DARK SOULS™ III

DARK SOULS™ III

117 ratings
Building the OP Build ::
By Shard of Manus
This is the guide for those of you wanting to create the most OP build you can, to make this game an even bigger cake-walk than it already is.

It'll be as in-depth as I can be bothered to make it, so... who knows.

The guide will consider certain stat allocations, but you can still apply it to your build, even if your stats aren't exactly the same (only figures will change).
   
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Introduction ::
As mentioned in the description, if you read it, this guide will concern certain stat allocations; so it may not be exactly applicable to your character as figures will be different. I will try to be thorough with it though.

It will not cover armour combinations, because Fashion Souls... and who needs armour? Only weapons, spells, rings and potentially consumables will be considered.

Due to the lengthy research needed to find information on other builds the other sections will be added over time.

Coming ::

- The SL120 Builds, including optimal stat allocation, and all associated sub-categories as seen in the Max Level Build section. These will include ::
  • The 40/40 Build (i.e the Quality build).
  • The Strength Build.
  • The Dex Build.
  • The Magic Build.

- The SL1 Build. Done. Hooray! - (I forgot to include the Carthus Milkring - editions will come when I get round to it)

- The SL40 Builds.

- The SL70 Builds.


Please, if anyone would like to research at the same time as I, feel free and I will be able to add you as a contributer. Don't feel obliged, I'm willing to do this all myself, though it will take time. (I have a real life that consumes most of my time, so don't expect anything instantaneous).
Section One, The Max Level Build - Part One: Melee ::
This is the easiest topic to cover (max level), as all damage affecting stats are all 99, and this is obviously the most OP you can get in the game.

Melee weapons ::
Attack Type
Weapon
Weapon Type
Infusion
AR
Standard
Greatsword
Ultra Greatsword
Hollow
765
Thrust
Astora Greatsword
Ultra Greatsword
Hollow
685
Slash
Exile Greatsword
Curved Greatsword
Hollow
703
Slash
Great Machete
Greataxe
Refined
713
Strike
Great Club
Great Hammer
Refined
653
Strike
Morne's Great Hammer
Great Hammer
N/A
684
Thrust
Red Halberd
Halberd
Refined
585
Standard
Broadsword
Straight Sword
Hollow
557
Slash
Sellsword Twinblades
Curved Sword (paired)
Refined
440
Thrust
Profaned Greatsword
Ultra Greatsword
N/A
709
Standard
Black Knight Greataxe
Greataxe
N/A
746

Reason for particular mentions ::
These are the most damaging weapons concerning pure AR values. You will note that this does not include split damage weapons, as I have deliberately chosen buffable weapons. At max level, if you are going melee, you will be buffing your weapon for that extra OPness. We will cover which buffs are the most powerful, but later.

Morne's Great Hammer:
Mentioned due to it being the highest damaging strike weapon, though it places 2nd after the Great Club due to it not being buffable. The Great Club's Weapon Art will set the AR above that of Morne's Hammer [717 AR], so a spell need not even be equipped.

The Red Halberd:
Mentioned due to it's R1 thrust attacks.

The Broadsword:
Mentioned due to the R1 spammability.

The Sellsword Twinblades:
Mentioned due to the L1 spammability.

The Profaned Greatsword:
Mentioned due to the higher AR, and more powerful 2-H R2 attack when compared to that of the Astora Greatsword. However, it's Weapon Art only boosts the AR to 789 which is less so than buffing the Astora Greatsword with any of the spell buffs (and is limited to fire only).

The Black Knight Greataxe:
Mentioned due to it's high AR and combo-ability. Though unbuffable, the BKGAs Weapon Art boosts the AR to 821, which makes it a decent contender. Not as powerful as the Hollow Greatsword by any stretch, but I thought it could be mentioned if people prefer the moveset.

Note, these are best combined with certain rings and spell buffs, which will be detailed later.


Bleed ::

Bleed is something that obviously constitutes its own category. Bleed can be exploited at any level and with ease, so read this section regardless (but ignore specific values, as they will change).

