Mechanics
Dark Souls 2 changes more under the surface than its predecessor lets on. Stats interact in ways the level-up screen never mentions, enemies stop respawning after a set number of kills, guarding and backstabs follow new rules, and two separate crafts, reinforcement and infusion, decide what your weapon becomes. This guide follows a character from the first level bought in Majula to a farmed fortune in the Dragon Shrine, pulling the numbers from the five pages in this section.
Levelling: what the nine stats really raise
Levels are bought from the Emerald Herald beside the Majula bonfire, after about four conversations the first time, and every level costs more souls than the last. Our leveling guide walks through each stat’s main job and the side effects that matter as much.
| Stat | Main effect | Side effects worth knowing |
|---|---|---|
| Vigor | The biggest HP increase of any stat | Vitality also adds a little HP but exists mainly for equipment load |
| Endurance | Stamina for attacking, blocking and dodging | Adds physical defence; raised in step with Adaptability it increases Poise (15 and 15 becoming 16 and 16, for example) |
| Vitality | Equipment load, so heavier armor and weapons without slower movement | Physical defence, poison resistance and a small amount of HP |
| Attunement | Spell slots for miracles, sorceries, hexes and pyromancies | Raises casting speed about twice as fast as Faith or Intelligence do, adds curse resistance and a little Agility |
| Strength | Physical attack with Strength weapons | Physical defence; needed to lift heavy swords and shields |
| Dexterity | Physical attack with Dexterity weapons | Physical defence, plus the Poison and Bleed bonuses |
| Adaptability | Agility, which speeds up rolling and drinking Estus | Some HP, the Poison bonus, a little of every status resistance, and Poise together with Endurance |
| Intelligence | Magic bonus and casting speed | Aim for 20 or 40; the page says the points between return very little. Adds Fire bonus, shares Dark bonus with Faith, and nudges magic, fire and dark defence |
| Faith | Lightning bonus and casting speed | Adds Fire and Dark bonus alongside Intelligence, and Bleed bonus |
Two of those relationships shape most builds: Poise needs Endurance and Adaptability to climb together, and Dark damage needs both Intelligence and Faith. Fire only needs one of the two, which is why pyromancy fits almost any character. Our character builds page turns these rules into three Soul Level 130 targets.
Combat: the rules the tutorial skips
Our combat guide starts with the seven defence types: Physical, Magic, Fire, Lightning, Dark, Bleed and Poison. Each kind of damage is only reduced by its own defence, which cuts both ways. A sword that does nothing to an enemy is telling you to switch damage type rather than swing harder.
Four status ailments sit on top of that. Bleed and Poison are the familiar ones. Curse lowers your maximum HP with every hit you take while cursed, and Petrify turns you to stone, which is an instant death. Some can be cured with items, but the page’s advice is simpler: do not get hit by the enemies that inflict them, because the fast, dangerous ones usually do.
| System | How it works in Dark Souls 2 |
|---|---|
| Stamina | Every block, roll, sprint, swing and spell drains it; let it recover after each exchange because nothing works on an empty bar |
| Guarding | Costs stamina only when a hit lands; an empty bar means a Guard Break, and the enemy can follow with a Critical Attack |
| Bashing | Normal attack plus forward movement breaks an enemy’s guard and opens them to your own critical |
| Parrying | Some weapons and shields can parry; press Strong Attack as the enemy’s blow is about to connect |
| Backstabs | Harder than in the first game, useless on some enemies, but they work on almost every invading player and hit slow, bulky foes hard; a miss leaves you wide open |
| Dual wielding and Power Stance | Two weapons means no shield; with Strength and Dexterity at 1.5 times both weapons’ requirements and a compatible pair, holding the two-hand button enters Power Stance |
| Plunging attacks | Drop onto an enemy from above for bonus damage, at the cost of some fall damage |
| Jump attacks | Forward plus Strong Attack; long reach, harsh punishment if it misses |
| Dash and rolling attacks | Attack out of a sprint or a roll for a fast strike or a counter after dodging |
| Special attacks | Certain weapons carry a unique move with huge damage that burns durability quickly |
Reinforcement and infusion
Reinforcing raises a weapon’s damage or a piece of armor’s defence, and our reinforcement and infusion guide lists what each material buys. Most gear takes ordinary Titanite through four grades; special gear takes Twinkling Titanite; boss-soul gear takes Petrified Dragon Bone; and a Pyromancy Flame takes Fire Seeds, which Carhillion of the Fold will use once you have 8 Intelligence, as will Rosabeth of Melfia once she is freed from petrification. Sources and farming routes are in the Titanite guide.
