00000000; 
0000000A;?
00000014;?
000F4240;A standard dagger.

Has only modest attack and short reach,
but can be jabbed in rapid succession.

With a powerful critical attack, this is
a potent weapon in the hands of the capable.
000F6950;A knife with a slightly broad single edge.
Its tip is shaped to leave a wound that
won't easily close.

Designed for unsavory work,
and beloved by those of unsavory ilk.
000FDE80;Dagger forged from the soul of Mytha,
the Baneful Queen. Coated with a potent poison.

Mytha was the fairest queen in the land,
until something unhinged her.
Was it the poison found deep within the earth,
or the passion that consumed her heart?
00100590;Dagger used by those who lurk in the shadows.
Formed by bending a sword into the
shape of a dagger.

In Mirrah, the land of knights, there exists
an order of shadow knights who carry out
assassinations in the cover of darkness.

Those who fled even the order of shadow
knights had rejected all forms of honor,
and resorted to unseemly mercenary work.
00102CA0;Dagger with a crooked tip.

A common accessory of thieves,
shoddily crafted and without much bite.
001053B0;A broken straight sword.
Handled as a dagger due to its length.

This inexpensive sword is terribly worn,
but nevertheless a favorite amongst thieves.
0010C8E0;Unlike standard weapons, this dagger is
intended for parrying.

Accomplishments are forever out of reach
to those who constantly fear failure.
A true warrior hones his body and mind,
and peers far beyond immediate hardship.
0010EFF0;Knife of the manikins of Harvest Valley.

The peculiar art of puppetry
is a vestige of the two lost lands. 
The Queen, entranced by poison,
used it to beckon unknowing souls
to the defiled valley.
00113E10;A dagger fashioned from rare geisteel,
boasting an unusually long blade.

Geisteel was a precious alloy created in the
eastern land of Mirrah, its composition long
kept secret from foreign lands.

That is, until Chancellor Wellager was ordered
by King Vendrick to grant the gifted blacksmith
Llewellyn a lifetime contract, whatever the cost,
in order to introduce the rare alloy to Drangleic.
00116520;Dagger used by fume sorcerers
when a battle draws too close for comfort.

An ordinary-looking dagger laced with magic.
Strengthens spells, but also increases
vulnerability to them.
00118C30;A sharp dagger.

Crafted to facilitate assassinations
with a focused backstab.
One true strike with this blade,
and your work will be done.
0011B340;Short sword wielded by retainers
in the Garrison Ward.

Long ago, the retainers attended to the
priestesses, but with their disappearance,
the retainers were left to wander
frigid Eleum Loyce without purpose.
00124F80;Straight sword with its blade broken near in half.

Nearly useless in battle, but "nearly useless"
trumps "empty-handed".
00127690;A small straight sword.
Longer than a dagger, but still lightweight.
Widely used, as it requires no particular strength.

A reasonable choice that will suffice in many
situations, but not the thing to take along if you
expect to face any serious challenge.
00129DA0;Standard straight sword.

This straight sword is sufficient in most
respects, and effective in most situations if
wielded properly. Those who aspire to master the
sword are certain to wield this at some point
during their journey.
0012C4B0;Standard straight sword.

This straight sword is sufficient in most
respects, and effective in most situations if
wielded properly. Those who aspire to master
the sword are certain to wield this at some
point during their journey.
0012EBC0;Inexpensive straight sword.
Standard issue for Drangleic foot soldiers.

No masterpiece, this weapon won't be used to
fend off any truly threatening foe.
001312D0;A sword with a segmented blade.
When swung, its segments separate
and the sword strikes in a whipping slash.

Crafted with a rare magnetic stone of
remarkable strength only found deep within
caves of the Gutter.
001339E0;Straight sword wielded by possessed armor.
Has a heated blade imbued with fire.

These suits of armor were once decorations,
until the black fog ruling the tower seized
control of them.

001360F0;Straight sword wielded by Varangians
and engraved with a skull.

A former king launched a campaign to
capture these terrors of the high seas,
but rather than imprison them, forced
them into hard labor at No-man's Wharf.

The king, wracked with fear and suspicion,
began to see the progenitor of the curse in
anything and everything. During his reign,
sorcerers in particular suffered dreadful
persecution.
00138800;Straight sword wielded by Leydia apostles.
Imbued with a special magic that makes the
Blue Flame both a sword and magic catalyst.
Execute a strong attack to emit magic.

The Leydia apostles, adept at magic, wielded
unique weapons but were hunted down as
traitors.

Effect: use sorcery (strong attack)
0013AF10;Straight sword forged from
the soul of the fume knight, and
imbued with the Dark of Nadalia.

The exile swordsman Raime had the
ability to expunge the black fog,
but chose instead to live alongside it,
in the company of the child of Dark
that haunts his sword.
00142440;Straight sword originating in Heide.
A special alloy makes it very durable.

The composition of the alloy of these swords
remains a mystery, but in Drangleic the attempt
to imitate it resulted in the similar bradden
steel.
00144B50;Straight sword of warrior Vengarl of Forossa.

This sword is battle-worn and terribly rusted,
but remains a deadly weapon owing to
its incredible weight.

Legend has it that it was built to test the
limits of the strength of Forossa knights,
until Vengarl swung it about like a wooden
plaything, claiming ownership by demonstration.
00147260;no text
no text
00149970;In legend, this oddly-shaped straight sword
is said to be forged from the black dragon's tail.

As it is told, the black dragon lost its tail to
a brave warrior in a magnificent battle,
and the tail was later used to forge
several legendary weapons.
0014C080;A well-forged long sword.
Of unknown origin, and exhibiting
no special power, but sturdily crafted.

Perhaps it does not live up to its name,
but nevertheless, merely wielding this sword
seems to cause warmth to well up within
one's bosom.

0014E790;An extremely sturdy pitch-black straight sword.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00150EA0;Straight sword wielded by ashen warriors.
As brittle is it appears.

The jagged edge of this tired and worn blade
tears into the hides of foes.
001535B0;Sword of Fabian, knight of Eleum Loyce.
This blade, crafted with ivory ore native
to the land, harnesses souls to slash at foes.

Sir Fabian led the loyal knights of Eleum Loyce
straight into the depths of chaos to exterminate
the terrible things that dwelled there,
but not one of the selfless knights returned.

00155CC0;A large thrusting sword with a blade.

The sturdy, slender long blade is designed
to pierce the armor of enemies, and its
strong attack can even inflict damage upon
foes hiding behind shields.

Though primarily a thrusting sword, its blade
can also be used to slash your enemy.

Effect: shield piercing (strong attack)
001583D0;A slightly stubby thrusting sword.
Has a sharp, sturdy blade designed for thrusting.

The Mail Breaker has limited reach,
but a powerful critical attack.
Effective against foes donning thick armor
or with naturally hard skin.

Effect: shield piercing (strong attack)
0015AAE0;Rapier of darkness and chaos.

Once, a brilliant young sorcerer cast away his
earthly desires, devoting himself entirely to the
Dark that bewitched him.

Nebulous, inky and serene, the Dark holds an
allure matched only by the fear it strikes
in men's hearts. Could it be nature,
holding a mirror to mankind?
0015D1F0;Thrusting sword forged from the soul
of the Duke's Dear Freja.
Its needle-like blade can easily pierce the
seams of the toughest armor.

Supposedly, the duke himself, an eccentric soul
fascinated with spiders, went on to take a form
that was far from human.

Effect: shield piercing (strong attack)
0015F900;Thrusting sword of Chancellor Wellager.
Forged with rare geisteel.

A masterpiece of the great blacksmith Llewellyn
that he brought along as a gift when he
left Mirrah for Drangleic.
0016E360;A standard thrusting sword.

Thrusting swords are light swords with fine tips
that can be used while holding up a shield,
and are effective for parrying.

Use quick thrusts to damage hard-skinned foes.
Also effective when fighting in narrow spaces.
00173180;Manscorpion Tark's thrusting sword.

The scorpion pincer guard contains poison,
which is injected into foes pierced by the blade.

Tark's past is a thing obscure.
But then again, do any of us know who we are,
let alone what we may have been?
00175890;An exquisitely decorated rapier.
Said to belong to a prince who appears
in an ancient tale.

There are numerous variations of the story
of the prince who wandered the lands and
eventually became Undead.
The majority of these tales end in tragedy,
but there are some exceptions.
00181BE0;Rapier wielded by sorcerers of Eleum Loyce.
Imbued with a magic that is released
with a strong attack.

A great protective wall was erected to
protect Eleum Loyce from the encroaching
chaos, and these sorcerers were among its
defenders.

Effect: special attack (strong attack)
00186A00;A standard curved sword.

Each slash of a curved sword does
less damage than a straight sword, but can deal
a series of hits in flowing succession.

The sharp blade is effective at causing bleeding,
but is soon dulled. Beware when facing
rock-solid foes.
00189110;A uniquely-shaped curved sword.
The name of its creator is unknown,
but he was clearly a true craftsman.

The curved blade is designed to reach around
an opponent's shield to deal damage.
Use the strong attack to utilize.

Effect: shield piercing (strong attack)
0018B820;A curved sword forged from the soul
of the Flexile Sentry. Once straight,
but later twisted to reflect its warped owner.

The sentry crammed inmates of the
overflowing Bastille onto a rickety ship,
and cast them out to the open sea.

The majority of them drowned or starved,
but a few hardy survivors made land
to the south, and imparted their knowledge
of sorcery to the people there.
0018DF30;Curved sword forged from the soul of Alsanna.
Formed by two curious blades,
this sword can restore an ally's HP
with a hit from its strong attack.

The enigmatic Alsanna quietly found a place
at the Ivory King's side, and when his strength
was fully drained, he conferred this sword,
inscribed with the name of the land, to her.

Effect: special attack (strong attack)
00190640;Small curved sword of the
manikins of Harvest Valley.

The peculiar art of puppetry
is a vestige of the two lost lands. 
The Queen, entranced by poison,
used it to beckon unknowing souls
to the defiled valley.
00192D50;A small curved sword with a narrow blade.

The rapid slashing of the lightweight scimitar
hardly allows the victim to catch a breath.
Has a sharp blade, but is rather ineffective
against armor and hard skin.
00195460;Curved sword of warrior Vengarl of Forossa.

This sword is battle-worn and terribly rusted,
but remains a deadly weapon owing to
its incredible weight.

Legend has it that it was built to test the
limits of the strength of Forossa knights,
until Vengarl swung it about like a wooden
plaything, claiming ownership by demonstration.
00197B70;Curved sword forged from
the soul of the Duke's Dear Freja.
Its blade is coated with a sticky silk
that is cast with each strong attack,
slowing enemy movement.

Supposedly, the duke himself, an eccentric soul
fascinated with spiders, went on to take a
form that was far from human.

Effect: movement slowdown (strong attack)
0019A280;Scimitar of Laddersmith Gilligan.

Nothing notable about this weapon,
except perhaps the luxurious jewels
embedded in the hilt. If your aim is
to appear dazzling on the battlefield,
this might just do just the trick.
0019C990;Crafted at the Lindelt Monastery to replicate
an ancient, sacred scimitar characterized by
its uniquely shaped tip.

When a true master wields this scimitar,
their graceful chained attacks are described
as mystical dances, and their deadly slashes
as lingering nightmares.
0019F0A0;A katana of unknown origin.
Crafted with a peculiar yet refined technique.

The finely-sharpened blade of a katana
slices with unmistakable smoothness,
but should be wielded with caution, as its
delicate constitution means it's easily worn.
001A17B0;A katana of unknown origin.
Crafted with a peculiar yet refined technique.

The extremely long blade allows for strikes
from great distance, but its construction
makes it extremely fragile.
001A3EC0;A katana of unknown origin.
Damage to foes also damages its owner.

The peculiar pattern upon the blade suggests
the sinister nature of this cursed blade.
It is an alluring vortex, and a lonely soul. 

Effect: attacks also damage player
001A65D0;Blacksteel katana wielded by Alonne Knights.
One of the sturdiest types of katana,
preferred by masters of the quick-draw.

In the heyday of his land, the Old Iron King
fancied entertaining dubious and eccentric
guests from faraway lands.

Most of them were charlatans, but among
the riff-raff was an unusual knight from
the far east. He trained the Iron King's men
in the sword, in obeisance to his new lord.
001A8CE0;A katana with a terribly worn blade.
Appears useless, but is in fact coated
with deadly poison.

This sword has claimed countless victims,
and the bloodstains upon its blade have
turned to poison.
001ADB00;Katana of Grave Warden Agdayne.
Has a crystal-clear blade and a strong attack
that slices through enemy shields.

This katana was originally wielded by
the one who gave us the first death,
and still exists imperfectly between planes.

Effect: shield piercing (strong attack)
001B0210;The katana of a berserker, by its name.

The thick, shiny black blade cuts exquisitely.
Its origins and owner are unknown, but at some
point the blade became known by this name.
001B5030;Katana forged from the soul of Sir Alonne.
The captivating, undulating design serves to
enhance this weapon's mystical allure.

Alonne came from the east, and soon became
the Iron King's most trusted knight.
When he departed, the Old Iron King bequeathed
Sir Alonne's name to his iron warriors.
001B7740;A standard greatsword.

Heavy greatswords are designed to
be wielded two-handed.

Normally swung in large arcs and effective
against multiple foes, be wary that such attacks
leave the wielder wide open.
001B9E50;A greatsword with an undulating blade.
The unique shape is designed to pare the flesh,
and is highly effective at causing bleeding.

Flamberge literally means "flame blade,"
but it also seems to bear a certain creature's
likeness.
001BC560;A very large greatsword.
Very heavy, and designed for use with both
hands.

Allows for broad attacks that are effective
against multiple foes. Requires great strength
and experience to handle effectively.
001BEC70;An ancient greatsword of unknown origin.
This sword was passed down through
generations, until it reached Gordin,
wandering knight of Forossa,
and was lost upon his death.

Uncannily, every last one of the prominent
swordsmen who inherited this weapon
was left-handed.
001BF058;An ancient greatsword of unknown origin.
This sword was passed down through
generations, until it reached Gordin,
wandering knight of Forossa,
and was lost upon his death.

Uncannily, every last one of the prominent
swordsmen who inherited this weapon
was left-handed.
001C3A90;Greatsword of Drummond, Royal Army Captain.
An old and unadorned sword, perhaps,
but the pride and joy of this venerable captain.

An heirloom passed from grandfather to father,
and then from father to son. Drummond,
and those before him, used this sword to
repel those who would threaten their great land.
001C61A0;A greatsword forged from the soul
of the Looking Glass Knight.
Strong attack unleashes its latent power.

Fearing something wicked, the King fled
the castle and never returned. But his warrior,
forever true to his command, stands ready
to expunge those who would challenge him.

Effect: special attack (strong attack)
001C88B0;The blade of this greatsword shines like
the brilliant rays of the moon. In the oldest
legends, rarely spoken of today, it is said that
the sword was born of a great white being.

Then, what explains this lifeless weapon?
Perhaps there has been some mistake...
001C8C98;The blade of this greatsword shines like
the brilliant rays of the moon. In the oldest
legends, rarely spoken of today, it is said that
the sword was born of a great white being.

The strong attack unleashes its strength,
launching a wave of moonlight.

Effect: special attack (strong attack)
001CAFC0;Greatsword of the Primal Knights
that defend Drangleic castle.

The brutish and mighty Primal Knights
wield this sword like a feather-light twig,
but to the ordinary warrior it is a chore
to even hold up, owing to its great weight.

Terrible experiments were said to have
taken place in a hidden manor in Drangleic.
The mastermind presiding over the
deeds was known as Lord Aldia.

001CFDE0;Greatsword of Vendrick, King of Drangleic.
The strength of this sword is relative to
the number of souls possessed by its wielder.

One fragment of Dark, having taken human shape,
became obsessed with the King's soul.
Impelled by its own cravings, it sought souls,
and strove to make the strength of the Giants
its own.

Effect: attack boosted by souls held
001D24F0;Greatsword issued to the proud knights
of Mirrah's official order.
This one was wielded by Lucatiel.

This greatsword demands advanced skill
in a rare and unique sword technique.

A tiny message is inscribed in the blade,
a promise to someone special.
001D28D8;Greatsword issued to the proud knights of
Mirrah's official order.

This greatsword demands advanced skill
in a rare and unique sword technique.

A tiny message is inscribed in the blade,
a promise to someone special.
001D4C00;In legend, this oddly-shaped long sword
is said to be forged from the black dragon's tail.

As it is told, the black dragon lost its tail to
a brave warrior in a magnificent battle,
and the tail was later used to forge
several legendary weapons.
001D7310;Greatsword wielded by knights who served
a lord of light in a long-forgotten age.

Even after their flesh was charred by
flame, they remained as strong as ever,
and stood watch, challenging visitors to
their land.
001D9A20;Greatsword of the royal swordsmen.
Its undulating blade draws blood from its foes.

Despite the magnificence of this weapon,
it was terribly inadequate in the war against
the mighty Giants.
001DC130;An old undated greatsword.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
001DE840;Greatsword wielded by the Throne Defender.
Unleash its true power to enwreath in magic.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
001E0F50;Greatsword wielded by the Throne Watcher.
Unleash its true power to enwreath in magic.

The Watcher has stood by the throne for ages.
Will his wait be worth the while?
001E3660;Sword that opens the Embedded's door.
Shaped like a weapon, but is in fact a key.

Plunge the key into the Embedded
to bring a rhapsodic end to his fate.

The once-human Embedded, realizing that he
could never resist the temptations of the flesh,
bound himself eternally with chains. Since then,
he has awaited the day that somebody will
find this key, and bury it within his bosom.
001E5D70;Greatsword wielded by the Drakeblood Knights,
led by the honorable Sir Yorgh. The insignia
chiseled upon its hilt symbolizes dragon's blood.

To the Drakeblood Knights, fresh dragon blood
was sacrosanct. They believed that by obtaining it,
they could achieve a true understanding of life,
transcending their own banal existence.
001E70F8;Greatsword of the Knights of Loyce.

The Knights of Loyce were commanded
to strike down each malformed terror that
arose from Chaos, and they would not
hesitate even if it were their own king.

001E74E0;A charred greatsword of the Knights of Loyce,
its blade burned black by flame.

These Knights of Loyce lacked all sense of self,
and were driven only by the urge to expunge
any who might disturb the flame, even
former compatriots.
001E8480;A crude hand axe.

More of a tool than a weapon.
Its short range necessitates close-range,
and therefore perilous, combat.
Does a respectable amount of damage, however,
considering its relatively light weight.
001EAB90;An axe crafted for battle.

Axes generally deal more damage than swords,
but each swing leaves its wielder vulnerable.

One is tempted to swing axes with wild abandon,
but in fact their effective manipulation demands
caution and precise timing.
001ED2A0;An axe of bandits of the Forossan outskirts.
Very sturdily built for the armament of a bandit.

When Forossa fell to war, its citizens were left
landless, and entirely to their own devices.
Many were reduced to thievery, while Forossan
knights scattered to other lands as sellswords.
001EF9B0;An axe wielded by Drangleic infantry.

A makeshift, crude weapon that deals an
underwhelming amount of damage.
001F95F0;An axe used by the nomadic Gyrm.

At first glance this axe appears crude,
but with further examination one sees the
fine craftsmanship of Gyrm blacksmiths.
Quite heavy for a human, but flung about
with reckless abandon by the Gyrm.
001FBD00;The beloved black axe of the gallant
Shieldless Lothian, formerly of Forossa.

No warrior matched the ferocity of unbeatable
Lothian, but he abruptly retired from the
battlefield and was never heard from again.
Some say that he grew tired of the frailty
of human foes, and set off to slay the
legendary dragon.
001FE410;An oddly large butcher's knife.
Not your standard weapon, but certainly
deadly enough to be utilized as one.
Absorbs the HP of foes.

Who in their right mind would create such
a thing? Perhaps it is best not to dwell
on how it was likely used in the past.

Effect: HP absorb
00200B20;A silver-black sickle imbued with the
power of dark. The large arced blade
reaches around shields and inflicts damage.

The grave wardens vowed to ensure the
tranquility of those who slumber in the
Undead Crypt. If one dares disturb them,
the grave wardens make no allowance for
stature or riches, and will readily bury them
along with the others.

Effect: shield piercing (strong attack)
002191C0;A bronze greataxe with a crescent-shaped blade.
Its long handle gives the weapon great reach.

One senses that this axe was once imbued
with a sacred power, but only traces of it
remain.

Perhaps those who blessed this axe
are no longer with us.
0021B8D0;A greataxe wielded with both hands.

This greataxe, crafted with a gigantic, weighty
blade, is designed to inflict heavy damage,
and requires inhuman strength to handle.

Each swing of the greataxe requires the full
force of the body, leaving the wielder wide open.
Mastering this weapon will require the
most thorough training of both body and mind.
0021DFE0;A greataxe of bandits of the Forossan outskirts.
Very sturdily built for the armament of a bandit.

When Forossa fell to war, its citizens were left
landless, and entirely to their own devices.
Many were reduced to thievery, while Forossan
knights scattered to other lands as sellswords.
00222E00;Greataxe wielded by Lion Clan warriors.

The finely-crafted blade cuts smoothly,
evidence that the lion clansmen
are much more than vulgar beasts.
00225510;Greataxe forged from the Last Giant's soul.

This weapon resembles a primitive stone tool,
but is quite powerful owing to its immense size.