Attack Type
Weapon
Weapon Type
Infusion
AR
Bleed Counter
Slash
Warden Twinblades
Curved Sword (paired)
Hollow
425
44
Slash/Thrust
Bandit's Knife
Dagger
Hollow
267
40
Slash
Carthus Curved Greatsword
Curved Greatsword
Hollow
640
56
Slash/Thrust
Onikiri and Ubadachi
Katana (paired)
Hollow
523
45
Slash
Corvian Great Scythe
Reaper
Hollow
540
50
Slash/Thrust
Crow Talons
Claw
Hollow
425
40


Additional Notes ::

Despite the additional damage and bleed counter, Onikiri and Ubadachi are slower and consume more stamina than the Warden Twinblades. I would recommend the Twin Blades above the Katanas, also due to the Weapon Art (Spin Slash).

The Hollow Carthus Greatsword combines decent AR with a high Bleed Counter, but the speed of its attacks detract from this.

Carthus Rouge can be, and should be used on all of these weapons. The item adds +35 directly to the Bleed Counter.


Critical Build ::

For those of you that enjoy parrying, backstabbing and guard-breaking everything and always have the Hornet Ring equipped.

Attack Type
Weapon
Weapon Type
Infusion
AR
Critical Counter
Slash/Thrust
Crow Quills
Special Thrusting Sword
Hollow
461
130
Slash/Thrust
Dagger
Dagger
Refined
281
140

A small table, I know... but I like tables. I wouldn't recommend anything else really, though if you want pure damage, go for a buff-stacked Ultra Great weapon... but these are slow and consume a lot of stamina. If you want quick and high damage, Crow Quills or Dagger. The Quills are infinitely better however.

For making parries, it's up to you which tool you use, and what you're good with. I personally would recommend getting used to the Buckler, but there's the Parrying Dagger, Caestus, any small or medium shield etc. -- There's no recommendation here, because some people are better with the parry timings of melee shields, and some better with parry shields.

That's the extent of melee necessity at max level. Shields aren't included in this guide, because being OP means not wasting a slot for a shield. Git gud at rolling before you start doing all of this (or make sacrifices to OPness).
Section One, The Max Level Build - Part Two: Ranged ::
Catalysts ::

Below is a table for the most powerful catalysts for each magic sub-category. The associated 'Spell Type' category regards the spell type each catalyst is most useful for (for example the Izalith Staff can cast Magic Sorceries, but the table will only associate it with Dark Sorceries).

Spell Type
Weapon
Weapon Type
Spell Buff
Additional Notes
Sorcery (Magic)
Court Sorcerer's Staff
Staff
254
None
Sorcery (Magic)
Sage's Crystal Staff
Staff
219
For Left-Hand use only, using the Weapon Art to buff the Court Sorcerer's Staff (Right-Hand).
Pyromancy
Pyromancy Flame
Pyromancy Flame
242
For ranged Pyromancies only.
Pyromancy
Pyromancer's Parting Flame
Pyromancy Flame
226
For melee Pyromancies only.
Sorcery (Dark)
Izalith Staff
Staff
289
For Dark Magic only. Affinity and Dark Edge are the highest damaging Dark Sorceries.
Miracles (All)
Yorshka's Chime
Sacred Chime
263
For all Miracles. Despite Caitha's Chime having 336 Spell Buff and being 'good' for Dark Miracles, Yorshka's Chime is still better.


Ranged, Physical ::

Weapon
Weapon Type
Range
AR
Millwood Greatbow
Greatbow
39
727
Dragonrider Bow
Bow
50
476
Onislayer Greatbow
Greatbow
63
586

I have mentioned the Onislayer Greatbow for snipers at really long distances. It is worth noting that the Hawk Ring will of course boost the range of all bows (by approximately 30), and that Onislayer Greatarrows fire faster (thus seem to have more range) than the other Greatarrow types.


Ranged, Spells ::

Below is a table outlining the most powerful (and efficient) spells of each category.

Spell Type
Spell
FP Cost
Sorcery (Magic)
Crystal Soul Spear
46
Sorcery (Dark)
Affinity
40
Pyromancy (Fire)
Chaos Bed Vestiges
35
Pyromacny (Dark)
Black Flame
25
Pyromacny (Dark)
Black Fire Orb
22
Miracle (Lightning)
Sunlight Spear
48

These are the spells I consider most useful, and among that I don't really ever use Affinity. It's somewhat of a waste, but I felt obliged to include a Dark Sorcery, and Dark Edge is even worse in my opinion.
Section One, The Max Level Build - Part Three: Buffs ::
Weapon Buffs ::

Weapon buffs are the most notable and obvious damage dealing buffs, as they require no risk taking, very little preparation and can be exceptionally powerful. Below are the best buffs for each spell type.