| Material | Reinforces to | Used on |
|---|---|---|
| Titanite Shard | +3 | Ordinary weapons and armor |
| Large Titanite Shard | +6 | Ordinary weapons and armor |
| Titanite Chunk | +9 | Ordinary weapons and armor |
| Titanite Slab | +10 | Ordinary weapons and armor; the page’s author found one in Majula |
| Twinkling Titanite | +5 | Gear that refuses normal Titanite |
| Petrified Dragon Bone | +5 | Gear that refuses both, generally the strongest items |
| Fire Seed | +10 | Pyromancy Flames only |
Infusion is a separate service. Only Steady Hand McDuff in the Lost Bastille offers it, and only after you bring him the Dull Ember from the Iron Keep. Each weapon holds one infusion at a time, staffs accept only Faintstones and Darknight Stones, chimes only Boltstones and Darknight Stones, and weapons that already carry an effect, such as the Heide Knight Sword, can still be infused for a different one. An icon on the weapon shows the result.
| Stone | Effect |
|---|---|
| Faintstone | Magic attack and magic reduction |
| Boltstone | Lightning attack and lightning reduction |
| Firedrake Stone | Fire attack and fire reduction |
| Darknight Stone | Dark attack and dark reduction |
| Poison Stone | Poison attack and poison reduction |
| Bleed Stone | Bleed attack and bleed reduction |
| Raw Stone | Higher base damage, lower attribute scaling; not for shields |
| Magic Stone | Adds Intelligence scaling to base damage; not for shields |
| Old Mundane Stone | Halves every attack value on the weapon |
| Palestone | Strips any infusion from a weapon or shield |
The four schools of magic
Sorcerers and Clerics cast from the first minute; everyone else needs the Intelligence or Faith first. Our magic guide goes spell by spell through every school with the merchant or location for each, so this table only sets out the shape of each school and a handful of standouts.
| School | Needs | Character | Early sources | Standouts |
|---|---|---|---|---|
| Sorceries | Intelligence and a staff | Mostly one slot each with high damage; Soul Arrows fly straight and can be dodged, Homing variants cannot | Carhillion of the Fold, Magerold of Lanafir, Straid of Olaphis | Soul Spear and Crystal Soul Spear for the highest damage; Soul Greatsword from Drangleic Castle; Unleash Magic for 20 percent more damage over 60 seconds at the cost of three slots and 30 percent HP |
| Miracles | Faith and a sacred chime | Healing and defence, with lightning for offence; long casts, so buff before fights | Licia of Lindelt, Merchant Hag Melentia, Cromwell the Pardoner | Emit Force as the everyday attack; the Lightning Spear line up to Sunlight Spear from Heirs of the Sun rank 3; Sacred Oath for attack and defence over 60 seconds |
| Pyromancies | No stat, just a Pyromancy Flame | Short range and slow casts, offset by heavy fire damage; useless on fire-resistant enemies | Rosabeth of Melfia, Titchy Gren, Straid of Olaphis | Combustion and Great Combustion for fast casts up close; Great Chaos Fireball leaves a molten pool; Flame Weapon for a 90 second buff |
| Hexes | Faith and Intelligence, with a staff or chime depending on the spell | Hard to use well, and some take more than one slot | Straid of Olaphis, Felkin the Outcast, Darkdiver Grandahl | Dark Orb as the staple; Resonant Weapon, which turns 2,000 souls into 50 percent more damage for 60 seconds; Profound Still to silence casters for 30 seconds |
Weapon buffs across the schools share a 90 second duration, which the Lingering Dragoncrest Ring extends, and not every weapon accepts them. Dual wielders can hold a staff in the right hand and buff both weapons at once. The magic guide also flags a few oddities: Hush masks rolling, jumping and sprinting from invaders for 90 seconds, Chameleon turns you into scenery until you do anything but walk, and Immolation sets you alight to burn everything near you faster than it burns you.
Souls: losing them, keeping them and farming them
Dying drops every soul you carry as a green orb where you fell; reach it and they are yours again, die on the way and they are gone. The bigger change from the first game, according to our souls farming guide, is that enemies vanish for good after being killed a set number of times, which ruins the old habit of grinding one corridor forever.
The workaround is a Bonfire Ascetic, which respawns an area’s enemies at a higher difficulty and with bigger soul drops when burned in its bonfire. Add the Covetous Silver Serpent Ring and the Jester’s Gloves, both of which raise souls per kill, and the recommended spot is the Dragon Shrine bonfire: about fourteen enemies at roughly 4,500 souls each, or around 60,000 per lap, repeatable until they stop appearing for something like 500,000 souls in total. Burn one Ascetic only; the page is emphatic about that. The boss souls page lists what each boss soul is worth if you would rather consume than trade.
Frequently asked questions
Why does my roll feel slow?
Agility, which comes mainly from Adaptability with a little from Attunement, governs how quickly you roll and drink Estus. Levelling Vigor and Strength alone leaves it where it started.
Can I infuse a weapon and still reinforce it?
Yes. Reinforcement is done with Titanite at a blacksmith and infusion is done with a stone by McDuff; the two are separate processes on the same weapon, and a Palestone removes the infusion if you change your mind.
Do I need Intelligence for pyromancy?
Not to cast it: pyromancies need only the Flame. Intelligence or Faith raises the Fire bonus, and Carhillion wants 8 Intelligence before he will reinforce the Flame with Fire Seeds.
Where does all of this go next?
Into equipment. Our items guide covers the rings, Titanite and boss souls these systems feed on, and the Dark Souls 2 hub lists everything else.