King Vendrick disappeared as of the war with
the Giants reached its ferocious peak, leaving his castle and people in turmoil.
Some swear that upon hearing the news,
the Queen's face remained as still as her portrait.
00227C20;A greataxe used by the nomadic Gyrm.

At first glance this greataxe appears crude,
but with further examination one sees the
fine craftsmanship of Gyrm blacksmiths.
Quite heavy for a human, but swung about
with reckless abandon by the Gyrm.
0022F150;In legend, this oddly-shaped greataxe
is said to be forged from the black dragon's tail.

As it is told, the black dragon lost its tail to
a brave warrior in a magnificent battle,
and the tail was later used to forge
several legendary weapons.
00231860;Greataxe wielded by knights who served
a lord of light in a long-forgotten age.

Even after their flesh was charred by
flame, they remained as strong as ever,
and stood watch, challenging visitors to
their land.
00233F70;An extremely sturdy pitch-black greataxe.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00249F00;A wooden club.

A primitive weapon, to be certain,
but quite powerful, so much so that
it can break the guard of a shield.
0024C610;A club fitted with a head
crafted for battle.

The mace is the archetypal blunt weapon.
It has a primitive appearance, but also
many advantages, including the ability to
break the guard of a shield.

Keep the proper distance from your foe,
and this can be a very effective weapon.
0024ED20;A club fitted with a spiked head.

The spikes of this blunt weapon cause bleeding.
Normally wielded by clerics, but clearly intended
to draw blood.
00251430;A wooden club headed with nails.

Designed as a deadlier club,
and certainly offers a stronger attack,
but this club also seems quick to fall apart,
perhaps due to its shoddy craftsmanship.
00253B40;An old smithing hammer.

Looks like a typical hammer,
but is in fact incredibly sturdy.
Some say it was the hammer used long ago
by a famed blacksmith of yore.
0025B070;The mace of formerly high-ranking clerics.
It is combined with a sacred chime, and can
cast miracles and hexes with strong attack.

The clerics held venerated positions once,
but now, their souls wander aimlessly
in the depths of a murky darkness.

Effect: use miracle and hex (strong attack)
002625A0;An ordinary kitchen ladle.

He who chooses this as a weapon either
faces extenuating circumstances or has
an odd sense of humor. If you care for
your life, leave this one in the kitchen.
002673C0;An ordinary hammer used by a blacksmith.

Can be used as a hammer, but not to
any great effect, as it was made to shape
weapons, not serve as one.
00269AD0;In legend, this oddly-shaped war hammer
is said to be forged from the black dragon's tail.

As it is told, the black dragon lost its tail to
a brave warrior in a magnificent battle,
and the tail was later used to forge
several legendary weapons.
0026C1E0;Hammer used by Aldian acolytes.
Not used as a weapon, but as an instrument
to dissect the bodies of the victims of
their experimentation.

They say that Lord Aldia was the King's
elder brother and helped found Drangleic,
but he later lost interest in the land's fortunes.
00271000;A club forged from the soul of the
Flexile Sentry. The spikes covering its length
are as vile as the sentry itself.

The sentry crammed inmates of the
overflowing Bastille onto a rickety ship,
and cast them out to the open sea.

The majority of them drowned or starved,
but a few hardy survivors made land
to the south, and imparted their knowledge
of sorcery to the people there.
0027AC40;A large wooden club.

Not an elegant weapon by any means,
but a beastly thing with plenty of weight
to easily break a shielded defense.
0027D350;A pickaxe used for mining.
Not intended as a weapon,
but packs a powerful punch.

This tool, designed to crush hard rock,
can easily puncture weaker forms of armor.
0027FA60;A giant wooden club made from the
branches of a towering tree.

Designed to smash foes. Simple but
terribly effective against common shields.
00282170;A great hammer used by the nomadic Gyrm.

A makeshift weapon created
from a blacksmith's anvil.
As heavy as it appears.

Crafted rather shoddily, but each hit landed
is certain to inflict serious damage.
002896A0;Great hammer forged from the soul of
the Old Iron King.
The tip is formed of molten rock.

The corpse of the Old Iron King became
the vessel that bred Ichorous Earth.

The heavy rock tip is formed of cooled
magma, with a still-smoldering core.
Strong attack releases its inner power.

Effect: special attack (strong attack)
0028BDB0;The skull of some unidentified creature.
Swing as a great hammer to use as a weapon.

Possibly the skull of a dragon.
A rare specimen, likely too rare to
be swung about willy-nilly. 
0028E4C0;A giant dragon tooth used as a great hammer.
As solid as a boulder, this tooth is said
to be taken from a dragon, but the truth
of this claim is unclear.

What is certain is that it bears some mystical
power, and its wielder gains resistance to
magic and fire.

Effect: resistance to magic and fire
00290BD0;Club of the Giants that besieged Drangleic.
Nothing more than a boulder bound to a
tree, but a very powerful, if primitive, weapon.

King Vendrick, in adherence to Queen
Nashandra's counsel, led his armies north
in an effort to subjugate the Giants, and
claim their powerful souls for his own.
002932E0;One of the malformed weapons developed
in Aldia. Swung like a great hammer.
Appears to be a fragment of a giant shell,
but its precise origins are unknown.

The peculiar figure known as Lord Aldia
attempted to uncover the secrets of life itself,
and viewed the Undead as a key to this mystery.
002959F0;Great hammer made of unknown materials.
Perhaps it is stone, or even wood.

The origins of its name are unclear.
Its tremendous weight suggests that it
was never intended for humans.
Perhaps it was an offering to the
demons that appear in legend.
00298100;A mace normally issued to clerics
of the Archdrake sect of Lindelt.

The land of Lindelt is governed by
stringent laws, and those who dare defy
them are punished without mercy.

It is often the sinful who seek piety,
spurred only by a selfish desire for salvation.
0029A810;An undated great hammer.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
0029CF20;An extremely sturdy pitch-black great hammer.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
0029F630;Great hammer of the Royal Aegis.
The power of this hammer's blessing has
not faded completely, despite its being
exposed to the dark of the Undead Crypt.
Unleash its latent power with a strong attack.

Sir Velstadt, known as the Royal Aegis,
gave himself to the King in both life and death.

Effect: special attack (strong attack)
002A1D40;A mace wielded by sanctum soldiers.

This mace was corrupted by poison
when Sinh, the slumbering dragon, awoke.

A mere mortal would be asphyxiated
by the poison emitted when wielding
this mace, but for the noxious sanctum
soldiers, this fact matters none.
002AB980;A standard spear.

Spears allow one to attack a foe from
a distance, and while holding up a shield.

Thrusting attacks are effective even against
opponents with strong defense, but they have
a narrow point of contact and won't effectively
break through a shielded defense.
002AE090;A spear with winged lugs.
Longer than standard spears, allowing for
attacks from further away.

Thrusting attacks are effective even against
opponents with high defense, but they have
a narrow point of contact and won't effectively
break through a shielded defense.
002B07A0;A spear with an extended pole.
Offers a very long reach, even for a spear,
allowing for attacks from safer distances.

Traditionally a weapon of regimental rather
than single combat due to its unwieldiness.
However, if you can manage to effectively
step around an opponent, they will hardly
have a chance to hit back.
002B2EB0;A spear with a broad blade.
The blade is widened and given extra weight
to allow for slashing.

The broader attacks of the partizan, however,
make it less effective in narrow spaces.
002B55C0;Spear of the castle stone soldiers.

Sir Velstadt could always be found at
the King's side, and followed him upon his exit.
The knights in his service waited patiently
for his return, until they turned to stone.
002B7CD0;A spear said to have been forged in Aldia.
Contains the power of a great flame,
which is unleashed in a strong attack.

The mysterious Lord Aldia secluded himself
inside a manor to conduct various experiments.
Those invited to the manor disappeared,
replaced over time with malformed beasts
that roamed its halls.

Effect: special attack (strong attack)
002B9058;Spear wielded by Sir Yorgh during his
invasion of the Sanctum City.

After his defeat of the Sunken King,
Sir Yorgh pierced Sinh, the slumbering dragon,
with this spear to claim its blood.

But Sinh immediately awoke, spewing
a poisonous fog that blanketed the
city in death, and Sir Yorgh disappeared
into the Eternal Sanctum.
002BA3E0;A silver-black spear imbued with the
power of dark.

The grave wardens vowed to ensure the
tranquility of those who slumber in the
Undead Crypt. If one dares disturb them,
the grave wardens make no allowance for
stature or riches, and will readily bury them
along with the others.
002BCAF0;A spear originating in Heide.
A special alloy makes it very durable.

The composition of the alloy of these spears
remains a mystery, but in Drangleic the attempt
to imitate it resulted in the similar bradden
steel.
002BF200;A long spear wielded by Pate.
This appears to be a very ordinary spear,
but seems to have accumulated power over
the course of countless battles.

It is not always advisable to stand out.
Especially if you have something to hide.
002C1910;A trident wielded by an old sorcerer.
The tip is sharpened so smoothly
that it suggests a degree of madness.

Use strong attack to perform a power-
channeling dance, the madness of which
boosts the morale of nearby allies.

Effect: attack boost (Two-handed strong attack)
002C2C98;A two-pronged spear that imitates a weapon
mentioned in an ancient text.

Gargoyles are said to guard castles and forts
from ill fortune, and they have appeared in many
forms in all the great lands throughout history.

Some of them are so meticulously crafted
that they look as if they might come to life.
002C3080;A ranseur forged from the soul of
the Old Dragonslayer.

The spear of the knight known as the
Dragonslayer was imbued with the
power of lightning, and shattered the
stone scales of dragons.
Strong attack unleashes its latent power.

Effect: lightning, special attack (strong attack)
002C4020;A lance originating in Heide.
A special alloy makes it very durable.

The composition of the alloy of these lances
remains a mystery, but in Drangleic the attempt
to imitate it resulted in the similar bradden
steel.

Lances are normally wielded by mounted knights,
and it takes considerable training to handle
one on the ground.
002C8E40;A lance originating in Heide.
A special alloy makes it very durable.
The tip of the lance has been extended.

The composition of the alloy of these lances
remains a mystery, but in Drangleic the attempt
to imitate it resulted in the similar bradden
steel.

Lances are normally wielded by mounted knights,
and it takes considerable training to handle
one on the ground.
002CB550;A lance fashioned from rare geisteel.
Designed for high-ranking Drangleic knights,
hence the decorative design.

Geisteel equipment is of the finest make,
but geisteel is so rare that very few of
these weapons were actually used in combat.
002CDC60;Lance forged from the soul of
the Executioner's Chariot.
Its cross-shaped blade causes bleeding.

The perverse design of this spear mirrors
the chariot from which it came, a merciless
creation that endlessly tortured the Undead.
002D0370;Lance wielded by the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
002D2A80;Weapon wielded by the iron warriors
that wander Brume Tower.

Appears to have once been an axe,
but in this terribly melted state it is little more
than a great lump that crushes its foes
by virtue of its sheer weight.
002DC6C0;A great scythe used to harvest grain.

Normally used as a farm tool, not a weapon.
It feels almost as if there were power in its
giant blade, perhaps drawn from the fears of
those hunted by this fearsome thing.
002DEDD0;Created by strapping a large blade to a hilt.
A crude makeshift weapon with low durability.

Primitive weapons can be more effective
at evoking fear than more advanced efforts.
Perhaps this is why the wielder chose this
fearsome creation.
002E14E0;A large sickle with a round blade.

The thin blade, fortified with bradden steel,
slices with a fine smoothness.
Hooks into flesh, then rips it apart
to cause bleeding.
002E6300;A sickle with a crescent-shaped blade.

This sickle, enchanted by magic,
is not intended as a weapon,
but rather a ceremonial instrument.
002E8A10;The scythe used by Titchy Gren, and
by believers in Nahr Alma, god of blood.

Normally used only in ceremonies.
Imbued with the power of dark.

This is no place for talk of such things, however.
002EB120;Scythe forged from the soul of
the Covetous Demon.

The curved spine of the Covetous Demon is
as hard as rock, and rather than slicing
through flesh, this weapon seems to grind it
apart.

That thing that ended up as a monstrous fiend,
what was it to begin with, and why did it never
leave the queen? Perhaps it was entranced
by some perversion of love.


002ED830;A scythe born from the soul of Nashandra.

The old one of the Abyss was reborn in death,
split into miniscule fragments, and spread
across the land. After regaining their shapes,
they crawled forth, yearning for strong souls,
in search of greater power.
0030D400;A halberd characterized by a sharp beaked spike.

This weapon is swung down upon foes like
a pickaxe, utilizing its own weight in a powerful
attack. Can break through a shielded guard
and deal damage.

Effect: shield piercing (strong attack)
0030FB10;A scythe fitted with a large custom blade.

Has an extended slashing reach when
swung broadly, but beware, these
attacks make the wielder very vulnerable.
00312220;Halberds are combinations of axes and spears
with unique bladed tips.

Can be used in spear-like thrust attacks,
or in axe-like sweeping attacks.

The halberd challenges a warrior's skills,
but can be a very effective weapon when
its two functions are applied properly.
00317040;A halberd with a helix-shaped handle, headed
with a double blade. A complex design,
some would say excessively so, that hides
a spear within its handle.

Although its precise origins are unclear,
its construction appears to utilize
techniques from the lost land of Olaphis.
00319750;A spear that was embedded in a stone statue.

According to an old local legend, a great spear
was used to defeat Santier, the walking statue.
Perhaps this is that very spear...

But it will be difficult to utilize such a thing
in the manner of a spear. Your only choice is
to swing it around, and smite foes about the head.
00319B38;A spear that was embedded in a stone statue.

According to an old local legend, a great spear
was used to defeat Santier, the walking statue.
Perhaps this is that very spear...

But it will be difficult to utilize such a thing
in the manner of a spear. Your only choice is
to swing it around, and smite foes about the
head.
0031E570;Halberd of the Primal Knights
that defend Drangleic castle.

The brutish and mighty Primal Knights
wield this halberd like a feather-light twig,
but to the ordinary warrior it is a chore
to even hold up, owing to its great weight.

Terrible experiments were said to have
taken place in a hidden manor in Drangleic.
The mastermind presiding over the
deeds was thought to be Lord Aldia.

00320C80;Halberd of Targray, Knight of the Blue.
A fitting weapon for a shepherd of lost souls.

Those who put faith in an absolute good
also believe in the existence of true
evil. But to others, the distinction between
the two can be quite unclear.
00323390;Halberd of the Dragonriders,
King Vendrick's royal guard.
A highly versatile weapon that can slash,
sweep, and thrust when wielded nimbly,
and is also imbued with magic.

Demands great skill of its wielder, and thus
served to test the worthiness of those
who aspired to join the Dragonriders.
00325AA0;Halberd wielded by knights who served
a lord of light in a long-forgotten age.

Even after their flesh was charred by
flame, they remained as strong as ever,
and stood watch, challenging visitors to
their land.
003281B0;Replica of the halberd of the loyal knight Syan.
A meticulously-crafted, distinguished weapon.

Sir Syan was widely known as the kingdom's
most loyal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.

The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.

0032A8C0;Halberd forged from the soul of a Skeleton Lord.
Imbued with the power of dark.

The unsettling skull carved into this halberd
recalls the final moments of the Skeleton Lord
from whom it was created.
0032CFD0;An undated halberd.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
0032F6E0;An undated pike.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
00331DF0;An extremely sturdy pitch-black war hammer.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00336C10;An armament forged from the soul of
Elana, child of Dark.
Use strong attack to unleash its latent power.

When the Abyss dissipated, the things
that called it home were fragmented
and scattered across the realm.
Eventually these pieces regained form,
in ways that hinted at humanity's true nature.
00340850;A weapon that attaches to the hands.
The wearer attacks in a scratching motion
with these three-pronged claws.

Claws inflict deep wounds and
cause bleeding.
00342F60;One of the malformed weapons developed
in Aldia. Appears to be a crustacean pincer,
but its precise origins are unclear.
Use strong attack to inflict damage even upon
foes with raised shields.

The peculiar figure known as Lord Aldia 
attempted to uncover the secrets of life itself,
and viewed the Undead as a key to this mystery.

Effect: shield piercing (strong attack)
00345670;Claws used by the manikins of Harvest Valley.

The peculiar art of puppetry
is a vestige of the two lost lands. 
The Queen, entranced by poison,
used it to beckon unknowing souls
to the defiled valley.
00347D80;A hook that covers the hand.

Clearly not intended as a weapon,
but certainly sharp enough to
shred an enemy's skin.
003567E0;Weapon used to strike with one's fists.
The thick leather covering bears iron studs,
and protects the hands while augmenting
their striking power.

Attacks with the fists are solely dependent on
one's strength. With this weapon, any encounter
becomes a brawl.
00358EF0;Claws used by those who lurk in the shadows.
A sharp blade is attached to each of the fingers.

Those who abandoned the knight's code
stooped to all manner of unspeakable deeds,
all for a bit of coin.
0035DD10;Bone that is bound to the fist.
Used to enhance hand-to-hand combat.
Salvaged from a malformed creature.

Enables one to fight with inhuman strength,
as if the very spirit of the bone's malicious
owner has taken control.
0036EE80;A leather whip.
Not normally used on the battlefield.

Very effective against bare flesh, but not
against enemies with armor or like protection.
00371590;A whip covered in spikes.
Shreds skin and causes bleeding.

Very effective against bare flesh, but not
against enemies with armor or like protection.
00373CA0;A blood-stained whip.
A tool made for a purpose forbidden by the gods.

Its effect is augmented by its pointed tip,
but still only marginally effective against
protective covering such as hard armor.
003763B0;A whip born from the soul of
the Demon of Song.
Covered with strange spots that
betray its poisonous effects.

The Demon's sonorous voice, in stark
contrast to its hideous form, is surely
intended to lure people close so that
it may devour them.
0037D8E0;A leather whip that has seen plenty of use.
It appears no different than an ordinary whip,
but is charmed by an ancient blessing
that boosts damage inflicted on Hollows.

The blessing is likely the work of a cleric,
but whether the spell is good or evil is unclear.

Effect: attack boost against Hollows
0039FBC0;The first staff of most sorcerers.
A catalyst for sorceries and hexes.

To use sorceries, attune a sorcery
at a bonfire and equip a staff.
The strength of most sorceries is
affected by the caster's intelligence.
003A22D0;Staff held by a priestess of Amana.
A ritual staff that was not intended for
use in battle, but nevertheless it functions
as a catalyst for sorceries and hexes.

The Demon was contained within the
shrine by sacred rituals, but over time the
tradition was lost, and the Demon set free.
It gained knowledge, and learned to lure
humans into its lair using song.

Effect: spell damage modifier while human
003A49E0;Branch of a forest-wandering witchtree.
A catalyst for sorceries and hexes.

Now it is used as a weapon, but this was
originally a part of a witchtree.
003A70F0;Staff used by hollowed Drangleic sorcerers.
A catalyst for sorceries and hexes.

The lizard affixed to its tip is a simple charm,
and has no bearing on the staff's powers.
003ABF10;Staff of Olenford the sorcerer.
A catalyst for sorceries and hexes.

Olenford, revered as the father of sorcery
in Melfia, sought knowledge that surpassed
mankind's ken, and so ventured into the
Undead Crypt, and did away with his humanity.

Some hold the theory that Melfian sorceries
and pyromancies originated within the
boundaries of Drangleic, in ages past.
003AE620;Staff of members of
the Archdrake sect of Lindelt.
A catalyst for sorceries and hexes.

In Lindelt, known for its clerics
and their miracles, sorcery is
believed to be a profane practice.
But as with anything, such beliefs
are part faith and part front,
and this staff was born of that hypocrisy.
003B0D30;Staff used by hollowed Drangleic sorcerers.
A catalyst for sorceries and hexes.

The bat affixed to its tip is a simple charm.
It has no bearing on the staff's powers,
but the germs on the cadaver poison
foes upon contact in strike attacks.

003B3440;Staff crafted with animal bones.
A catalyst for sorceries and hexes.

Properly trained sorcerers receive
their first staff from their master after
reaching a certain level of accomplishment.
Those without proper training must
devise something of their own making.
003B5B50;Staff of the lost land of Olaphis.
Sorcery-dedicated catalyst.
Cannot be used to cast hexes.

The crystal at the tip of the staff
greatly augments spell strength.

Already a finely-crafted staff,
made even more effective by its crystal,
the brilliance of which has been polished
over time with powerful magic.
003B8260;A staff said to have been forged in Aldia.
A catalyst for sorceries and hexes.
Particularly powerful for casting hexes.

The mysterious Lord Aldia secluded himself
inside a manor to conduct various experiments.
Those invited to the manor disappeared,
replaced over time with malformed beasts
that roamed its halls.
003BA970;Spontoon used by warriors on pilgrimage.
Rather worn from the long journey
it has doubtless seen.

A spear which also doubles as
a catalyst for sorceries, making it an
ideal choice for light-footed pilgrims.

Effect: use sorcery (strong attack)


003BF790;Staff of Azal, sage of Forossa.

Rather roughly crafted, but
imbued with the magic of Azal.
Greatly intensifies spells, but also
drastically reduces spell usages.

This staff, unfit for the inexperienced,
is evidence of sage Azal's prowess.
003C1EA0;Staff wielded by the retainers
in the cathedral city.