Spell Type
Spell
FP Cost
Damage Multiplier
Miracle (Magic)
Darkmoon Blade
50
96%
Miracle (Lighning)
Lightning Blade
50
96%
Miracle (Dark)
Dark Blade
35
85%
Pyromancy (Fire)
Carthus Flame Arc
30
85%

Additional Notes ::

Crystal Magic Weapon was not included. I've heard some mention that Darkmoon Blade deals 'Dark' damage. Do not be fooled by its name, Darkmoon Blade deals pure Magic damage, but due to Yorshka's Chime having a better Spell Buff, the multiplier increases the damage of Darkmoon Blade moreso compared to that of Crystal Magic Weapon.

Dark Blade and Carthus Flame Arc have a lower mulitplier than Lightning Blade and Darkmoon Blade, but can still be used to considerable effect against bosses and enemies with those particular weaknesses.


Self Buffs - Spells ::

Spell Type
Spell
FP Cost
Effect
Pyromancy
Power Within
30
Consumes 1% of your Max HP every second for 30 seconds, whilst increasing damage by 20% from all sources.
Pyromancy
Carthus Beacon
35
Buffs all damage by 7.5% for 30 seconds, and increases to 15% after consecutive strikes (3-5 depending on the weapon type).
Miracle
Sacred Oath
65
Increases all damage by 10% for 60 seconds, and also boosts absorption by 10 for the same period.
Miracle
Deep Protection
25
Increases all damage by 5% for 60 seconds, and also boosts absorption by 5 for the same period. Additionally, increases resistances by 20, and Stamina regeneration by 3.

Additional Notes ::

Power Within may be somewhat off-set by using health regeneration. Bountiful Sunlight is suggested (if necessary). I do not recommend Blessed Weapons, as they require an equip slot, and also reduce damage (if used to attack).

Carthus Beacon is best used with paired weapons. I do not recommend using it for heavy weapons, as you will have a difficult time proccing the damage increase. It cannot be stacked with Power Within.

Sacred Oath and Deep Protection can be stacked, though casting both reduces their 'effective time', as you spend time casting another spell. If you do stack them, cast Deep Protection first.


Item Buffs - Rings ::

Ring
Effect
Notes
Lloyd's Sword Ring
Boosts all damage by 10% when above 99% HP.
This is mainly for builds unwilling to risk using the Red Tearstone Ring, but can dodge well enough to keep their HP full and not worry about using Estus to recover any lost.
Clutch Rings
Increases Elemental Damage by 15%, whilst increasing incoming Physical Damage by 10%.
This is for spell based builds. Use each Clutch Ring only for associated elemental types of course.
Ring of the Sun's Firstborn
Boosts Miracle damage by 20%.
For Miracle based builds.
Morne's Ring
Boosts Miracle damage by 12%.
For Miracle based builds.
Witch's Ring
Boosts Pyromancy damage by 20%.
For Pyromancy based builds.
Great Swamp Ring
Boosts Pyromancy damage by 12%.
For Pyromancy based builds.
Bellowing Dragoncrest Ring
Boosts Sorcery damage by 25%.
For Sorcery based builds.
Young Dragon Ring
Boosts Sorcery damage by 15%.
For Sorcery based builds.
Red Tearstone Ring
Increases damage from all sources by 20% when your HP is below 20%.
Can be used in conjunction with Tears of Denial for more safety.
Pontiff's Right Eye
Increases damage incrementally after consecutive attacks, up to a maximum of 15%.
Stacks with Carthus Beacon. Recommended for Paired weapons.
Flynn's Ring
Lowering Equip Load increases damage to a maximum of 15%.
Recommended for naked builds.
Hornet Ring
Increases Critical Damage by 30%.
For Critical Builds (using Crow Quills of course).
Leo Ring
Increases damage from Thrust Counter Attacks by 15%.
Recommended for use with the Astora Greatsword R2.

