
Poisonbite Ring Increase your Toxic Defense by +2. Miracles, pyromancies and sorceries are a fun-
Spells in Your World
Pontiff’s Left Eye When performing a Paired Attack, regain 4 Hit Points. damental part of the Dark Souls series, and This chapter contains profiles for basically any
Pontiff’s Right Eye When performing a Paired Attack, increase damage by +2. this game is no exception. spell found in Dark Souls I and III, though
Priestess Ring Increase your Faith score by 5. In play, spells function similarly to items: you some effects might be a bit different than what
Prisoner’s Chain Increase your Endurance and Vitality scores by 5. Whenever you take damage, can carry a limited number of them with you you remember (such as Seek Guidance allowing
that damage is increased by +4. (up to nine) and need to attune them in order the caster to ask a question directly to the GM).
Ring of the Evil Eye Whenever you kill an enemy, recover 3 Hit Points. to cast their magic. You can do so whenever Just like with items, is the GM’s job to place
you rest at a Bonfire, and you may attune to a miracles, pyromancies an sorceries within the
Ring of Favor Increases your Maximum Hit Points by 2, and your Stamina by 1.
number of items up to your Attunement Bonus, game world, and they also have final say on
Ring of Sacrifice When you die, don’t lose any souls. Then, this ring is permanently destroyed.
unless your items increase this amount. whether a specific spell is present in the Land.
Ring of Sacrifice, Rare When you die, don’t lose any souls or Sparks of Memory. Then, this ring is Any spells you are not carrying will be stored by Weaker spells should probably be obtainable
permanently destroyed.
the Keeper at your Shrine, and if you find a new in multiple copies, while unique and extremely
Ring of Steel Protection Increase your Crush, Pierce and Slash Defenses by +1. spell while already carrying nine you will have powerful magics might be one of a kind. Re-
Ring of the Sun’s First Born Damage from your miracles is increased by +2. to discard a spell you are carrying or come back member, spells must be carried and attuned to
Sage Ring Reduce the casting number of your spells by 1, to a minimum of 1. later to retrieve the new spell. Sounds like items, for a character to be able to cast them. The goal,
Saint’s Ring You can attune an additional spell. right? Exactly. as usual, is to encourage variety.
Scholar’s Ring Increase your Intelligence score by 5.
Silvercat Ring You take no falling damage, but a deadly fall will still kill you. Casting Spells Outside Combat Creating New Spells
Skull Ring Enemies in the Forward Ring will attack you instead of your allies, if able.
All spells can be cast in combat or during ex- Coming up with new spells for your world can
Stoneplate Ring, Dark Increase your Dark Defense by +2. ploration: however, some spells require a bit be a lot of fun. Not unlike items, a GM should
Stoneplate Ring, Flame Increase your Fire Defense by +2. of work to adjudicate them. Spells that have probably base a new spell on one that already
Stoneplate Ring, Magic Increase your Magic Defense by +2. an “instant” effect (such as Seek Guidance) exists; an important element to keep in mind is
Stoneplate Ring, Speckled Increase your Bolt, Dark, Fire and Magic Defenses by +1. are simply resolved as normal; offensive spells that Dark Souls spells typically have a combat
Stoneplate Ring, Thunder Increase your Bolt Defense by +2.
should be used only in combat. Spells that have application, with truly awesome magic (such as
a duration, however, can be a bit tricky: you shrouding an entire city behind an illusory veil)
Sun Princess Ring In battle, regain 2 Hit Points at the end of each Turn.
should calculate how many times their effect being limited to the work of Gods and the likes.
Tearstone Ring, Blue While your Current Hit Points are 10 or lower,
will take place and then apply it. As an example, When you create a spell, try to keep things as
any damage you cause is increased by +2.
Blessed Weapon grants you one HP every Turn simple as possible: stuff like Gravelord Sword
Tearstone Ring, Red While your Current Hit Points are 10 or lower,
and lasts until the end of the next Round. Its Dance is already way too complicated for my
any damage you suffer is reduced by 2.
Casting Number is one, which means the effect taste, honestly, but I still wanted to include it.
Untrue Dark Ring Regardless of how close you are to Hollowing, you appear as a living human.
will take place twelve times (Turns 1, 2, 3, 4, 5, 6,
Witch’s Ring Damage from your pyromancies is increased by +2. then again 1, 2, 3, 4, 5, 6). Thus, you will regain
Wolf Ring Ignore the Guard Break quality of weapons used against you. 12 HP by casting the spell outside combat!
When it comes to the area affected, nearby tar-
gets are considered to be in the Forward and
Defensive Rings, while distant targets are con-
sidered to be in the Back Ring.

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Miracles Gnaw Miracle Faith 20+ 3

Miracle Type Requirements Casting Number Effect: A target of your choice takes Dark or Pierce damage (you choose) equal to your Miracle Effect
x2. This spell may be dodged or blocked.
Atonement Miracle Faith 25+ 1
Gravelord Greatsword Miracle None 5
Effect: Until the end of the current Round, enemies in the Forward Ring will attack you instead of Dance
your allies, if able.
Effect: Choose an enemy Ring (Forward, Defensive or Back) and roll 2d6 + 2: this is the number of
Blessed Weapon Miracle Faith 20+ 1 swords created by the spell. Distribute the swords among the creatures in the chosen Ring:
Effect: Choose a non-Ranged weapon you are wielding. The chosen weapon causes +2 damage until you must do so as equally as possible (i.e. if you have two enemies and five swords, you must
the end of the next Round. While wielding it, regain 1 Hit Point at the end of each Turn. assign two swords to one enemy and three to the other, not one and four).
Each target takes Magic damage equal to five times the amount of swords that hit them.
Bountiful Light Miracle Faith 30+ 1
This spell may be dodged (a target only has to dodge once to negate damage from all the
Effect: Until the end of the current Round, regain 7 Hit Points at the end of each Turn. This spell swords that hit them). This spell costs 2 Spell Points to cast.
costs 2 Spell Points to cast.
Gravelord Sword Dance Miracle None 5
Bountiful Sunlight Miracle Faith 35+ 1
Effect: Choose an enemy Ring (Forward, Defensive or Back) and roll d6 + 2: this is the number of
Effect: Until the end of the current Round, you and each ally in the same Ring as you regain 10 Hit swords created by the spell. Distribute the swords among the creatures in the chosen Ring:
Points at the end of each Turn. This spell costs 3 Spell Points to cast. you must do so as equally as possible (i.e. if you have two enemies and five swords, you must
Dark Blade** Miracle Faith 25+ 1 assign two swords to one enemy and three to the other, not one and four).
Each target takes Magic damage equal to five times the amount of swords that hit them.
Effect: Choose a non-Ranged weapon you are wielding. The chosen weapon causes +2 damage until
This spell may be dodged (a target only has to dodge once to negate damage from all the
the end of the next Round. While the effect lasts, all of the weapon’s damage becomes Dark.
swords that hit them). This spell costs 2 Spell Points to cast.
Cannot be used on a weapon with Split damage.
Heal Miracle None 5
Darkmoon Blade** Miracle Faith 30+ 1
Effect: You and up to two allies of your choice in your Ring recover Hit Points equal to your Miracle
Effect: Choose a non-Ranged weapon you are wielding. The chosen weapon causes +2 damage until
Effect x3. This spell costs 2 Spell Points to cast.
the end of the next Round. While the effect lasts, all of the weapon’s damage becomes Magic.
Cannot be used on a weapon with Split damage. Heal Aid Miracle None 4
Deep Protection* Miracle Faith 25+ 1 Effect: You recover Hit Points equal to your Miracle Effect x2.

Effect: Until the end of the next Round, you increase all your Defenses by 1 and cause +2 damage Heal, Medium Miracle Faith 20+ 5
with any weapon attacks. Effect: You and up to two allies of your choice in your Ring recover Hit Points equal to your Miracle
Divine Pillars of Light Miracle Faith 30+ 5 Effect x4. This spell costs 2 Spell Points to cast.
Effect: Each enemy in the Forward Ring suffers Pierce damage equal to your Miracle Effect +4. This Heal, Great Miracle Faith 25+ 6
spell may be dodged, and costs 2 Spell Points to cast. Effect: You and up to three allies of your choice in your Ring recover Hit Points equal to your
Dorhys’ Gnawing Miracle Faith 25+ 4 Miracle Effect x5. This spell costs 3 Spell Points to cast.
Effect: Up to two targets of your choice take Dark or Pierce damage (you choose one damage type Heal, Great Excerpt Miracle Faith 2o+ 5
and apply it to both targets) equal to your Miracle Effect x2. This spell may be dodged or Effect: You recover Hit Points equal to your Miracle Effect x5.
blocked.
Homeward Miracle Faith 20+ 6
Emit Force Miracle Faith 25+ 4
Effect: You are immediately transported to the last Bonfire you rested at.
Effect: Choose an enemy Ring (Forward, Defensive or Back). All enemies in that Ring suffer Crush
damage equal to your Miracle Effect +3. This spell may be dodged. Karmic Justice Miracle Faith 25+ 2

Force Miracle None 3 Effect: The next time you lose Hit Points because of a Paired Attack or Strong Attack from a melee
weapon, the attacker immediately takes 10 Magic damage. Then, the spell ends. The spell also
Effect: Each enemy in the Forward Ring is pushed to the Defensive Ring. You can also cast this spell ends as soon as you rest at a Bonfire.
when hit by physical projectiles, such as arrows or crossbow bolts: if you do, you take no dam-
age from the attack. If you use Force this way, the Stamina Die you spend to cast it must have
a value of 3, 4, 5 or 6, regardless of the current Turn).

