THE BELL

There are those who read this news before you.
Subscribe to receive the latest articles.
Email
Name
Surname
How do you want to read The Bell
No spam

Andean candelabrum (Peru) - description, history, location. Exact address, phone number, website. Reviews of tourists, photos and videos.

  • Last Minute Tours in Peru
  • Tours for the New Year Worldwide

Previous photo Next photo

The mysterious aura of Peru is expressed in many manifestations, as if it rises to the surface from the depths of its mysteries and secrets. This is not only a place that, according to scientists, was inhabited by an intelligent civilization one of the first on earth, but also a repository of amazing and incomprehensible objects, one of which is the Andean candelabrum.

The Andean candelabrum, also called the Paracas Candelabrum, is a giant geoglyph on the side of a huge sandy mountain in the Pacific bay of the Paracas Peninsula, near the small Peruvian town of Pisco. The geoglyph inscribed on the surface of the sandy mountain stretches for 128 m in length and almost 100 m in width, the thickness of its lines is from 0.5 to 4 m, and the depth is up to 2 m.

In shape, the drawing really looks like a huge candlestick with three candles, which is perfectly visible not only from a bird's eye view, but also from the sea. In recent years, the Andean candelabrum has become one of the most popular attractions in these places, also becoming the object of close attention of world historians, ethnographers and archaeologists.

There is no doubt that the geoglyph has survived many centuries, and quite possibly millennia. Neither strong sea winds nor raging sandstorms could erase the Andean candelabrum from the face of the earth.

The Andean candelabrum is declared part of the Paracas National Reserve, but, unfortunately, it is constantly raided by treasure hunters and motocross enthusiasts, which makes the issue of its protection especially urgent. The Andean candelabrum can be safely called one of the most bewitching mysteries of the planet. A traveler who gets here and sees the geoglyph with his own eyes will hardly be able to forget the mystical and heartfelt sensation that engulfs a person standing on the edge of an unknown abyss.

Legends of the Andean candelabrum

There are many hypotheses about the origin and purpose of the candelabrum, which have not yet been confirmed. Some believe that the drawing is of a sacred nature, as if it is a kind of appeal to descendants, left by the Spanish monk Ramon Rojas. Others think that the geoglyph depicts the "Tree of Life", which was a cult symbol of ancient cultures, an object of worship for the inhabitants of the Pisco Paracas region.

At the same time, some experts are sure that the candelabrum is associated with the lines of the Nazca plateau. Although there are tens of kilometers of desert and sea between them. In general, this is as old as the world, Peruvian riddle.

Due to its proximity to the ocean, the Andean candelabrum has acquired a considerable number of explanations related to water: according to one version, it is a sign of filibusters who hid here after committing their atrocities at sea, on the other, it is a kind of landmark that warns sailors and indicates an unsafe zone of strong winds. It is rumored that local fishermen to this day gratefully accept the help of a giant sign, visible from the sea at a distance of several miles, which helps them get home faster.

It is also surprising that time has no power over the symbol engraved on the sandy slope, the date of origin of which is still unknown. But there is no doubt that the geoglyph has survived many centuries, and quite possibly even millennia. Neither strong sea winds nor raging sandstorms could erase the Andean candelabrum from the face of the earth.

By the way, similar images that people as an experiment applied to the neighboring hills disappeared within a few days.

How to get there

The best Andean candelabrum can be viewed from the sea. There is the possibility of taking a boat trip from El Chaco to the Ballestas Islands. By car, you can travel from Lima to Pisco in 6 hours, and from there you can sail by boat for about 20 minutes.

All the achievements of mankind in the entire history of its existence, from the invention of the wheel and gunpowder to the splitting of the atom, the search for a Divine particle and flights into space, pale next to riddles to which no bright minds of the planet can yet give an answer.

The Andean candelabrum, located in Peru, puts scientists in such a mystery of their origin that they cannot even come up with tolerable versions of what it could be.

Painted planet

Giant icons and figures over 4 meters in size, printed on the surface of the Earth, are geoglyphs, a kind of writing or cipher, which is most often seen from space or from an airplane. The most popular signs are symbols that were engraved on its surface in the 5-1 century BC. e.

There are scientists who have tried to bring these lines, geometric shapes, images of birds, animals, and at least under some kind of scientific hypothesis.

Peru is not the only country where geoglyphs have been found. For example, the white horse was the most repeated, and therefore the favorite, subject of the ancient peoples inhabiting the territory of modern Great Britain. But, at least, this is a completely recognizable animal, which for the people of that time was sacred or personified something.

The Andean candelabrum, on the other hand, became an example of the importance attached to it depending on the thinking or religion of the people who saw it. So, the Spaniards, who conquered Peru, perceived it as the Holy Trinity, depicted in the form of three crosses, and it reminded sailors of a constellation or an ancient lighthouse. However, the same happens with most of the geoglyphs on the planet. Not knowing the true purpose of an object or phenomenon, the human mind tries to squeeze it into the framework of its perception of the world.

Location of the mysterious object

For some reason, it so happened that there is a lot of writing about objects in Peru, they are studied and even Ph.D. theses are defended. In fact, there are many geoglyphs on the planet, far exceeding the Peruvian ones both in age and in the number of images.

But apparently, interest is always higher in what one ponders for a long time and to no avail (for example, an unfinished chess game or an unproven theorem). The Andean candelabrum is no exception. Where this object is located is easy to determine - on the Paracas Peninsula, 6 hours drive from Lima. A small crescent-shaped mountain rising here has become a place of creativity for unknown ancient "graffiti artists". It can be seen either from the water or from a bird's eye view. If we analyze all the geoglyphs found on the planet, we can see that most of them have some similarities in the technique of execution.

For example, the "long man" in Sussex and the drawings in Peru were made, albeit in different eras, but are clearly descendants of the same talented artists suffering from gigantomania.

If this is the case, then it seems that they were either performing someone's task - at a certain time to apply the necessary drawing, or they were wandering creative natures, which is unlikely.

People often tend to ascribe to objects and phenomena properties that they themselves invent. For example, some of them believe that the Andean candelabrum (Peru) points to Nazca drawings, although this is not entirely true.

Description

Scientists date this object to 200 BC. e., and if everyone more or less agrees with this fact, then its purpose remains a mystery. The giant trident, as the locals call it, has two branches in the form of spiral candles, while the third candle grows right from its base.

The object is about 180 m long, which means that it took a lot of time and some special tools to create it, otherwise it would not have survived so well to this day. The Andean candelabrum, which is described in this article, looks attractive, but quite trivial. There are few tridents in the world, Neptune had the same one. Ordinary people and scientists have always been more concerned with the question not "how", but "why"?