Additional Notes ::

Obviously, your playstyle will determine which rings you equip in the end, but for damage the above are recommended. If you can take the risk, combining the Red Tearstone Ring, the Spell Buff rings and Clutch Rings will grant some insane spell damage.

Item Buffs - Other ::

Item
Effect
Notes
Morion Blade
Increases damage from all sources by 20% when your HP is below 20%.
Combine with the Red Tearstone Ring for best results. Best used in the off-hand to support the main damaging weapon or catalyst.
Crown of Dusk
Increases damage of Magic Sorceries by approximately 10%, whilst also increasing the damage sustained from Magic.
Best used with Bellowing Dragoncrest Ring, Young Dragon Ring, Magic Clutch Ring, Red Tearstone Ring, Morion Blade and Court Sorcerer Staff (with Crystal Soul Spear) - Have fun.
Rose of Ariandel (Weapon Art)
Increases Offensive Miracle damage by 25% for approximately 2 minutes.
The weapon can be unequipped after use, and the long lasting buff means it can be used without much worry about running out when preparing for a fight.
Dragon Torso Stone
Boosts damage by 10% for 5 seconds.
The short length makes this situational, but very powerful for things like criticals. I recommend buff-stacking with the RTSR and Morion Blade (and others if you wish).
Section Two, The SL1 Build - Part 1: Melee ::
This is the second easiest build to cover, though requires a little more consideration and thought than the Max Level build. SL1 is more limited in what it can use, obviously, and so it is simply a matter of making the most of what you have. You would be surprised at how powerful you can be, even at SL1.

Now, at SL1 all attribute are at 10. However, there are four VERY important rings we can use to make our builds as powerful as possible. The Knight's Ring, Hunter's Ring, Scholar Ring and Priestess Ring. They each raise the respective attribute (Strength, Dexterity, Intelligence and Faith) by 5.

One must also mention that two-handing weapons raises the players Strength attribute by 1.5x it's current value (i.e from 10 to 15) - more importantly, this value stacks with the effect of the Knight's Ring. This means we can achieve a maximum of 22 Strength at SL1. You will see how useful this is soon.

Melee weapons ::

Below is a table showing what I consider to be the best weapons available to an SL1 character. Note that if the requirements are above 10, automatically assume this means you will have to equip the appropriate ring (or two-hand) to achieve the necessary requirements.

All AR values are at maximum enhancement.

Attack Type
Weapon
Weapon Type
Infusion
AR
Strength / Dexterity
Notes
Thrust
Pickaxe
Great Hammer
Heavy
394
18 / 9
This requires both two-handing, and the Knight's Ring, but deals immense damage for an SL1 build. Combined with the Leo Ring, this weapon is easily among the best.
Strike
Spiked Mace
Great Hammer
Heavy
422
21 / 13
This requires both two-handing, the Knight's Ring, AND the Hunter's Ring... but once again deals immense damage for an SL1 build. The Weapon Art is also extremely useful combined with Carthus Rouge for a Bleed Build. This would be much better, but the stat requirements place it below the Pickaxe in my opinion.
Slash
Flamberge
Greatsword
Raw
395
15 / 14
This requires both two-handing, and the Hunter's Ring, but is another big damage dealer. Combined with Carthus Rouge, this can also be used as a Bleed Weapon with good base damage.
Standard
Broadsword
Straight Sword
Raw
292
10 / 10
Requires nothing but to be equipped. Accessible very early in the game, and can be infused early as well; the Broadsword is a fantastic all rounder.
Standard / Thrust
Astora Straight Sword
Straight Sword
Raw
322
10 / 10 / 12 (Faith)
Has an additional faith requirement, but the Priestess Ring can negate this (though it is unnecessary). The damage will be unaffected by the lack of Faith requirement, only each swing will consume ever so slightly more stamina. Whether you use the ring is optional (can be replaced by a damage boosting ring etc.).
Standard / Thrust
Red Hilted Halberd
Halberd
Raw
325
14 / 14
Requires two-handing and use of the Hunter's Ring (or use two slots for the Knight's Ring as well). The quick R1 thrusts make it useful with the Leo Ring.
Strike
Gargoyle Flame Hammer
Great Hammer
N/A
304 (Phys) / 213 (Fire)
22 / 0
This does have a 9 / 9 Faith and Intelligence requirement, but these require no rings. This weapon will require the Knight's Ring and two-handing, but also counts among the most damaging weapons for SL1. The split damage can be a downside, but when used against enemies with weakness to fire, this weapon is fantastic (and requires no buffs).