Long ago, the retainers attended to
the priestesses, but with them gone,
the retainers were left to wander
frigid Eleum Loyce without purpose.
003D3010;Most clerics receive this as their first
sacred chime. A catalyst for miracles and hexes.

To use miracles, equip a sacred chime
and attune a miracle at a bonfire.
The strength of most miracles is
affected by the caster's faith.
003D5720;Witchtree bellvine that sprouts amongst old
growth. A catalyst for miracles and hexes.

Clerics who were ostracized devised this
as an alternative catalyst for casting miracles.

Most clerics who are stripped of their status
are good-for-nothings, but among them are
powerful spell casters who represented
real threats to the establishment.

Although not a proper catalyst,
the bellvine is quite powerful.
003D7E30;Sacred chime granted to high-ranking clerics.
A catalyst for miracles and hexes.

Drangleic was the home of many clerics,
but King Vendrick held a lukewarm opinion of
their powers, and kept them only as attendants
to ceremony. In this sense, Drangleic was
not the place for a cleric with any ambition.
003DA540;A sacred chime shaped as a dragon.
A catalyst for miracles and hexes.

This chime sat long in the Dark Chasm,
but still one senses a sublime purity.
Only those with the deepest faith can
wield this chime, but they will be rewarded
with greatly amplified spells.
003DCC50;Sacred chime created from the soul of
Nashandra.

The old one of the Abyss was reborn in death,
split into miniscule fragments, and spread
across the land.
After taking their shapes, they courted monarchs
of considerable power, which they desired
to make their own.
003DF360;Sacred chime used by members of the
Archdrake Sect of Lindelt.
A catalyst for miracles and hexes.

The land of Lindelt is governed by
stringent laws, and those who dare defy
them are punished without mercy.

It is often the sinful who seek piety,
spurred only by a selfish desire for salvation.
003E4180;Sacred chime of Licia of Lindelt.
A catalyst for miracles and hexes.

In any town there will be a few folk with
unusual urges. They either endeavor to resist
these urges, or act upon them out of the view
of others. The world is not so welcoming they
may bare their souls true.
003E6890;Sacred chime blessed by Caitha, goddess of tears.
Hex-dedicated catalyst.
Cannot be used to cast miracles.
Caitha, the goddess of tears, is known as a
compassionate being that is with us in
times of tragedy, but some believe that she
is a demoness that guides us toward misfortune.
003E8FA0;Sacred chime commonly used
by clerics of Lindelt.
A catalyst for miracles and hexes.

A sacred chime serves to conduct the
power of miracles, but in the past, something
entirely different served the same purpose.
003EB6B0;A rare sacred chime of unknown origin.
Can be used as a shield.

This chime, likely brought here by a visiting saint,
slightly augments the effects of miracles.
Use strong attack to emit miracles and hexes.

Effect: use miracles and hexes (strong attack)
003EDDC0;Sacred chime forged from
the soul of Nadalia, Bride of Ash.
Nothing appears sacred about the frightful
design of this chime, but it does have the
benefit of raising one's faith.

The oozing, frozen iron forming the bell
seems to anticipate a scream.


003F52F0;Staff used by Leydia witches.
Imbued with a special magic, making it
a catalyst for sorceries, miracles, and hexes.

Leydia apostles are adept at magic, and wielded
unique weapons, but were deemed
blasphemous and slaughtered.

Effect: use sorceries, miracles, and hexes
00401640;The type of small bow used by hunters in
training. Equip arrows to use.

Equip up to two types of arrows to give
yourself immediate options in battle.
Use arrows to hit enemies from afar to gain
the upper hand by drawing first blood.
00403D50;A standard bow used by hunters.
Equip arrows to use.

Equip up to two types of arrows to give
yourself immediate options in battle.
Use arrows to hit enemies from afar to gain
the upper hand by drawing first blood.
00406460;A bow crafted from various materials.

Inflicts more damage than ordinary bows,
but has a shorter range, making it unfit
for sniping.
00408B70;A bow built for sea-faring marine warriors.
Has an extended range for hunting down
sea monsters from afar.

A great sea lies to the north of Drangleic,
and beyond that is an unexplored continent
that is home to things inhuman.
0040B280;Bow wielded by the Dragonriders,
King Vendrick's royal guard.
Merely drawing this bow requires inhuman
strength, but each shot has deadly potential.

Demands great skill of its wielder, and thus
served to test the worthiness of those
who aspired to join the Dragonriders.
004127B0;Wooden bow used by bell keepers.
Very light, and requiring hardly any strength.

The bells symbolize forbidden love;
the bell keepers, their faithful guardians,
ever-ready to annihilate trespassers.

They will stand watch, for ever and ever,
these determined, if ill-fated, marionettes.
00414EC0;A bow created from the soul of Nashandra.

The old one of the Abyss was reborn in death,
split into miniscule fragments, and spread
across the land.

Light and Dark are two sides of the same coin,
much like the soul and the curse. The beings
who presented themselves to those in search
of kinghood were drawn to their awesome strength.

004175D0;A black bow designed for long distances.
Difficult to handle at first, and requiring
some amount of practice to master.

The hunting goddess Evlana was no goddess
at all, but rather a brave and highly skilled
bow huntress. Long after her demise,
the passing of lore transformed her into a deity.
00432380;Unique bow equipped by Alonne Knights.

This very powerful bow uses greatarrows,
but each draw of the string requires a great
deal of time, leaving the shooter vulnerable.

In the heyday of his land, the Old Iron King
fancied entertaining dubious and eccentric
guests from faraway lands.

Most of them were charlatans, but among
the riff-raff was an unusual knight from
the far east. He trained the Iron King's men
in the sword, in obeisance to his new lord.
004371A0;A greatbow said to be used to down
ancient dragons flying high above the clouds.
Extremely large for a mere bow, and more
destructive than any ranged weapon imaginable.

Shooting this bow first requires the grounding
of its stabilizing anchor, which takes time and
leaves the shooter vulnerable. Also requires
greatarrows.
004398B0;Greatbow wielded by possessed armor.
Crafted with multiple layers of iron,
resulting in almost excessive sturdiness.

These suits of armor were once decorations,
until the black fog ruling the tower seized
control of them.
0043BFC0;A greatbow made of animal bone.
The fine craftsmanship suggests that
it originates in Lanafir.

The unusual design appears to have
ceremonial implications, but may simply
be intended to intimidate foes.
004630C0;A standard crossbow.
Equip bolts to use. Unlike bows,
a crossbow can be held in one hand.

Equip up to two types of bolts to give
yourself immediate options in battle.
004657D0;A large crossbow that deals heavy damage.
Equip bolts to use. Unlike bows,
a crossbow can be held in one hand.

Equip up to two types of bolts to give
yourself immediate options in battle.
0046A5F0;Crossbow created from the soul
of the Executioner's Chariot.
Iron plate serves as a shield while firing.

The merciless chariot inflicted agony upon
others with utter impunity, and the crossbow
created from its soul strives to protect
from possible retribution.

Effect: guard while firing
00471B20;An extremely rare rapid-firing crossbow.

Fire three successive bolts. Inflict heavy
damage by making all three shots count.

Fiorenza, the richest merchant in all of Volgen,
recreated this lost weapon after reading of it
in an old book.
00474230;Crossbow wielded by sanctum knights.
Strong attack fires dark bolts.

These guardian knights were sentenced to eternal
stewardship of the Sanctum in a clandestine ritual
carried out in the great depths, but today the
sanctum receives nary a visitor.
00476940;Repeating crossbow wielded by sanctum knights.
Strong attack fires dark bolts.

These guardian knights were sentenced to eternal
stewardship of the Sanctum in a clandestine ritual
carried out in the great depths, but today the
sanctum receives nary a visitor.
004C4B40;A curved greatsword said to have been
brought to this land by a foreign warrior.
Hold with both hands to make parrying possible.

The exquisitely crafted wide blade makes deadly
use of both its weight and smooth slicing action.
A tough training regimen is required to master
this sword.
004C7250;A curved greatsword forged from
the soul of the Flexile Sentry.
There is something unsettling, and at the
same time beautiful, about its long curved blade.

The sentry crammed inmates of the
overflowing Bastille onto a rickety ship,
and cast them out to the open sea.

The majority of them drowned or starved,
but a few hardy survivors made land
to the south, and imparted their knowledge
of sorcery to the people there.
004CE780;A curved greatsword forged from
the soul of the Ancient Dragon.

In the Age of Ancients, the world was unformed,
shrouded by fog. A land of grey crags, archtrees,
and everlasting dragons.

Effect: special attack (strong attack)
004D0E90;A great curved sword with an ominous blade.
One of the forbidden weapons sealed away
by the Ivory King.

Formed by rock, tree, and the remnants
of a most peculiar soul.

It is said that the farther its wielder travels,
the deadlier the blade becomes.
004F5880;A straight sword with a very long blade.
One of few ultra greatswords.

As the name suggests, the Zweihander is held
with two hands, but its weight is such that even
wielding it in this manner requires strength
worthy of the blade.
004F7F90;A straight sword with a very long blade.
One of few ultra greatswords.

No human was intended to wield a sword
of this weight or destructiveness.

Only a few famed warriors have ever
wielded this great blade, for it challenges
the very limits of human ability.
004FA6A0;An ultra greatsword forged from
the soul of the Smelter Demon.
Its blade bears the strength of terrible flames,
a latent power unleashed by a strong attack.

The earth spouted fire, and a beast arose from
the flames. The short-sighted king was incinerated
by the creature in one swing, and his castle
devoured in a sea of flames.

Effect: special attack (strong attack)
004FBA28;Ultra greatsword crafted from the soul
of the Smelter Demon.
Its blade is imbued with a great flame.
Use strong attack to unleash its latent power.

When the old king acquired the power to grant life
to heaps of iron, he molded a great array of
metallic automatons. The iron monstrosity itself
was perhaps one of the king's puppets.

Effect: special attack (strong attack)


004FCDB0;A sword decorated with drake wings.
Use strong attack to unleash its latent power.

The blade of this sword is split into two,
and is best swung in smashing motions
rather than slices.

Drakes are likely descendants of the ancient
dragons, and although their strength pales in
comparison to what is described in legend,
to mere humans they are still mighty beasts.

Effect: special attack (strong attack)


004FF4C0;An ultra greatsword forged from the soul
of King Vendrick.
Inflicts heavy damage on enemy armor.

Only the King knows whether the depiction
of the Queen is a resentful mockery,
or an affectionate exaltation.
00501BD0;Ultra greatsword forged from
the soul of the fume knight.

The exile swordsman Raime had the
ability to expunge the black fog,
but chose instead to live alongside it,
in the company of the child of Dark
that haunts his sword.
00502F58;Ultra greatsword of the Ivory King of Eleum Loyce.
Wield with both hands to realize its full strength.

It is said that the Ivory King was once
the highest ranking knight in his home
of Forossa, famed for its god of war.
After taking his crown, they say he was the
first to swing his sword in times of need,
be it for his homeland or his people.

005069F0;Ultra greatsword of the Pursuer.
Known as the mightiest of the straight
swords, it demands great strength
and dexterity of its wielder.

The Pursuer hunts down those branded by
the curse, as if each Undead soul that he
claims will atone one of his sins.
00507D78;An extremely sturdy pitch-black greatsword.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00509100;Ultra greatsword symbolizing guardianship
over the Undead Crypt. The sword has never
seen the light of day, and is steeped in dark.
0050A488;An undated ultra greatsword.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
0050B810;Ultra greatsword wielded by knights who
served a lord of light in a long-forgotten age.

Even after their flesh was charred by
flame, they remained as strong as ever,
and stood watch, challenging visitors to
their land.
0050CB98;An ultra greatsword forged from the soul
of the Lost Sinner.
Its blade saps the life of its wielder.

The true nature of this sword is unknown,
even to the Lost Sinner herself.
Those who choose this sword will share
the burden of the Lost Sinner's misdeeds.

Effect: attacks damage wielder
00510630;Twinblade of the castle stone soldiers.

Sir Velstadt could always be found at the
King's side, and followed him when he fled.
The knights in his service waited patiently
for his return, but turned to stone before he did.
00515450;Twinblade of the Dragonriders,
King Vendrick's royal guard.
Twinblades are wielded with an unusual
technique. This one strikes hard, but is very
heavy.

Demands great skill of its wielder, and thus
served to test the worthiness of those
who aspired to join the Dragonriders.
00517B60;A twinblade fashioned from rare geisteel.
Designed for high-ranking Drangleic knights,
hence the decorative design.

Geisteel equipment is of the finest make,
but geisteel is so rare that very few of
these weapons were actually used in combat.
0051A270;A twinblade with heavy blades on each end.
More suited to smashing foes than slashing them.
Requires a great deal of muscle to wield artfully.

The twinblade closely imitates the design of
a foreign-made weapon that has blades affixed
to both ends of its hilt.
0051C980;A twinblade imported from a foreign land.
The razor-sharp blades cause bleeding,
but as a result, are easily worn and dulled.

When wielded by a master, this dual-tipped
blade is an unparalleled weapon that hardly
allows a foe the opportunity to retaliate.
0051F090;A twinblade originating in Melfia.
Doubles as a catalyst for sorcery.

A rare weapon used by very few warriors,
owing to its dependence on honed skills
with both staff and sword.

Effect: use sorcery (strong attack)
005265C0;A flame catalyst used by pyromancers.
Pyromancers rouse this flame to produce
various fire arts.

Equip pyromancy flame to produce pyromancy.
Attune pyromancies at a bonfire.

The strength of a pyromancy depends on the
strength of one's pyromancy flame, which can
be improved through reinforcement.

00528CD0;A flame catalyst used by pyromancers.
Pyromancers rouse this flame to produce
various fire arts.

The flame rewards those with a thirst for power.
The more Hollowed one is, the stronger its effect.

Effect: Spell power scales with Hollowing
0053EC60;A dagger affixed with a black crystal.
Found deep inside the Gutter, in the Black Gulch.
Heavier than a standard dagger, but with a
fine crystal that gives it a smoother slice.

Some of the more determined souls exiled
to the Gutter sought to scale the walls of the
forsaken place and walk the earth once again,
but failed, and wasted away mired in misery and
resentment.

00541370;A straight sword affixed with yellow quartz.
This longsword was found in the Iron Keep.
Breaks easily due to corrosion, but is light
and still inflicts very significant damage.

In the Old Iron King's great iron keep
was a vast collection of weapons, erected
as a display of strength to the world.
But they were lost when the king's conceit
doomed the castle to sink into a lake of fire.
00543A80;An axe with an unusual design.
Found in the Undead Purgatory.
The chains and spikes wrapped around the
axe cause bleeding, but weaken the axe's
effectiveness when slashing.

Accessories that are added to a weapon
for the sole purpose of tormenting foes
can often detract from the weapon's
natural effectiveness.
00546190;A pole with lumps attached to it.
Found in the manor in Aldia.
Heavier than a standard mace, but with more
effective striking owing to its hard lumps.

In the far eastern outskirts of Drangleic lies an
old manor that is now long forgotten.
As it should be, for the things that lurk there
are better left unknown.
005488A0;A staff enwreathed in a matte blackness.
Found in the heart of the Dark Chasm.
A catalyst for sorceries and hexes.

No one knows what lies beyond the
dark passages found across Drangleic,
but perhaps they are better left undisturbed.
00557300;Standard straight sword.

This straight sword is sufficient in most
respects, and effective in most situations if
wielded properly. Those who aspire to master the
sword are certain to wield this at some point
during their journey.
00559A10;A curved greatsword said to have been
brought to this land by a foreign warrior.
Hold with both hands to make parrying possible.

The exquisitely crafted wide blade makes deadly
use of both its weight and smooth slicing action.
A tough training regimen is required to master
this sword.
0055C120;Blacksteel katana wielded by Alonne Knights.
One of the sturdiest types of katana,
preferred by masters of the quick-draw.

In the heyday of his land, the Old Iron King
fancied entertaining dubious and eccentric
guests from faraway lands. Most of them were
charlatans, but amongst the riff-raff were
true masters of authentic and refined arts.
0055E830;A standard thrusting sword.

Thrusting swords are light swords with fine tips
that can be used while holding up a shield,
and are effective for parrying.

Use quick thrusts to damage hard-skinned foes.
Also effective when fighting in narrow spaces.
00560F40;A greataxe wielded with both hands.

This greataxe, crafted with a gigantic, weighty
blade, is designed to inflict heavy damage,
and requires inhuman strength to handle.

Each swing of the greataxe requires the full
force of the body, leaving the wielder wide open.
Mastering this weapon will require the
most thorough training of both body and mind.
00563650;A giant wooden club made from the
branches of a towering tree.

Designed to smash foes. Simple but
terribly effective against common shields.
00565D60;Weapon used to strike with one's fists.
The thick leather covering bears iron studs,
and protects the hands while augmenting
their striking power.

Attacks with the fists are solely dependent on
one's strength. With this weapon, any encounter
becomes a brawl.
005D1420;Binoculars are used to peer at distant sights.
Equip in place of a weapon to use.

A rare tool crafted in Volgen.
These won't help you in battle, but with a
little creativity, can be put to good use.
00A7D8C0;A traditional small metal shield.

Small shields are very light and easy to use,
but have low stability when attacked.

The center of a buckler is convex,
designed to brush attacks aside,
making parrying easier.
00A7EC48;Small shield of Benhart of Jugo.

This parma, emblazoned with a family crest
of some sort, has clearly been around for
several generations, but has no special value.
00A7FFD0;Small, leather-covered shield.
A particularly traditional type of small shield.

Small shields are very light and easy to use,
but not very stable when attacked.
00A826E0;A small shield made of iron.
The unusual design suggests a foreign origin.

Lightweight despite its iron construction,
and sturdy despite its small size, but not
sufficient to protect one from real danger.
00A84DF0;A small shield used by Drangleic foot soldiers.

A clearly makeshift shield that does not offer
significant defense. The only advantage of this
shield is that it makes parrying easier.
00A87500;Small metal shield with protrusions.

Small shields are very light and easy to use,
but are not very stable when attacked.

The protrusions on the center of the shield
are designed to brush attacks aside and
make parrying easier.
00A89C10;Small shield used by Volgen Falconers.
Appears like a glistening gold falcon from afar.

Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.

The falconers are rumored to be untrusting of
others, and demanding of prompt, full payment.
But no wonder; they deliver much more than
they are paid, and are well aware of it.

00A8EA30;A shield used by the
manikins of Harvest Valley.

The peculiar art of puppetry
is a vestige of the two lost lands. 
The Queen, entranced by poison,
used it to beckon unknowing souls
to the defiled valley.
00A91140;A small shield fashioned from rare geisteel.

A masterpiece of the great blacksmith Llewellyn
that he brought along as a gift when he
left Mirrah for Drangleic.
00A93C38;A standard wooden parma.

The fancy name and nifty paint are
surely a merchant's efforts to make
this very ordinary shield more attractive.
00A98670;A parma used by clerics on pilgrimage.
Enchanted with a somewhat fragile blessing that
allows spells to be deflected by parrying.

Unfortunately, the shield provides very little
physical defense, and is more of a lucky charm
than a proper shield.
00A9AD80;A small shield used by clerics on pilgrimage.
Enchanted with a somewhat fragile blessing that
allows spells to be deflected by parrying.

Specially-crafted to provide extra durability
and some level of physical defense.
00A9D490;Small shield used by Leydia apostles.
Imbued with a special magic that allows
spells to be deflected by parrying.

The Leydia apostles were inhabitants of the
Undead Crypt, but failed to treat death
with the proper respect. As punishment,
they were denied peaceful deaths.
00A9FBA0;Small shield used by Aldian warlocks.
Reinforced by a covert ritual that granted
the shield the power of flame.
Can deflect spells by parrying.

The peculiar figure known as Lord Aldia
kept Giants in his manor, and attempted
to recreate a dragon, but after some time,
was not heard from again.
00AA22B0;A shield with a curious design.
One of the treasures of the Sunken King.

A mixture of mystical tree branch
and sacred chime iron allows this shield
to serve as a catalyst for miracles
and sorceries.

Most of the miracles and sorceries
created in the Sanctum City were lost,
but the quality of their armor and shields
suggests highly advanced craftsmanship.
00AA49C0;Small Varangian shield engraved with a strange
pattern.

A former king launched a campaign to
capture these terrors of the high seas,
but rather than imprison them, forced
them into hard labor at No-man's Wharf.
00AAAB68;Small shield used by the Throne Watcher.
Made from an old sacred chime.

The Watcher has stood by the throne for ages.
Will his wishes be fulfilled?
00AAE600;A leather-covered shield.
Preferred by hunters.

Inferior to metal shields in terms of
stability and physical damage reduction,
but easy to use and weighing so little
that it hardly requires any strength to bear.
00AB0D10;Wooden shield used from ancient times.

Inferior to metal shields in terms of
stability and physical damage reduction,
but easy to use and weighing so little
that it hardly requires any strength to bear.
00AB3420;Medium-sized metal shield.
A commonly-used, standard shield.

Has a pointed top designed for ease
of use while on horseback.
00AB5B30;Captain Drummond's shield.
Even with its embossing terribly worn,
this shield exudes pride and authority.

An heirloom passed from grandfather to father,
and then from father to son. Drummond,
and those before him, held this shield when
facing those who would threaten their great land.
00AB8240;Shield used by the Lion Clan warriors.
Made of wood, but reinforced with metal.
Light yet sturdy.