Appointment

When this question is raised, there can be hundreds of answers, we offer you the most intelligible ones, for example:

  • this is a lighthouse, since it is visible from the water, but not visible from the shore - of course, the version is so-so, because no evidence has been found that lights were lit in it;
  • The Andean candelabrum is a navigator for a spacecraft, indicating the direction to the cosmodrome in Nazca (there are simply no words, what if it's true!);
  • it is a lightning rod, since the trident is a symbol of the creator god Viracocha;
  • this is a taboo sign, since there are pyramids and burials with mummies on the peninsula, which were usually buried with jewelry;
  • another version that this is a navigator, but according to it, underneath is found the gold of the Incas, or a whole acropolis full of the dead and treasures.

Maria Reiche, who has been studying the Nazca geoglyphs and the Andean candelabrum all her life (you can see the photo of the scientist below), only managed to determine that some of the drawings coincide with the constellations, for example, the spider's legs and its head repeat the location of Orion.

There is a version that these drawings were not left by human civilization. Judging by the fact that humanity itself does not know what it was or what it was created for, then perhaps such a conclusion is the most correct. Perhaps these images indicate the path that distant space travelers have traveled, and through which constellations they had to come to us. And the figures of clearly not people on the plateau in Nazca may well be self-portraits of aliens.

Be that as it may, perhaps humanity still has a chance to reveal the cause of the emergence of geoglyphs, which are so clearly visible from space.

Nazca geoglyphs

The Andean candelabrum and Nazca drawings differ in the technique of execution, which suggests that there were at least 2 ancient cultures that created them. To date, 30 drawings and 788 lines and geometric shapes have been found in the desert.

The trident on the peninsula is presented in a single copy, and since a pottery workshop of the same time as the drawing was found nearby, it can be assumed that this is the work of the inhabitants of ancient Paracas.

Nazca Technique

The Nazca geoglyphs are characterized by shallow trenches (30 cm) with a width of 50 to 150 cm, while at the candelabra they are deeper and wider. Some scholars believe that the Andean candelabrum, whose history is somewhat younger than that of the figure on the plateau, is the successor of an older sibling.

It's amazing how the ancient Incas were able to draw 500 km² straight lines in the earth's crust? Indeed, even modern equipment allows you to make a flat trench no more than 10 km without deviating from the course. Many drawings are striking in their scale, and again the question arises involuntarily: how could all the lines be connected to make a 285-meter pelican or an 188-meter lizard?

Either these artists had a special vision of three-dimensional space, or their tools were more perfect than modern ones.

Paracas Peninsula object

The Andean candelabrum, whose technique is simpler, is made in a different style, although it can be assumed that the performers were familiar with the drawings on the Nazca plateau.

They did not need accurate instruments, since the height of the object is only 180 m, but even it amazes the imagination and makes one wonder what exactly it was applied to the rock.

The mystery awaits

Well, humanity will have to wait. Either there will be those who know why it was done, or people will find instructions for use. Let's wait and hope that either one or the other will happen during our lifetime, but for now scientists create new versions and make films about the secrets of the Earth and the Universe.

Some of the most famous geoglyphs (a huge figured pattern) on Earth are the Peruvian Nazca lines, but they are not the only mysterious traces in southern Peru. About 200 kilometers northwest of the Nazca plateau lies another distant and for some reason less popular drawing, which the locals call the Paracas Candelabra or the Three Crosses (Las Tres Cruces). The bizarre geoglyph is best known as the Andean candelabrum because it looks very much like a candlestick with three branches. Although it is unlikely that its creators intended to leave a mark in the form of a giant piece of furniture.

The prehistoric image is painted on a hillside near the port city of Pisco on the Peruvian coast and adorns reddish porphyry cliffs owing their spectacular color to volcanic origins. The work of art is carved into rocky soil and formed by grooves up to 60 centimeters deep. The candelabra branches also split into new forks, and its lateral "horns" are crowned with images of salamanders and people. The figure is 181 meters long and is large enough to be easily seen from a distance of as much as 20 kilometers.

The Andean candelabrum belongs to the culture of Paracas, which inhabited the peninsula of the same name from about 750 to 100 BC. Such conclusions were made on the basis of pottery found in the area, the radiocarbon analysis of which showed that the artifacts date back to 200 BC. The pottery most likely belonged to the people of Paracas, although their involvement in the creation of the giant geoglyph has not yet been confirmed.

The shape of the design in the form of a huge trident may represent the lightning rod of the god Viracocha, a mythical figure revered in South America thousands of years ago. Although some researchers tend to compare this branchy geoglyph not at all with the weapon of a deity, but rather with a cactus.

Frank Joseph, a writer obsessed with alternative theories, believes that the Andean drawing is not similar to the hallucinogenic plant called Datura stramomium. According to his version, the prehistoric inhabitants of this area traveled north towards present-day California to harvest this plant for the needs of the tribes, and the geoglyph was used as a guide for sailors returning home from harvesting datura. Although the assumption about the navigational purpose of this symbol is by no means new. Locals It has long been said that ancient travelers used a giant trident to recognize the Paracas Peninsula among other Pacific coasts.

The Andean candelabrum is a real mystery. Together with the Nazca lines, it clearly demonstrates how little we know about the pre-Columbian civilizations lost to mankind, who have inhabited the earth for centuries and millennia South America before the arrival of the Europeans here.


Photo Credit: Dan Kit / Flickr


Photo: David Stanley / Wikimedia


Photo: Yoli Marcela Hernandez / Wikimedia

Highlights

1) Many things in the sections of different schools can be repeated. This is done so that those who are interested in one school do not have to go into the sections of others.

2) The casting speed in Dark Souls 3 depends on dexterity, and reaches a maximum of 50. At the same time, the Ring of the Sage adds 30 virtual points of dexterity, which do not affect damage, but only increase the casting speed. The +1 and +2 rings give 35 and 40 virtual points, respectively, but are only available on NG + and NG ++, so they will not be covered in this guide.

3) Rings of power over an element increase not only the damage from the corresponding magic, but also from the weapon that deals damage with this element, and also enhance the corresponding weapon buffs. However, the rings of direct magic amplification have no effect on weapon buffs.

4) Mages do not need shields with 100% physical damage absorption so this guide will only consider one option for all builds: Llewelyn's Shield, Tempered with a Simple Gem. He has good stability, a good parry window, he is quite light and with hardening he slowly regains mana. For the most part, that's all a magician needs.

5) Also, if you really completely score on blocking, and rely only on parrying, you can take Cestus, tempered by the same Simple Gem: it is even easier for them to parry, it weighs even less, and it can be used as a weapon, but at the same time, if it is wrong parry, most likely this will completely burn all stamina, which is fraught with death.

6) Most magicians will never have the opportunity to wear even middle class armor along with normal weapons, so, most likely, the whole game will have to run in rags. But at the same time, you need to remember one thing: if a character is missing part of the armor, he receives a penalty to basic defense. For a helmet - 10%, for gloves - 6%, for leggings - 14%, for a bib - 20%. And all this is added up, so that for four empty slots, the basic protection is reduced exactly twice. So it is better to have at least something in each slot.