72 73
Lifehunt Scythe Miracle Faith 25+ 5 Seek Guidance Miracle None 4
Effect: A target of your choice in the enemy Forward Ring takes Dark damage equal to your Miracle Effect: You ask the GM a single question about your surroundings. The GM will answer truthfully.
Effect x2. This spell may be dodged or blocked. If the target loses Hit Points because of this Additionally, a glowing light similar to that of a torch floats above your head until you rest
spell, you regain half as many Hit Points, rounded down. at a Bonfire.
Lightning Arrow Miracle Faith 30+ 3 Soothing Sunlight Miracle Faith 40+ 4
Effect: A target of your choice takes Bolt damage equal to your Miracle Effect x2. This spell may be Effect: You and each ally in the same Ring recover Hit Points equal to your Miracle Effect x6. This
dodged or blocked. spell costs 4 Spell Points to cast.
Lightning Blade** Miracle Faith 30+ 1 Spear of Sunlight Miracle Faith 40+ 3
Effect: Choose a non-Ranged weapon you are wielding. The chosen weapon causes +2 damage until Effect: A target of your choice takes Bolt damage equal to your Miracle Effect x4. This spell may be
the end of the next Round. While the effect lasts, all of the weapon’s damage becomes Bolt. dodged or blocked, and costs 2 Spell Points to cast.
Cannot be used on a weapon with Split damage. Tears of Denial* Miracle Faith 20+ 1
Lightning Spear Miracle Faith 25+ 4
Effect: The next time you would be reduced to zero Hit Points, you are instead reduced to one Hit
Effect: A target of your choice takes Bolt damage equal to your Miracle Effect x2. This spell may be Point. Then, the spell ends. The spell also ends as soon as you rest at a Bonfire.
dodged or blocked. This spell costs 3 Spell Points to cast.
Lightning Spear, Great Miracle Faith 30+ 4 Tranquil Walk of Peace Miracle Faith 25+ 2
Effect: A target of your choice takes Bolt damage equal to (your Miracle Effect x2) +5. This spell may Effect: Each enemy in the Forward Ring when you cast this spell will not be able to dodge until the
be dodged or blocked and costs 2 Spell Points to cast. end of the current Round. This spell may be dodged.
Lightning Stake Miracle Faith 30+ 3 Vow of Silence Miracle Faith 30+ 2
Effect: A target of your choice in the enemy Forward Ring takes Bolt damage equal to your Miracle Effect: Until the end of the current Round, no combatant (ally or foe, including yourself) can cast
Effect x3. This spell may be dodged and costs 2 Spell Points to cast. spells. This spell costs 2 Spell Points to cast.
Lightning Storm Miracle Faith 40+ 4 Way of White Corona Miracle Faith 25+ 3
Effect: Choose an enemy Ring (Forward, Defensive or Back). All enemies in that Ring suffer Bolt Effect: Choose up to one enemy in the Forward Ring and up to one enemy in the Defensive Ring.
damage equal to your Miracle Effect x2. This spell may be dodged and costs 2 Spell Points to Each target takes Slash damage equal to your Miracle Effect. This spell may be dodged or
cast. blocked.
Magic Barrier* Miracle Faith 20+ 2 Wrath of the Gods Miracle Faith 35+ 4
Effect: Until the end of the next Round, increase all your Defenses by 2. Effect: Each enemy in the Forward Ring suffers Crush damage equal to your Miracle Effect x2. This
spell may be dodged.
Magic Barrier, Great* Miracle Faith 30+ 2
* Only one of these spells may be active at the same time, even if they belong to different spell types.
Effect: Until the end of the next Round, increase all your Defenses by 3. This spell costs 2 Spell Points
Casting a new spell with * overwrites the previous one.
to cast.
** Only one of these spells may be active at the same time, even if they belong to different spell types.
Projected Heal Miracle Faith 25+ 2 Casting a new spell with ** overwrites the previous one.
Effect: You recover Hit Points equal to your Miracle Effect +3, then up to one ally of your choice
recovers Hit Points equal to your Miracle Effect x2.
Replenishment Miracle Faith 20+ 1
Effect: Until the end of the current Round, regain 4 Hit Points at the end of each Turn.
Outside battle, the effect is applied six times.
Sacred Oath Miracle Faith 3o+ 1
Effect: Until the end of the current Round, you and each ally in the same Ring as you inflict +2
damage with weapon attacks and gain +2 to all Defenses. This spell costs 2 Spell Points to cast.

74 75
Pyromancies Fire Ball, Bursting Pyromancy Intelligence 25+ 3

Pyromancy Type Requirements Casting Number Effect: Each enemy in the Forward and Defensive Rings takes Fire damage equal to your Pyromancy
Effect +4. This spell may be dodged or blocked.
Black Fire Orb Pyromancy F 25+ and I 25+ 4
Fireball, Great Pyromancy Intelligence 25+ 4
Effect: A target of your choice takes Dark damage equal to (your Pyromancy Effect x3) +2. This spell
may be dodged or blocked. Effect: Choose an enemy Ring (Forward, Defensive or Back). Each enemy in the chosen Ring takes
Fire damage equal to your Pyromancy Effect x3. This spell may be dodged.
Black Flame Pyromancy F 20+ and I 20+ 3
Fire Orb Pyromancy None 4
Effect: An enemy in the Forward or Defensive ring takes Dark damage equal to (your Pyromancy
Effect x3) +2. This spell is a melee attack and may be dodged, blocked or even parried. Effect: A target of your choice takes Fire damage equal to your Pyromancy Effect x3. This spell may
be dodged or blocked.
Black Serpent Pyromancy F 20+ and I 20+ 3
Fire Orb, Great Chaos Pyromancy None 3
Effect: Choose up to one enemy in the Forward Ring and up to one enemy in the Defensive Ring.
Each enemy takes Dark damage equal to your Pyromancy Effect x2. This spell may be dodged. Effect: A target of your choice takes Fire damage equal to your Pyromancy Effect x3. This spell may
be dodged or blocked, but regardless of that, mark the Ring occupied by the target when
Boulder Heave Pyromancy Faith 20+ 3 the spell is cast. A the end of the current Round, each enemy in the marked Ring takes Fire
Effect: A target of your choice takes Crush damage equal to your Pyromancy Effect x2. This spell damage equal to your Pyromancy Effect x2.
may be dodged. Fire Storm Pyromancy Intelligence 25+ 5
Carthus Beacon* Pyromancy None 2 Effect: Each enemy in the Forward Ring and Defensive Ring takes Fire damage equal to your
Effect: Your Paired Attacks and attacks with the Sweep quality cause +2 damage. At the end of each Pyromancy Effect x2. This spell may be dodged, and costs 2 Spell Points to cast.
Round, if you didn’t perform at least two weapon attacks during that Round, the spell ends. Fire Surge Pyromancy None 2
This spell costs 2 Spell Points to cast.
Effect: Each enemy in the Forward Ring takes Fire damage equal to your Pyromancy Effect x2. This
Carthus Flame Arc** Pyromancy None 2 spell may be dodged or blocked.
Effect: Choose a non-Ranged weapon you are wielding. Until the end of the next round, the chosen Fire Tempest Pyromancy F 25+ and I 25+ 4
weapon causes additional damage equal to your FB or IB (your choice). While the effect lasts,
all of the weapon’s damage becomes Fire. Cannot be used on a weapon with Split damage. Effect: Each enemy in the Forward Ring and Defensive Ring takes Fire damage equal to (your
Pyromancy Effect x3) +2. This spell may be dodged, and costs 2 Spell Points to cast.
Chaos Bed Vestiges Pyromancy Intelligence 25+ 3
Fire Whip Pyromancy Intelligence 20+ 2
Effect: A target of your choice takes Fire damage equal to your Pyromancy Effect x3. Each other
enemy in the same Ring as the target takes Fire damage equal to your Pyromancy Effect x2. Effect: Choose up to one enemy in the Forward Ring and up to one enemy in the Defensive Ring.
This spell may be dodged or blocked, and costs 2 Spell Points to cast. Each enemy takes Fire damage equal to your Pyromancy Effect x2. This spell may be dodged
or blocked.
Chaos Storm Pyromancy None 5
Fire Whip, Chaos Pyromancy Intelligence 25+ 3
Effect: Each enemy in the Forward Ring and Defensive Ring takes Fire damage equal to your
Pyromancy Effect x3. This spell may be dodged, and costs 3 Spell Points to cast. Effect: Choose up to one enemy in the Forward Ring and up to one enemy in the Defensive Ring.
Each enemy takes Fire damage equal to your Pyromancy Effect x3. This spell may be dodged
Combustion Pyromancy None 2 or blocked.
Effect: An enemy in the Forward or Defensive ring takes Fire damage equal to your Pyromancy Flame Fan Pyromancy F 20+ and I 20+ 2
Effect x2. This spell is a melee attack and may be dodged, blocked or even parried.
Effect: One enemy in the Forward Ring takes Fire damage equal to your Pyromancy Effect x2. This
Combustion, Great Pyromancy None 3 spell may be dodged. If the target does not dodge, they must discard one Stamina Die of their
Effect: An enemy in the Forward or Defensive ring takes Fire damage equal to your Pyromancy choice.
Effect x3. This spell is a melee attack and may be dodged, blocked or even parried. Floating Chaos Pyromancy F 20+ and I 20+ 3
Fireball Pyromancy None 3 Effect: Until the end of the current Round, any enemy that performs the Create Advantage or
Effect: A target of your choice takes Fire damage equal to your Pyromancy Effect x2. This spell may Maneuver actions immediately takes Fire damage equal to your Pyromancy Effect x2.
be dodged or blocked.

76 77
Iron Flesh* Pyromancy None 2 Sorceries
Effect: Increase all your Defenses by +3 until the end of the current Round. Until the spell ends, Sorcery Type Requirements Casting Number
however, you take +4 damage from any effect causing Bolt damage and you are considered to
be carrying Heavy equipment. This spell costs 2 Spell Points to cast. Affinity Sorcery Intelligence 35+ 3

Mist, Poison Pyromancy None 5 Effect: Each enemy in the Forward and Defensive Rings takes Dark damage equal to your
Sorcery Effect +3. This spell may be dodged or blocked, and costs 2 Spell Points to cast.
Effect: Choose one enemy Ring (Forward or Defensive). Each enemy in the chosen Ring takes Toxic
damage equal to your Pyromancy Effect x2. This spell may be dodged. Aural Decoy Sorcery Intelligence 25+ 1

Mist, Toxic Pyromancy Intelligence 20+ 6 Effect: Choose one enemy Ring (Forward, Defensive or Back). For each enemy in the chosen Ring,
turn one of their Stamina Dice to a side of your choice.
Effect: Choose one enemy Ring (Forward or Defensive). Each enemy in the chosen Ring takes Toxic
damage equal to your Pyromancy Effect x3. This spell may be dodged. Cast Light Sorcery Intelligence 20+ 1

Power Within* Pyromancy None 1 Effect: A glowing light similar to that of a torch floats above your head until you rest at a Bonfire.