Additional Notes ::

The Flamberge is included here because it is a high damaging weapon, and though at can be used for Bleed, it should be considered mainly for AR. The faster weapons are better for Bleed builds.

The Spiked Mace is included here because although it is good for both builds, the main focus is AR as well, and is among the most powerful weapons there are.

Bleed ::

As always, Bleed is very useful for an SL1 build; and is in fact most recommended (especially against the later bosses which have large health pools).

Attack Type
Weapon
Weapon Type
Infusion
AR
Bleed Counter
Strength / Dexterity
Notes
Slash / Thrust
Claws
Claw
Skilled
200
34
6 / 14
Requires the Hunter's Ring. This is the most highly recommended, due to the L1 dual attacks (when two-handed).
Standard / Thrust
Barbed Straight Sword
Straight Sword
Raw
277
33
11 / 11
Due to the awkward requirements, you need to two-hand and use the Hunter's Ring (or use two slots for the Knight's Ring as well). Use with Carthus Rouge, this can be a decent Bleed Weapon.
Standard / Thrust
Anri's Straight Sword
Straight Sword
N/A
249
N/A
10 / 10
Requires no additional rings or two-handing. The Luck scaling will have little effect, but this can still be used as a Bleed Weapon with Carthus Rouge. Mostly for those unwilling to use ring slots for the Barbed Sword.
Slash
Great Scythe
Reaper
Sharp
262
34
14 / 14
Requires two-handing and the Hunter's Ring, but combined with Carthus Rouge is another good Bleed Weapon. Not as highly recommended as the Barbed Straight Sword though.

Critical Build ::

Not the most powerful, but still worth it if you are a confident parrier (that is a word). I recommend the Hornet RIng of course, as at SL1 your critical attacks may be somewhat disappointing - combine them with what buffs you can.

Attack Type
Weapon
Weapon Type
Infusion
AR
Critical Counter
Strength / Dexterity
Notes
Slash / Thrust
Dagger
Dagger
Hollow
185
140
5 / 9
This comes first as it requires no rings. You're free to spend ring slots on buffs and other such things.
Slash / Thrust
Mail Breaker
Dagger
Raw
200
140
7 / 12
Requires the Hunter's Ring, but deals slightly more damage than the Dagger.
Section Two, The SL1 Build - Part 2: Ranged ::
Now, there is a HUGE difference in the use of ranged combat at SL1; most notably is the limit on what spells you can use.

Catalysts ::

We'll go through the same process as before, but slightly differently.

Spell Type
Weapon
Weapon Type
Spell Buff
Additional Notes
Sorcery (Magic)
Sorcerer's Staff
Staff
100
This requires no rings, which means the slots can be used for damage boosting rings instead. I recommend this above all else.
Sorcery (Magic)
Court Sorcerer's Staff
Staff
108
Requires the Scholar Ring, but will deal more damage than the Sorcerer's Staff. However, the ring slot can be used for damage boosting rings, which will set the Sorcerer's Staff above this.
Sorcery (Magic)
Archdeacon's Great Staff
Staff
100
Requires the Scholar Ring and the Priestess Ring, but will deal more damage than both of the previous staves. However, the ring slots can be used for damage boosting rings, which makes this essentially the worst (as well as the difficulty to obtain it).
Pyromancy
Pyromancy Flame
Pyromancy Flame
116
This is what you will want to be using, if magic is the path for you. You will see why soon.

Ranged, Physical ::

Weapon
Weapon Type
Range
AR
Notes
Longbow
Bow
50
184
Requires the Hunter's Ring (as do all bows).
Dragonrider Bow
Bow
50
239
Requires both the Hunter's Ring and the Knight's Ring, but the damage is greater than that of the Longbow. It is up to you which you deem worthwhile.

Ranged, Spells ::

Magic can be very useful for an SL1 build, in spite of the lack of attributes. Pyromancies are the go to, of course, as many require very little stat investment to be used, and also deal high
damage against many enemies.

Your character will have a base value of 93 Focus Points at SL1.