7) Almost all characteristics have so-called softcaps - values \u200b\u200bafter which further pumping is less effective or not worth the cost at all.
Vitality - 27, 39, 50
Scholarship - 30, 60 (for cells); 35 (for mana)
Fortitude - 40
Physical strength - there is no soft cap, for every point up to 99 the maximum load grows by 1
Strength - 40, 60 (for one-handed grip); 27, 40 (for two-handed grip)
Agility - 40, 60
Intelligence - 40, 60 (for Magic); 40 (for Pyromancy); 45 (for dark magic)
Faith - 40, 60 (for Miracles); 40 (for Pyromancy); 45 (for dark magic)
Luck - 40, 60

8) Just for reference: the levels and stats indicated in the characteristics are not caps. This is just a sufficient basis. If you want, you can further increase both HP and mana, and whatever you like, to the desired values. But if you are going to PvP with these characters, it is better to stop at level 120. There are quite a few battles going on in this range and is considered "meta".

First Magic: Sorcery

Sorcery mainly deals magic damage, but there are also spells that deal darkness damage. Most of the spells of this school deal direct damage, it also contains several non-combat spells with useful effects, several buffs, and the only spell in the game that deals Cold damage.

Specifications

  • Starting class - Wizard
  • Level - 104
  • Vitality \u003d 27
  • Scholarship \u003d 24
  • Fortitude \u003d 20
  • Physical strength \u003d 7
  • Strength \u003d 16
  • Agility \u003d 20
  • Intelligence \u003d 60
  • Faith \u003d 7
  • Luck \u003d 12

16 Strength and 18 Dexterity are the minimum requirements for the bundle of Moonlight Sword + Crystal Adept Rapier. Why then Agility \u003d 20? Because the Ring of the Sage gives another 30 virtual points, which gives a total of 50, and is the maximum for casting speed.

Scrolls of Sorcery:

  • Adept's Scroll - Unlocks Farron's Great Dart and Farron's Hail.
    Lies in the Citadel of Farron, next to the mushroom corpses: from the first fire on the left wall to three shamans, and then a little further.
  • Golden scroll - Unlocks Light, Repair, Twisted Wall of Light, Chameleon, Invisible Weapon and Invisible Body.
    Lies in the Farron Citadel, in a cave in front of which there are a bunch of Basilisks.
  • Logan's Scroll - Unlocks Guided Soul Clot and Soul Spear.
    Dropped by a Court Wizard in the Corrupted Capital, on the roof of a building in the middle of a toxic swamp.
  • Crystal scroll - Unlocks Crystalline Inducing Soul Clot, Crystalline Soul Spear, and Crystalline Arcane Weapon.
    Dropped by the Crystalline Master in the Great Archive.

Sorcery: Spells

Direct Damage:

  • Soul Arrow, Large Soul Arrow, Heavy Soul Arrow, Large Heavy Soul Arrow - Mana Cost: 7, 10, 11, 14. Four variants of the base Sorcery spell in order of increasing strength. They send a magic charge to the target, heavy variants take longer to cast.
    Regular and Heavy arrows are sold by Yoel, all four are sold by Orbek.
  • Induced Soul Clot, Crystalline Induced Soul Clot - Mana cost: 20, 43. Creates 5 magic spheres over the head of the mage, which are discharged at any enemy that comes close. The crystalline version is more powerful and penetrates enemies.
  • Soul Spear, Crystalline Soul Spear - Mana cost: 32, 46. A powerful magical charge that pierces through enemies. The damage of the Soul Spear is not much superior to the Large Heavy Soul Arrow, so the effectiveness on single targets is so-so, but on several enemies in a row - much higher. The Crystalline Spear is the most powerful long-range projectile in Sorcery.
    Sold by Orbek after obtaining Logan's Scroll and Crystal Scroll respectively.
  • Stream of souls - Mana Cost: 55. Unleashes a powerful stream of magic that looks like a salvo of laser cannon. It takes a long time to charge (one of the slowest windups in the game), consumes a lot of mana, but this is compensated by the tremendous flight speed (it reaches the target almost instantly), the monstrous range (much beyond the maximum lock distance) and crushing damage (the full beam damage is superior to both the Crystal Spear and fully realized Ancient Moonlight). However, this damage is "smeared" by the duration of the volley (a little less than one and a half seconds) into many "ticks". And for the victim to receive full damage, it must be in the beam for the entire duration of its existence.
    Lies in the Great Archive, behind an illusory wall with an ice knight, next to a jump onto a wooden bridge.
  • Breath of the white dragon - Mana cost: 25. Creates a strip of sharp crystals in front of the mage, which quickly disintegrate. Despite the lower mana cost, it has slightly more damage than the Soul Spear, although it does not quite reach the Crystal Spear. But at the same time it has a rather short range. Crystals can grow not only on the floor, but also on the walls.
  • Farron's Swift Sword - Mana cost: 4. A quick swing with the magic sword created at the end of the staff (which means the longer the staff, the further the sword reaches). This spell has a two-hit combo standard for a straight sword. Damage slightly less than Soul Arrow. In fact, it is a long, straight sword that expends mana per hit and deals full magic damage. This spell also has animations for running and after rolling.
    Sold by Orbek.
  • Ancient Moonlight - Mana cost: 23. Forms a magic blade on the staff, and then delivers a horizontal blow. There are two nuances: when hit with a blade, a magic blade flies off it, and this spell can be charged. When you hold the cast button for about one and a half seconds, the sword begins to glow brighter and emit a flaming aura. In this state, both the damage of the blade itself and the flying blade increase. At the same time, charging does not consume mana in excess of the cost of the spell, it can be held as long as necessary, and can be interrupted by rolling at any time. Mana is spent not on a cast, but on a strike, that is, if you charge a sword and then interrupt the cast without hitting, there will be no waste of mana. The damage is very good. If the target takes a charged strike with both blade and blade, the damage exceeds even the Crystalline Soul Spear, second only to the full damage of Soul Stream.
    Created from the soul of Midir, the devourer of darkness.
  • Poisonous miasms - Mana cost: 13. Creates a cloud of fog, damaging everything that hits it, including the mage. Despite the name, damage has nothing to do with poison: the spell deals damage depending on the maximum HP level of the victim: the higher the maximum, the more HP is gnawed off per tick. Also, funny enough that this spell does not aggro sacrifice in almost all cases.
    Sold by Orbek after giving him one of any scroll.
Buffs:
  • Greater Magic Weapon, Crystalline Magic Weapon - Mana cost: 35, 45. Adds to the weapon for 60 seconds magic damage in the amount of 85% / 95% from Enhanced Catalyst Spells. Cannot be applied to most rare weapons, or weapons tempered with a non-physical gem.
    The larger version lies in the cut between Farron's Citadel and the Forest of Torment, next to a huge crystal lizard.
    Crystalline is sold by Orbek after receiving the Crystal Scroll.
  • Large magic shield - Mana Cost: 60. Increases shield stability by 35 points and increases damage absorption of all types to 100% for 30 seconds. Any shield with stability 65 and above will block attacks at no stamina cost. Unlike weapon buffs, it can be applied to simple and consecrated shields.
    Dropped by a creeping leech in Irithyll Dungeon. From the first fire, you need to go straight along the corridor and jump down, where she will be in one of the cells.
Utility Spells:
  • Invisible body - Mana cost: 25. It makes the mage almost invisible, so that enemies only begin to react if you walk within a couple of meters from them. Allows you to bypass the enemy, or approach, capture him in the lock and put a couple of spells while he reacts.
    Sold by Orbek after receiving the Golden Scroll.
  • Spy - Mana cost: 15. Completely dampens walking sounds and fall damage (non-fatal) for 20 seconds.
    Sold by Orbek.
  • Freezing grip - Mana cost: 16. Creates a cloud of frosty fog.
    Lies in the painted world of Ariandel, at the bottom of an abyss under a bridge, at a dead end behind living trees.