The design on the shield appears to have some
religious significance, but we will never know
what sort of gods these warriors answer to.
00ABA950;Shield of the Archdrake sect of Lindelt.
The dragon was engraved for ritual purposes,
but the shield itself is highly functional.

The secrets of Lindelt rituals are protected
by the Archdrake sect, and only a select few
are given access to their canon of knowledge,
which includes the truthful origins of the
Archdrake sect itself.
00ABD060;Shield of Vendrick, King of Drangleic.

One fragment of Dark, having taken human shape,
became obsessed with the King's soul.
Impelled by its own cravings, it sought souls,
and strove to make the strength of the Giants
its own.
00ABF770;Shield issued to the proud knights
of Mirrah's official order.

In Mirrah, a land perennially beset by unrest,
this shield was a symbol of the great knights'
strength and willingness to give their lives for
their country.
00AC1E80;An undated ancient shield.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
00AC4590;Shield of the Knights of Loyce.
Gradually restores HP while equipped.

The Knights of Loyce were commanded
to strike down each malformed terror that
arose from Chaos, and they would not
hesitate even if it were their own king.
00AC5918;Charred shield of the Knights of Loyce,
burned black by flame.
Gradually restores HP while equipped.

These Knights of Loyce lacked all sense of self,
and were driven only by the urge to expunge
any who might disturb the flame, even
former compatriots.
00AC6CA0;A shield with a blue relief of a spirit tree.

A rather well-built shield decorated by
the spirit tree that appears in the allegory
of Quella, god of dream.

Has a faint residue of magic,
and can deflect spells by parrying.
00AC93B0;A blue shield with a gold relief of wings.
Likely a symbol of guardianship used
by Knights of the Blue.

Contains materials enchanted by magic,
allowing spells to be deflected by parrying.
00ACBAC0;Shield depicting a priestess
of Eleum Loyce.

Emanates a certain heat that
heightens the abilities of its bearer.

The priestesses, who devoted themselves
to appeasing the ancient flame, are no longer.
00ACE1D0;The shield of formerly high-ranking clerics.
The effects of a blessing are still with it,
and the shield recovers one's stamina.

The clerics held venerated positions once,
but now, their souls wander aimlessly
in the depths of a murky darkness.

Effect: stamina recovery
00AD2FF0;A silver-black shield imbued with the
power of dark.

The equipment of the wardens of the
Undead Crypt are soaked in its darkness,
and permeated by its power.

The grave wardens are said to know the name
of every guest who rests in the crypt,
no matter how long they have been with them.
00AD5700;Shield of the castle stone soldiers.

Sir Velstadt could always be found at the
King's side, and followed him when he fled.
The knights in his service waited patiently
for his return, but turned to stone before he did.
00AD7E10;Shield of the blue spirit tree that
and is said to possess divine powers.

Appears in the allegory of Quella, 
God of Dream, and can deflect spells 
by parrying. 

Once there was a boy who was easily
frightened, until the talking tree of dreamworld
transformed itself into a shield to protect him.
00ADA520;Shield depicting the moon butterfly.
A decorative shield not intended for battle,
but effective at poisoning foes.

Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.
00ADCC30;Shield of the Archdrake sect of Lindelt.
Represents a slumbering dragon,
and is intended for use in covert rituals.

The fools who woke the slumbering dragon
earned not only its ire, but also the
destruction of an entire country.

The survivors buried their wrongdoings in
the past, and in a show of terrible conceit,
attempted to make amends by carrying on
the knowledge of the wasted land.

Effect: stamina recovery
00ADDFB8;Shield of darkness and chaos.

Once, a brilliant young sorcerer cast away his
earthly desires, devoting himself entirely to the
Dark that bewitched him.

Nebulous, inky and serene, the Dark holds an
allure matched only by the fear it strikes
in men's hearts. Could it be nature,
holding a mirror to mankind?
00ADF340;A long wooden shield.
Its face features a lion.

Its wooden construction makes it lightweight
and easy to use, but as a shield is inferior
to its metal counterparts.
00AE4160;Shield of hollowed royal soldiers.
The thing is in tatters, and only serves
as a shield in a most minimal respect.

The accoutrements of royal soldiers feature
a depiction of a brave knight from an old parable.
00AE6870;A metal shield issued to knights.

Nothing special about this shield, which is
precisely why it is so easy to use,
and the likely reason for its popularity.

People rarely agree over what constitutes
quality, but the broad popularity of these
shields proves that there are exceptions.
00AEB690;Shield of warrior Vengarl of Forossa.

The chisels on the face were carved by
Vengarl, to count the heads he claimed.
The shield is terribly rusted and worn, but
incredibly powerful, as if the deeds of its
previous owner have rubbed off on it.
00AECA18;Shield wielded by the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
00AF04B0;A wooden parma issued to bell keepers.
Very light, and requiring hardly any strength.

The bells symbolize forbidden love;
the bell keepers, their faithful guardians,
ever-ready to annihilate trespassers.

They will stand watch, for ever and ever,
these determined, if ill-fated, marionettes.
00AF1838;Shield of the Throne Defender.
Permeated by powerful magic.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
00AF2BC0;A shield that appears in ancient legends.
Strangely shaped, and said to be crafted
from the talons of the black dragon.

The legend of the pale dragon is told in
various locales, but each account is fragmentary.
Very rarely is the black dragon mentioned,
and some say that it is merely an embellishment
adopted in later retellings of the story.
00AF3F48;An extremely sturdy pitch-black shield.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00AF52D0;A strangely porcine shield.

The pig head looks eerily authentic, but is an
imitation. Though the shield's defensive capacity
is ordinary, it may spook an unsuspecting foe.
00AF6658;Shield used by Aldian acolytes.
Crafted from the skull of some creature that
outlived its usefulness for experimentation.

The peculiar figure known as Lord Aldia
kept Giants in his manor, and attempted
to recreate a dragon, but after some time,
was not heard from again.
00AF79E0;A wooden greatshield featuring twin dragons.
Quite light for this size of shield.

One requires strength to handle a greatshield,
but they are very stable. In battle, one fights
using shield bash instead of parrying.
00AFA0F0;A metal greatshield.
Very heavy, and requiring great strength to
handle, but provides excellent defense.

One requires strength to handle a greatshield,
but they are very stable. In battle, one fights
using shield bash instead of parrying.
00AFEF10;Shield of the knights who long ago
attempted to conquer the Undead Crypt.

They bore no weapons, only a shield split into
left and right halves, which they used to
playfully crush their foes until their corpses
were kneaded beyond recognition.

The engraving depicts two messengers from the
hereafter who welcome the recently dead by
reviewing the merits of their deeds in life.
00B01620;Shield of the knights who long ago
attempted to conquer the Undead Crypt.

They bore no weapons, only a shield split into
left and right halves, which they used to
playfully crush their foes until their corpses
were kneaded beyond recognition.

The engraving depicts two messengers from the
hereafter who welcome the recently dead by
reviewing the merits of their deeds in life.
00B03D30;A greatshield created from the soul
of the Looking Glass Knight.
Can deflect spells.

The Looking Glass at the castle is said
to have been a passage to another world.
00B06440;Greatshield of the Dragonriders,
King Vendrick's royal guard.

The rank of Dragonrider was reserved for
honorable warriors who helped found Drangleic.
Together with the King, they crushed its former
inhabitants and erected a magnificent kingdom
upon their graves.
00B08B50;Shield of the Primal Knights
that defend Drangleic castle.
Very heavy, and has the power of lightning.

The brutish and mighty Primal Knights
wield this shield as if it were made of paper,
but to the ordinary warrior it is a chore
to even hold up, owing to its great weight.

Whatever was created by Lord Aldia
was lost with his disappearance,
but the King attempted to revive these
things, even if only fragments remained.
00B0D970;A shield formed by chiseling a giant boulder.
As solid as rock, this shield offers incredible
defense, but is also terribly heavy.

So heavy, in fact, that he who takes it
into battle is not allowed to flee,
until he or his opponent has fallen.
00B10080;A greatshield used by the nomadic Gyrm.

Appears to be a stone monument that was
converted into a makeshift shield.
Naturally, it is quite heavy, and haphazardly
crafted, but very few attacks will make it
past this monster.
00B12790;Greatshield of the Pursuer.
For those who can handle the weight of
this shield, it offers resistance to curses.

The Pursuer hunts down those branded by
the curse, as if each Undead soul that he
claims will atone one of his sins.
00B14EA0;Pate's favorite greatshield.
Appears rather humdrum, but in fact was
forged by layering thin sheets of iron,
a process that creates a shield with
excellent defense for its weight.

It is not always advisable to stand out.
Especially if you have something to hide.
00B175B0;An undated ancient greatshield.

Wielded by a warrior from a time so ancient
that there exists no record of his endeavors.
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
00B19CC0;An extremely sturdy pitch-black greatshield.

Colossal warriors staunchly watch over
the shrine, ready to defend its resident,
or allow one worthy enough to be granted
audience.
00B1C3D0;Greatshield of the King's loyal knight Syan.

The King commissioned this greatshield
specifically for his loyal knight, but Syan
met his demise before its completion.
00B28720;A small shield decorated with a phoenix.

The sea of flame that swallowed the
Iron Keep took this shield as well, but when
it was retrieved it was mysteriously unscathed,
save a degree of discoloration.
00B2AE30;A small shield depicting a hero of yore.

Perhaps these famed champions are no more,
or perhaps they have no desire to appear in
public view.

But their very absence has made tales of their
brave deeds all the more alluring, and this
shield memorializes one of their brethren.
00B2D540;A shield decorated by intertwined dragons.

The black and white contrast depicts the
ebb and flow of the fate of all things living,
and the serpentine dragons that watch over
the march of time.

The bearer of this shield will be blessed
by great fortune in battle.
00B2FC50;A rare shield depicting a blossoming flower,
that soothes the weary heart of its bearer.

What makes flowers beautiful, and why
are we comforted when we gaze upon them?
Sadly, the flower depicted on this shield
went extinct long ago.

Effect: stamina recovery
00B32360;Shield of the rebel Raime.

Raime and Velstadt were known as
the left- and right-arms of the King,
until their wills clashed, and Raime was
deemed a traitor.

The black raven is despised as an augur
of death, but it was Raime's favorite bird.
00B34A70;A greatshield with an unsettling design.
Covered in the prints of countless hands.

The true origin of this shield is unknown.
No amount of polishing can clear its face
of the mysterious hand prints.

Effect: HP absorb
00B40DC0;A shield affixed with a black crystal.
Found deep inside the Gutter, in the Black Gulch.
Heavier than a standard small shield but the hard
crystal boosts its defense against slashing.

Some of the more determined souls exiled
to the Gutter sought to scale the walls of the
forsaken place and walk the earth once again,
but failed, and wasted away mired in misery and
resentment.

00B434D0;A small shield affixed with a yellow quartz.
This shield was found in the Iron Keep.
Breaks easily due to corrosion,
but is light and still very stable.

In the Old Iron King's great iron keep
was a vast collection of weapons, erected
as a display of strength to the world.
But they were lost when the king's conceit
doomed the castle to sink into a lake of fire.
00B45BE0;A shield with an unusual design.
Found in the Undead Purgatory.
The chains and spikes wrapped around the
shield cause bleeding, but weaken the shield's
effectiveness.

Accessories that are added to a weapon
for the sole purpose of tormenting foes
can often detract from the weapon's
natural effectiveness.
00B482F0;A shield with lumps attached to it.
Found in the manor in Aldia.
Heavier than a standard shield,
but more stable owing to the hard lumps.

In the far eastern outskirts of Drangleic lies an
old manor that is now long forgotten.
As it should be, for the things that lurk there
are better left unknown.
00B4AA00;A shield enwreathed in a matte blackness.
Found in the heart of the Dark Chasm.

No one knows what lies beyond the
dark passages found across Drangleic,
but perhaps they are better left undisturbed.
014096B4;Although it appears to be a common helmet,
it has in fact been meticulously customized.
Belonged to mild-mannered Pate.

This has been considerably altered.
Perhaps it was pillaged.
014096B5;Although it appears to be common armor,
it has in fact been meticulously customized.
Belonged to mild-mannered Pate.

This has been considerably altered.
Perhaps it was pillaged.
014096B6;Although they appear to be common gloves,
they have in fact been meticulously customized.
Belonged to mild-mannered Pate.

They have been considerably altered.
Perhaps they were pillaged.
014096B7;Although they appear to be common trousers,
they have in fact been meticulously customized.
Belonged to mild-mannered Pate.

They have been considerably altered.
Perhaps they were pillaged.
0140BDC4;A full face mask.

Called a thief mask since most people
wearing them are up to no good.
Not terribly effective as armor.
0140BDC5;Armor dyed black.

Allows the wearer to blend in with the dark.
Often used by those with ill-intent.
Meticulously crafted, and provides fair defense.
0140BDC6;Leather gloves dyed black.

Allows the wearer to blend in with the dark.
Often used by those with ill-intent.
Meticulously crafted, and provide fair defense.
0140BDC7;Leather boots dyed black.

Allows the wearer to blend in with the dark.
Often used by those with ill-intent.
Meticulously crafted, and provide fair defense.
0140E4D4;A hood for the roving type.
Light, sturdy leather made for long journeys.
0140E4D5;A coat for the roving type.
Light, sturdy leather made for long journeys.
0140E4D6;Manchettes for the roving type.
Light, sturdy leather made for long journeys.
0140E4D7;Boots for the roving type.
Light, sturdy leather made for long journeys.
01410BE4;A leather hat with a large brim.
Traditionally used by bow hunters.

The hunting goddess Evlana was no goddess
at all, but rather a brave and highly skilled
bow huntress. Long after her demise,
the passing of lore transformed her into a deity.
01410BE5;Armor made from soft leather.
A commonplace piece of equipment.

Few embellishments.
Lightweight and easy to use.
01410BE6;Gloves made from soft leather.
A commonplace piece of equipment.

Few embellishments.
Lightweight and easy to use.
01410BE7;Boots made from soft leather.
A commonplace piece of equipment.

Few embellishments.
Lightweight and easy to use.
01410FCC;A commonplace leather hat with a feather.
Traditionally used by bow hunters.

The wildfowl Coco was ever-loyal to
the goddess Evlana, and hunters place its
feathers in their caps in hopes of receiving
the divine protection of the famed bird.
014132F4;Metal helmet worn by knights.
Standard issue for new Drangleic knights.

Knights have long trusted this helmet
for its excellent functionality.
014132F5;Metal armor worn by knights.
Standard issue for new Drangleic knights.

Knights have long trusted this armor
for its excellent functionality.
014132F6;Metal gauntlets worn by knights.
Standard issue for new Drangleic knights.

Knights have long trusted these gauntlets
for their excellent functionality.
014132F7;Metal leggings worn by knights.
Standard issue for new Drangleic knights.

Knights have long trusted these leggings
for their excellent functionality.
01415A04;Helmet made of bradden steel.
Provides sturdy defense, making it an
old-time favorite of elite knights.

Bradden steel is used widely in Drangleic.
This fine alloy is made from ores mined
in the southern kingdom.
01415A05;Armor made of bradden steel.
Provides sturdy defense, making it an
old-time favorite of elite knights.

Bradden steel is used widely in Drangleic.
This fine alloy is made from ores mined
in the southern kingdom.
01415A06;Gloves reinforced with bradden steel.
They provide sturdy defense, making them
an old-time favorite of elite knights.

Bradden steel is used widely in Drangleic.
This fine alloy is made from ores mined
in the southern kingdom.
01415A07;Leggings made of bradden steel.
They provide sturdy defense, making them
an old-time favorite of elite knights.

Bradden steel is used widely in Drangleic.
This fine alloy is made from ores mined
in the southern kingdom.
01418114;Hood favored by pyromancers.
It appears tattered but in fact its fabric
is reinforced with pyromancy.

Magic is no show. It is an art
that allows mere mortals to glimpse
into the very fabric of what is and may be.

01418115;Robe favored by pyromancers.
It appears tattered but in fact its fabric
is reinforced with pyromancy.

Magic is no show. It is an art
that allows mere mortals to glimpse
into the very fabric of what is and may be.
01418116;Gloves favored by pyromancers.
They appear tattered but in fact the fabric
is reinforced with pyromancy.

Magic is no show. It is an art
that allows mere mortals to glimpse
into the very fabric of what is and may be.
01418117;Boots favored by pyromancers.
They appear tattered but in fact the fabric
is reinforced with pyromancy.

Magic is no show. It is an art
that allows mere mortals to glimpse
into the very fabric of what is and may be.
0141A824;Hood worn by looting brigands.

Mountains surround Drangleic on three sides.
Most travelers who try to cross them end up
hapless prey to the countless brigands
lurking there.
0141A825;Armor donned by looting brigands.

This armor may appear shoddy,
but is in fact a very functional piece of work,
its materials meticulously crafted together.
0141A826;Gauntlets donned by looting brigands.

These gauntlets may appear shoddy,
but are in fact a very functional piece of work,
the materials meticulously crafted together.
0141A827;Trousers donned by looting brigands.

These trousers may appear shoddy,
but are in fact a very functional piece of work,
the materials meticulously crafted together.
0141F644;Hemp hood that fully covers the face.
Provides protection from the elements,
and little more.

The cursed souls who wander the lands
have a strange way of ending up here,
as if drawn from afar by some force.
0141F645;Traveler's tunic.
Won't provide much in the way of protection.

The cursed souls who wander the lands
have a strange way of ending up here,
as if drawn from afar by some force.
0141F646;Traveler's manchettes.
Won't provide much in the way of protection.

The cursed souls who wander the lands
have a strange way of ending up here,
as if drawn from afar by some force.
0141F647;Traveler's trousers.
Won't provide much in the way of protection.

The cursed souls who wander the lands
have a strange way of ending up here,
as if drawn from afar by some force.
01429284;Hat worn by merchants from Lanafir,
where blue represents knowledge.
Wearing this increases item discovery.

Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.

Effect: Raises item discovery
01429285;Coat worn by merchants from Lanafir.
The eagle is normally a symbol of strength,
but in Lanafir it symbolizes wealth.

Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.

01429286;Gloves worn by merchants from Lanafir.

Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.

01429287;Boots worn by merchants from Lanafir.

Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.

0142E0A4;A helm as if hewn from a giant boulder.
Offers stupendous defense, but weighs a ton.

The origin of the name Havel is not clear.
Some say it was the warrior who wore the armor,
but others say that it was the name of a great
kingdom ruined in a barbaric war.
0142E0A5;Armor as if hewn from a giant boulder.
Offers stupendous defense, but weighs a ton.

The origin of the name Havel is not clear.
Some say it was the warrior who wore the armor,
but others say that it was the name of a great
kingdom ruined in a barbaric war.
0142E0A6;Gauntlets as if hewn from a giant boulder.
They offer stupendous defense, but weigh a ton.

The origin of the name Havel is not clear.
Some say it was the warrior who wore the armor,
but others say that it was the name of a great
kingdom ruined in a barbaric war.
0142E0A7;Leggings as if hewn from a giant boulder.
They offer stupendous defense, but weigh a ton.

The origin of the name Havel is not clear.
Some say it was the warrior who wore the armor,
but others say that it was the name of a great
kingdom ruined in a barbaric war.
0143A3F4;A boldly-colored jester's cap.
A nice bit of fun to try on.

Jesters are more than festival fixtures; 
some have a second face, hidden from
public view.

Effect: Raises item discovery
0143A3F5;A boldly-colored jester's robe.
A nice bit of fun to try on.

Jesters are more than festival fixtures; 
some have a second face, hidden from
public view.

Effect: Nullifies foes' critical hits
0143A3F6;Boldly-colored jester's gloves.
A nice bit of fun to try on.

Jesters are more than festival fixtures; 
some have a second face, hidden from
public view.

Effect: Increases number of Souls acquired
0143A3F7;Boldly-colored jester's tights.
A nice bit of fun to try on.

Jesters are more than festival fixtures; 
some have a second face, hidden from
public view.

Effect: Reduces falling damage
0143F214;Hat worn by astrologists in Melfia.
Astrologists believe that magical powers
can be obtained at moments of special
heavenly alignment.

Even the collective wisdom of the
Melfian Magic Academy cannot pull magic
out of the sky, but the ideas of the
astrologists led to the creation of
new and very useful magic devices.
0143F215;Robe worn by astrologists in Melfia.
Astrologists believe that magical powers
can be obtained at moments of special
heavenly alignment.

Even the collective wisdom of the
Melfian Magic Academy cannot pull magic
out of the sky, but the ideas of the
astrologists led to the creation of
new and very useful magic devices.
0143F216;Gauntlets worn by astrologists in Melfia.
Astrologists believe that magical powers
can be obtained at moments of special
heavenly alignment.

Even the collective wisdom of the
Melfian Magic Academy cannot pull magic
out of the sky, but the ideas of the
astrologists led to the creation of
new and very useful magic devices.
0143F217;Robe bottoms worn by astrologists in Melfia.
Astrologists believe that magical powers
can be obtained at moments of special
heavenly alignment.

Even the collective wisdom of the
Melfian Magic Academy cannot pull magic
out of the sky, but the ideas of the
astrologists led to the creation of
new and very useful magic devices.
014551A4;Helmet worn by the Forossa Lion Knights.

The mighty Lion Knights, worshippers of
the war god Faraam, wore heavy armor and
were feared for their nimble two-handed
swordplay.