Effect: Your attacks with weapons cause +4 damage until the end of the current Round. Until the Chameleon Sorcery None 6
spell ends, however, you lose Hit Points equal to your VB at the end of each Turn. Effect: This spell can only be cast outside of battle. You transform into a copy of an object naturally
Profaned Flame Pyromancy Intelligence 25+ 5 present in the environment: as long as all you do is walking slowly, non-intelligent enemies
will not detect you. The spell ends if you rest at a Bonfire.
Effect: Choose one option: each enemy in the Forward Ring is pushed to the Defensive Ring and
takes Fire damage equal to your Pyromancy Effect x3; or each enemy in the Defensive Ring is Crystal Hail Sorcery Intelligence 25+ 4
pushed to the Forward Ring and takes Fire damage equal to your Pyromancy Effect x2. Effect: Choose one enemy Ring (Forward, Defensive or Back). At the end of the current Round, each
This spell may be dodged. enemy in the chosen Ring takes Magic damage equal to your Sorcery Effect x2.
Sacred Flame Pyromancy None 5 Dark Edge Sorcery Intelligence 30+ 3
Effect: Choose an enemy in the Forward of Defensive Ring with no Stamina Dice left. That enemy Effect: Each enemy in the Forward Ring takes Dark damage equal to your Sorcery Effect x2. This
takes Fire damage equal to (your Pyromancy Effect x3) +3. spell may be dodged or blocked, and costs 2 Spell Points to cast.
Seething Chaos Pyromancy F 25+ and I 25+ 3 Dark Fog Sorcery Intelligence 25+ 6 minus your Dexterity Bonus
Effect: Choose one enemy Ring (Forward, Defensive or Back). At the end of the current Round, each Effect: Choose one enemy Ring (Forward or Defensive). Each enemy in the chosen Ring takes Toxic
enemy in the chosen Ring takes Fire damage equal to your Pyromancy Effect x3. damage equal to your Sorcery Effect x3. This spell may be dodged.
Sweat, Flash* Pyromancy None 1 Deep Soul Sorcery None 2
Effect: Increase your Fire Defense by +4 until the end of the current Round. Effect: A target of your choice takes Dark damage equal to your Sorcery Effect +2. This spell may be
Sweat, Profuse* Pyromancy None 2 dodged or blocked.

Effect: Increase your Fire and Toxic Defenses by +4 until the end of the next Round. Deep Soul, Great Sorcery Intelligence 25+ 3

Warmth Pyromancy Faith 25+ 2 Effect: A target of your choice takes Dark damage equal to your Sorcery Effect x2. This spell may be
dodged or blocked.
Effect: You and each combatant (ally or foe) in the same Ring as you recover 30 Hit Points.
Farron Dart Sorcery None 2
* Only one of these spells may be active at the same time, even if they belong to different spell types.
Casting a new spell with * overwrites the previous one. Effect: A target of your choice takes Magic damage equal to your Sorcery Effect. This spell may be
dodged or blocked.
** Only one of these spells may be active at the same time, even if they belong to different spell types.
Casting a new spell with ** overwrites the previous one. Farron Dart, Great Sorcery Intelligence 25+ 2
Effect: A target of your choice takes Magic damage equal to your Sorcery Effect +3. This spell may be
dodged or blocked.
Farron Flashsword Sorcery Intelligence 25+ 3
Effect: An enemy in the Forward or Defensive ring takes Magic damage equal to your Sorcery Effect
x2. This spell is a melee attack and may be dodged, blocked or even parried.

78 79
Farron Hail Sorcery Intelligence 30+ 3 Magic Weapon** Sorcery None 2
Effect: Each enemy in the Forward and the Defensive Rings takes Magic damage equal to your Sor- Effect: Choose a non-Ranged weapon you are wielding. Until the end of the next round, the chosen
cery Effect +2. This spell may be dodged or blocked. weapon causes additional damage equal to your IB. While the effect lasts, all of the weapon’s
Frozen Weapon** Sorcery Intelligence 20+ 2 damage becomes Magic. Cannot be used on a weapon with Split damage.
Magic Weapon, Great** Sorcery Intelligence 20+ 2
Effect: Choose a non-Ranged weapon you are wielding. Any target that loses Hit Points because of
the chosen weapon’s attacks cannot dodge or regain Hit Points until the end of the Round Effect: Choose a non-Ranged weapon you are wielding. Until the end of the next round, the chosen
in which they suffered the Hit Points loss. This spell lasts until the end of the battle, or until weapon causes additional damage equal to your IB +2. While the effect lasts, all of the weap-
another spell is cast on the same weapon overwriting it. on’s damage becomes Magic. Cannot be used on a weapon with Split damage.
Great Soul Dregs Sorcery Intelligence 35+ 3 Magic Weapon, Crystal** Sorcery Intelligence 25+ 2
Effect: A target of your choice takes Magic damage equal to your Sorcery Effect x3. This spell may be Effect: Choose a non-Ranged weapon you are wielding. Until the end of the next round, the chosen
dodged. weapon causes additional damage equal to your IB +4. While the effect lasts, all of the weap-
Hidden Body Sorcery Intelligence 20+ 3 on’s damage becomes Magic. This spell be used on a weapon with Split damage, and costs 2
Spell Points to cast.
Effect: Outside battle, you may cast this spell to become completely invisible for a short while,
enough to allow you to traverse an area without being seen (enemies can still hear you, Old Moonlight Sorcery Intelligence 25+ 2
however, and the invisibility will dissipate if you attack or otherwise interact with them). Effect: Each enemy in the Forward Ring, plus up to one enemy in the Defensive Ring, each take
If this spell is cast during battle, enemies will not be able to directly target you until the end Magic damage equal to (your Sorcery Effect x2) +3. This spell may be dodged or blocked.
of the Round. The spell ends when you rest at a Bonfire. Pestilent Mist Sorcery Intelligence 25+ 2
Hidden Weapon** Sorcery None 3
Effect: Choose one enemy Ring (Forward, Defensive or Back). At the end of each Turn, every com-
Effect: Choose a non-Ranged weapon you are wielding. Until the end of the next round, attacks batant in the chosen Ring (foes or allies, including yourself) loses 5 Hit Points. This spell lasts
made with that weapon cannot be blocked or parried. until the end of the current Round.
Homing Soulmass Sorcery Intelligence 25+ 4 Repair Sorcery Intelligence 20+ 4
Effect: You create a number of Soulmasses equal to your IB. At the end of each Round, one of the Effect: Any broken weapon, shield or amor you are carrying is immediately repaired.
Soulmasses strikes an enemy of your choice for Magic damage equal to Sorcery Effect +3, then
Snap Freeze Sorcery Intelligence 25+ 2
dissipates. When the last Soulmass dissipates, the spell ends. You cannot cast this spell if any
Soulmass is still present (even if it is a Crystal Soulmass). Effect: A target of your choice cannot dodge or regain Hit Points until the end of the current Round.
Homing Soulmass, Crystal Sorcery Intelligence 30+ 4 Soul Arrow Sorcery None 3
Effect: You create a number of Crystal Soulmasses equal to your IB. At the end of each Round, one of Effect: A target of your choice takes Magic damage equal to your Sorcery Effect +2. This spell may be
the Soulmasses strikes an enemy of your choice for Magic damage equal to Sorcery Effect +4, dodged or blocked.
then dissipates. When the last Soulmass dissipates, the spell ends. You cannot cast this spell if Soul Arrow, Great Sorcery Intelligence 20+ 3
any Soulmass is still present (even if it is a normal Soulmass), and it costs 2 Spell Points to cast.
Effect: A target of your choice takes Magic damage equal to your Sorcery Effect x2. This spell may be
Magic Shield Sorcery None 2 dodged or blocked.
Effect: Choose a shield you are wielding. Until the end of the next round, all bonuses to Defenses Soul Arrow, Great Heavy Sorcery Intelligence 25+ 4
granted by the chosen shield are increased by 2. This spell cannot be used on a shield that is
already under the effect of Magic Shield or Great Magic Shield. Effect: A target of your choice takes Magic damage equal to your Sorcery Effect x3. This spell may be
dodged or blocked.
Magic Shield, Great Sorcery Intelligence 20+ 3
Soul Arrow, Heavy Sorcery Intelligence 20+ 4
Effect: Choose a shield you are wielding. Until the end of the next round, all bonuses to Defenses
granted by the chosen shield become equal to 10. This spell cannot be used on a shield that is Effect: A target of your choice takes Magic damage equal to (your Sorcery Effect x2) +2. This spell
already under the effect of Magic Shield or Great Magic Shield, and costs 2 Spell Points to cast. may be dodged or blocked.
Soul Greatsword Sorcery Intelligence 25+ 4

80 81
Effect: Each enemy in the Forward Ring takes Magic damage equal to your Sorcery Effect x2. This
spell may be dodged or blocked.
Soul Spear Sorcery Intelligence 30+ 3
Effect: A target of your choice takes Magic damage equal to (your Sorcery Effect x3) +2. This spell
may be dodged or blocked, and costs 2 Spell Points to cast.
Soul Spear, Crystal Sorcery Intelligence 35+ 3
Effect: A target of your choice takes Magic damage equal to (your Sorcery Effect x3) +4. This spell
may be dodged or blocked, and costs 3 Spell Points to cast.
Spook Sorcery None 1
Effect: Outside battle, you may cast this spell when falling: unless it’s a deadly fall, you take no fall-
ing damage from it. In battle, you may cast this spell to Create an Advantage twice (you do
not have to spend any Stamina Dice beyond the one needed to cast this spell).
Soul Stream Sorcery Intelligence 45+ 5
Effect: Choose up to one enemy in the Forward Ring, up to one enemy in the Defensive Ring, and up
to one enemey in the Back Ring. Each enemy chosen this way takes Magic damage equal to
your Sorcery Effect x2. This spell may be dodged or blocked, and costs 3 Spell Points to cast.
Twisted Wall of Light Sorcery Intelligence 25+ 3
Effect: The next time you would be hit by a spell that can be blocked, instead that spell has no effect
on you. Then, this spell ends. This spell also ends when you rest at a Bonfire.
White Dragon Breath Sorcery Intelligence 45+ 4
Effect: Each enemy in the Forward and Defensive Rings takes Magic damage equal to your Sorcery
Effect x3. This spell may be dodged, and costs 2 Spell Points to cast.
* Only one of these spells may be active at the same time, even if they belong to different spell types.
Casting a new spell with * overwrites the previous one.
** Only one of these spells may be active at the same time, even if they belong to different spell types.
Casting a new spell with ** overwrites the previous one.