Sorcery: Outfit

  • Staff of the Court Sorcerer - the best staff for casting Sorcery, with a sufficiently developed Intelligence (50 and above).
    Lies in mimicry in the Defiled Capital, in a building in the middle of a toxic swamp.
Worthy of a Mention:
  • Staff of the Heretic - a fairly early staff, which is better than the starting one.
    Lies not far from the Forest of Torment bonfire, inside a building with a bunch of enemies.
Rings
Recommended:
  • Young Dragon Ring - Enhances Sorcery spells by 15%.
    There is from the beginning of the game, but if you play NOT for the Sorcerer - issued by Orbek after buying 3 any spells or giving him 1 of any scroll.
  • Roaring Dragon Ring - Enhances Sorcery spells by 25%.
    Lies in the Dungeons of Irithyll, in a cut that leads to a mimicry with a shard of estus.
  • Ring of power over magic - Increases magic attack by 15%, which affects not only spells, but also magic weapons, but cuts physical resists by 10%.
    Lies behind an illusory wall, in Irithylla square, not far from the Yorshka church fire.
  • Sage's Ring - speeds up the casting of spells.
Honorable Mentions:
  • Ring "Crown of Dawn"
  • Estus's ashen band
  • Lloyd's sword ring
  • Ring with red stone
  • Scientist Ring
Weapon
Recommended:
  • Moonlight sword - a branded magic lorry of the series. Requires 16 Str, 11 Dexterity, and 26 Intelligence. Good scale by Intellect, disgusting scale by Power. A unique feature - charged power attacks send a magic blade from the blade that explodes on impact and does not consume mana, but reduces the sword's durability by 4 per shot, plus if used at point-blank range, both the sword and the blade will deal damage.
    Created from the Soul of Consumed Oceiros.
  • Crystal Adept's Rapier - a magical rapier with poor scales in Strength and Dexterity, but good in Intelligence. Requires 13 Strength and 18 Dexterity. Performs well as a fast auxiliary weapon. Increases Hidden Objects by 50 while in an active slot.
    Created from the soul of a Crystalline Master.
Honorable Mention:
  • Scientist's candelabrum
    Dropped by Scientists in the Great Archives, and also sold by Greyrat after his trip to Irithyll.
  • Lothric Knight's Sword(Tempered with Crystalline Gem) - Just a straight, fast sword, with excellent elemental scales and a versatile moveset. Requires 11 Strength and 18 Dexterity. Has a slightly increased critical damage.
  • Ice Ax Hazel - a piercing hammer with a good intelligence scale, which can cast Sorcery. Requires 12 Str, 10 Dexterity, and 19 Intelligence.
    Dropped by Phantom Hazel in the Forest of Torment or Farron's Citadel.
  • Astor two-handed sword(Tempered with Crystalline Gem) - An incredibly light two-handed with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, a gorgeous two-handed station and high versatility.
  • Sword of justice - similar to the Sword of Moonlight, but has more physical damage and less magic, including from the scale. Requires 17 Strength, 15 Dexterity and 12 Intelligence, which means that you will need to invest 1 extra point in Strength. The skill is a stance with a lunge on a light attack, and a flying magic blade on a power one. Also, using the skill imposes a buff on the sword that gives 80 points of magical damage.
    Created from the soul of Pontiff Salivan.
  • Pursuer's Saber(Tempered with Crystalline Gem) - a saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
  • Crescent sword - shotel with native magic damage and good intelligence scale. The skill launches magic blades.
    Dropped by Leonhardt during the end of his questline.
clothing
Recommended:
  • Crown of dawn - strengthens spells, but greatly reduces magic resistance.
    Lies in the Farron Citadel, under a birch tree, next to which a crab runs.
  • Fire Keeper Mantle
  • Fire Keeper Gloves
  • Black leather boots
In fact, only the Crown of Dawn is required, in the remaining slots you can wear anything, the main thing is to keep within 70% of the load with the selected weapon.

Second Magic: Miracle

Damaging miracles are roughly evenly divided into electrical and physical. This school is full of healing spells, as well as buffs, including weapons. Only in this school there are two spells that cause Bleeding, as well as a spell that blocks magic.

Specifications

  • Starting class - Cleric
  • Level - 107
  • Vitality \u003d 27
  • Scholarship \u003d 24
  • Fortitude \u003d 20
  • Physical strength \u003d 9
  • Strength \u003d 18
  • Agility \u003d 20
  • Intelligence \u003d 7
  • Faith \u003d 60
  • Luck \u003d 13
27 Vitality is considered the first soft cap of HP, and gives 1000 in the base, without coal and boosters. If this value is not enough, you can increase it further: second softcap \u003d 39 (1200). The third \u003d 50 (1300), but I do not recommend raising it to it, since the increase is not worth the spent levels.

24 Scholarship provides 4 slots and 181 mana. 4 cells are usually enough, but if you really want to, you can raise Scholarship to 30 and get 5 and 233 units of mana.

18 Strength and 18 Dexterity are the minimum requirements for the Dragon Slayer Ax + Astor Greatsword. Why then Agility \u003d 20? Because the Ring of the Sage gives another 30 virtual points, which gives a total of 50, and is the maximum for the casting speed.

In general, you can play with the parameters of Strength, Dexterity and Physical Power within a very wide range, adjusting them to your favorite weapons and clothes.

Sacred tomes

  • Sacred Tome of Karim - Unlocks Medium Heal, Tears of Denial and Strength.
    Lies on the Path of Victims, in semi-secret under the bridge, in front of the second bonfire.
  • Sacred Tome of Lothric - Unlocks Bountiful Light, Blessed Weapon, and Magic Barrier.
    Lying in Lothric Castle, in the room with the mimic, next to the white corrupted dragon.
  • Londor Holy Tome - Unlocks Vow of Silence, Dark Blade and Re-Death.
    Sells Yuri.
  • Abyssal sacred tome - Unlocks Defense in Depth and Locust.
    Lies in the Temple of the Deep, in facial expressions after the first giant.