But their legacy was cut short with the fall
of Forossa.
014551A5;Armor worn by the Forossa Lion Knights.

The mighty Lion Knights, worshippers of
the war god Faraam, wore heavy armor and
were feared for their nimble two-handed
swordplay.

But their legacy was cut short with the fall
of Forossa.
014551A6;Gauntlets worn by the Forossa Lion Knights.

The mighty Lion Knights, worshippers of
the war god Faraam, wore heavy armor and
were feared for their nimble two-handed
swordplay.

But their legacy was cut short with the fall
of Forossa.
014551A7;Boots worn by the Forossa Lion Knights.

The mighty Lion Knights, worshippers of
the war god Faraam, wore heavy armor and
were feared for their nimble two-handed
swordplay.

But their legacy was cut short with the fall
of Forossa.
014578B4;An eerily-shaped helmet spoken of in legend,
crafted with scales of the Black Dragon.

The Black Dragon was long considered a
mere legend, but this helm proves its existence.
014578B5;Eerily-shaped armor spoken of in legend,
crafted with scales of the Black Dragon.

The Black Dragon was long considered a
mere legend, but this proves its existence.
014578B6;Eerily-shaped gauntlets spoken of in legend,
crafted with scales of the Black Dragon.

The Black Dragon was long considered a
mere legend, but these prove its existence.
014578B7;Eerily-shaped Leggings spoken of in legend,
crafted with scales of the Black Dragon.

The Black Dragon was long considered a
mere legend, but these prove its existence.
01459FC4;This blindingly-bright yellow costume is said
to have been worn by the Xanthous King.

Perhaps the heinously towering head cloth
crown served some purpose, or perhaps it
was some strange display of power.
01459FC5;This blindingly-bright yellow costume is said
to have been worn by the Xanthous King.

Despite the costume's being in near tatters,
its yellow hues are mysteriously unfaded.
01459FC6;This blindingly-bright yellow costume is said
to have been worn by the Xanthous King.

Despite the costume's being in near tatters,
its yellow hues are mysteriously unfaded.
01459FC7;This blindingly-bright yellow costume is said
to have been worn by the Xanthous King.

Despite the costume's being in near tatters,
its yellow hues are mysteriously unfaded.
0145C6D4;A mask honoring an ancient goddess.
Sin was said to be her domain, but the
name of this goddess is long forgotten.

Little is known about what purpose the
mask served, only that it was worn by
a person of great authority.
0145C6D5;Robe honoring an ancient goddess.
Sin was said to be her domain, but the
name of this goddess is long forgotten.

Little is known about what purpose the
robe served, only that it was worn by
a person of great authority.
0145C6D6;Manchettes honoring an ancient goddess.
Sin was said to be her domain, but the
name of this goddess is long forgotten.

Little is known about what purpose the
manchettes served, only that they were worn
by a person of great authority.
0145C6D7;Tights honoring an ancient goddess.
Sin was said to be her domain, but the
name of this goddess is long forgotten.

Little is known about what purpose the
tights served, only that they were worn by
a person of great authority.
0145EDE4;Helm of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?

Effect: Raises equipment load
0145EDE5;Armor of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?

Effect: Raises equipment load
0145EDE6;Gauntlets of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?

Effect: Raises equipment load
0145EDE7;Leggings of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?

Effect: Raises equipment load
0145F1CC;Helm of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?
0145F1CD;Armor of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?
0145F1CE;Gauntlets of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?
0145F1CF;Leggings of kings of the desert land of Jugo.
First worn by Aurous, the land's heroic founder.

According to legend, the armor of Aurous
is composed of a mysterious substance that
cannot be seen by cowards.
What do your eyes tell you?
014614F4;A traditional sacred headcloth crafted at
the Lindelt Monastery.
Made of a lightweight, flowing white fabric.

The ceremonial design suggests that they
revered whatever it was they watched over.

The purity of the garment, however,
neatly symbolizes the fraudulence found
at the very heart of the monastery.
014614F5;A traditional sacred longshirt crafted at
the Lindelt Monastery.
Made of a lightweight, flowing white fabric.

The ceremonial design suggests that they
revered whatever it was they watched over.

The purity of the garment, however,
neatly symbolizes the fraudulence found
at the very heart of the monastery.
014614F6;Traditional sacred gloves crafted at
the Lindelt Monastery.
Made of a lightweight, flowing white fabric.

The ceremonial design suggests that they
revered whatever it was they watched over.

The purity of the garment, however,
neatly symbolizes the fraudulence found
at the very heart of the monastery.
014614F7;A traditional sacred skirt crafted at
the Lindelt Monastery.
Made of a lightweight, flowing white fabric.

The ceremonial design suggests that they
revered whatever it was they watched over.

The purity of the garment, however,
neatly symbolizes the fraudulence found
at the very heart of the monastery.
01466314;An unassuming dingy hood.

Although by now gray with soot and
nearly unraveled, its fabric was originally
a pure white.
01466315;An unassuming dingy robe.

Although by now gray with soot and
nearly unraveled, its fabric was originally
a pure white.
01466316;Unassuming dingy cuffs.

Although by now gray with soot and
nearly unraveled, their fabric was originally
a pure white.
01466317;An unassuming dingy skirt.
Originally pure white.

A close inspection reveals old dried blood.
What tragedy could have befallen
its original owner?
0146FF54;Monocled hat favored by Blue-eyed Durgo.
Extends arrow range.

The hero Durgo, an expert bowman,
and his brother-in-law defended their
homeland from aggressors.
In spite of Lanafir's policy of isolationism,
Durgo was well known even beyond its domain.

Effect: Boosts range of bows
01472666;Stone gauntlets engraved with odd writing.
Said to bring good fortune to their wearer.

The wealthy merchant Fiorenza searched for
these rare and precious gauntlets his entire life,
but was not the one who found them.

Effect: Rare chance normal attacks become
critical hits
01474D75;A large barrel.
One can wear this barrel, but it conceals
the arms, making movement very difficult.

The barrel is oddly comforting, however,
and gradually restores HP, perhaps an
effect of the strange crest painted upon it.
01477487;Boots crafted with brown fur.
Absorb shock and reduce fall damage.

These boots, used in a celebrative festival,
are light, rugged, and retain warmth.

Effect: Reduces falling damage
01479B94;Hat made from wings of the rare moon butterfly.
Poisons those who approach its wearer.

Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.

Effect: Poisons nearby foes
01479B95;Pinions made from wings of the rare moon butterfly.
Poisons those who approach its wearer.
Also extends jump distance.

Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.

Effects:
Poisons nearby foes
Increases length of jump
01479B96;Cuffs made from wings of the rare moon butterfly.
Poisons those who approach its wearer.

Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.

Effect: Poisons nearby foes
01479B97;Skirt made from wings of the rare moon butterfly.
Poisons those who approach its wearer.
Also extends jump distance.

Little is known about the moon butterfly,
which only appears on full-moon nights in winter.
Some say the butterfly is a magical being,
and its larvae have never once been spotted.

Effects:
Poisons nearby foes
Increases length of jump
0147C2A4;An odd helmet shaped like an onion.

This helmet appears rather absurd,
but its multi-faced construction is in fact
quite practical as it effectively deflects
physical attacks.

The old tales speak of brave Catarina
knights wearing this helmet as they
rushed courageously into battle.
0147C2A5;Odd armor shaped like an onion.

This armor appears rather absurd,
but its multi-faced construction is in fact
quite practical as it effectively deflects
physical attacks.

The old tales speak of brave Catarina
knights wearing this armor as they
rushed courageously into battle.
0147C2A6;Odd gauntlets shaped like an onion.

These gauntlets appear rather absurd,
but their multi-faced construction is in fact
quite practical as they effectively deflect
physical attacks.

The old tales speak of brave Catarina
knights wearing these gauntlets as they
rushed courageously into battle.
0147C2A7;Odd leggings shaped like an onion.

These leggings appear rather absurd,
but their multi-faced construction is in fact
quite practical as they effectively deflect
physical attacks.

The old tales speak of brave Catarina
knights wearing these leggings as they
rushed courageously into battle.
0147E9B4;Helm worn by Alva the Wayfarer.
Light but offers very high defense.

Alva crossed many a land in search
of a cure for Saint Serreta's sickness,
but failed and relinquished his knighthood.

Alva was once wracked with guilt and remorse,
but rediscovered his purpose in life with the
aid of the witch who once
plotted against him.
0147E9B5;Armor worn by Alva the Wayfarer.
Light but offers very high defense.

Alva crossed many a land in search
of a cure for Saint Serreta's sickness,
but failed and relinquished his knighthood.

Alva was once wracked with guilt and remorse,
but rediscovered his purpose in life with the
aid of the witch who once
plotted against him.
0147E9B6;Gauntlets worn by Alva the Wayfarer.
Light but offer very high defense.

Alva crossed many a land in search
of a cure for Saint Serreta's sickness,
but failed and relinquished his knighthood.

Alva was once wracked with guilt and remorse,
but rediscovered his purpose in life with the
aid of the witch who once
plotted against him.
0147E9B7;Leggings worn by Alva the Wayfarer.
Light but offer very high defense.

Alva crossed many a land in search
of a cure for Saint Serreta's sickness,
but failed and relinquished his knighthood.

Alva was once wracked with guilt and remorse,
but rediscovered his purpose in life with the
aid of the witch who once
plotted against him.
014810C4;Veil worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Boasts excellent magic defense.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
014810C5;Robe worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Boasts excellent magic defense.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
014810C6;Gloves worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Boasts excellent magic defense.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
014810C7;Trousers worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Boasts excellent magic defense.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
014814AC;Hat worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Allows the attunement of an extra spell.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.
01481894;Domino mask worn by Zullie the Witch,
seducer of Alva the Wayfarer.
Strengthens magic attacks but reduces max HP.

When Zullie the Witch learned of Alva's dedication
to Saint Serreta, she used all manner of tricks and
deceit to ruin him, but in the end she would
spend her life with him, supporting his endeavors.

The witch, as unloving as she was unloved, finally
found illumination through her blighted existence.

Effects:
Raises magic ATK
Lowers max HP
01499764;Black helm of the Drakeblood Knights, 
who came from a land long forgotten.

The Drakeblood Knights, who worshipped the
blood of dragons, were led by Sir Yorgh
in a siege of the Eternal Sanctum, but sunk
into the Sanctum when the slumbering
dragon awoke.

The red cloth wrapped around their black
armor represents the sacred blood of dragons.
01499765;Black armor of the Drakeblood Knights, 
who came from a land long forgotten.

The Drakeblood Knights, who worshipped the
blood of dragons, were led by Sir Yorgh
in a siege of the Eternal Sanctum, but sunk
into the Sanctum when the slumbering
dragon awoke.

The red cloth wrapped around their black
armor represents the sacred blood of dragons.
01499766;Black gauntlets of the Drakeblood Knights, 
who came from a land long forgotten.

The Drakeblood Knights, who worshipped the
blood of dragons, were led by Sir Yorgh
in a siege of the Eternal Sanctum, but sunk
into the Sanctum when the slumbering
dragon awoke.

The red cloth wrapped around their black
armor represents the sacred blood of dragons.
01499767;Black leggings of the Drakeblood Knights, 
who came from a land long forgotten.

The Drakeblood Knights, who worshipped the
blood of dragons, were led by Sir Yorgh
in a siege of the Eternal Sanctum, but sunk
into the Sanctum when the slumbering
dragon awoke.

The red cloth wrapped around their black
armor represents the sacred blood of dragons.
0149BE74;Hood of a Forossan sage.

Forossans venerated the god of war,
and sages who led warriors into battle were
called Northwarders.

Northwarders earned their title only after
completing a great journey of great hardship,
after which they would be worshipped
as oracles of the war gods.

Effect: extends duration of spell effects
0149BE75;Robe of a Forossan sage.

In Forossa, the gods of war were venerated,
and sages who led warriors into battle were
called Northwarders.

Northwarders earned their title only after
completing a great journey of great hardship,
after which they would be worshipped
as oracles of the war gods.

Effect: extends duration of spell effects
0149BE76;Manchettes of a Forossan sage.

In Forossa, the gods of war were venerated,
and sages who led warriors into battle were
called Northwarders.

Northwarders earned their title only after
completing a great journey of great hardship,
after which they would be worshipped
as oracles of the war gods.

Effect: extends duration of spell effects
0149BE77;Trousers of a Forossan sage.

In Forossa, the gods of war were venerated,
and sages who led warriors into battle were
called Northwarders.

Northwarders earned their title only after
completing a great journey of great hardship,
after which they would be worshipped
as oracles of the war gods.

Effect: extends duration of spell effects
0149E584;no text
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0149E585;no text
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0149E586;no text
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0149E587;no text
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014A0C94;Crown of the Old Iron King
who once ruled this land.

The King sunk below the scorching iron,
met the one whose name must never
be repeated, and became Ichorous Earth.

But these were events of long ago,
and today, no one even remembers
the King's name.
014A33A4;Crown of the Ivory King
who once ruled this land.

Far to the north, a King built a
great cathedral to appease the raging flame.
But when he sensed the degradation of
his soul, he left without a word, leaving
everything to Alsanna, who had,
unbeknownst, found a place at his side.

But these were events of long ago,
and today, no one even remembers
the King's name.
014A5AB4;Crown of the Sunken King
who once ruled this land.

The King erected the Eternal Sanctum below
the earth to worship the great dragon,
but the towering bulwark crumbled with the
city shortly after the dragon's awakening.

But these were events of long ago,
and today, no one even remembers
the King's name.
014A81C4;Helm forged from an ancient bell.

Appears to be a mere curiosity,
but is in fact quite practical.
The top of the helm provides
significant defense.
014AA8D4;A hood imitating the head of a Hollow.
Provides curse resistance, and makes
it easier to detect messages from other worlds.

Finely crafted to perfectly imitate the head
of a Hollow, only without the abhorrent stench.
Whoever created this was surely deeply
respectful of those lost to Hollowing.
014ACFE4;A mask depicting Pharros' contraption.
Tears flow from the eyes of this mask,
drenching its wearer.

The majority of Pharros' creations
are perplexing to reasoned men,
and this mask is no exception.
014AF6F7;Skirt of a nameless troubadour.
High durability, despite its appearance.

While troubadours can get by on their own
through wily use of their arts for the most part,
they might still require a generous patron.
The stunning arrangement of layered flowers
on this skirt is designed to capture the
attention of a candidate for the position.
014B1E04;An ornamental helm commissioned by the
Old Iron King.

An awkwardly repurposed iron ornament,
and as such, remains a stuffy, heavy thing.
Wearing it gives one the sensation
of being smothered in iron.
014B4514;Headpiece depicting the avaricious creature
that mimics treasure chests.
Increases soul absorption and item discovery,
but steadily drains HP.

There is a curious tale of an incorrigibly covetous
ancient deity. Clearly it has currency amongst some
miscreants, or this would have never been crafted.
01500004;Helm worn by Hollowed royal soldiers.

Appears to be crafted with quality materials,
but is highly degraded and close to falling apart.
Wearing this will be of little use.
01500005;Armor worn by Hollowed royal soldiers.

Appears to be crafted with quality materials,
but is highly degraded and close to falling apart.
Wearing this will be of little use.
01500006;Gauntlets worn by Hollowed royal soldiers.

They appear to be crafted with quality materials,
but are highly degraded and close to falling apart.
Wearing these will be of little use.
01500007;Leggings worn by Hollowed royal soldiers.

They appear to be crafted with quality materials,
but are highly degraded and close to falling apart.
Wearing these will be of little use.
015003EC;Royal Drangleic soldier helm.

Equipment crafted by the royal blacksmith.
Finely polished and ready for battle.
015003ED;Royal Drangleic soldier armor.

Equipment crafted by the royal blacksmith.
Finely polished and ready for battle.
015003EE;Royal Drangleic soldier Gauntlets.

Equipment crafted by the royal blacksmith.
Finely polished and ready for battle.
015003EF;Royal Drangleic soldier Leggings.

Equipment crafted by the royal blacksmith.
Finely polished and ready for battle.
01502714;Helm worn by Hollowed infantry.

A piece of basic, minimal equipment.
Worse yet, it's worn and nearly falling apart.
Not recommended unless your options are spent.
01502715;Armor worn by Hollowed infantry.

A piece of basic, minimal equipment.
Worse yet, it's worn and nearly falling apart.
Not recommended unless your options are spent.
01502716;Gloves worn by Hollowed infantry.

A piece of basic, minimal equipment.
Worse yet, they're worn and nearly falling apart.
Not recommended unless your options are spent.
01502717;Leggings worn by Hollowed infantry.

A piece of basic, minimal equipment.
Worse yet, they're worn and nearly falling apart.
Not recommended unless your options are spent.
01502AFC;Helmet worn by Drangleic infantry.

A piece of basic, minimal equipment.
At least it's light and easy-to-use.
01502AFD;Armor worn by Drangleic infantry.

A piece of basic, minimal equipment.
At least it's light and easy-to-use.
01502AFE;Gloves worn by Drangleic infantry.

A piece of basic, minimal equipment.
At least they're light and easy-to-use.
01502AFF;Leggings worn by Drangleic infantry.

A piece of basic, minimal equipment.
At least they're light and easy-to-use.
01509C44;Traditional headpiece for Drangleic clerics.

The clerics of Drangleic were not viewed with
particular reverence, and their positions were
only preserved as a nod to tradition.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a men's headpiece.
01509C45;Traditional Robe worn by Drangleic clerics.

The clerics of Drangleic were not viewed with
particular reverence, and their positions were
only preserved as a nod to tradition.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a men's robe.
01509C46;Traditional Gloves worn by Drangleic clerics.

The clerics of Drangleic were not viewed with
particular reverence, and their positions were
only preserved as a nod to tradition.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
These are men's gloves.
01509C47;Traditional Skirt worn by Drangleic clerics.

The clerics of Drangleic were not viewed with
particular reverence, and their positions were
only preserved as a nod to tradition.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a men's skirt.
0150A414;Traditional headpiece worn by Drangleic clerics.

The clerics of Drangleic have retained their
nominal status throughout the ages, but were
always at arms length from the royal family,
as if their existence was little more than
a formality.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a women's headpiece.
0150A415;Robe worn by Drangleic clerics.

The clerics of Drangleic have retained their
nominal status throughout the ages, but were
always at arms length from the royal family,
as if their existence was little more than
a formality.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a women's robe.
0150A416;Gloves worn by Drangleic clerics.

The clerics of Drangleic have retained their
nominal status throughout the ages, but were
always at arms length from the royal family,
as if their existence was little more than
a formality.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
These are women's gloves.
0150A417;Skirt worn by Drangleic clerics.

The clerics of Drangleic have retained their
nominal status throughout the ages, but were
always at arms length from the royal family,
as if their existence was little more than
a formality.

It is customary for clerics to wear
different garb depending on their sex,
but the reason for this practice is unknown.
This is a women's skirt.
0150EA64;Hood worn by Hollowed thieves.

The hood is primarily intended to hide the
face of the wearer, and is of no practical
value as defensive gear.
0150EA65;Armor donned by Hollowed thieves.

Despite its crude appearance,
this armor is surprisingly sturdy.
0150EA66;Gauntlets worn by Hollowed thieves.

Despite their crude appearance,
these gauntlets are surprisingly sturdy.
0150EA67;Leggings worn by Hollowed thieves.

Despite their crude appearance,
these leggings are surprisingly sturdy.
01515F94;Helmet of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war. Citizens
became bandits, and scattered to other lands.
01515F95;Armor of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war. Citizens
became bandits, and scattered to other lands.
01515F96;Gauntlets of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war. Citizens
became bandits, and scattered to other lands.
01515F97;Boots of bandits of the Forossan outskirts.

The territory of Forossa became lawless
after the kingdom fell to war. Citizens
became bandits, and scattered to other lands.
0151ADB4;Helmet worn by Varangians that terrorized
nearby seas.

The coastline stretches far in northern Drangleic.
Beyond this northern sea is an unexplored
continent, said to be the home of things inhuman.
0151ADB5;Armor worn by Varangians that terrorized
nearby seas.

The coastline stretches far in northern Drangleic.
Beyond this northern sea is an unexplored
continent, said to be the home of things inhuman.
0151ADB6;Cuffs worn by Varangians that terrorized
nearby seas.

The coastline stretches far in northern Drangleic.
Beyond this northern sea is an unexplored
continent, said to be the home of things inhuman.
0151ADB7;Leggings worn by Varangians that terrorized
nearby seas.

The coastline stretches far in northern Drangleic.
Beyond this northern sea is an unexplored
continent, said to be the home of things inhuman.
01527104;Hood worn by Hollowed Drangleic mages.

Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a women's hood.
01527105;Robe worn by Hollowed Drangleic mages.

Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a women's robe.
015278D4;Hood worn by Hollowed Drangleic mages.

Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a men's hood.
015278D5;Robe worn by Hollowed Drangleic mages.

Drangleic mages wore different garb
depending on their sex.
What function this served, however,
is unknown, as with many old practices.
This is a men's robe.
01529815;Robe worn by Lion Clan mages.

The Lion Clan are an offshoot race
that appear in historical records quite abruptly,
as if one day they climbed up out of the depths
of the very earth itself.

Effect: Improves casting speed
01529816;Cuffs worn by Lion Clan mages.

The Lion Clan are an offshoot race
that appear in historical records quite abruptly,
as if one day they climbed up out of the depths
of the very earth itself.