Below is a table outlining the most powerful (and efficient) spells of each category. It is worth noting that at least one of the below requires that you equip an Attunement Slot boosting ring. This can include the Saint's Ring, Deep Ring and Darkmoon Ring. Using this will reduce your available damage boosting ring slots, and thus it is your choice whether you make that sacrifice.

Spell Type
Spell
FP Cost
Intelligence / Faith
Attunement Slots
Casts per FP Bar
Pyromancy
Great Combustion
17
10 / 10
1
5
Pyromancy
Chaos Storm
55 (3 per Pillar)
0 / 0
2
2
Pyromancy
Great Chaos Fire Orb
32
0 / 0
2
2
Pyromancy
Fire Orb
14
8 / 8
1
6
Sorcery (Magic)
Great Soul Arrow
10
15 / 0
1
9
Sorcery (Magic)
Soul Arrow
7
10 / 0
1
13

Additional Notes ::

I do not recommend the use of Great Soul Arrow necessarily. It's a bit of a waste of a ring slot, better that you buff a melee weapon than use sorceries in my opinion. Soul Arrow can be used as somewhat of a utility spell to get through areas against basic mobs, but uses an attunement slot, so I would not recommend it for the path up to a boss (unless you intend on using a resin to buff, or not at all).

Pyromancies are recommended against all but Fire resistant enemies.
Section Two, The SL1 Build - Part 3: Buffs ::
Weapon Buffs ::

For an SL1 build, using resins will be more necessary than using spell buffs, though not entirely. Below are the best buffs for each spell type, and this time I will also list resins.

Spell Type
Spell
FP Cost
Damage Multiplier
Intelligence / Faith
Sorcery (Magic)
Magic Weapon
25
96%
10 / 0
Sorcery (Magic)
Great Magic Weapon
35
96%
15 / 0
Pyromancy (Fire)
Carthus Flame Arc
30
85%
10 / 10

Resin Type
Effect
Notes
Pale Pine Resin
Adds +90 Magic Damage
Tested using the Court Sorcerer Staff. Increases damage by almost exactly the same amount as Great Magic Weapon. This is recommended above the buff.
Gold Pine Resin
Adds +95 Lightning Damage
As Lightning Blade is unavailable at SL1, this is recommended against enemies with weakness to Lightning, and resistance to Bleed.
Charcoal Pine Resin
Adds +85 Fire Damage
Carthus Flame Arc is somewhat more powerful, but the Resin is entirely viable.
Human Pine Resin
Adds +95 Dark Damage
As Dark Blade is unavailable, this is recommended against enemies weak to Dark. The Old Demon King is weak to Dark and immune to Bleed - I recommend Human Resin.
Carthus Rouge
Adds +35 Bleed Damage
Yes, this is the best method to be OP.

Additional Notes ::

Note that spell buffs are unaffected by damage boosting rings, and so equipping the Scholar or Priestess Ring, buffing your weapon, and then changing the ring for something else is sometimes a very useful tactic.

Recall that the Court Sorcerer Staff, with the Scholar Ring, had a better Spell Buff than the Sorcerer's Staff. In this situation it is the better choice for buffing with a sorcery.

I've ignored poison, as it isn't very threatening. It's fine if you want to play really safe and just hide while you slowly whittle down a boss' HP, but it isn't on any kind of OP level.


Self Buffs - Spells ::

Spell Type
Spell
FP Cost
Effect
Intelligence / Faith
Pyromancy
Power Within
30
Consumes 1% of your Max HP every second for 30 seconds, whilst increasing damage by 20% from all sources.
10 / 10
Pyromancy
Carthus Beacon
35
Buffs all damage by 7.5% for 30 seconds, and increases to 15% after consecutive strikes (3-5 depending on the weapon type).
12 / 12
Miracle
Tears of Denial
100
Upon reaching 0 HP, the spell will grant an extra 1 HP, keeping the player alive.
0 / 15

Additional Notes ::

The reason I mention Tears of Denial is because it can be especially useful for SL1 builds to avoid 1-hit kills. Equip the Saint's Ring, Priestess Ring and Dusk Crown Ring. Cast Tears of Denial, switch your rings and rest at the bonfire. The buff will last until it is triggered, or until you leave the area.