Miracle: Spells

Direct damage

  • Thunder Spear, Great Thunder Spear, Spear of Light - Mana Cost: 23, 32, 48. Classic zippers in ascending order of strength. If used at close range, the lightning strikes twice, dealing about 70% more damage. The Spear of Light is the most powerful Wonder in the game.
    The Thunder Lance lies in Farron's Citadel, above Farron's Old Wolf, in a half-hidden area with three lizards.
    The Great Spear is obtained by bringing 30 Medals of Light to the altar in Lothric Castle.
    The Spear of Light is created from the Soul of the Lords.
  • Thunder stake - Mana Cost: 34. Strikes the ground in front of him with lightning. The damage surpasses any Miracle, except for the Spear of Light, fired at close range, but you have to pay for it with a range, which is literally a couple of meters ahead.
    Dropped by a giant worm in Smolder Lake.
  • Lightning storm - Mana Cost: 36. An electric flash around the caster, with a circular electric wave and a rather long cast. Damage depends on how many charges hit the target.
    Created from the soul of the Nameless King.
  • Thunderbolt - Mana cost: 19. Releases a fast electrical charge that travels far. Damage is roughly between normal and large Thunder Lance at range. The cast can be delayed for as long as you like, and can also be interrupted by a roll without spending mana. You can also walk slowly with a charged arrow.
    Lies in the City behind the wall, right after the bridge with Midir, behind the triple illusory wall.
  • Wrath of the gods - Mana Cost: 40. Explosion around the caster, dealing physical damage. Knocks many enemies to the ground. The damage is slightly more than that of the Great Spear at close range, but a fairly long cast.
    Lies in the Corrupted Capital, on a pedestal in a building, in the middle of a toxic swamp.
  • Locust, Dorris Locust - Mana cost: 15, 20. A Dark Wonder that sends a swarm of locusts at the enemy, inflicting darkness damage and causing bleeding. Locust inflicts 130 bleeding points, Locust Dorris - 210. Also, Locust Dorris sends out two streams instead of one, which increases the area of \u200b\u200beffect.
    Locusts are sold by Irina or Karla, after receiving the Deep Tome.
    Locust Dorris falls from the preacher in Irithyll's semi-secret courtyard, behind an illusory fence near the first lizard.
Buffs
  • Thunder Blade, Dark Moon Blade - Mana Cost: 50. Adds weapons for 60 seconds electric / magical Damage equal to 95% of Amplify Catalyst Spells. Cannot be applied to most rare weapons, or weapons tempered with a non-physical gem.
    Thunderblade lies in the Irithyll Dungeon, in a cut with an elevator on the balcony.
    Blade of the Dark Moon gives out Yorshka after receiving 30 Certificates of Loyalty.
  • Dark blade - Mana Cost: 35. Adds 85% of the Catalyst Spell Amplification to your weapon for 60 seconds. Cannot be applied to most rare weapons, or weapons tempered with a non-physical gem. Unlike other dark wonders, it only takes into account the Vera scale of the catalyst.
    Sold by Irina or Karla after receiving the Londor tome.
  • Blessed weapon - Mana Cost: 35. Increases weapon physical damage by 7.5% for 45 seconds. It also gives increased damage to undead and slow regeneration (by 60 Faith - 4 HP per second).
    Sold by Irina after receiving the Lothric Tome.
  • Sacred vow - Mana Cost: 65. For 60 seconds, grants the caster and nearby allies 10% increased any outgoing damage, and reduces damage taken by 10%.
    Awarded by bringing 10 medals of Light to the altar in Lothric Castle.
  • Defense in depth - Mana Cost: 35. Complex buff. Increases outgoing damage by 5%, reduces incoming damage by 5%, increases resistances by 20 points and speeds up stamina recovery by 3 units / s.
    Sold by Irina or Karla after receiving the Deep Tome.
  • Tears of denial - Mana Cost: 100. Second chance. It dampens a fatal blow and leaves 1 HP, while it does not protect against guaranteed fatal falls. After casting, it hangs endlessly until it works, but disappears on any loading screen.
    Sold by Irina after receiving the Karim tome.
Treatment
  • Heal, Medium Heal, Powerful Heal, Calming Sun - Mana Cost: 45, 55, 65, 80. Restores HP to the caster and allies around in size 300% / 400% / 550% / 700% Enhanced Catalyst Spells. While holding the cast button, the spell can be delayed for as long as you want, and interrupted by a roll without spending mana. The Calming Sun has an increased range.
    Irina sells Regular and Medium Heals.
    Powerful healing lies in Irithyll, in the corner of a large flooded area under the bridge.
    The Calming Sun is created from the Dancer's Soul.
  • Replenishment, Abundant Light, Abundant Sun - Mana Cost: 30, 45, 70. Restores HP to the caster for 60 seconds at a speed 5 / 7 / 10 per second. The Bountiful Sun also affects nearby allies.
    Replenishment is sold by Irina, Bountiful Light - she is after receiving the Lothric Tome.
    The Abundant Sun is created from the Soul of the Rosary.
  • Comforting tears - Mana cost: 14. Removes the status effects of Frostbite, Bleeding, Poison and Toxin. Also drops leeches that cause Bleeding.
    Sold by Irina.