Effect: Improves casting speed
01529817;Skirt worn by Lion Clan mages.

The Lion Clan are an offshoot race
that appear in historical records quite abruptly,
as if one day they climbed up out of the depths
of the very earth itself.

Effect: Improves casting speed
01530D44;Heavy steel helmet.

A relic of an order of knights said to be
the mightiest warriors of their time.
01530D45;Heavy steel armor.

A relic of an order of knights said to be
the mightiest warriors of their time.
01530D46;Heavy steel gauntlets.

A relic of an order of knights said to be
the mightiest warriors of their time.
01530D47;Heavy steel leggings.

A relic of an order of knights said to be
the mightiest warriors of their time.
01533454;Used to hide in the cover of night.
Those who are especially adept assassins
are often hired as bodyguards.

In an attempt to stave off the curse,
King Vendrick hired shadowmen to
put down the Hollows, but before long
they were Hollowed themselves.

01533455;Used to hide in the cover of night.
Those who are especially adept assassins
are often hired as bodyguards.

In an attempt to stave off the curse,
King Vendrick hired shadowmen to
put down the Hollows, but before long
they were Hollowed themselves.

01533456;Used to hide in the cover of night.
Those who are especially adept assassins
are often hired as bodyguards.

In an attempt to stave off the curse,
King Vendrick hired shadowmen to
put down the Hollows, but before long
they were Hollowed themselves.
01533457;Used to hide in the cover of night.
Those who are especially adept assassins
are often hired as bodyguards.

In an attempt to stave off the curse,
King Vendrick hired shadowmen to
put down the Hollows, but before long
they were Hollowed themselves.

01535B64;Mask of the manikins of Harvest Valley.

A fickle queen gave them life, and tore off
their faces. How else could she forgive
those who dared gaze upon her?
01535B65;Top of the manikins of Harvest Valley.

The peculiar art of puppetry is a vestige
of the two lost lands.
A queen breathed life into these dolls with
the very miasma that afflicted her poison-
drenched bosom, so that she would have
slaves to serve her temperamental will.
01535B66;Gloves of the manikins of Harvest Valley.

The peculiar art of puppetry is a vestige
of the two lost lands.
A queen breathed life into these dolls with
the very miasma that afflicted her poison-
drenched bosom, so that she would have
slaves to serve her temperamental will.
01535B67;Boots of the manikins of Harvest Valley.

The peculiar art of puppetry is a vestige
of the two lost lands.
A queen breathed life into these dolls with
the very miasma that afflicted her poison-
drenched bosom, so that she would have
slaves to serve her temperamental will.
0153D094;Rags worn by imprisoned Hollows.
This appears to have been worn on the head.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.

Effect: Raises item discovery
0153D095;Rags worn by imprisoned Hollows.
This appears to have been worn on the body.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.

Effect: Raises item discovery
0153D096;Rags worn by imprisoned Hollows.
This appears to have been worn on the arms.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
0153D097;Rags worn by imprisoned Hollows.
This appears to have been worn on the hip.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
0153D47C;Rags worn by imprisoned Hollows.
This appears to have been worn on the head.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.

Effect: Raises item discovery
0153D47D;Rags worn by imprisoned Hollows.
This appears to have been worn on the body.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.

Effect: Raises item discovery
01546CD4;Helm of the Archdrake sect of Lindelt.

Little is known about the Archdrake sect
and its ancient rituals, and those who dare to indulge
their curiosity have been known to simply vanish.

The Archdrake sect are the keepers of Lindelt's
histories, including the only record of its
foundation, a tome they have good reason to
keep hidden away.
01546CD5;Robes of the Archdrake sect of Lindelt.

Little is known about the Archdrake sect
and its ancient rituals, and those who dare to indulge
their curiosity have been known to simply vanish.

The Archdrake sect are the keepers of Lindelt's
histories, including the only record of its
foundation, a tome they have good reason to
keep hidden away.
01546CD6;Gloves of the Archdrake sect of Lindelt.

Little is known about the Archdrake sect
and its ancient rituals, and those who dare to indulge
their curiosity have been known to simply vanish.

The Archdrake sect are the keepers of Lindelt's
histories, including the only record of its
foundation, a tome they have good reason to
keep hidden away.
01546CD7;Boots of the Archdrake sect of Lindelt.

Little is known about the Archdrake sect
and its ancient rituals, and those who dare to indulge
their curiosity have been known to simply vanish.

The Archdrake sect are the keepers of Lindelt's
histories, including the only record of its
foundation, a tome they have good reason to
keep hidden away.
0154E204;Helm of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.
0154E205;Armor of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.
0154E206;Gloves of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.
0154E207;Boots of the nomadic Gyrm.

The stocky Gyrm are kind-natured,
but humans deemed them impure,
and drove them underground.
01550914;Warrior helm of the nomadic Gyrm.
Excellent poise and defense, but very heavy.

Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.
01550915;Warrior armor of the nomadic Gyrm.
Excellent poise and defense, but very heavy.

Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.
01550916;Warrior gloves of the nomadic Gyrm.
Excellent poise and defense, but very heavy.

Most of the Gyrm descendants refused contact
with any outsiders, and live with a sense of deep
contempt for those who exiled them.
01550917;Warrior boots of the nomadic Gyrm.
Excellent poise and defense, but very heavy.

Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.
01550CFC;Greathelm worn by the nomadic Gyrm.
Excellent poise and defense, but very heavy.

Most Gyrm descendants refuse contact
with outsiders, and live with a sense of deep
contempt for those who exiled them.
01553024;Mask of a knight subsumed by dark.

No one knows the true identity of these men
who are said to freely manipulate dark.
Old foreign legends describe them as poor
souls who chased the lost art of lifedrain.
01553025;Armor of a knight subsumed by dark.

No one knows the true identity of these men
who are said to freely manipulate dark.
Old foreign legends describe them as poor
souls who chased the lost art of lifedrain.
01553026;Gauntlets of a knight subsumed by dark.

No one knows the true identity of these men
who are said to freely manipulate dark.
Old foreign legends describe them as poor
souls who chased the lost art of lifedrain.
01553027;Leggings of a knight subsumed by dark.

No one knows the true identity of these men
who are said to freely manipulate dark.
Old foreign legends describe them as poor
souls who chased the lost art of lifedrain.
01555734;Strange mask worn by Aldia warlocks.
Grants dark defense, and increased soul acquisition.

Warlocks in Aldia gave rise to wicked things,
and even cast forbidden rituals upon themselves.
No one knows if they were born mad, or if their
own misdeeds drove them over the edge.

Effect: Increases number of Souls acquired
0156B6C4;Cap worn by settlers of Tseldora.
Rather fancy but with low defense
and unfit for battle.

Tseldora flourished with the discovery of
brightstone, deep under the settlement.
But with this prosperity came greed in equal
measure, and the people were ever in search of
that which they lacked.

Effect: Increases number of Souls acquired
0156B6C5;Robe worn by settlers of Tseldora.
Rather fancy but with low defense
and unfit for battle.

The brightstone that brought prosperity to
Tseldora served only to stoke the flames of its
peoples' desires, eventually leading to its ruin.
Those bewitching, brilliantly gleaming stones
are said to be fragments of a being that once
roamed the entrails of the earth.

Effect: Increases number of Souls acquired
0156B6C6;Manchettes worn by settlers of Tseldora.
Rather fancy but with low defense
and unfit for battle.

The brightstone that brought prosperity to
Tseldora served only to stoke the flames of its
peoples' desires, eventually leading to its ruin.
Those bewitching, brilliantly gleaming stones
are said to be fragments of a being that once
roamed the entrails of the earth.

Effect: Increases number of Souls acquired
0156B6C7;Trousers worn by settlers of Tseldora.
Rather fancy but with low defense
and unfit for battle.

The brightstone that brought prosperity to
Tseldora served only to stoke the flames of its
peoples' desires, eventually leading to its ruin.
Those bewitching, brilliantly gleaming stones
are said to be fragments of a being that once
roamed the entrails of the earth.

Effect: Increases number of Souls acquired
015704E4;Hat commonly worn by peasants.

Designed to block sunlight,
more fit for farming than fighting.
015704E5;Attire commonly worn by peasants.

Normal workwear, more fit for farming
than fighting.
015704E6;Long gloves commonly worn by peasants.

Normal workwear, more fit for farming
than fighting.
015704E7;Trousers commonly worn by peasants.

Normal workwear, more fit for farming
than fighting.
01577A14;Helm worn by Ironclad Soldiers.
Provides high defense, but is so heavy that
it requires great strength to move.

The Ironclad Soldiers were minions created
by the Old Iron King, their life granted by
an enchantment of souls.

Once, the Old King could have unraveled the
greater mysteries, with the aid of his great soul,
but he was led astray by his enormous fortune,
becoming nothing more than a vulgar hedonist.
01577A15;Armor worn by Ironclad Soldiers.
Provides high defense, but is so heavy that
it requires great strength to move.

The Ironclad Soldiers were minions created
by the Old Iron King, their life granted by
an enchantment of souls. By now this is
again an iron husk, and fit to wear.

Once, the Old King could have unraveled the
greater mysteries with the aid of his great soul,
but he was led astray by his enormous fortune,
becoming nothing more than a vulgar hedonist.

Effect: Nullifies foes' critical hits
01577A16;Gauntlets worn by Ironclad Soldiers.
Provides high defense, but are so heavy that
they require great strength to move.

The Ironclad Soldiers were minions created
by the Old Iron King, their life granted by
an enchantment of souls. By now this is
again an iron husk, and fit to wear.

Once, the Old King could have unraveled the
greater mysteries with the aid of his great soul,
but he was led astray by his enormous fortune,
becoming nothing more than a vulgar hedonist.
01577A17;Leggings worn by Ironclad Soldiers.
Provides high defense, but are so heavy that
they require great strength to move.

The Ironclad Soldiers were minions created
by the Old Iron King, their life granted by
an enchantment of souls. By now this is
again an iron husk, and fit to wear.

Once, the Old King could have unraveled the
greater mysteries with the aid of his great soul,
but he was led astray by his enormous fortune,
becoming nothing more than a vulgar hedonist.
015781E4;Old helm worn by Ironclad Soldiers.
Boasts high defense, but extremely heavy.

One day, warriors wearing decrepit armor
emerged from Drangleic castle, and quietly
assumed positions amongst the royal army.

Not one of them ever spoke a word,
or revealed the face under the mask.
015781E5;Old armor worn by Ironclad Soldiers.
Provides high defense, but extremely heavy.

One day, warriors wearing decrepit armor
emerged from Drangleic castle, and quietly
assumed positions amongst the royal army.

Not one of them ever spoke a word,
or revealed the face under the mask.

Effect: Nullifies foes' critical hits
015781E6;Old gauntlets worn by Ironclad Soldiers.
Provides high defense, but extremely heavy.

One day, warriors wearing decrepit armor
emerged from Drangleic castle, and quietly
assumed positions amongst the royal army.

Not one of them ever spoke a word,
or revealed the face under the mask.
015781E7;Old leggings worn by Ironclad Soldiers.
Provides high defense, but extremely heavy.

One day, warriors wearing decrepit armor
emerged from Drangleic castle, and quietly
assumed positions amongst the royal army.

Not one of them ever spoke a word,
or revealed the face under the mask.
0157A124;Helmet of a royal swordsman.
Its shape provides defense while allowing
great mobility. Stripped of ornamentation,
this particular helm is designed strictly for battle.

King Vendrick supplied his bravest men with the
best armor available to face the great giants,
but very few returned alive.
0157A125;Armor of a royal swordsman.
Its shape provides defense while allowing
great mobility. Stripped of ornamentation,
this armor is designed strictly for battle.

King Vendrick supplied his bravest men with the
best armor available to face the great giants,
but very few returned alive.
0157A126;Gloves of a royal swordsman.
Their shape provides defense while allowing
great mobility. Stripped of ornamentation,
these gloves are designed strictly for battle.

King Vendrick supplied his bravest men with the
best armor available to face the great giants,
but very few returned alive.
0157A127;Leggings of a royal swordsman.
Their shape provides defense while allowing
great mobility. Stripped of ornamentation,
these leggings are designed strictly for battle.

King Vendrick supplied his bravest men with the
best armor available to face the great giants,
but very few returned alive.
0157C834;Replica of the helmet of the loyal knight Syan.
This solidly-crafted helm offers high defense.

Sir Syan was widely known as the kingdom's
most leal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.

The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.
0157C835;Replica of the armor of the loyal knight Syan.
This solidly-crafted gear offers high defense.

Sir Syan was widely known as the kingdom's
most leal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.

The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.
0157C836;Replica of the gauntlets of the loyal knight Syan.
This solidly-crafted gear offers high defense.

Sir Syan was widely known as the kingdom's
most leal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.

The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.
0157C837;Replica of the leggings of the loyal knight Syan.
This solidly-crafted gear offers high defense.

Sir Syan was widely known as the kingdom's
most leal knight, and when the Giants invaded,
he volunteered to lead the advance party,
but was slaughtered most dishonorably.

The King commissioned replicas of Syan's
accoutrements and bestowed them to
promising knights, but not long after they
donned the armor did they go thoroughly mad.
0157EF44;Skeleton Lord Crown.
High dark defense.

The Old Iron King led his best men
on Undead hunts, but their memories
were purged in rebirth.
0157EF45;Skeleton Lord robe.
High dark defense.

The very men who were ordered to hunt
down the Undead were themselves
hollowed, and founded a kingdom of bone.
0157EF46;Skeleton Lord cuffs.
High dark defense.

The very men who were ordered to hunt
down the Undead were themselves
hollowed, and founded a kingdom of bone.
0157EF47;Skeleton Lord skirt.
High dark defense.

The very men who were ordered to hunt
down the Undead were themselves
hollowed, and founded a kingdom of bone.
015F1B34;Greathelm worn by Heide Knights.

Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.

All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.
015F1B35;Chainmail worn by Heide Knights.

Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.

All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.
015F1B36;Gauntlets worn by Heide Knights.

Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.

All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.
015F1B37;Leggings worn by Heide Knights.

Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.

All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.
015F1F1C;Iron mask worn by Heide Knights.

Whether Heide refers to a kingdom or
was just a name for the land is not clear,
for no records date back far enough to tell.

All that is known is that the Way of Blue
has its origins in Heide, and that Heide
was later subsumed by the sea.
015F9065;Dress worn by a far-gone muse.
Offers almost no physical defense,
but is blessed with high resistance to magic.

These enchanting singers were given song by the
Great Dead One, and have little concept of self.
They live only to sing, and will continue singing
until they can do so no longer.
015F944D;Dress worn by a far-gone muse.
Offers almost no physical defense,
but is blessed with high resistance to magic.

These enchanting singers were given song by the
Great Dead One, and have little concept of self.
They live only to sing, and will continue singing
until they can do so no longer.
015F9835;Dress worn by a far-gone muse.
Offers almost no physical defense,
but is blessed with high resistance to magic.

These enchanting singers were given song by the
Great Dead One, and have little concept of self.
They live only to sing, and will continue singing
until they can do so no longer.
015FB774;Helm of the Smelter Demon,
a great mass of iron that was given life.
High fire defense.

The Old Iron King was possessed of a great bounty
of ore, but was incinerated by a creature that rose
from the infernal depths of the earth.
015FB775;Armor of the Smelter Demon,
a great mass of iron that was given life.
High fire defense.

The Old Iron King was possessed of a great bounty
of ore, but was incinerated by a creature that rose
from the infernal depths of the earth.
015FB776;Gauntlets of the Smelter Demon,
a great mass of iron that was given life.
High fire defense.

The Old Iron King was possessed of a great bounty
of ore, but was incinerated by a creature that rose
from the infernal depths of the earth.
015FB777;Leggings of the Smelter Demon,
a great mass of iron that was given life.
High fire defense.

The Old Iron King was possessed of a great bounty
of ore, but was incinerated by a creature that rose
from the infernal depths of the earth.
015FDE84;Helmet worn by the captain of the Alonne Knights.

The accoutrements of the Alonne Knights, who
served the Old Iron King, were created with an
advanced casting technique. They remain solid, 
and handsomely crafted.

The design is styled after the armor worn by an
unusual knight who trained the Iron King's men in
the sword. He was said to have deserted his liege
after bearing witness to his descent into depravity.
015FDE85;Armor worn by the captain of the Alonne Knights.

The accoutrements of the Alonne Knights, who
served the Old Iron King, were created with an
advanced casting technique. They remain solid,
 and handsomely crafted.

The design is styled after the armor worn by an
unusual knight who trained the Iron King's men in
the sword. He was said to have deserted his liege
after bearing witness to his descent into depravity.
015FE26C;Helm worn by Alonne Knights.

The bonds of the Alonne Knights, who served the
Old Iron King, were mightier than the land's iron,
but in the end the knights were subsumed
by the flames that brought the castle down.
015FE26D;Armor worn by Alonne Knights.

The bonds of the Alonne Knights, who served the
Old Iron King, were mightier than the land's iron,
but in the end the knights were subsumed
by the flames that brought the castle down.
015FE26E;Gauntlets worn by Alonne Knights.

The bonds of the Alonne Knights, who served the
Old Iron King, were mightier than the land's iron,
but in the end the knights were subsumed
by the flames that brought the castle down.
015FE26F;Leggings worn by Alonne Knights.

The bonds of the Alonne Knights, who served the
Old Iron King, were mightier than the land's iron,
but in the end the knights were subsumed
by the flames that brought the castle down.
01600594;Helmet worn by the ferocious Vengarl of Forossa.

As Vengarl's helmet suggests, he was not
unlike a mad beast on the battlefield.

01600595;Armor of the ferocious Vengarl of Forossa.

Vengarl was known as a raging, deadly warrior.
Even Forossa's Lion Knights, a motley crew of
rabid fighters, kept him at arm's length.
01600596;Gloves of the ferocious Vengarl of Forossa.

Vengarl was known as a raging, deadly warrior.
Even Forossa's Lion Knights, a motley crew of
rabid fighters, kept him at arm's length.
01600597;Boots of the ferocious Vengarl of Forossa.

Vengarl was known as a raging, deadly warrior.
Even Forossa's Lion Knights, a motley crew of
rabid fighters, kept him at arm's length.
01602CA5;Cape worn by Lion Clan warriors.

The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone with the
curious notion of approaching them.

The lion clansmen seem to despise their
own looks, as they hate being seen.

Effect: Reduces falling damage
01602CA6;Cuffs worn by Lion Clan warriors.

The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone who might have
the curious notion of approaching them.

The lion clansmen seem to despise their
own looks, as they hate being seen.

Effect: Reduces falling damage
01602CA7;Skirt worn by Lion Clan warriors.

The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone with the
curious notion of approaching them.

The lion clansmen seem to despise their
own looks, as they hate being seen.

Effect: Reduces falling damage
0160308C;Helm worn by Lion Clan warriors.

The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone with the
curious notion of approaching them.

The lion clansmen seem to despise their
own looks, as they hate being seen.

Effect: Reduces falling damage
0160308D;Red cape worn by Lion Clan warriors.

The Lion Clan are an offshoot race
that have no ties to humans,
and would murder anyone with the
curious notion of approaching them.

The lion clansmen seem to despise their
own looks, as they hate being seen.

Effect: Reduces falling damage
0160C8E4;Mask worn by wardens of the crypt.
No notable effects. Designed only to block light.

The wardens of the crypt watch over the
slumbering dead, making sure they are not awoken.
Be they king or peasant, wise or dull, rich or poor,
the wardens treat them with the same care.
0160C8E5;Top worn by wardens of the crypt.

The wardens of the crypt watch over the
slumbering dead, making sure they are not awoken.
Be they king or peasant, wise or dull, rich or poor,
the wardens treat them with the same care.
0160C8E6;Cuffs worn by wardens of the crypt.

The wardens of the crypt watch over the
slumbering dead, making sure they are not awoken.
Be they king or peasant, wise or dull, rich or poor,
the wardens treat them with the same care.
0160C8E7;Bottoms worn by wardens of the crypt.

The wardens of the crypt watch over the
slumbering dead, making sure they are not awoken.
Be they king or peasant, wise or dull, rich or poor,
the wardens treat them with the same care.
0160EFF4;Helm worn by the Volgen Falconers.

Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.

In practice they serve as bodyguards for the
affluent elite, and they serve well, such that
nobody dares scrutinize their backgrounds.
0160EFF5;Armor worn by the Volgen Falconers.

Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.

In practice they serve as bodyguards for the
affluent elite, and they serve well, such that
nobody dares scrutinize their backgrounds.
0160EFF6;Gloves worn by the Volgen Falconers.

Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.

In practice they serve as bodyguards for the
affluent elite, and they serve well, such that
nobody dares scrutinize their backgrounds.
0160EFF7;Boots worn by the Volgen Falconers.

Domestic Volgen soldiers are infamously timid,
so it is no wonder that this fierce band of
mercenary falconers was hired to compensate.

In practice they serve as bodyguards for the
affluent elite, and they serve well, such that
nobody dares scrutinize their backgrounds.
01611704;Helm worn by the Primal Knights
of Drangleic castle.
Durability is low due to rusting.

Its weight would normally crush a man,
but to the brutish Primal Knights
it may as well be made of papyrus.
01611705;Armor worn by the Primal Knights
of Drangleic castle.
Durability is low due to rusting.