Item Buffs - Rings ::

Ring
Effect
Notes
Lloyd's Sword Ring
Boosts all damage by 10% when above 99% HP.
This is mainly for builds unwilling to risk using the Red Tearstone Ring, but can dodge well enough to keep their HP full and not worry about using Estus to recover any lost.
Clutch Rings
Increases Elemental Damage by 15%, whilst increasing incoming Physical Damage by 10%.
This is for spell based builds. Use each Clutch Ring only for associated elemental types of course.
Ring of the Sun's Firstborn
Boosts Miracle damage by 20%.
For Miracle based builds.
Morne's Ring
Boosts Miracle damage by 12%.
For Miracle based builds.
Witch's Ring
Boosts Pyromancy damage by 20%.
For Pyromancy based builds.
Great Swamp Ring
Boosts Pyromancy damage by 12%.
For Pyromancy based builds.
Bellowing Dragoncrest Ring
Boosts Sorcery damage by 25%.
For Sorcery based builds.
Young Dragon Ring
Boosts Sorcery damage by 15%.
For Sorcery based builds.
Red Tearstone Ring
Increases damage from all sources by 20% when your HP is below 20%.
Can be used in conjunction with Tears of Denial for more safety.
Pontiff's Right Eye
Increases damage incrementally after consecutive attacks, up to a maximum of 15%.
Stacks with Carthus Beacon. Recommended for Paired weapons.
Flynn's Ring
Lowering Equip Load increases damage to a maximum of 15%.
Recommended for naked builds. Combine with the Dragon Torso Stone for best effect.
Hornet Ring
Increases Critical Damage by 30%.
For Critical Builds (using Crow Quills of course).
Leo Ring
Increases damage from Thrust Counter Attacks by 15%.
Recommended for use with the Astora Greatsword R2.


Item Buffs - Other ::

Item
Effect
Notes
Morion Blade
Increases damage from all sources by 20% when your HP is below 20%.
Combine with the Red Tearstone Ring for best results. Best used in the off-hand to support the main damaging weapon or catalyst.
Crown of Dusk
Increases damage of Magic Sorceries by approximately 10%, whilst also increasing the damage sustained from Magic.
Best used with Bellowing Dragoncrest Ring, Young Dragon Ring, Magic Clutch Ring, Red Tearstone Ring, Morion Blade and Court Sorcerer Staff (with Crystal Soul Spear) - Have fun.
Rose of Ariandel (Weapon Art)
Increases Offensive Miracle damage by 25% for approximately 2 minutes.
The weapon can be unequipped after use, and the long lasting buff means it can be used without much worry about running out when preparing for a fight.
Dragon Torso Stone
Boosts damage by 10% for 5 seconds.
The short length makes this situational, but very powerful for things like criticals. I recommend buff-stacking with the RTSR and Morion Blade (and others if you wish).
19 Comments
Shard of Manus  [author] Nov 20, 2020 @ 7:08pm 
Ah, no - ignore it. I abandoned this guide because shortly after starting it they made swathing changes to practically all infusions, and since also made lots of other changes.
Vor-|-eX Nov 20, 2020 @ 6:31pm 
useful guide
Deverti May 20, 2017 @ 7:19am 
dammit, you got me :selphinehappy:
Shard of Manus  [author] May 20, 2017 @ 6:54am 
You're just saying that to get in my pants.

You only needed to ask. ;-;
Deverti May 20, 2017 @ 6:51am 
still better than the wiki tho ~~
Shard of Manus  [author] May 20, 2017 @ 6:36am 
Oh wait, this wasn't the guide I was thinking of.

DON'T READ THIS Deverti nooooooo! It's out of date since the patches... I need to redo it.
Deverti May 20, 2017 @ 6:03am 
Nuuu! x)
Jk, way better than the official wiki. Neatly arranged and very detailed, pretty sweet :praisesun: ^^
Shard of Manus  [author] May 20, 2017 @ 5:56am 
I read your guide. Read mine or I'll spill my Ravioli down your top.
Deverti May 20, 2017 @ 5:53am 
Tl;dr? ;-;
Thicc Meme Accent Jan 19, 2017 @ 7:22am 
Good guide + its detailed enough to be easily understood by beginners of this game imho.
Cant believe how entitled ppl. like the Skeleton guy can be. Make a better guide yourself and tell everybody about the mad respects youll get in return for following YOUR "rules" then.