82 83
Enemy Creation 3. Attributes If the creature does not carry weapons or wear
Determine the creature’s seven attributes. armor (as is often the case with beasts and mon-
For the sake of simplicity, Non Player Charac- sters), do the following:
Creating an enemy (or a “monster”, as they are
2. Determine Threat ters’ attribute scores are always equal to 10, 20,
9 When it comes to its attacks, simply select
often called) is a relatively straightforward pro- Adversaries come in three threat levels: minion, 30, 40, 50, 60 or 70, which means you’ll be fine
a weapon that “feels” appropriate (such as a
cess, and not that different from the creation of normal and boss. just writing down the corresponding attribute
scimitar for claw attacks, a sweeping ham-
a Player Character. Minion enemies are expendable and often come bonus (1, 2, 3, 4, 5, 6 and 7).
mer for its long tail, an axe for its bite, or a
When you create an enemy, make use of the in large numbers. They aren’t terribly powerful, Note how NPCs are not limited to the normal
bow to represent the ability to shoot quills
Enemy sheet (Small or Large, depending on but can become dangerous in groups. They are range of attribute scores (10 to 50) but can go
from its back). If you want these attacks to
your preferences). about half as strong as a Player Character of beyond that; this represents truly exceptional
cause unusual types of damage, you might
You’ll be glad to know that a large part of this their level. creatures, such as giants or wyverns.
want to purchase the alternative damage
chapter is dedicated to a list of stat prof iles for Normal enemies are challenging adversaries, as
special ability (see step 6 of this process).
some of the most common enemies encoun- strong as a Player Character of their level. They
tered throughout the Dark Souls series. Howev- are usually encountered in pairs, or accompa-
4. Level The weapon type for these attacks is always
“Natural”. A creature using two Natural
er, remember that as a GM it’s your job to make nied by several minions. Just like with Player Characters, an adversary’s
weapons (such as its bite and claw) can use
creatures and locations memorable: whenever Boss enemies are way tougher than a Player level is equal to the total sum of their attribute
them to perform Paired Attacks, since they
possible, create your own custom adversaries. Character of their level, and are always unique bonuses. The creature’s level might be further
share the same weapon type!
Oh, and don’t forget: while these pages give you creatures that play a large role in the story of increased by purchasing one or more special
9 Creatures that wear no armor will get an
a precise list of options for enemy design, you your game world. abilities (see next page).
amount of points (equal to twice their level)
should feel free to take some liberties in order Given that NPC attribute scores can go up to
9 Minion enemies have their maximum HP and distribute them among the eight De-
to make creatures unique and interesting. 70, their level can be as high as 49.
halved, and they award 1/3 their level in Souls fenses: you cannot put more than 20 points
when slain. in the same Defense, but you might have
1. Concept 9 Normal enemies have normal maximum 5. Gear, Items, Spells the creature simply be immune to a cer-
HP, but they award 1/2 their level in Souls tain damage type if it makes sense (such as
To begin with, you should think about what If the creature is humanoid, equip it with any
when slain. skeletons being immune to Toxic damage).
the creature looks like, how it f ights, and the items or magic you find appropriate (make use
9 Boss enemies have their maximum HP in- When you do so, another Defense should
kind of role it will f ill in your world: is it a pow- of the various item and spell lists in this book).
creased by +20, and they award their level be really low, representing the creature’s
erful, unique entity (perhaps even a Lord!) or a Monstrous creatures might even be able to
in Souls when slain. They also automatical- weakness (skeletons have really low Defense
common monster that can be found in several wield more than two items in combat, depend-
ly gain the Boss special ability, which will against Crush damage, for example).
locations across the Land? ing on the number of limbs they have. During
boost their Stamina and HP when facing a Remember to add the appropriate attribute
When you create an adversary, remember that this step, keep in mind that particularly pow-
large number of Player Characters (see step bonus to each Defense, as usual.
creatures and places are part of the silent narra- erful armors, shields, weapons, items or spells
tive of your world: they should tell a story. An 6 of this process). will make an enemy much more dangerous
undead soldier simply wandering around is way than its level might otherwise suggest (Lothric
less interesting than one bowing over the corpse Knights, I’m looking at you). Always evaluate
of a long-dead comrade. the creature as a whole - it’s more than the sum
If you find yourself running short on ideas, of its parts, as they say. If the resulting enemy
look for concept artworks on the web: there are is particularly challenging, perhaps defeating it
some wickedly talented people out there. Oh, should allow the Player Characters to obtain a
and if you end up using their work to inspire useful item, spell, or information.
your creations, do tell them!

84 85
6. Special Abilities 7. Derived Statistics
You can purchase one or more of the following 9 Boss Enemy (+0 lv, Boss only): Auto- 9 Slow but Powerful (+0 lv): After Calculate the creature’s total Defenses, Hit
special abilities for the creature. Each special matically purchased by Boss enemies. This rolling Stamina Dice, this creatures turns Points, Stamina, and Spell Points. These are
ability will modify the creature’s total level (re- creature increases its Stamina by one for all dice showing 1 or 2 to the side showing 3. identical to a Player Character’s:
member to adjust any parameters inf luenced by each Player Character fighting it, and in- 9 Trample (+1 lv): This creature can spend 9 Maximum HP equal to Vitality score + 10.
this, such as the amount of Souls it is worth or creases its HP by +10 for each Player Charac- a Stamina Die with a value of 5 or 6 to per- 9 Stamina equals Endurance Bonus + 2.
its Defenses if it wears no armor). If you want, ter fighting it beyond the first. form an attack against one target in the 9 Maximum Spell Points equal Attunement
you can purchase a special ability more than 9 Burst Attack (+1 lv): This creature can Forward Ring, one target in the Defensive Bonus + 3.
once (as long as doing so is actually useful). spend a Stamina Die with a value of 5 or 6 Ring, and one target in the Back Ring.
to perform an attack against each enemy This is considered a Ranged attack but may Then, apply the following:
9 Agile (+1 lv): This creature can Dodge.
9 Alternative Damage (+1 lv): One or in the Forward Ring. This is considered a only be performed from the Forward Ring, 9 Minion enemies have their maximum HP
Ranged attack but may be performed from and it can be dodged (but not blocked). Each halved (round down).
more of this creature’s attacks cause Bolt,
any Ring, and can be dodged or blocked. target hit by the attack takes damage equal 9 Normal enemies have normal maximum
Dark, Fire, Magic or Toxic damage instead
Damage calculation and damage types func- to the Damage Margin + half the attacker’s
of their normal damage type. This ability HP.
tion identically to the beam attack ability, level + any one attribute Bonus (attacker’s
must be purchased again for each different 9 Boss enemies have their maximum HP in-
above. choice). The attack causes Crush, Pierce or
damage type you want to add to the creature. creased by +20.
9 Cunning (+1 lv): This creature can use the Slash damage (choose one when you take
9 Beam Attack (+2 lv): This creature can
Create Advantage action. this ability), but you may change it by pur-
spend a Stamina Die with a value of 5 or 6 to chasing the alternative damage ability.
perform an attack against one target in the
9 Duelist (+1 lv): This creature can use the 8. Souls & Rewards
Parry quality of items it wields, performing 9 Trap (+2 lv): Choose one of this crea-
Forward Ring, one target in the Defensive Slaying a creature allows each PC to gain Souls.
Parries and counterattacks. ture’s attacks. Targets that lose HP because
Ring, and one target in the Back Ring. The amount gained is based on the creature’s
9 Grab Attack (+2 lv): This creature can of that attack also lose a Stamina Die of
This is considered a Ranged attack but may level and threat:
their choice and cannot perform the Create
be performed from any Ring, and can be spend a Stamina Die with a value of 5 or 6
Advantage and Maneuver actions until they 9 Minion enemies award souls equal to a
dodged or blocked. Each target hit by the to perform a melee attack against one tar-
spend a Stamina Die with a value of 5 or 6 to third of their level (round down).
attack takes damage equal to the Damage get in the Forward Ring, provided that the
break free from this effect. 9 Normal enemies award souls equal to half
Margin + half the attacker’s level + any one target has no Stamina Dice left. If hit by
attribute Bonus (attacker’s choice). The at- the attack, the target takes damage equal to While these special abilities will be the most their level (round down).
tack causes Crush, Pierce or Slash damage Damage Margin + the attacker’s level. The common among creatures and can be used to 9 Boss enemies award souls equal to their
(choose one when you take this ability), but attack causes Crush, Pierce or Slash damage handle pretty much any attack (such as beam level.
you may change it by purchasing the alter- (choose one when you take this ability), but representing a dragon’s breath, or burst + push
native damage ability. you may change it by purchasing the alter- for a devastating war cry), you can also use them A slain enemy will probably also drop part of its
9 Blast Attack (+2 lv): This creature can native damage ability. as a reference when designing unique special equipment or other useful items, but that’s for
spend a Stamina Die with a value of 5 or 6 9 Pull (+1 lv): Choose one of this creature’s abilities (I myself have done so when writing you to decide: it might be a fixed reward, or a
to perform an attack against any two tar- attacks. Targets that lose HP because of that the stat blocks in the coming pages - you’ll see, random piece of its gear. Whatever sounds more
gets, regardless of Ring. This is considered a attack are pulled to the Forward Ring. you’ll see). fun to you!
Ranged attack but may be performed from 9 Push (+1 lv): Choose one of this creature’s As a rule of thumb, special abilities should range
any Ring, and can be dodged or blocked. attacks. Targets in the Forward Ring that from a level increase of zero to two, depending
Damage calculation and damage types func- lose HP because of that attack are pushed to on how powerful they are.
tion identically to the beam attack ability, the Defensive Ring.
above.

86 87
Basilisk level 12, minion Corvian level 12, minion
Hit Points 15 Stamina 3 Souls 4 Hit Points 15 Stamina 3 Souls 4
ab 1 db 3 eb 1 fb 1 ib 1 sb 1 vb 2 ab 1 db 3 eb 1 fb 2 ib 1 sb 2 vb 2
Curse Breath: This creature can spend a Stamina Die with a value of 5 or 6 to perform an attack against Frenzy: When the second Round of combat begins, this creature’s Stamina increases to 4.
each enemy in the Forward Ring. This is considered a Ranged attack but may be performed from any Ring,
and can be dodged. Each target hit by the attack will gain a Curse token. A character with two or more Weapons & Shields Type Damage and Qualities
Curse tokens is immediately killed. Curse tokens are discarded at the end of each Round. Corvian Greatknife Dagger WD (5, Pierce / Slash), Deadly 3, Reach

Weapons & Shields Type Damage and Qualities Armor bolt crush dark fire magic pierce slash toxic

Claw Natural WD (8, Slash) No armor 3 4 4 0 3 5 5 0

Armor bolt crush dark fire magic pierce slash toxic Defense Totals 5 6 6 2 4 7 7 2

No armor 4 5 4 0 3 3 5 immune
Defense Totals 6 7 5 1 4 5 7 immune Corvian Storyteller level 12, normal
Hit Points 30 Stamina 3 Souls 6
Black Knight level 21, normal
ab 1 db 3 eb 1 fb 1 ib 2 sb 2 vb 2
Hit Points 60 Stamina 5 (heavy) Souls 10 Spellcaster: This creature has 5 Spell Points. It may cast the following Pyromancies (uses Sorcery effect):
9 Fire Surge (CN 2):Each enemy in the Forward Ring takes 8 Fire damage. May be dodged or blocked.
ab 1 db 3 eb 3 fb 3 ib 2 sb 4 vb 5
9 Toxic Mist (CN 6):Choose one enemy Ring (Forward or Defensive). Each enemy in the chosen Ring
Cunning: This creature can use the Create Advantage action in combat. takes 12 Toxic damage. This spell may be dodged.

Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
B. K. Glaive Halberd WD (18, Slash), Reach, Sweep 3 Storyteller’s Staff Staff WD (2, Crush) or (8, Toxic), Sorcery Effect (4)
B. K. Greataxe Greataxe WD (28, Slash), Heavy, Sweep 2 Armor bolt crush dark fire magic pierce slash toxic
B. K. Greatsword Ultra Greatsword WD (25, Pierce / Slash), Guard Break, Heavy, Sweep 2 No armor 3 4 4 0 3 5 5 0
B. K. Sword Greatsword WD (20, Pierce / Slash), Sweep 2 Defense Totals 5 6 6 2 5 7 7 2
Black Knight Shield Shield Block (Bo 5, Cr 9, Da 6, Fi 8, Ma 6, Pi 9, Sl 9, To 0)
Armor bolt crush dark fire magic pierce slash toxic Darkwraith level 18, normal
Black Knight Armor 3 4 4 5 3 5 5 4 Hit Points 40 Stamina 5 Souls 9
Defense Totals 8 9 7 8 5 10 10 9
ab 1 db 4 eb 3 fb 1 ib 2 sb 4 vb 3
+ Shield 13 18 13 16 11 19 19 9
Cunning: This creature can use the Create Advantage action in combat.
Note: A Black Knight will only be carrying one of the listed weapons.
Weapons & Shields Type Damage and Qualities
Dark Sword Straight Sword WD (19, Pierce / Slash), Brutal 2
Dark Hand Fist / Claw WD (29), Split (Crush + Dark), Block (all 6, left hand only)
Armor bolt crush dark fire magic pierce slash toxic
Dark Armor 0 3 3 2 3 4 4 2
Defense Totals 3 6 5 4 5 7 7 immune
+ Shield 9 12 11 10 11 13 13 immune

88 89
Demon, Capra (minor) level 21, normal Demon, Statue level 14, minion
Hit Points 50 Stamina 5 Souls 10 Hit Points 15 Stamina 3 Souls 4
ab 1 db 4 eb 3 fb 2 ib 2 sb 5 vb 4 ab 1 db 1 eb 1 fb 3 ib 3 sb 2 vb 2

Weapons & Shields Type Damage and Qualities Alternative Damage: This creature’s Flame Breath attack causes Fire damage (already applied).

Demon Great Machete Ultra Greatsword WD (23, Pierce / Slash), Heavy, Sweep 2 Weapons & Shields Type Damage and Qualities
Demon Great Machete Ultra Greatsword WD (23, Pierce / Slash), Heavy, Sweep 2 Flame Breath Natural WD (14, Fire), Ranged, Sweep 2
Armor bolt crush dark fire magic pierce slash toxic Armor bolt crush dark fire magic pierce slash toxic
No armor 4 7 2 3 5 7 7 7 No armor 8 8 3 8 3 8 8 immune
Defense Totals 8 11 4 5 7 11 11 11 Defense Totals 10 10 6 11 6 10 10 immune
Note: this creature ignores the Heavy quality of items. Note: this creature has much higher Defenses than what its level would normally allow.

Demon, Crow (Harpy) level 19, normal Demon, Taurus (minor) level 20, normal
Hit Points 40 Stamina 4 Souls 9 Hit Points 50 Stamina 6 (heavy) Souls 10
ab 1 db 5 eb 2 fb 1 ib 3 sb 3 vb 3 ab 1 db 2 eb 4 fb 2 ib 2 sb 5 vb 4
Cunning: This creature can use the Create Advantage action in combat. Weapons & Shields Type Damage and Qualities
Grab Attack: This creature can spend a Stamina Die with a value of 5 or 6 to perform a melee attack
against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit by the attack, Demon’s Greataxe Greataxe WD (38), Split (Fire + Slash), Heavy, Sweep 2
the target takes Slash damage equal to Damage Margin + 18. Armor bolt crush dark fire magic pierce slash toxic

Weapons & Shields Type Damage and Qualities No armor 3 7 3 4 4 7 7 5

Talons Natural WD (15, Pierce), Sweep 2 Defense Totals 7 11 5 6 6 11 11 9

Armor bolt crush dark fire magic pierce slash toxic


No armor 5 9 3 0 5 9 5 2 Drake level 17, normal
Defense Totals 7 11 6 3 8 11 7 4 Hit Points 50 Stamina 4 Souls 8
ab 1 db 2 eb 2 fb 1 ib 1 sb 4 vb 4
Demon, Bat Wing (Imp) level 16, normal
Alternative Damage: This creature’s Lightning Breath attack causes Bolt damage (already applied).
Hit Points 40 Stamina 3 Souls 8 Beam Attack (Lightning Breath): This creature can spend a Stamina Die with a value of 5 or 6 to per-
form an attack against one target in the enemy Forward Ring, one in the enemy Defensive Ring, and one
ab 1 db 4 eb 2 fb 2 ib 1 sb 3 vb 3 in the enemy Back Ring. This is considered a Ranged attack but may be performed from any Ring, and can
be dodged or blocked. Each target hit by this attack takes Bolt damage equal to Damage Margin + 12.
Weapons & Shields Type Damage and Qualities
Demon’s Spear Spear / Pike WD (25), Split (Bolt + Pierce), Reach Weapons & Shields Type Damage and Qualities
Armor bolt crush dark fire magic pierce slash toxic Lunge Natural WD (14, Pierce), Brutal 2, Reach

No armor 8 5 3 0 3 5 5 3 Armor bolt crush dark fire magic pierce slash toxic
No armor 8 5 3 2 3 5 5 3
Defense Totals 11 8 5 2 4 8 8 6
Defense Total 12 9 4 3 4 9 9 7

90 91
Ent level 12, minion Giant Slave level 19, normal
Hit Points 15 Stamina 3 Souls 4 Hit Points 70 Stamina 6 (slow) Souls 2
ab 1 db 3 eb 1 fb 1 ib 1 sb 1 vb 2 ab 1 db 1 eb 4 fb 1 ib 1 sb 5 vb 6
Grab Attack: This creature can spend a Stamina Die with a value of 5 or 6 to perform a melee attack Slow but Powerful: After rolling Stamina Dice, this creature turns all dice showing 1 or 2 to the side
against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit by the attack, showing 3.
the target takes Pierce damage equal to Damage Margin + 12.
Weapons & Shields Type Damage and Qualities
Weapons & Shields Type Damage and Qualities Unarmed Attack Natural WD (25, Crush), Sweep 3
Thorny Vines Natural WD (8, Pierce / Slash), Reach Armor bolt crush dark fire magic pierce slash toxic
Armor bolt crush dark fire magic pierce slash toxic
No armor 5 2 7 7 7 5 5 immune
No armor 3 5 3 0 3 2 5 3
Defense Totals 10 7 8 8 8 10 10 immune
Defense Totals 4 7 4 1 4 4 7 5

Great Stone Knight level 19, normal


Gargoyle level 17, normal
Hit Points 60 Stamina 6 (heavy) Souls 9
Hit Points 40 Stamina 4 (heavy) Souls 8
ab 2 db 2 eb 4 fb 1 ib 1 sb 4 vb 5
ab 1 db 2 eb 3 fb 1 ib 1 sb 4 vb 3 Spell Points: This creature has 6 Spell Points.
Alternative Damage: This creature’s Fiery Breath attack causes Fire damage (already applied).
Burst Attack (Fiery Breath): This creature can spend a Stamina Die with a value of 5 or 6 to perform Weapons & Shields Type Damage and Qualities
an attack against each enemy in the Forward Ring. This is considered a Ranged attack but may be per- Stone Greatsword Greatsword WD (22), Split (Magic + Slash), Reach, Sweep 2
formed from any Ring, and can be dodged or blocked. Each target hit by the attack takes Fire damage Special: When performing a Strong Attack with this weapon,
equal to Damage Margin + 12. you may spend a Spell Point. If you do, all enemies that are
currently in the Forward Ring will not be able to dodge until
Weapons & Shields Type Damage and Qualities the end of the current Round.
Gargoyle’s Halberd Halberd WD (17, Slash), Reach Stone Greatshield Greatshield Bash 2, Block (Bo 7, Cr 9, Da 7, Fi 7, Ma 7, Pi 9, Sl 9, To 0)
Armor bolt crush dark fire magic pierce slash toxic
Armor bolt crush dark fire magic pierce slash toxic
No armor 3 8 3 0 4 8 8 immune Stone Armor 5 7 4 5 4 7 8 1
Defense Totals 6 11 4 1 5 11 11 immune
Defense Total 10 12 5 6 5 12 13 immune
+ Shield 17 21 12 13 12 21 22 immune
Ghost level 12, minion
Hit Points 10 Stamina 3 Souls 4
ab 1 db 4 eb 1 fb 1 ib 1 sb 1 vb 1
Incorporeal: This creature may only be harmed by specific weapons or if the attacker is under the effect
of a curse.

Weapons & Shields Type Damage and Qualities


Ghost Blade Dagger WD (11, Pierce / Slash), Deadly 4
Armor bolt crush dark fire magic pierce slash toxic
No armor 6 4 3 0 3 4 4 immune
Defense Totals 7 5 4 1 4 5 5 immune

92 93
Hollow Assassin level 12, minion Hollow Butcher level 12, normal
Hit Points 15 Stamina 3 Souls 4 Hit Points 40 Stamina 3 (heavy) Souls 6
ab 1 db 3 eb 1 fb 1 ib 1 sb 1 vb 2 ab 1 db 1 eb 1 fb 1 ib 1 sb 4 vb 3
Agile: This creature can Dodge. Weapons & Shields Type Damage and Qualities
Cunning: This creature can use the Create Advantage action in combat.
Throwing Knife: Consumable (2 carried). Use: perform an attack with WD (14, Pierce), Ranged. Can be Great Machete Greataxe WD (20, Slash), Brutal 2, Heavy
dodged or blocked. Armor bolt crush dark fire magic pierce slash toxic

Weapons & Shields Type Damage and Qualities Worker Garb 1 1 3 1 1 1 1 5

Bandit’s Knife Dagger WD (6, Pierce / Slash), Deadly 5 Defense Totals 4 4 4 2 2 4 4 8

Armor bolt crush dark fire magic pierce slash toxic


Deserter Armor 0 3 3 2 1 4 4 3 Hollow Crossbowman level 10, minion
Defense Totals 2 5 4 3 2 6 6 5 Hit Points 15 Stamina 4 Souls 3
ab 1 db 2 eb 2 fb 1 ib 1 sb 1 vb 2
Hollow Axe Maniac level 11, normal
Weapons & Shields Type Damage and Qualities
Hit Points 30 Stamina 4 (heavy) Souls 5
Heavy Crossbow Crossbow WD (5, Pierce), Brutal 2, Ranged
ab 1 db 1 eb 2 fb 1 ib 1 sb 3 vb 2 Dagger Dagger WD (5, Pierce / Slash), Deadly 3

Weapons & Shields Type Damage and Qualities Armor bolt crush dark fire magic pierce slash toxic