Its weight would normally crush a man,
but to the brutish Primal Knights
it may as well be made of papyrus.
01611706;Gauntlets worn by the Primal Knights
of Drangleic castle.
Durability is low due to rusting.

Its weight would normally crush a man,
but to the brutish Primal Knights
it may as well be made of papyrus.
01611707;Leggings worn by the Primal Knights
of Drangleic castle.
Durability is low due to rusting.

Its weight would normally crush a man,
but to the brutish Primal Knights
it may as well be made of papyrus.
01613E14;Helm worn by the Primal Knights
of Drangleic castle.

Its weight would normally crush a man,
but the Primal Knights wear it as if it were silk,
so fearsome is their brute strength.

The King restored a forbidden, long-lost art
to create these inhuman abominations.
01613E15;Armor worn by the Primal Knights
of Drangleic castle.

Its weight would normally crush a man,
but the Primal Knights wear it as if it were silk,
so fearsome is their brute strength.

The King restored a forbidden, long-lost art
to create these inhuman abominations.
01613E16;Gauntlets worn by the Primal Knights
of Drangleic castle.

Their weight would normally crush a man,
but the Primal Knights wear them as if they were
silk, so fearsome is their brute strength.

The King restored a forbidden, long-lost art
to create these inhuman abominations.
01613E17;Leggings worn by the Primal Knights
of Drangleic castle.

Their weight would normally crush a man,
but the Primal Knights wear them as if they were
silk, so fearsome is their brute strength.

The King restored a forbidden, long-lost art
to create these inhuman abominations.
01616524;Sorceress hood from the distant land of Jugo.
Appears to be a plain, thin fabric,
but is permeated with powerful magic.

Desert Sorceresses have enchanting looks,
and they use them to catch people off guard.

Oddly enough, even those who are perceptive
enough to realize the ploy fall prey to their
seductions with alarming regularity.
01616525;Sorceress top from the distant land of Jugo.
Appears to be a plain, thin fabric,
but is permeated with powerful magic.

Desert Sorceresses have enchanting looks,
and they use them to catch people off guard.

Oddly enough, even those who are perceptive
enough to realize the ploy fall prey to their
seductions with alarming regularity.
01616526;Sorceress gloves from the distant land of Jugo.
Appears to be a plain, thin fabric,
but is permeated with powerful magic.

Desert Sorceresses have enchanting looks,
and they use them to catch people off guard.

Oddly enough, even those who are perceptive
enough to realize the ploy fall prey to their
seductions with alarming regularity.
01616527;Sorceress skirt from the distant land of Jugo.
Appears to be a plain, thin fabric,
but is permeated with powerful magic.

Desert Sorceresses have enchanting looks,
and they use them to catch people off guard.

Oddly enough, even those who are perceptive
enough to realize the ploy fall prey to their
seductions with alarming regularity.
01618C34;Mask worn by acolytes of Aldia.

Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.

The nebulous face of the mask is designed
to deflect the ire of the ritual sacrifice. 
01618C35;Robe worn by acolytes of Aldia.

Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.

This white robe is designed to bear the brunt
of the ritual sacrifice's gushing blood. 
01618C36;Gloves worn by acolytes of Aldia.

Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.

These white gloves are designed to bear the
brunt of the ritual sacrifice's gushing blood. 
01618C37;Boots worn by acolytes of Aldia.

Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.

These practical boots are designed to prevent the
acolyte from slipping on the blood of the sacrifice.
0161901C;Hood worn by the Archmaster of Aldia.

Several of the greatest minds converged in Aldia
to weave strange new rituals, but rumors suggest
that during the course of their work their thoughts
were not their own.

The nebulous face of the mask is designed
to deflect the ire of the ritual sacrifice. 
0162C4B4;Helmet worn by the jailer's creation,
the Ruin Sentinel.

The sentinel has no form,
its soul residing within the armor itself.
Stare at it for long and its seems ready to
spring to life, but surely, such is an illusion.
0162C4B5;Armor worn by the jailer's creation,
the Ruin Sentinel.

The sentinel has no form,
its soul residing within the armor itself.
Stare at it for long and its seems ready to
spring to life, but surely, such is an illusion.
0162C4B6;Gauntlets worn by the jailer's creation,
the Ruin Sentinel.

The sentinel has no form,
its soul residing within the armor itself.
Stare at it for long and its seems ready to
spring to life, but surely, such is an illusion.
0162C4B7;Leggings worn by the jailer's creation,
the Ruin Sentinel.

The sentinel has no form,
its soul residing within the armor itself.
Stare at it for long and its seems ready to
spring to life, but surely, such is an illusion.
01638804;An old undated helmet.

How old could this nearly-crumbling helmet be?
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
01638805;Old undated Armor.

How old could this nearly-crumbling armor be?
Has extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
01638806;Old undated Gauntlets.

How old could these nearly-crumbling gauntlets be?
Extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
01638807;Old undated Leggings.

How old could these nearly-crumbling leggings be?
Extremely low durability.

Sometimes, just as a thing falls to pieces,
it unleashes its last flash of great power...
0163AF14;Giant onyx helmet.

Something dark indeed eats away at the
drakekeepers, eternal guardians of the shrine.
0163AF15;Giant onyx armor.

Something dark indeed eats away at the
drakekeepers, eternal guardians of the shrine.
0163AF16;Giant onyx gauntlets.

Something dark indeed eats away at the
drakekeepers, eternal guardians of the shrine.
0163AF17;Giant onyx leggings.

Something dark indeed eats away at the
drakekeepers, eternal guardians of the shrine.
0163D624;Helmet worn by the Throne Defender.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
0163D625;Armor worn by the Throne Defender.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
0163D626;Gauntlets worn by the Throne Defender.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
0163D627;Leggings worn by the Throne Defender.

The Defender has stood by the throne for ages.
Will his wait be worth the while?
0163FD34;Helm worn by the Royal Aegis.
Originally imbued with the power of miracles,
now soaked with dark after extended exposure
in the Undead Crypt.

A knight from a faraway land was lured to this
accursed land, but forgot even why he came,
eventually reduced to a shadow of his former self.
0163FD35;Armor worn by the Royal Aegis.
Originally imbued with the power of miracles,
now soaked with dark after extended exposure
in the Undead Crypt.

A knight from a faraway land was lured to this
accursed land, but forgot even why he came,
eventually reduced to a shadow of his former self.
0163FD36;Gauntlets worn by the Royal Aegis.
Originally imbued with the power of miracles,
now soaked with dark after extended exposure
in the Undead Crypt.

A knight from a faraway land was lured to this
accursed land, but forgot even why he came,
eventually reduced to a shadow of his former self.
0163FD37;Leggings worn by the Royal Aegis.
Originally imbued with the power of miracles,
now soaked with dark after extended exposure
in the Undead Crypt.

A knight from a faraway land was lured to this
accursed land, but forgot even why he came,
eventually reduced to a shadow of his former self.
01642444;Helm worn by the Throne Watcher.
Has high magic defense.

The Watcher waited by the throne for ages.
Will all his waiting ever be rewarded?
01642445;Armor worn by the Throne Watcher.
Has high magic defense.

The Watcher waited by the throne for ages.
Will all his waiting ever be rewarded?
01642446;Gauntlets worn by the Throne Watcher.
Has high magic defense.

The Watcher waited by the throne for ages.
Will all his waiting ever be rewarded?
01642447;Leggings worn by the Throne Watcher.
Has high magic defense.

The Watcher waited by the throne for ages.
Will all his waiting ever be rewarded?
017E14E4;Mask worn by the Looking Glass Knight.
Made of metal, but has high lightning defense.

Those who wish to serve the king as loyal
warriors must take the King's Passage
and face the Looking Glass Knight.

Those who fail the test are sacrificed
by the merciless specular monstrosity.
017E14E5;Armor worn by the Looking Glass Knight.
Made of metal, but has high lightning defense.

Those who wish to serve the king as loyal
warriors must take the King's Passage
and face the Looking Glass Knight.

Those who fail the test are sacrificed
by the merciless specular monstrosity.
017E14E6;Gauntlets worn by the Looking Glass Knight.
Made of metal, but have high lightning defense.

Those who wish to serve the king as loyal
warriors must take the King's Passage
and face the Looking Glass Knight.

Those who fail the test are sacrificed
by the merciless specular monstrosity.
017E14E7;Leggings worn by the Looking Glass Knight.
Made of metal, but have high lightning defense.

Those who wish to serve the king as loyal
warriors must take the King's Passage
and face the Looking Glass Knight.

Those who fail the test are sacrificed
by the merciless specular monstrosity.
017E6305;Robe worn by Agdayne of the Undead Crypt.

Life itself is suffering; or karma,
as some have called it.

The embrace of death awaits all things.
But does death mean an end to suffering?
017E6306;Cuffs worn by Agdayne of the Undead Crypt.

Life itself is suffering; or karma,
as some have called it.

The embrace of death awaits all things.
But does death mean an end to suffering?
017E6307;Kilt worn by Agdayne of the Undead Crypt.

Life itself is suffering; or karma,
as some have called it.

The embrace of death awaits all things.
But does death mean an end to suffering?
017ED834;Hood worn by Leydia witches.

Leydia apostles worship Galib, god of disease.
They once resided in the Undead Crypt
beside Fenito.

The Leydia witches grew conceited,
and began to manipulate both the onset
and curing of disease, making themselves
the effective gatekeepers of the crypt.
017ED835;Robe worn by Leydia witches.

Leydia apostles worship Galib, god of disease.
They once resided in the Undead Crypt
beside Fenito.

The Leydia witches grew conceited,
and began to manipulate both the onset
and curing of disease, making themselves
the effective gatekeepers of the crypt.
017EFF44;Helmet worn by once-proud clerics.

Relics of a party who long ago attempted
to conquer the Undead Crypt.

For this sin their deaths have been postponed,
so they may serve as crypt sentries.
017EFF45;Armor worn by once-proud clerics.

Relics of a party who long ago attempted
to conquer the Undead Crypt.

For this sin their deaths have been postponed,
so they may serve as crypt sentries.
017EFF46;Gloves worn by once-proud clerics.

Relics of a party who long ago attempted
to conquer the Undead Crypt.

For this sin their deaths have been postponed,
so they may serve as crypt sentries.
017EFF47;Boots worn by once-proud clerics.

Relics of a party who long ago attempted
to conquer the Undead Crypt.

For this sin their deaths have been postponed,
so they may serve as crypt sentries.
017F2654;Helmet worn by once-proud knights.

Relics of a party who long ago
attempted to conquer the Undead Crypt.

For this act of conceit they will never rest
in peace, and instead serve as crypt guardians.
017F2655;Armor worn by once-proud knights.

Relics of a party who long ago
attempted to conquer the Undead Crypt.

For this act of conceit they will never rest
in peace, and instead serve as crypt guardians.
017F2656;Gloves worn by once-proud knights.

Relics of a party who long ago
attempted to conquer the Undead Crypt.

For this act of conceit they will never rest
in peace, and instead serve as crypt guardians.
017F2657;Leggings worn by once-proud knights.

Relics of a party who long ago
attempted to conquer the Undead Crypt.

For this act of conceit they will never rest
in peace, and instead serve as crypt guardians.
017F4D64;Hood of a Leydia pyromancer.

Leydia apostles, in their conceit, occupied
the Undead Crypt and misused death.

This invoked the ire of Fenito,
who branded them as transgressors.
017F4D65;Robe of a Leydia pyromancer.

Leydia apostles, in their conceit, occupied
the Undead Crypt and misused death.

This invoked the ire of Fenito,
who branded them as transgressors.
017F4D66;Gauntlets of a Leydia pyromancer.

Leydia apostles, in their conceit, occupied
the Undead Crypt and misused death.

This invoked the ire of Fenito,
who branded them as transgressors.
017F7474;Crown of Vendrick, King of Drangleic.

What makes a king?
Some say that it is birthright,
while others call it destiny.

Perhaps it is not important, as long as
the king's name serves to unite his people.
017F7475;Armor of Vendrick, King of Drangleic.

What makes a king?
Some say that it is birthright,
while others call it destiny.

Perhaps it is not important, as long as
the king's name serves to unite his people.
017F7476;Gauntlets of Vendrick, King of Drangleic.

What makes a king?
Some say that it is birthright,
while others call it destiny.

Perhaps it is not important, as long as
the king's name serves to unite his people.
017F7477;Leggings of Vendrick, King of Drangleic.

What makes a king?
Some say that it is birthright,
while others call it destiny.

Perhaps it is not important, as long as
the king's name serves to unite his people.
018E4184;Helm worn by the Dragonriders,
King Vendrick's royal guard.
According to legend, the Dragonriders
straddled not horses, but wyrms.

Aspiring Dragonriders who had not the mettle
to handle their training were torn apart by
their wyrms, and those who survived emerged
with deific strength.
018E4185;Armor worn by the Dragonriders,
King Vendrick's royal guard.
According to legend, the Dragonriders
straddled not horses, but wyrms.

Aspiring Dragonriders who had not the mettle
to handle their training were torn apart by
their wyrms, and those who survived emerged
with deific strength.
018E4186;Gauntlets worn by King Vendrick's loyal
Dragonriders.
According to legend, the Dragonriders went into
battle astride not horses, but wyrms.

Aspiring Dragonriders who had not the mettle
to handle their training were torn apart by
their wyrms, and those who survived emerged
with deific strength.
018E4187;Leggings worn by King Vendrick's loyal Dragonriders.
According to legend, the Dragonriders went into
battle astride not horses, but wyrms.

Aspiring Dragonriders who had not the mettle
to handle their training were torn apart by
their wyrms, and those who survived emerged
with deific strength.
018F7A04;Black helmet worn by the executioner
of the Undead Purgatory. The spikes
are designed to evoke fear.

The executioner mercilessly put down countless
Undead, but how could he know that it was never
his own will, but that of the chariot horse?
018F7A05;Black Armor worn by the executioner
of the Undead Purgatory. The spikes
are designed to evoke fear.

The executioner mercilessly put down countless
Undead, but how could he know that it was never
his own will, but that of the chariot horse?
018F7A06;Black gauntlets worn by the executioner
of the Undead Purgatory. The spikes
are designed to evoke fear.

The executioner mercilessly put down countless
Undead, but how could he know that it was never
his own will, but that of the chariot horse?
018F7A07;Black Leggings worn by the executioner
of the Undead Purgatory. The spikes
are designed to evoke fear.

The executioner mercilessly put down countless
Undead, but how could he know that it was never
his own will, but that of the chariot horse?
0190B284;Mask of the Lost Sinner.
Increases equip load.

The spikes pointing inward suggest that
this was not only used to bind prisoners,
but to torture them as well.

Effect: Raises equipment load
0190B285;Straightjacket of the Lost Sinner.

A tightly cinched belt presses against the waist.
By now, no one knows who this was used to
punish, or for what reason.

0190B286;Hand restraints of the Lost Sinner.
Increases power of pyromancy.

A device used to restrict use of the hands.
By now, no one knows who this was used to
punish, or for what reason.

Effect: Raises power of pyromancies
0190B287;Skirt worn by the Lost Sinner

A tattered skirt that the guilty wear in shame.
By now, no one knows who this was used to
punish, or for what reason.
01948314;Mask worn by fume sorcerers.

After the Old Iron King sunk into the lava,
scores of men were dispatched to this land
to tap the replete stores of iron.

But they soon lost their nerve when faced with
the child of Dark, and all but the most steadfast
of them became servants of the black fog.
01948315;Robes worn by fume sorcerers.

After the Old Iron King sunk into the lava,
scores of men were dispatched to this land
to tap the replete stores of iron.

But they soon lost their nerve when faced with
the child of Dark, and all but the most steadfast
of them became servants of the black fog.
01948316;Gloves worn by fume sorcerers.

After the Old Iron King sunk into the lava,
scores of men were dispatched to this land
to tap the replete stores of iron.

But they soon lost their nerve when faced with
the child of Dark, and all but the most steadfast
of them became servants of the black fog.
01948317;Boots worn by fume sorcerers.

After the Old Iron King sunk into the lava,
scores of men were dispatched to this land
to tap the replete stores of iron.

But they soon lost their nerve when faced with
the child of Dark, and all but the most steadfast
of them became servants of the black fog.
0195BB94;Helm of the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
0195BB95;Armor of the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
0195BB96;Gauntlets of the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
0195BB97;Leggings of the rampart golems,
granted life by the Ivory King.

The golems were charged with the
containment of the creatures of chaos
within the boundaries of the wall.

When the doors of Eleum Loyce were
flung open, the place turned frigid and lifeless,
but the golems remained dutifully on guard. 
0196A5F4;Helm of the sanctum knights.

The sanctum knights renounced their own
flesh to eternally guard the Sanctum
from Sir Yorgh and his Drakeblood Knights.
0196A5F5;Armor of the sanctum knights.

The sanctum knights renounced their own
flesh to eternally guard the Sanctum
from Sir Yorgh and his Drakeblood Knights.
0196A5F6;Gauntlets of the sanctum knights.

The sanctum knights renounced their own
flesh to eternally guard the Sanctum
from Sir Yorgh and his Drakeblood Knights.
0196A5F7;Leggings of the sanctum knights.

The sanctum knights renounced their own
flesh to eternally guard the Sanctum
from Sir Yorgh and his Drakeblood Knights.

Effect: Reduces falling damage
0196CD06;Gauntlets of the sanctum soldiers.
Improves effect of poison weapons.

These gauntlets are corroded by the
poison of the slumbering dragon, making it
difficult to discern their original shape.
01976944;Tiara of the Eternal Sanctum priestesses.
Prevents effects that block spells.

This tiara has been warped by poison,
adding to its already peculiar design.
It is said that the priestesses sang
to preserve the dragon's deep slumber,
but one wonders if a single phrase of
their song ever reached the dragon's ears.
01982C94;Helm worn by the fume knight.

The rebel Raime, after his defeat at the
hands of Velstadt, came to Brume Tower
in search of greater strength.

When he found it, it came not from
a regal father figure like before,
but from a newfound mother,
who gave him true purpose.
01982C95;Armor worn by the fume knight.

The rebel Raime, after his defeat at the
hands of Velstadt, came to Brume Tower
in search of greater strength.

When he found it, it came not from
a regal father figure like before,
but from a newfound mother,
who gave him true purpose.
01982C96;Gauntlets worn by the fume knight.

The rebel Raime, after his defeat at the
hands of Velstadt, came to Brume Tower
in search of greater strength.

When he found it, it came not from
a regal father figure like before,
but from a newfound mother,
who gave him true purpose.
01982C97;Leggings worn by the fume knight.

The rebel Raime, after his defeat
by Velstadt, came to Brume Tower
in search of greater strength.

When he found it, it came not from
a regal father figure like before,
but from a newfound mother,
who gave him true purpose.
01987AB5;Robe of the retainers in the cathedral city.

Long ago, the retainers attended to
the priestesses, but with them gone,
the retainers were left to wander
frigid Eleum Loyce without purpose.
0198EFE4;Helm worn by Sir Alonne,
who served the Old Iron King.

Sir Alonne came to this land from the east,
chose to serve a little-known and unestablished
lord, and helped him become the Old Iron King.

Then, at the very peak of his sire's rule,
Sir Alonne set out again, in search of
lands yet unknown.
0198EFE5;Armor worn by Sir Alonne,
who served the Old Iron King.

Sir Alonne came to this land from the east,
chose to serve a little-known and unestablished
lord, and helped him become the Old Iron King.

Then, at the very peak of his sire's rule,
Sir Alonne set out again, in search of
lands yet unknown.
0198EFE6;Gauntlets worn by Sir Alonne,
who served the Old Iron King.

Sir Alonne came to this land from the east,
chose to serve a little-known and unestablished
lord, and helped him become the Old Iron King.

Then, at the very peak of his sire's rule,
Sir Alonne set out again, in search of
lands yet unknown.
0198EFE7;Leggings worn by Sir Alonne,
who served the Old Iron King.

Sir Alonne came to this land from the east,
chose to serve a little-known and unestablished
lord, and helped him become the Old Iron King.

Then, at the very peak of his sire's rule,
Sir Alonne set out again, in search of
lands yet unknown.
019A2864;Helm of a Knight of Loyce.

The Knights of Loyce were devoted
guardians of this land that delved
valiantly into the depths of chaos,
never to return.

The few that survived remain in
Eleum Loyce, now frozen over,
awaiting the call of their master.
019A2865;Armor of a Knight of Loyce.

The Knights of Loyce were devoted
guardians of this land that delved
valiantly into the depths of chaos,
never to return.

The few that survived remain in
Eleum Loyce, now frozen over,
awaiting the call of their master.
019A2866;Gauntlets of a Knight of Loyce.

The Knights of Loyce were devoted
guardians of this land that delved
valiantly into the depths of chaos,
never to return.

The few that survived remain in
Eleum Loyce, now frozen over,
awaiting the call of their master.
019A2867;Leggings of a Knight of Loyce.

The Knights of Loyce were devoted
guardians of this land that delved
valiantly into the depths of chaos,
never to return.

The few that survived remain in
Eleum Loyce, now frozen over,
awaiting the call of their master.
019A4F74;Charred helm of the Knights of Loyce,
burned black by flame.

These Knights of Loyce plunged into the old Chaos
with their lord, and lost their sense of self.
To this day, they still burn in agony,
alongside their once-proud king.
019A4F75;Charred armor of the Knights of Loyce,
burned black by flame.