Wonder: Outfit

  • Bell of Yorshka - the best catalyst for miracles, with a sufficiently high Faith (50 and above).
    Drops from Yorshka. There is no other way to get it, so if you need the Blade of the Dark Moon, it's better to get it in advance.
  • Saint's talisman - a catalyst, only slightly worse than Yorshka's bell. It is used only if the skill of talismans is needed - hyper-armor when casting.
    Lies in the Undead Settlement, in a room with a bunch of rats under Irina's cell.
Honorable Mentions:
  • Cleric's Sacred Bell - Cleric's starting catalyst that can be used up to 50 Faith.
  • Canvas mascot - the catalyst, again, is slightly worse than the cleric's bell, and is used if hyper-armor is needed.
    Can be purchased from the Handmaiden in the Fire Temple after receiving the Paladin's Ash.
Rings
Recommended:
  • Morne's Ring - Increases Miracles by 15%. Doesn't amplify healing and buffs.
    Lies between the first and second bonfires on the Path of Sacrifices, under a bridge, behind which there are a bunch of ravens.
  • Firstborn Sun Ring - Increases Miracles by 25%. Still does not amplify healing and buffs.
    Lies on Irithyll Square, on a pedestal to which one must jump from above, from the entrance to Pontiff Salivan.
  • Ring of power over lightning - Increases lightning attack by 15%, which affects not only spells, but also electric weapons, but cuts physical resists by 10%.
    Lies on Elder Dragon Peak, to the left of the entrance to the Elder Wyvern.
  • Sage's Ring - speeds up the casting of spells.
    Lies inside a building in the Forest of Anguish, at water level.
Honorable Mentions:
  • Ring "Crown of Dawn" - Reduces the cost of mana for spells by 25%, but at the same time reduces the maximum HP level by 15%.
    Lies in the Irithyll Dungeon, in one of the rooms next to the main hall with a bunch of jailers.
  • Estus's ashen band - Increases ash estus mana regeneration by 20%. If you are not too lazy, you can put on this ring before each sip from the blue flask, and then immediately take it off. But at the same time, the +10 flask restores exactly 200 units of mana, which gives a full manapool with 24 Learning from scratch, and without a ring.
    Lies in the Abandoned Graves, in a coffin, in which the character starts the game in the Ash Cemetery.
  • Lloyd's sword ring - increases any damage by 12.5-15% with full HP.
    Lies in the Temple of the Deep, right after the first giant.
  • Ring with red stone - increases any damage by 20% at a critical (less than 20%) HP level.
    Lies in Lothric Castle, right in front of the Dragon Slayer Armor. To the right of the elevator you need to go into a small chapel and exit to the balcony.
  • Prayer ring
Weapon
Recommended:
  • Dragon Slayer Ax(Hardened by Rough Gem) - Electric Ax with high total damage. Requires 18 Strength and 14 Dexterity. It has a rather poor physical scale, and does not have an electrical one at all, so with the characteristics of a magician, rough hardening is the best choice. A big plus is that it can be buffed (best of all with the Thunder Blade), accelerating the damage practically to the indicators of two-handed.
    Dropped by Phantom Creighton in the cemetery near Yorshka Church.
  • Astor two-handed sword(Tempered by Thunder Jewel) - An incredibly light two-handed with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, a gorgeous two-handed station and high versatility.
    Lies to the left of the entrance to the Temple of the Deep Cemetery.
Honorable Mention:
  • Lothric Knight's Greatsword(Tempered by the Consecrated Gem) - a rare case when a weapon really makes sense to consecrate with great Faith. It requires 24 Strength and 16 Dexterity, so either you have to increase Strength by 6, or use it in only two hands. In any case, physical power will have to be increased by 8. The advantage of the Consecrated Gem is that a good scale by Faith is applied simultaneously to physical and electrical damage, making the increase very significant, albeit depriving the possibility of a buff. Also, the holy weapon slowly recovers HP.
    Dropped by Lothric Knights armed with him, and sold by Grayrat after his trip to Irithyll.
  • Lothric Knight's Sword(Tempered by Thunder Jewel) is just a straight, fast sword, with excellent elemental scales and a versatile moveset. Requires 11 Strength and 18 Dexterity. Has a slightly increased critical damage.
    Dropped by Lothric Knights armed with him, and sold by Grayrat after his trip to Irithyll.
  • Pursuer's Saber(Tempered by the Thunder Jewel) - a saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
    Lies in the drawn world of Ariandel, under a destructible bridge, on one of the branches.
  • Dragonslayer Spear - A fairly heavy spear with native electrical damage. Requires 20 Strength and 20 Dexterity. Has a good Scale in Dexterity and so-so in Vera.
    Lies on the Peak of the Ancient Dragons, right at the gate, on top of the fire Mausoleum of the dragon family.
  • Rose of Ariandel - a whip with a hammer move. Requires 10 Strength, 12 Dexterity and 17 Faith. Has good scales in Strength and Faith. Can be used as a catalyst for Miracles, but not too good. The skill enhances Miracles by 25% for 2 minutes, at the cost of 300-500 HP (depending on the maximum HP level). Does not increase healing and buffs, does not decrease if Rose is removed.
    Created from the soul of Sister Fride.
clothing
Recommended:
  • Pyromancer crown
  • Fire Keeper Mantle - just light fashion. Lies in the tower in the Temple of Fire, on a protruding coffin.
  • Fire Keeper Gloves - also light fashion, lie in the same place as the mantle.
  • Black leather boots - and again light fashion. Sells Patchwork.

Third Magic: Pyromancy

Pyromancy deals mainly with fire damage, but also has spells that deal darkness and physics damage. Also in this school there are various buffs, one healing spell, as well as the only spells of hypnosis and poison in the game.

Specifications

  • Starting class - Pyromancer
  • Level - 113
  • Vitality \u003d 27
  • Scholarship \u003d 24
  • Fortitude \u003d 20
  • Physical strength \u003d 8
  • Strength \u003d 16
  • Agility \u003d 20
  • Intelligence \u003d 40
  • Faith \u003d 40
  • Luck \u003d 7
27 Vitality is considered the first soft cap of HP, and gives 1000 in the base, without coal and boosters. If this value is not enough, you can increase it further: second softcap \u003d 39 (1200). The third \u003d 50 (1300), but I do not recommend raising it to it, since the increase is not worth the spent levels.

24 Scholarship provides 4 slots and 181 mana. 4 cells are usually enough, but if you really want to, you can raise Scholarship to 30 and get 5 and 233 units of mana.

If you want to squeeze a reasonable maximum out of the dark Sorcery and the Crystal Bell, then Intelligence and Faith should be increased to 45/45.

16 Strength and 18 Dexterity are the minimum requirements for the bundle of Lothric Knight's Sword + Astor Two-Handed Sword. Why then Agility \u003d 20? Because the Ring of the Sage gives another 30 virtual points, which gives a total of 50, and is the maximum for the casting speed.

In general, you can play with the parameters of Strength, Dexterity and Physical Power within a very wide range, adjusting them to your favorite weapons and clothes.

Pyromance books

  • Great Swamp Pyromancy Book - Unlocks Fire Orb, Bursting Fireball, Poison Mist and Instant Sweat.
    Lies in the Forest of Torment, in deep water next to a huge crab.
  • Book of pyromancy by Karthus - Unlocks Acid Blast, Karthus Lighthouse and Karthus Fire Arc.
    Lies in the Catacombs of Kartus, almost at the very entrance. From the first bridge, approximately in the middle, you need to jump to the platform on the left.
  • The Pyromancy Book of the Tomb Keeper - Unlocks Black Flame and Black Fire Orb.
    Lies in the arena of Volnir.
  • Quilana's Pyromancy Book - Unlocks Fire Whip, Firestorm and Harmony.
    Lies in the Demon Ruins, behind an illusory wall in a small room with three rats.
  • Book of pyromancy by Izalith - Unlocks Chaos Storm and Large Chaos Fire Orb.
    Lies in the Demon Ruins, next to the bonfire. Hallway of the old king.