Greataxe Greataxe WD (20, Slash), Brutal 3, Heavy Hollow Soldier Armor 0 2 0 0 0 2 3 2

Armor bolt crush dark fire magic pierce slash toxic Defense Totals 2 4 1 1 1 4 5 4

Hollow Soldier Armor 0 2 0 0 0 2 3 2


Defense Totals 2 4 1 1 1 4 5 4 Hollow Duelist level 15, normal
Hit Points 40 Stamina 4 Souls 7
Hollow Bomber level 10, minion
ab 1 db 3 eb 2 fb 1 ib 1 sb 2 vb 3
Hit Points 15 Stamina 3 Souls 3 Cunning: This creature can use the Create Advantage action in combat.
Duelist: This creature can use the Parry quality of items.
ab 1 db 2 eb 1 fb 1 ib 1 sb 2 vb 2
Fire Bomb: Consumable (2 carried). Use: perform an attack with WD (10, Fire), Ranged. Can be dodged or Weapons & Shields Type Damage and Qualities
blocked. Estoc Thrusting Sword WD (11, Pierce), Guard Break

Weapons & Shields Type Damage and Qualities Target Shield Small Shield Block (Bo 1, Cr 6, Da 2, Fi 3, Ma 4, Pi 6, Sl 6, To 0), Parry (1-4)

Dagger Dagger WD (5, Pierce / Slash), Deadly 3 Armor bolt crush dark fire magic pierce slash toxic

Armor bolt crush dark fire magic pierce slash toxic Balder Armor 1 4 1 2 1 4 4 2

Hollow Soldier Armor 0 2 0 0 0 2 3 2 Defense Total 4 7 2 3 2 7 7 5

Defense Totals 2 4 1 1 1 4 5 4 + Shield 5 13 4 6 6 13 13 5

94 95
Hollow Grave Warden level 7, minion Hollow Lycanthrope level 18, normal
Hit Points 10 Stamina 3 Souls 2 Hit Points 50 Stamina 5 Souls 9
ab 1 db 1 eb 1 fb 1 ib 1 sb 1 vb 1 ab 1 db 2 eb 3 fb 1 ib 1 sb 4 vb 3

Weapons & Shields Type Damage and Qualities Agile: This creature can Dodge.
Grab Attack: This creature can spend a Stamina Die with a value of 5 or 6 to perform a melee attack
Broken Straight Sword Straight Sword WD (6, Slash) against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit by the attack,
Armor bolt crush dark fire magic pierce slash toxic the target takes Slash damage equal to Damage Margin + 18.
Grave Warden Robe 3 0 0 3 3 0 2 5 Weapons & Shields Type Damage and Qualities
Dfense Totals 4 1 1 4 4 1 3 6 Claw Natural WD (12, Slash)
Claw Natural WD (12, Slash)
Hollow Knight level 16, normal
Armor bolt crush dark fire magic pierce slash toxic
Hit Points 40 Stamina 5 (heavy) Souls 8 No armor 6 7 0 0 4 7 4 8

ab 1 db 2 eb 3 fb 2 ib 1 sb 3 vb 3 Dfense Totals 9 10 1 1 5 10 7 11

Cunning: This creature can use the Create Advantage action in combat.
Hollow Peasant level 10, minion
Weapons & Shields Type Damage and Qualities
Hit Points 15 Stamina 3 Souls 3
Lothric Knight Sword Straight Sword WD (11, Pierce / Slash), Deadly 1, Guard Break
Lothric Knight Shield Shield Block (Bo 8, Cr 9, Da 5, Fi 5, Ma 5, Pi 9, Sl 9, To 0), Parry (3-4) ab 1 db 2 eb 1 fb 1 ib 1 sb 2 vb 2
Armor bolt crush dark fire magic pierce slash toxic Poisoned Throwing Knife: Consumable (3 carried). Use: perform an attack with WD (10, Toxic), Ranged.
Can be dodged or blocked.
Lothric Knight Armor 3 4 3 5 4 5 5 3
Dfense Totals 6 7 5 7 5 8 8 6 Weapons & Shields Type Damage and Qualities
+ Shield 14 16 10 10 10 17 17 6 Four-Pronged Plow Pike / Spear WD (12, Pierce), Brutal 2, Reach
Armor bolt crush dark fire magic pierce slash toxic
Hollow Knight, Heavy level 18, normal Worker Garb 1 1 3 1 1 1 1 5

Hit Points 40 Stamina 6 (heavy) Souls 9 Dfense Totals 3 3 4 2 2 3 3 7

ab 1 db 2 eb 4 fb 3 ib 1 sb 4 vb 3
Hollow Priest level 12, normal
Weapons & Shields Type Damage and Qualities Hit Points 30 Stamina 3 Souls 6
Mace Hammer WD (13, Crush)
ab 1 db 1 eb 1 fb 3 ib 2 sb 2 vb 2
Cathedral Knight G. S. Greatshield Bash 2, Block (Bo 5, Cr 9, Da 8, Fi 6, Ma 6, Pi 9, Sl 9, To 0)
Spellcaster: This creature has 4 Spell Points. It may cast the following Miracles:
Armor bolt crush dark fire magic pierce slash toxic
9 Heal (CN 5): You and up to two allies of your choice in your Ring recover 18 Hit Points.
Cathedral Knight Armor 5 7 4 5 5 7 6 5
Weapons & Shields Type Damage and Qualities
Dfense Totals 8 10 7 8 6 10 9 8
Talisman Talisman WD (3, Crush), Miracle Effect (6)
+ Shield 13 19 15 14 12 19 18 8
Armor bolt crush dark fire magic pierce slash toxic
Robe of Prayer 5 0 5 5 5 0 0 5
Dfense Totals 7 2 8 8 7 2 2 7

96 97
Hollow Slave level 10, minion Hollow Spearman level 12, minion
Hit Points 10 Stamina 3 Souls 3 Hit Points 15 Stamina 4 Souls 4
ab 1 db 2 eb 1 fb 1 ib 1 sb 2 vb 1 ab 1 db 2 eb 2 fb 2 ib 1 sb 2 vb 2
Agile: This creature can Dodge. Weapons & Shields Type Damage and Qualities
Weapons & Shields Type Damage and Qualities Spear Spear / Pike WD (12, Pierce), Reach
Thrall Axe Axe WD (12, Slash), Deadly 1 Wooden Shield Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4)
Armor bolt crush dark fire magic pierce slash toxic Armor bolt crush dark fire magic pierce slash toxic
Loincloth 1 0 1 1 1 0 0 0 Hollow Soldier Armor 0 2 0 0 0 2 3 2
Dfense Totals 2 1 2 2 2 1 1 1 Dfense Totals 2 4 2 2 1 4 5 4
+ Shield 6 9 5 6 7 9 9 4
Hollow Soldier level 12, minion
Hit Points 15 Stamina 4 Souls 4 Hollow Thief level 12, minion

ab 1 db 2 eb 2 fb 2 ib 1 sb 2 vb 2 Hit Points 15 Stamina 3 Souls 4

Weapons & Shields Type Damage and Qualities ab 1 db 3 eb 2 fb 1 ib 1 sb 1 vb 2


Longsword Straight Sword WD (11, Pierce / Slash), Guard Break Cunning: This creature can use the Create Advantage action in combat.

Wooden Shield Shield Block (Bo 4, Cr 5, Da 3, Fi 4, Ma 6, Pi 5, Sl 5, To 0), Parry (2-4) Weapons & Shields Type Damage and Qualities
Armor bolt crush dark fire magic pierce slash toxic Shortsword Straight Sword WD (12, Pierce), Guard Break
Hollow Soldier Armor 0 2 0 0 0 2 3 2 Cracked Round Shield Small Shield Block (Bo 4, Cr 4, Da 3, Fi 1, Ma 3, Pi 4, Sl 4, To 0), Parry (2-4)
Dfense Totals 2 4 2 2 1 4 5 4 Armor bolt crush dark fire magic pierce slash toxic
+ Shield 6 9 5 6 7 9 9 4 Hollow Thief’s L. Armor 0 1 0 0 0 1 1 2
Dfense Totals 2 3 1 1 1 3 3 4
Hollow Sorcerer level 14, normal + Shield 6 7 4 2 4 7 7 4
Hit Points 30 Stamina 4 Souls 7
ab 3 db 2 eb 2 fb 1 ib 3 sb 1 vb 2
Hollow Torchbearer level 8, minion

Spellcaster: This creature has 6 Spell Points. It may cast the following Sorceries: Hit Points 10 Stamina 3 Souls 2
9 Soul Arrow (CN 3): A target of your choice takes 11 Magic damage. May be dodged or blocked. ab 1 db 1 eb 1 fb 1 ib 1 sb 1 vb 1
Weapons & Shields Type Damage and Qualities Alternative Damage: This creature’s attack causes Fire damage (already applied).
Sorcerer’s Staff Staff WD (3, Crush), Sorcery Effect (9)
Weapons & Shields Type Damage and Qualities
Armor bolt crush dark fire magic pierce slash toxic
Torch Hammer WD (8, Fire), Brutal 2
Sorcerer Coat 4 0 4 4 4 0 0 3
Armor bolt crush dark fire magic pierce slash toxic
Dfense Totals 6 2 6 6 6 2 2 5
Loincloth 1 0 1 1 1 0 0 0
Dfense Totals 2 1 2 2 2 1 1 1

98 99
Man-Serpent Summoner level 20, normal Mimic level 20, normal
Hit Points 40 Stamina 4 Souls 10 Hit Points 40 Stamina 5 Souls 10
ab 4 db 1 eb 2 fb 2 ib 5 sb 3 vb 3 ab 1 db 4 eb 3 fb 1 ib 1 sb 4 vb 3
Spellcaster: This creature has 7 Spell Points. It may cast the following Sorceries: Dodge: This creature can Dodge.
9 Heavy Soul Arrow (CN 4): A target of your choice takes 22 Magic damage. May be dodged or blocked. Grab Attack: This creature can spend a Stamina Die with a value of 5 or 6 to perform a melee attack
9 Homing Soulmass (CN 4): Create 5 Soulmasses. At the end of each Round, one of them strikes an enemy against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit by the attack,
of your choice for 13 Magic damage, then dissipates. When the last Soulmass dissipates, the spell ends; you the target takes Pierce damage equal to Damage Margin + 20.
cannot cast the spell if any Soulmass is still present.
Weapons & Shields Type Damage and Qualities
Weapons & Shields Type Damage and Qualities Kick / Punch Natural WD (15, Crush)
Mendicant’s Staff Staff WD (5, Crush), Sorcery Effect (10) Armor bolt crush dark fire magic pierce slash toxic
Special: When you kill an enemy, if you wield this, gain 2 Souls
No armor 8 8 1 8 8 4 4 1
Armor bolt crush dark fire magic pierce slash toxic
Dfense Totals 11 11 2 9 9 7 7 4
No armor 0 8 5 7 4 0 8 6
Dfense Totals 3 11 10 12 9 3 11 9
Mushroom People, Large level 16, normal

Man-Serpent Warrior level 19, minion Hit Points 60 Stamina 5 (slow) Souls 8

Hit Points 25 Stamina 4 Souls 6 ab 1 db 1 eb 3 fb 1 ib 1 sb 5 vb 5


Slow but Powerful: After rolling Stamina Dice, this creature turns all dice showing 1 or 2 to the side
ab 1 db 4 eb 3 fb 1 ib 1 sb 3 vb 4
showing 3.
Alternative Damage: This creature’s Flame Breath attack causes Fire damage (already applied).
Duelist: This creature can use the Parry quality of items. Weapons & Shields Type Damage and Qualities
Punch Natural WD (24, Crush), Guard Break
Weapons & Shields Type Damage and Qualities
Armor bolt crush dark fire magic pierce slash toxic
Shotel Curved Sword WD (14, Pierce), Guard Break, Sweep 2
No armor 4 5 4 0 4 5 5 5
Flame Breath Natural WD (8, Fire), Ranged, Requires no Hands (always available)
Dfense Totals 9 10 5 1 5 10 10 10
Small Leather Shield Small Shield Block (Bo 3, Cr 4, Da 3, Fi 5, Ma 4, Pi 4, Sl 4, To 0), Parry (1-4)
Armor bolt crush dark fire magic pierce slash toxic
Mushroom People, Small level 13, minion
No armor 0 8 5 7 4 0 8 6
Hit Points 25 Stamina 4 Souls 4
Dfense Totals 4 12 6 8 5 4 12 10
+ Shield 7 16 9 13 9 8 16 10 ab 1 db 1 eb 2 fb 1 ib 1 sb 3 vb 4
Clumsy: After rolling Stamina Dice, this creature discards all dice showing 1 or 2.

Weapons & Shields Type Damage and Qualities


Punch Natural WD (12, Crush)
Armor bolt crush dark fire magic pierce slash toxic
No armor 6 3 3 0 3 3 3 5
Dfense Totals 10 7 4 1 4 7 7 9

100 101
Poisonhorn Bug level 10, minion Sewer Centipede level 15, normal
Hit Points 15 Stamina 3 Souls 3 Hit Points 30 Stamina 4 Souls 7
ab 1 db 1 eb 1 fb 1 ib 1 sb 1 vb 2 ab 1 db 3 eb 2 fb 1 ib 1 sb 3 vb 2
Alternative Damage: This creature’s Toxic Mist attack causes Toxic damage (already applied). Alternative Damage: This creature’s Poison Spit attack causes Toxic damage (already applied).
Burst Attack (Toxic Mist): This creature can spend a Stamina Die with a value of 5 or 6 to perform an Blast Attack (Poison Spit): This creature can spend a Stamina Die with a value of 5 or 6 to perform an
attack against each enemy in the Forward Ring. This is considered a Ranged attack but may be performed attack against any two targets, regardless of Ring. This is considered a Ranged attack but may be performed
from any Ring, and can be dodged. Each target hit by the attack takes Toxic damage equal to Damage from any Ring, and can be dodged or blocked. Each target hit by the attack takes Toxic damage equal to
Margin + 6. Damage Margin + 10.

Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
Bite Natural WD (6, Pierce) Bite Natural WD (10, Pierce), Guard Break
Armor bolt crush dark fire magic pierce slash toxic Armor bolt crush dark fire magic pierce slash toxic
No armor 3 2 4 0 3 4 4 immune No armor 4 5 4 0 4 8 5 immune
Defense Totals 5 4 5 1 4 6 6 immune Defense Totals 6 7 5 1 5 10 7 immune

Prowling Titanite Demon level 20, normal Silver Knight level 20, normal
Hit Points 60 Stamina 5 Souls 10 Hit Points 50 Stamina 4 (heavy) Souls 10
ab 1 db 3 eb 3 fb 1 ib 2 sb 4 vb 5 ab 1 db 4 eb 2 fb 2 ib 2 sb 3 vb 4
Alternative Damage: This creature’s Lightning Bolt attack causes Bolt damage (already applied). Cunning: This creature can use the Create Advantage action in combat.
Duelist: This creature can use the Parry quality of items.
Weapons & Shields Type Damage and Qualities
Titanite Catch Pole Halberd WD (23), Split (Magic + Slash), Reach, Sweep 2 Weapons & Shields Type Damage and Qualities
Lightning Bolt Natural WD (10, Bolt), Ranged Dragonslayer Greatbow Greatbow WD (15, Pierce), Brutal 4, Ranged, Two-Handed
Special: If you attack with this on turn 6, you may target one
Armor bolt crush dark fire magic pierce slash toxic enemy for each Ring. Resolve each attack separately.
No armor 0 8 6 0 6 9 9 immune S. K. Spear Spear / Pike WD (19, Pierce), Reach
Defense Totals 5 13 8 2 8 14 14 immune S. K. Straight Sword Straight Sword WD (16, Pierce / Slash), Guard Break
Silver Knight Shield Shield Block (Bo 4, Cr 9, Da 5, Fi 5, Ma 6, Pi 9, Sl 9, To 0), Parry (3-4)
Rotten Slime level 15, minion Armor bolt crush dark fire magic pierce slash toxic
Hit Points 20 Stamina 4 Souls 5 Silver Knight Armor 4 4 4 4 4 5 5 4

ab 1 db 1 eb 2 fb 1 ib 1 sb 2 vb 3 Defense Totals 8 8 6 6 6 8 8 8

Grab Attack: This creature can spend a Stamina Die with a value of 5 or 6 to perform a melee attack + Shield 12 17 11 11 12 17 17 8
against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit by the attack, Note: A Black Knight will only be carrying one of the listed weapons, plus sometimes a dragonslayer bow.
the target takes Crush damage equal to Damage Margin + 15.

Weapons & Shields Type Damage and Qualities


Spike Natural WD (9, Pierce)
Armor bolt crush dark fire magic pierce slash toxic
No armor 5 5 5 0 5 5 5 immune
Defense Totals 8 8 6 1 6 8 8 immune

102 103
Skeletal Giant, Feral level 19, normal Skeletal Necromancer level 14, minion
Hit Points 50 Stamina 5 Souls 9 Hit Points 15 Stamina 3 Souls 4
ab 1 db 4 eb 3 fb 1 ib 1 sb 4 vb 4 ab 2 db 2 eb 1 fb 1 ib 1 sb 2 vb 2
Trample: This creature can spend a Stamina Die with a value of 5 or 6 to perform an attack against one Alternative Damage: This creature’s attack causes Dark damage (already applied).
target in the Forward Ring, one target in the Defensive Ring, and one target in the Back Ring. Necromancy: This creature has 5 Spell Points. Whenever another Skeletal creature is reduced to zero HP,
This is considered a Ranged attack but may only be performed from the Forward Ring, and can be dodged this creature can spend 2 Spell Points: if it does, the Skeletal creature is reduced to 5 HP instead.
or blocked. Each target hit by the attack takes Crush damage equal to Damage Margin + 13.
Weapons & Shields Type Damage and Qualities
Weapons & Shields Type Damage and Qualities Withering Gaze Natural WD (5, Dark), Ranged
Bite Natural WD (16, Pierce), Guard Break Armor bolt crush dark fire magic pierce slash toxic
Armor bolt crush dark fire magic pierce slash toxic
Grave Warden Robe 3 0 0 3 3 0 2 immune
No armor 4 1 5 4 4 10 10 immune
Dfense Totals 5 2 1 4 4 2 4 immune
Dfense Totals 8 5 6 5 5 14 14 immune

Skeletal Soldier level 16, minion


Skeletal Giant, Warrior level 19, normal
Hit Points 20 Stamina 4 Souls 5
Hit Points 50 Stamina 5 Souls 9
ab 1 db 4 eb 2 fb 1 ib 1 sb 3 vb 3
ab 1 db 4 eb 3 fb 2 ib 1 sb 4 vb 4 Agile: This creature can Dodge.
Weapons & Shields Type Damage and Qualities Weapons & Shields Type Damage and Qualities
Murakumo Curv. Greatsword WD (25, Slash), Sweep 3 Composite Bow Bow WD (10, Pierce), Ranged, Two-handed
Longbow Bow WD (9, Pierce), Brutal 2, Ranged, Two-Handed Falchion Curved Sword WD (14, Slash), Sweep 2
Armor bolt crush dark fire magic pierce slash toxic
Warrior’s Round Shield Small Shield Block (Bo 4, Cr 6, Da 3, Fi 4, Ma 6, Pi 6, Sl 6, To 0)
No armor 4 0 4 4 4 10 10 immune Armor bolt crush dark fire magic pierce slash toxic
Dfense Totals 8 4 5 5 5 14 14 immune No armor 4 0 4 4 4 8 8 immune
Dfense Totals 7 3 5 5 5 11 11 immune
Skeletal Hound level 12, minion
+ Shield 11 9 8 9 11 17 17 immune
Hit Points 15 Stamina 3 Souls 4
ab 1 db 3 eb 1 fb 1 ib 1 sb 3 vb 2 Skeletal Wheel level 12, minion

Weapons & Shields Type Damage and Qualities Hit Points 15 Stamina 4 Souls 4
Bite Natural WD (14, Pierce), Brutal 2 ab 1 db 3 eb 1 fb 1 ib 1 sb 1 vb 2
Armor bolt crush dark fire magic pierce slash toxic Trample: This creature can spend a Stamina Die with a value of 5 or 6 to perform an attack against one
No armor 2 0 2 2 2 8 8 immune target in the Forward Ring, one target in the Defensive Ring, and one target in the Back Ring.
This is considered a Ranged attack but may only be performed from the Forward Ring, and can be dodged
Dfense Totals 4 2 3 3 3 10 10 immune or blocked. Each target hit by the attack takes Pierce / Slash damage equal to Damage Margin + 9.