Pyromancy: Spells

Direct damage

  • Fireball, Fire Orb, Black Fire Orb, Large Chaos Fire Orb - Mana Cost: 10, 14, 22, 32. Classic parabolic shells in ascending order of strength. They have a small AoE, allowing you to hit several enemies at once if they are close. The Black Orb deals darkness damage and is good at knocking down shields, while the Chaos Orb leaves a pool of lava, which deals approximately 45% additional damage and disappears quickly. If the target takes damage from both Orb and Lava, Chaos Orb is the most powerful Pyromancy spell, with the exception of Sacred Flame (which is a special case).
    The ball is there from the beginning of the game, plus Cornyx sells. He also sells the orb after receiving the Great Swamp Book.
    Karl sells the Black Orb after receiving the Grave Keeper's Book.
    The Chaos Orb is sold by Cornix after receiving the book of Izalith.
  • Ashes Lodge of Chaos - Mana Cost: 35. Deals less damage than Orb of Chaos + Lava, but more than Orb without lava. At the same time, it has a higher flight speed, flies almost straight, and not in a parabola, and also has a small AoE. Also, even if the spell missed the target, it can take damage from the fiery aura that surrounds the Ashes in flight.
    Created from the Soul of the Old Demon King.
  • Mighty Ignite, Black Flame - Mana cost: 17, 25. Flash fire / darkness right in front of the caster. Fast casting and decent damage, but very low range. Black Flame does more damage and is good at knocking down shields.
    Heavy Arson is sold by Cornix.
    Black Flame sells Karl after receiving the Tomb Keeper's book.
  • Sacred flame - Mana cost: 25. Melee spell. Caster captures the enemy and then blows it up. Long cast that is easy to interrupt and absolutely no range, but low cost and very high damage. Potentially a powerful pyromancy spell. Grab is considered a critical attack, so Aldrick's rings work with it, and it is also enhanced by the critical multiplier of Demon's Mark. However, the Hornet Ring has no effect. Also, if the enemy was captured, the caster is invulnerable during the capture animation, just like in backstab / riposte.
    Lies in a lake of lava in the Demon Ruins, behind the knight-slayer Tsorig.
  • Waste of a great soul - Mana Cost: 30. This is not pyromancy, but Magic, but it is pyromancers who can make the most of it. Sends a huge, slightly homing ball of darkness at the target, not flying too quickly in a straight line. Deals devastating damage on hit, especially to enemies vulnerable to darkness.
    Lies on a pile of garbage, behind an illusory wall in a building with a huge number of small enemies, not far from a falling tower.
Buffs
  • Fire arc of Karthus - Mana Cost: 35. Adds fire damage to the weapon for 90 seconds at a rate equal to approximately 91-93% of the Catalyst Spell Amplification. Cannot be applied to most rare weapons, or weapons tempered with a non-physical gem.
  • Lighthouse of Kartus - Mana Cost: 35. Increases outgoing damage by 7.5% for 30 seconds. This bonus increases if you land a lot of hits quickly. The maximum bonus is 15%.
    Sold by Cornix, after receiving the book of Karthus.
  • Inner strength - Mana Cost: 35. For 30 seconds, it increases damage done by 20% and speeds up stamina recovery by 30 units / s, but every second of the action takes 1% HP.
    Lies in the Great Archives, in a semi-secret room that opens with a lever, immediately after the first bath with wax.
Utility spells
  • Harmony - Mana Cost: 35. For 30 seconds, hypnotizes the enemy, forcing him to fight on the side of the caster. Enemies under hypnosis cannot be locked, but you can backstab. They also react to hostile phantoms. Doesn't work for everyone full list can be found
    Sells Karl after receiving Quilana's book.
  • Heat - Mana Cost: 50. Creates a floating flame that every second emits a pulse that restores 35 HP to everyone in the area of \u200b\u200beffect. Lasts 60 seconds. Recovers exactly 2100 HP per cast and does not depend on rings and characteristics.
    Awarded by bringing 30 Bone Chains to the altar in the Pit of the Devastated.

Pyromancy: Outfit

  • Pyromancer's Flame - the catalyst with which the pyromancer starts the game is also the best, with the exception of two specific situations.
  • Crystal bell - a unique bell that can cast both Miracles and Sorcery, using scaling from both Intelligence and Vera, and not just from the profile characteristic, as usual. This allows him to deal really good damage to both. However, only profile scaling is used for weapon buffs, so it is ineffective for them, as well as for casting dark enchantments, since it does not have a bonus to them, like other dark catalysts.
    Lies in the Great Archives, in the nook with the knight, next to the first bath with wax.
  • Izalite Staff - the best staff for casting dark magic.
    Lies in the Demon Ruins, behind a double wall of illusion, right in front of a huge rat.
Pyromancers may well use Sorcery and Miracles. Not as effective as the core builds, but still pretty good. The main thing is to change rings in time

Honorable Mentions:

  • Pyromancer's Farewell Flame - a flame, which is slightly worse than the standard one, but has two differences: when cast, it leaves a trail of fire in the air, which also deals damage. This is almost useless for ranged spells (unless you throw them point blank), but when using spells such as Power Ignite and Black Flame point blank, their damage is seriously increased. The second difference is that for any kill it receives one "shadow of death". After accumulating 12 pieces, you can activate a skill that will restore one charge of an ordinary estus. At the same time, the skill does not restore ash estus, and the accumulated "shadows" disappear when changing weapons or passing through any loading screen, but not when resting by the fire.
    Lies in the Painted World of Ariandel, behind an illusory wall in a room with a bunch of huge flies, at the very bottom of the descent along the branches, on the bridge to the circular arena.
  • Demon's mark - a saber with the ability to cast pyromancy with power attacks. This "flame" is weaker than the standard one, however: it is an incredibly light full-fledged saber that can be spammed by R1, with pure fire damage and enhanced crits, which can hit and cast even with the left hand, and, in addition to the basic pyromantic scale from Intelligence and Faith, has a hidden bonus from Dexterity.
    Made from the soul of the Demon Prince.
Rings
Recommended:
  • Ring of the Great Swamp - Increases Pyromancy by 15%.
    There is from the beginning of the game, it also falls from one of the huge crabs in the Forest of Torment.
  • Witch's ring - Increases Pyromancy by 25%.
    Lies under the Catacombs of Kartus, right in front of the bonfire. Abandoned grave.
  • Ring of power over fire - Increases fire attack by 15%, which affects not only spells, but also fire weapons, but cuts physical resists by 10%.
    Lies in the Settlement of the Undead, above the bonfire at the foot of the cliff, on a half-hidden bridge to nowhere.
  • Ring of power over darkness - Increases attack by darkness by 15%, which affects not only spells, but also dark weapons, but cuts physical resists by 10%.
    Lies in the Dungeon of Irithyll, in a mimicry, which is at a dead end just behind the giant.
  • Sage's Ring - speeds up the casting of spells.
    Lies inside a building in the Forest of Anguish, at water level.
Pyromancers use both fire and darkness, so the rings of power over them change depending on the spells used.