Armor bolt crush dark fire magic pierce slash toxic


No armor 3 0 3 3 3 6 6 immune
Dfense Totals 5 2 4 4 4 8 8 immune

104 105
Undead Ghoul level 12, minion Undead Maggot-Carrier level 13, minion
Hit Points 15 Stamina 3 Souls 4 Hit Points 15 Stamina 4 Souls 4
ab 1 db 2 eb 1 fb 1 ib 1 sb 3 vb 2 ab 1 db 1 eb 2 fb 1 ib 1 sb 2 vb 2
Alternative Damage: This creature’s Light Crossbow attack causes Toxic damage (already applied). Burst Attack (Maggot Puke): This creature can spend a Stamina Die with a value of 5 or 6 to perform
an attack against each enemy in the Forward Ring. This is considered a Ranged attack but may be per-
Weapons & Shields Type Damage and Qualities formed from any Ring, and can be dodged or blocked. Each target hit by the attack takes Pierce damage
Broken Straight Sword Straight Sword WD (8, Slash) equal to Damage Margin + 9.
Trap: Targets that lose HP because of this creature’s Grasping Claws attack also lose a Stamina Die of their
Light Crossbow Crossbow WD (4, Toxic), Ranged
choice and cannot perform the Create Advantage and Maneuver actions until they spend a Stamina Die
Armor bolt crush dark fire magic pierce slash toxic with a value of 5 or 6 to break free from this effect.
Loincloth 1 0 1 1 1 0 0 0
Weapons & Shields Type Damage and Qualities
Dfense Totals 3 2 2 2 2 2 2 2
Grasping Claws Natural WD (7, Slash)
Armor bolt crush dark fire magic pierce slash toxic
Undead Hound level 12, minion
No armor 6 9 5 0 5 9 9 9
Hit Points 15 Stamina 3 Souls 4 Dfense Totals 8 11 6 1 6 11 11 11
ab 1 db 3 eb 1 fb 1 ib 1 sb 2 vb 2 Note: this creature has much higher Defenses than what its level would normally allow.
Dodge: This creature can Dodge.

Weapons & Shields Type Damage and Qualities


Undead Rat level 13, minion

Bite Natural WD (11, Pierce), Guard Break Hit Points 15 Stamina 4 Souls 4
Armor bolt crush dark fire magic pierce slash toxic ab 1 db 3 eb 2 fb 1 ib 1 sb 2 vb 2
No armor 3 4 3 0 2 3 3 6 Cunning: This creature can use the Create Advantage action in combat.
Dfense Totals 5 6 4 1 3 5 5 8
Weapons & Shields Type Damage and Qualities
Bite Natural WD (13, Pierce), Brutal 2
Undead Hound, Firebreathing level 13, minion
Armor bolt crush dark fire magic pierce slash toxic
Hit Points 15 Stamina 3 Souls 4 No armor 2 5 3 0 3 5 0 8
ab 1 db 3 eb 1 fb 1 ib 1 sb 2 vb 2 Dfense Totals 4 7 4 1 4 7 2 10
Alternative Damage: This creature’s Flame Breath attack causes Fire damage (already applied).
Dodge: This creature can Dodge. Undead Rat, Giant level 14, normal
Weapons & Shields Type Damage and Qualities Hit Points 40 Stamina 4 Souls 7
Bite Natural WD (11, Pierce), Guard Break ab 1 db 2 eb 2 fb 1 ib 1 sb 3 vb 3
Flame Breath Natural WD (8, Fire), Sweep 2, Ranged
Cunning: This creature can use the Create Advantage action in combat.
Armor bolt crush dark fire magic pierce slash toxic
Weapons & Shields Type Damage and Qualities
No armor 3 3 2 7 2 3 3 3
Bite Natural WD (13, Pierce), Brutal 2
Dfense Totals 5 5 3 8 3 5 5 5
Armor bolt crush dark fire magic pierce slash toxic
No armor 2 6 3 0 3 6 0 8
Dfense Totals 5 9 4 1 4 9 3 11

106 107
Boss Enemies Lady Lucine (purity, obsession) level 32, boss (lord)
Lucine’s distraught singing is what keeps the infant ghosts of Sunless Forge bound to their ancient suffering.
Gifted with the soul of the Mother Goddess, Lucine became obsessed with cleansing her countless children from
Boss encounters should be the most exciting 9 Sin Bosses represent the incarnation of a the Curse of Undeath. Unable to do so, she slaughtered them time and time again, eventually burning their
corpses until only ash was left. In contrast with her glorious, white and golden dress, her charred hands and
and challenging f ights in your game. As a GM, Player Character’s Sin. They might be in-
feet were left constantly dripping with blood and soot.
you should take your time and make sure these vading ghosts or entities bent on finding
creatures are memorable. and destroying the character (think of how Hit Points 70 Stamina 6 Souls 32
There are three types of Boss creatures: Sieglinde hunted down her father).
ab 7 db 3 eb 4 fb 3 ib 3 sb 2 vb 4
9 Normal Bosses are simply the strongest Alternative Damage: Some of this creature’s attack cause Fire damage instead of the normal type.
Boss enemies should really be unique to your
threat dwelling within a location. Think Beam Attack (Piercing Scream): This creature can spend a Stamina Die with a value of 5 or 6 to perform
game and Land; however, I wanted to give you
Ornstein & Smough, Iudex Gundyr, or the an attack against one target in the Forward Ring, one target in the Defensive Ring, and one target in the
an example of each Boss type. Back Ring. This is considered a Ranged attack but may be performed from any Ring, and can be dodged or
Nameless King.
When you design Bosses, feel free to give them blocked. Each target hit by the attack takes Pierce damage equal to Damage Margin + 19.
9 Lord Bosses hold the most powerful souls
custom-made special abilities and add unique Boss: This creature gains +1 Stamina for each PC fighting her, and +10 HP for each PC beyond the first.
in the entire Land. Think Seath the Scale- rules to their combat arenas. Fear of Undeath: This creature always targets the PC with the fewest Sparks of Memory left, if possible.
less, Yhorm the Giant, or the Bed of Chaos.
Grab Attack (Immolation): This creature can spend a Stamina Die with a value of 5 or 6 to perform a
melee attack against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit
by the attack, the target takes Fire damage equal to Damage Margin + 32.

Vinsald, the Fallen Dragonslayer level 22, boss Second Phase (Fiery Rage): When this creature is reduced to 40 HP or less, her Charred Hand attack
loses the Split (Crush + Fire) quality and simply causes 20 Fire damage.
A fallen knight clad in stained armor, kneeling in the middle of a pool of dark ichor. Countless serpentine Spellcaster: This creature has 10 Spell Points. She may cast the following Miracles:
corpses clutter his arena: wyverns, drakes, men-serpents. 9 Cleansing Stakes (CN 5): Choose an enemy Ring (Forward, Defensive or Back) and roll 2d6 + 2: this is
the number of burning stakes created by the spell. Distribute the stakes among the creatures in the cho-
Hit Points 70 Stamina 5 (heavy) Souls 22
sen Ring: you must do so as equally as possible (i.e. if you have two enemies and five stakes, you must
ab 1 db 2 eb 3 fb 2 ib 1 sb 4 vb 4 assign two stakes to one enemy and three to the other, not one and four).
Each target takes Fire damage equal to f ive times the amount of stakes that hit them. This spell may be
Boss: This creature gains +1 Stamina for each PC fighting him, and +10 HP for each PC beyond the first. dodged (a target only has to dodge once to negate damage from all the stakes that hit them), and costs 2
Blast Attack (Corpse Throw): This creature can spend a Stamina Die with a value of 5 or 6 to perform Spell Points to cast.
an attack against any two targets, regardless of Ring. This is considered a Ranged attack but may be per- 9 Heal Aid (CN 4): You recover 12 Hit Points.
formed from any Ring, and can be dodged or blocked. Each target hit by the attack takes Crush damage Trap: Targets that lose HP because of this creature’s Charred Hand attack also lose a Stamina Die of their
equal to Damage Margin + 15. choice and cannot perform the Create Advantage and Maneuver actions until they spend a Stamina Die
Cunning: This creature can use the Create Advantage action. with a value of 5 or 6 to break free from this effect.
Grab Attack (Execution): This creature can spend a Stamina Die with a value of 5 or 6 to perform a
melee attack against one target in the Forward Ring, provided that target has no Stamina Dice left. If hit Weapons & Shields Type Damage and Qualities
by the attack, the target takes Slash damage equal to Damage Margin + 22. Charred Hand Natural WD (20), Split (Crush + Fire), Guard Break

Weapons & Shields Type Damage and Qualities Spine of the Unborn Straight Sword WD (10 + DB + SB), Split (Fire + Pierce / Slash),
Miracle Effect (FB + IB), Requires F 25+ and I 25+
Fallen DS Sword Greatsword WD (18 + FB + SB), Split (Dark + Slash), Sweep 2, Req. S 25+ Wielded by Lucine, it has WD (15) and Miracle Effect (6)
Vinsald wields this with both hands (total WD 28)
Armor bolt crush dark fire magic pierce slash toxic
Armor bolt crush dark fire magic pierce slash toxic
No Armor 10 10 10 immune 10 8 8 10
Fallen DS armor (heavy) 4 5 5 5 5 5 7 5
Dfense Totals 14 14 13 immune 13 12 12 14
Dfense Totals 8 9 7 7 6 9 11 9

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Lamond of the Eyes level 20, boss (sin)
The Xanthous Prophet Lamond leads the Eyes of the Painted World. Lamond and many of his followers were
exiled within the Painted World of Aricrea by one of the Player Characters, Marian, who feared their beliefs
might forever alter the balance of power in her homeland of Carim.
In the past, Lamond was apprentice to a fair maiden, whose monstrous appearance belied a gentle heart.
Unfortunately, he later twisted her teachings into darker arts.

Hit Points 50 Stamina 4 Souls 20


ab 3 db 2 eb 2 fb 3 ib 3 sb 2 vb 2
Boss: This creature gains +1 Stamina for each PC fighting him, and +10 HP for each PC beyond the first.
Cunning: This creature can use the Create Advantage action.
Dodge: This creature can Dodge.
Duelist: This creature can use the Parry quality of items.
Spellcaster: This creature has 6 Spell Points. He may cast the following Pyromancies:
9 Black Chaos Storm (CN 6): Each enemy in the Forward Ring and Defensive Ring takes 18 Dark damage.
This spell may be dodged, and costs 3 Spell Points to cast.
9 Black Fire Orb (CN 4): A target of your choice takes 20 Dark damage. May be dodged or blocked.
9 Black Serpent (CN 3): Choose up to one enemy in the Forward Ring and up to one enemy in the
Defensive Ring. Each enemy takes 12 Dark damage. This spell may be dodged.

Weapons & Shields Type Damage and Qualities


Scythe of the Eyes Reaper WD (8 + DB + SB, Slash), Guard Break, Sweep 2, Req. D 30+
Wielded by Lamond, it has WD (12)
Pyromancy Flame Flame WD (3 + FB + IB, Fire), Pyromancy Effect (FB + IB)
Wielded by Lamond, it has WD (9) and Sorcery Effect (6)
Target Shield Small Shield Block (Bo 1, Cr 6, Da 2, Fi 3, Ma 3, Pi 6, Sl 6, To 0), Parry (1-4)
Special Items Type Effect
Old Witch’s Ring Ring Allows its bearer to understand the speech of Chaos.
Armor bolt crush dark fire magic pierce slash toxic
Xanthous Attire 3 1 4 1 4 3 3 3
Dfense Totals 5 3 7 4 6 5 5 5
+ Shield 6 9 9 7 9 11 11 5

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