Honorable Mentions:

  • Ring "Crown of Dawn" - Reduces the cost of mana for spells by 25%, but at the same time reduces the maximum HP level by 15%.
    Lies in the Irithyll Dungeon, in one of the rooms next to the main hall with a bunch of jailers.
  • Estus's ashen band - Increases ash estus mana regeneration by 20%. If you are not too lazy, you can put on this ring before each sip from the blue flask, and then immediately take it off. But at the same time, the +10 flask restores exactly 200 units of mana, which gives a full manapool with 24 Learning from scratch, and without a ring.
    Lies in the Abandoned Graves, in a coffin, in which the character starts the game in the Ash Cemetery.
  • Lloyd's sword ring - increases any damage by 12.5-15% with full HP.
    Lies in the Temple of the Deep, right after the first giant.
  • Ring with red stone - increases any damage by 20% at a critical (less than 20%) HP level.
    Lies in Lothric Castle, right in front of the Dragon Slayer Armor. To the right of the elevator you need to go into a small chapel and exit to the balcony.
  • Prayer ring - increases Faith by 5. Simple and clear.
    Sold by the maidservant in the dark Fire Temple.
  • Scientist Ring - Increases Intelligence by 5. Simple and clear.
    Lies in the Great Archives, in a mini-cut to a small wax bath, in front of the bridge.
Weapon
Recommended:
  • Lothric Knight's Sword(Tempered by Chaotic Gem) - Just a straight, fast sword, with excellent elemental scales and a versatile moveset. Requires 11 Strength and 18 Dexterity. Has a slightly increased critical damage.
    Dropped by Lothric Knights armed with him, and sold by Grayrat after his trip to Irithyll.
  • Astor two-handed sword(Tempered by Dark Gem) - An incredibly light two-handed with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, a gorgeous two-handed station and high versatility.
    Lies to the left of the entrance to the Temple of the Deep Cemetery.
Honorable Mention:
  • Onyx blade - a lorry with built-in dark damage and good scales to it. Requires 14 Str, 12 Dexterity, 15 Intelligence and 15 Faith. The skill activates the sword's self-buff, adding 145 points of Fire damage for 45 seconds.
    Dropped by Wilhelm, in the painted world of Ariandel.
  • Pursuer's Saber(Tempered by Dark or Chaotic Gem) - A saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
    Lies in the drawn world of Ariandel, under a destructible bridge, on one of the branches.
  • Scientist's candelabrum - a dagger that is practically not used as a weapon. It is taken only for the sake of the effect - when in the active slot, it enhances Magic (both normal and dark) by 12.5%.
    Dropped by Scientists in the Great Archive, and also sold by Greyrat
clothing
Recommended:
  • Pyromancer crown - a lightweight, easily accessible "helmet" that allows you to enjoy your great work in the character editor. Sold by Cornix.
  • Fire Keeper Mantle - just light fashion. Lies in the tower in the Temple of Fire, on a protruding coffin.
  • Fire Keeper Gloves - also light fashion, lie in the same place as the mantle.
  • Black leather boots - and again light fashion. Sells Patchwork.
In fact, you can carry anything, the main thing is to keep within 70% of the load with the selected weapon.

Boss resistances and vulnerabilities

Main game
Judge Gundir

  • Resistance:
  • Vulnerability: Cold, Fire (second phase)
Cold Valley Wardt
  • Resistance: Physical damage, immunity to status effects
  • Vulnerability: Darkness, Fire
Cursed great tree
  • Resistance: immunity to status effects
  • Vulnerability: Fire, cutting and piercing damage
Crystal Spell Expert
  • Resistance: Magic
  • Vulnerability: Physical Damage, Lightning, Poison, Bleeding
Deacons of the Deep
  • Resistance: Dark, Magic, Bleeding, Poisons
  • Vulnerability: Cold, Physical Damage
Guardians of the Abyss
  • Resistance: Shadow, Bleeding, Poison Immunity
  • Vulnerability: Lightning
High Overlord Volnir
  • Resistance: Darkness, immunity to status effects
  • Vulnerability: Consecrated weapon
Old Demon King
  • Resistance: Fire, Cold and Bleed immunity
  • Vulnerability: Darkness
Pontiff Salivan
  • Resistance: status effects
  • Vulnerability: Fire, Lightning, piercing damage
Aldrick, eater of the gods
  • Resistance: Magic, Dark, Cold, Bleeding, Poison Immunity
  • Vulnerability: Fire, Lightning
Giant Yorm
  • Resistance: slashing and piercing damage, immunity to status effects and fire
  • Vulnerability: Lightning
Dancer of the Cold Valley
  • Resistance: not
  • Vulnerability: Dark, Lightning, Bleeding, Blunt Damage
Oceiros, the devoured king
  • Resistance: Magic, Bleeding, Poison Immunity
  • Vulnerability: Lightning, Cold
Champion Gundir
  • Resistance: Poisons, Bleeding, Slashing Damage
  • Vulnerability: Lightning, Cold, bludgeoning damage
Ancient wyvern
  • Resistance: Poisons, Bleeding
  • Vulnerability: Lightning, Cold
Nameless King
  • Lord of the storm
    • Resistance: Fire, Poisons, Bleeding
    • Vulnerability: Lightning, Cold
  • Nameless King
    • Resistance: Lightning, Cold, Bleeding, Poison Immunity
    • Vulnerability: Fire, Darkness
Dragonslayer Armor
  • Resistance: Darkness, Lightning, slashing damage, immunity to Poison and Bleed
  • Vulnerability: Cold bludgeoning damage
Lorian, Elder Prince and Lothric, Junior Prince
  • Lorian, Elder Prince
    • Resistance: Darkness, immunity to Poisons
    • Vulnerability: Lightning, Magic, Cold
  • Lothric, younger prince
    • Resistance: Darkness, immunity to Poisons
    • Vulnerability: Physical damage
Soul of ash
  • Resistance: Fire, Bleeding, Poison Immunity
  • Vulnerability: Lightning, Darkness, Cold
DLC "Ashes of Ariandel"
Champion's grave keeper and the great wolf
  • Resistance: Cold (both), Poison (champion)
  • Vulnerability: Bleeding, Lightning (both), Fire (wolf)
Father Ariandel and sister Fride
  • Sister Fride
    • Resistance: Poisons, cold immunity
    • Vulnerability: Lightning, Dark, Bleeding, Physical Damage
  • Father Ariandel
    • Resistance: not
    • Vulnerability: all types of damage
  • Fride's Black Flame
    • Resistance: Poisons, cold immunity
    • Vulnerability: Lightning, Dark, Bleeding
DLC "The Ringed City"
Demon Prince
  • Demon in agony and Demon from the depths
    • Resistance: Fire, immunity to Cold and Poison
    • Vulnerability: Bleeding, Shadow, Slash Damage
  • Demon Prince
    • Resistance: Fire, Magic, Lightning, normal, blunt and piercing damage, immunity to Cold and Poison
    • Vulnerability: Bleeding
Midir, devourer of darkness
  • Resistance: Dark, Fire, Magic, Status Immunity
  • Vulnerability: Lightning piercing damage
Dusk, Spear of the Church
  • Resistance: Bleeding, Poisons
  • Vulnerability: Cold, Lightning (both), Fire (guard)
Slave Knight Gael
  • Resistance: Bleeding, Shadow (Phase 2 & 3), Slash Damage
  • Vulnerability: Cold, Poisons, Blunt Damage

THE BELL

There are those who read this news before you.
Subscribe to receive the latest articles.
Email
Name
Surname
How do you want to read The Bell
No spam