These Knights of Loyce plunged into the old Chaos
with their lord, and lost their sense of self.
To this day, they still burn in agony,
alongside their once-proud king.
019A4F76;Charred gauntlets of the Knights of Loyce,
burned black by flame.

These Knights of Loyce plunged into the old Chaos
with their lord, and lost their sense of self.
To this day, they still burn in agony,
alongside their once-proud king.
019A4F77;Charred leggings of the Knights of Loyce,
burned black by flame.

These Knights of Loyce plunged into the old Chaos
with their lord, and lost their sense of self.
To this day, they still burn in agony,
alongside their once-proud king.
019A7684;Helm of the Ivory King of Eleum Loyce.

The Ivory King kept his countenance from
his people. The Knights of Loyce dutifully
followed suit, never unhinging their helmets
in public view.
019A7685;Armor of the Ivory King of Eleum Loyce.

The land of Eleum Loyce was a vast rampart
built to contain the ancient Chaos. The Ivory King
placed his throne upon the very mouth of Chaos,
and served as the first line of defense.
019A7686;Gauntlets of the Ivory King of Eleum Loyce.

The land of Eleum Loyce was a vast rampart
built to contain the ancient Chaos. The Ivory King
placed his throne upon the very mouth of Chaos,
and served as the first line of defense.
019A7687;Leggings of the Ivory King of Eleum Loyce.

The land of Eleum Loyce was a vast rampart
built to contain the ancient Chaos. The Ivory King
placed his throne upon the very mouth of Chaos,
and served as the first line of defense.
019F3175;Armor reinforced with rare geisteel.
Belonged to Chancellor Wellager.

Quality equipment that is both light and strong.
Crafted by the castle's resident master smith
Llewellyn, and supplied only to a select few.

His work easily identified by its lack of
ostentation, Llewellyn focused solely on an
economy of simplicity and strength.
019F3176;Gloves reinforced with rare geisteel.
Excellent defensive gear that is both light
and sturdy.

Quality equipment that is both light and strong.
Crafted by the castle's resident master smith
Llewellyn, and supplied only to a select few.

His work easily identified by its lack of
ostentation, Llewellyn focused solely on an
economy of simplicity and strength.
019F3177;Shoes reinforced with rare geisteel.
Excellent defensive gear that is both light
and sturdy.

Quality equipment that is both light and strong.
Crafted by the castle's resident master smith
Llewellyn, and supplied only to a select few.

His work easily identified by its lack of
ostentation, Llewellyn focused solely on an
economy of simplicity and strength.
019FA6A4;A traditional Drangleic helmet.
Belonged to Captain Drummond.

In his day, King Vendrick was fair and just,
and expected the same of his liegemen.

This helm was proof of King Vendrick's trust,
an honor, until his transfiguration.
019FA6A5;Traditional Drangleic armor.
Belonged to Captain Drummond.

Drummond's ancestors have served Drangleic
for generations, principally as defenders
of the great fort, but Captain Drummond
is the last in this proud line.

019FA6A6;Traditional Drangleic gauntlets.
Belonged to Captain Drummond.

Drummond's ancestors have served Drangleic
for generations, principally as defenders
of the great fort, but Captain Drummond
is the last in this proud line.

019FA6A7;Traditional Drangleic leggings.
Belonged to Captain Drummond.

Drummond's ancestors have served Drangleic
for generations, principally as defenders
of the great fort, but Captain Drummond
is the last in this proud line.

01A265C4;Atypical steel mask.
Belonged to Creighton the Wanderer.

Its design resembles that of the knight order
of the eastern land of Mirrah, but with some
odd differences that catch the eye.

Perhaps it is a finely-crafted imitation.
01A265C5;Atypical chainmail.
Belonged to Creighton the Wanderer.

Its design resembles that of the knight order
of the eastern land of Mirrah, but with some
odd differences that catch the eye.

Perhaps it is a finely-crafted imitation.
01A265C6;Atypical chain gloves.
Belonged to Creighton the Wanderer.

Their design resembles that of the knight order
of the eastern land of Mirrah, but with some
odd differences that catch the eye.

Perhaps they are finely-crafted imitations.
01A265C7;Atypical chain leggings.
Belonged to Creighton the Wanderer.

Their design resembles that of the knight order
of the eastern land of Mirrah, but with some
odd differences that catch the eye.

Perhaps they are finely-crafted imitations.
01A28CD4;A helmet of unknown origin.
Belonged to Benhart of Jugo.

Apparently Benhart found this while wandering
land to land, but its origins are unknown.
He wore it all the time; he adored it so,
leaving a slight odor.
01A28CD5;Armor of unknown origin.
Belonged to Benhart of Jugo.

Apparently Benhart found this while wandering
land to land, but its origins are unknown.
He wore it all the time; he adored it so,
leaving a slight odor.
01A28CD6;Gauntlets of unknown origin.
Belonged to Benhart of Jugo.

Apparently Benhart found them while wandering
land to land, but their origins are unknown.
He wore them all the time; he adored them so,
leaving a slight odor.
01A28CD7;Boots of unknown origin.
Belonged to Benhart of Jugo.

Apparently Benhart found them while wandering
land to land, but their origins are unknown.
He wore them all the time; he adored them so,
leaving a slight odor.
01A2B3E4;Helmet made of iron.

A commonplace piece of armor.
No embellishments. Very solid.
01A2B3E5;Armor made of sturdy leather.

A commonplace piece of armor.
No embellishments. Very solid.
01A2B3E6;Gauntlets made of sturdy leather.

A commonplace piece of armor.
No embellishments. Very solid.
01A2B3E7;Boots made of sturdy leather.

A commonplace piece of armor.
No embellishments. Very solid.
01A3C554;Helm of a light Mirrah foot soldier.
Belonged to Cale the Cartographer.

Apparently Cale procured this inexpensively
second-hand, but it's surprisingly well-made.
01A3C555;Armor of a light Mirrah foot soldier.
Belonged to Cale the Cartographer.

Apparently Cale procured this inexpensively
second-hand, but it's surprisingly well-made.
01A3C557;Shoes of a light Mirrah foot soldier.
Belonged to Cale the Cartographer.

Apparently Cale procured these inexpensively
second-hand, but they're surprisingly well-made.
01A3EC64;Mask attached to a ceremonial hat.
Belonged to Lucatiel of Mirrah.

Normally hats and masks are separate,
but these two have been adjoined.
01A3EC65;Vest worn by knights while on travel.
Belonged to Lucatiel of Mirrah.

Only those who have distinguished themselves
on the battlefield were admitted into the elite
ranks of Mirrah's official order of knights.

It is common to hear of a peasant's dream of
striving for knighthood as an escape from
hardship, but who would ever think it possible?
01A3EC66;Gloves worn by knights while on travel.
Belonged to Lucatiel of Mirrah.

Only those who have distinguished themselves
on the battlefield were admitted into the elite
ranks of Mirrah's official order of knights.

It is common to hear of a peasant's dream of
striving for knighthood as an escape from
hardship, but who would ever think it possible?
01A3EC67;Trousers worn by knights while on travel.
Belonged to Lucatiel of Mirrah.

Only those who have distinguished themselves
on the battlefield were admitted into the elite
ranks of Mirrah's official order of knights.

It is common to hear of a peasant's dream of
striving for knighthood as an escape from
hardship, but who would ever think it possible?
01A3F04C;A hat from the land of Mirrah.

An elite order of knights in a far land
used this hat in a ceremonial capacity.
Masterfully crafted, but of little practical
use on the battlefield.
01A41374;An old helmet that is oddly comfortable.
Belonged to a Bell Keeper.

To this day, the forbidden love of the
Prince of Alken and the Princess of Venn
manipulates these marionettes.

Surely they never imagined that their dolls
would outlast their own kingdoms.
01A41375;An old bellyband that is oddly comfortable.
Belonged to a Bell Keeper.

To this day, the forbidden love of the
Prince of Alken and the Princess of Venn
manipulates these marionettes.

Surely they never imagined that their dolls
would outlast their own kingdoms.
01A41376;An old pair of cuffs that are oddly comfortable.
Belonged to a Bell Keeper.

To this day, the forbidden love of the
Prince of Alken and the Princess of Venn
manipulates these marionettes.

Surely they never imagined that their dolls
would outlast their own kingdoms.
01A41377;Old trousers that are oddly comfortable.
Belonged to a Bell Keeper.

To this day, the forbidden love of the
Prince of Alken and the Princess of Venn
manipulates these marionettes.

Surely they never imagined that their dolls
would outlast their own kingdoms.
01A46194;Mask from an unknown foreign land.

King Vendrick called upon powers from
beyond his borders in an attempt to
stave off the curse. Perhaps this belonged
to one of his guests.
01A46195;Armor from an unknown foreign land.

King Vendrick called upon powers from
beyond his borders in an attempt to
stave off the curse. Perhaps this belonged
to one of his guests.
01A46196;Gauntlets from an unknown foreign land.

King Vendrick called upon powers from
beyond his borders in an attempt to
stave off the curse. Perhaps they belonged
to one of his guests.
01A46197;Leggings from an unknown foreign land.

King Vendrick called upon powers from
beyond his borders in an attempt to
stave off the curse. Perhaps they belonged
to one of his guests.
01A59A15;A terribly worn dress.
Belonged to Rosabeth of Melfia.

Rosabeth adored this dress, despite the
fact it has no bearing on pyromancy.
If it suits your fancy, by all means, try it on.
01A65D64;A black hood.
Grants slight increase to spellcasting speed.
Belonged to Straid of Olaphis.

Straid was invited to the old kingdom of Olaphis
for his wisdom, but its depth was such that
people soon feared him, and in the end
Straid was led into a dreadful trap.

Effect: Improves casting speed
01A65D65;A black robe.
Enchanted with resistance to magic.
Belonged to Straid of Olaphis.

Straid spent several lifetimes as stone.
During this hiatus, kingdoms rose and fell,
until the land called Drangleic came to be.
01A65D66;Black gloves.
Enchanted with resistance to magic.
Belonged to Straid of Olaphis.

Straid spent several lifetimes as stone.
During this hiatus, kingdoms rose and fell,
until the land called Drangleic came to be.
01A65D67;Black boots.
Enchanted with resistance to magic.
Belonged to Straid of Olaphis.

Straid spent several lifetimes as stone.
During this hiatus, kingdoms rose and fell,
until the land called Drangleic came to be.
01A68474;Hood worn by miracle-casting clerics.
Grants slight increase to spell uses.
Belonged to Licia of Lindelt.

Lindelt is founded upon stringent commandments.
Its inhabitants often travel to distant lands
for ascetic training, but more than a few of
these trainees liberate themselves from
Lindelt's teachings in the process.

Effect: Increases number of casts for each spell
01A68475;Dress worn by miracle-casting clerics.
Belonged to Licia of Lindelt.

While it's true Licia dedicated herself
to miracles, it's rare for anyone to pass
through life without trouble.
Even clerics aren't always who they seem.
01A68476;Gloves worn by miracle-casting clerics.
Belonged to Licia of Lindelt.

While it's true Licia dedicated herself
to miracles, it's rare for anyone to pass
through life without trouble.
Even clerics aren't always who they seem.
01A68477;Trousers worn by miracle-casting clerics.
Belonged to Licia of Lindelt.

While it's true Licia dedicated herself
to miracles, it's rare for anyone to pass
through life without trouble.
Even clerics aren't always who they seem.

01A6AB84;Hood worn by a hexer.
Grants slight increase to spell uses.
Belonged to Felkin the Outcast.

Hexing appears to be an offshoot of sorcery,
but its specific origins are unknown.

Effect: Increases number of casts for each spell
01A6AB85;Robe worn by a hexer.
Belonged to Felkin the Outcast.

Those who have a taste of dark are drawn
into its vortex and rarely return.
Perhaps it appeals to something deep within
the human soul.
01A6AB86;Gloves worn by a hexer.
Belonged to Felkin the Outcast.

Those who have a taste of dark are drawn
into its vortex and rarely return.
Perhaps it appeals to something deep within
the human soul.
01A6AB87;Boots worn by a hexer.
Belonged to Felkin the Outcast.

Those who have a taste of dark are drawn
into its vortex and rarely return.
Perhaps it appeals to something deep within
the human soul.
01A6D294;Hood worn by a chaos sorcerer.

The man claims to have sealed himself away,
but who?s ever heard of sentient magic?

It is no doubt difficult to judge the veracity of
the man's words, but this hood certainly seems
to possess an unusual power.

Effect: Improves casting speed
01A6D295;Robe worn by a chaos sorcerer.

He calls himself Navlaan now.
01A6D296;Gloves worn by a chaos sorcerer.

He calls himself Navlaan now.
01A6D297;Boots worn by a chaos sorcerer.

He calls himself Navlaan now.
01A8A754;Hood worn by servants of Nahr Alma,
god of blood.
Increases souls acquired for each kill.
Belonged to Titchy Gren.

Those who profess faith in Nahr Alma
have rejected all that is this world,
and vow to travel a path stained with blood.

Effect: Increases number of Souls acquired
01A8A755;Robe worn by servants of Nahr Alma,
god of blood.
Increases souls acquired for each kill.
Belonged to Titchy Gren.

Those who profess faith in Nahr Alma
have rejected all that is this world,
and vow to travel a path stained with blood.

Effect: Increases number of Souls acquired
01AA7C14;Helm of one who guides others.
Belonged to Targray, Knight of the Blue.

Targray can appear obtuse,
but the blue knight means no harm.
He only wishes to offer guidance to
those in need, for that is his purpose.
01AA7C15;Armor of one who guides others.
Belonged to Targray, Knight of the Blue.

The Blue Sentinels have vowed to uplift
themselves through tireless training and
selfless adherence to order and justice.
May this armor ease their difficult journey.
01AA7C16;Manifers of one who guides others.
Belonged to Targray, Knight of the Blue.

The Blue Sentinels have vowed to uplift
themselves through tireless training and
selfless adherence to order and justice.
May these manifers ease their difficult journey.
01AA7C17;Leggings of one who guides others.
Belonged to Targray, Knight of the Blue.

The Blue Sentinels have vowed to uplift
themselves through tireless training and
selfless adherence to order and justice.
May these leggings ease their difficult journey.
01D92CD0;An elementary sorcery.
Fires a small soul arrow straight ahead.

To use sorceries, attune a sorcery
at a bonfire and equip a staff.
01D953E0;A spell superior to the Soul Arrow.
More powerful, and effective at damaging
enemies resistant to physical attacks.

The strength of this spell is influenced
by one's intelligence.
01D97AF0;Advanced soul spell.
Fires a devastating, thick soul arrow.

But beware. The more powerful the soul arrow,
the longer the casting time.
01D9A200;A spell superior to Heavy Soul Arrow.
Fires an even stronger soul arrow.

Difficult to handle, but very powerful.
Only the well-trained can handle these arrows.
01D9C910;One of the sorceries devised by Straid,
the great mage of ancient Olaphis.

Fires soul arrows that follow their
targets to the ends of the earth.
01D9F020;One of the sorceries devised by Straid,
the great mage of ancient Olaphis.

Fires thick, powerful soul arrows that seek
their targets to the ends of the earth.
01DA1730;Multiple soul masses appear above the head.
When fired, they home in on their target.

This spell was said to have been devised
by a master sorcerer, but his name is
long forgotten.
01DA3E40;Soulbeads made more lethal with crystallization.
When fired, they home in on their target.

Crystallization makes souls and sorceries all the
more powerful.
01DA6550;Sorcery that fires souls shaped into a spear.
Pierces enemies, causing heavy damage.

This spell was said to have been devised
by a master sorcerer, but his name is
long forgotten.
01DA8C60;Soul spear sharpened through crystallization.
Pierces enemies, causing heavy damage.

Superior to the most finely sharpened weapons.
When wielded precisely, it can take down several
enemies at once.
01DAB370;Does not inflict damage, but unleashes a
large shockwave, toppling opponents.

Intended to stun opponents and make them
vulnerable to attack. Some call this child's play,
but for an innovative caster, it is a deadly tool.
01DADA80;Fires a flurry of soul spears.
Inflicts high damage when multiple spears hit.

A reworking of an ancient spell concocted
at the Melfian Magic Academy.

A simple idea, but potentially highly effective.
When used properly, of course.
01DB0190;Hurls a huge soul mass which splits
into smaller souls that rain from above.

Requires real talent and is difficult
to handle. Only works in certain places,
and against certain foes.
01DB28A0;A sorcery that attacks foes using a sword made
of souls. Energy is focused in a single point,
and wielded as a sword with both hands.

Use of this sorcery is not too dissimilar to
swordplay, and so inherently endangers the caster.
01DB4FB0;One of the lost sorceries preserved only
in the Undead Crypt.
Fires successive homing souls.

Extremely difficult sorcery to evade,
making it very effective against frisky foes.
01DB76C0;One of the sorceries devised by Straid,
the great mage of ancient Olaphis.
Fires a blinding, piercing bolt of light.

Straid started with an unwieldy spell
that back-fired on its caster,
and in time, perfected it.
01DB9DD0;A secret art unleashes a gush of souls.
The homing soul mass pierces its target,
then hits repeatedly for additional damage.

This blasphemous spell is a family heirloom of
Lord Aldia's. It was designed to pummel foes
until its power is entirely exhausted.
01DBC4E0;Sorcery that imbues weapon in other hand 
with magic. Adds magic damage to the types of
damage the weapon already inflicts.

Wielding a sword and casting a sorcery
are two different things, and some members
the Melfian Magic Academy view these varieties
of spells as impure.
01DBEBF0;A sorcery superior to Magic Weapon. Reinforces
weapon in other hand with intense magic,
allowing for infliction of heavy magic damage.

The old purists of the Melfian Magic Academy
view swordplay as a barbaric form of engagement.
01DC1300;Imbues weapon in other hand with crystal magic.
More powerful than standard magic reinforcement.

The utilization of crystals to enhance soul power
is an ancient form of magical reinforcement.
01DC3A10;Imbues off-hand shield with magic.
Reinforce shield to absorb additional damage.

Certain members of the Melfian Magic
Academy scoff at these types of magic.
The purists, in particular, are disdainful of
anything vaguely linked to sword fighting.
01DC6120;Creates a warm soul-like orb that serves
as a decoy and lures foes toward itself.

People regret loss, and yearn for what they
do not have. Perhaps the name of this
sorcery harkens to this irony.
01DC8830;A sorcery that facilitates surreptitious activity.
Reduces the sound made by its caster.

The eastern land of Mirrah is not only the
home of proud knights. There is also a
traditional order of shadow knights,
who quietly carry out unspeakable tasks.
01DCAF40;A sorcery that facilitates surreptitious activity.
Reduces the damage taken from falls.

The eastern land of Mirrah is not only the
home of proud knights. There is also a
traditional order of shadow knights, who use
any means necessary to carry out their orders.
01DCD650;A sorcery that dates farther back than recollection.
Makes weapon in other hand invisible.

Effective use of this, like any tool, perhaps,
is reliant upon the ingenuity of its caster.

01DCFD60;A sorcery that dates farther back than recollection.
Repairs equipped weapons and armor.

Uses light to repair damaged weapons and armor.
Supposedly this sorcery restores items to a past
state, but with the knowledge of this art lost,
the finer details of the phenomenon are unknown.
01DD2470;A sorcery that dates farther back than recollection.
Creates a light that illuminates one's surroundings.

Light banishes dark, and reveals all.
Whether this is desired, is another matter.
01DD4B80;A sorcery that dates farther back than recollection.
Allows you to blend into your surroundings.

Those who fear the unseen are cowards.
Those who never doubt their eyes are fools.
01DD7290;Boosts magic within the body beyond even
your own limits, but at great cost to HP.

The terrible deeds carried out in Aldia led
to the unintentional birth of several shadowy
things, all of them eerily malformed.
01DD99A0;One of the ancient sorceries that
were lost when Eleum Loyce froze over.
Rapidly fire a barrage of small souls.

Intended to protect its caster
more than damage enemies.
01DDC0B0;An ancient sorcery of Shulva, the Sanctum City.
Fires a focused beam of souls.

The development of sorceries was stunted
in Shulva, as they were considered taboo.
Even so, there were some occasional gems
created by a group of nameless enthusiasts.

01E86F10;A healing miracle widely used by clerics.
Slightly restores HP.

To use miracles, equip a sacred chime
and attune a miracle at a bonfire.
01E89620;Superior spell to Heal.
Restores HP.

The strength of miracles are influenced
by one's faith.

Miracles are tales of the Gods passed down
long ago, but only a small number of the
original tomes remain in their entirety,
and most that exist are restorations.
01E8BD30;A highly advanced miracle.
An excerpt from the Great Heal tome.
Greatly restores HP.
Its effect is the same as Great Heal,
but has limited uses.

The erudite Great Heal tome requires
extensive training to properly interpret,
making it accessible to only a select few.
01E8E440;A glorious miracle only accessible to a small
minority of clerics. Greatly restores HP.

Only a select few have learned to recite this
epic romance in its entirety, but those who do
are amply rewarded. 
01E90B50;A special miracle passed down through the ages.
Greatly heals HP of self and nearby allies.

This miracle, once kept by the Lindelt Monastery,
was stolen and never recovered.
01E93260;An intermediate miracle.
Gradually restores HP.

This miracle is used by the resolute Lindelt
cleric knights when fighting on the front lines.

There is a story, passed down through generations,
claiming this band of knights once felled a
poisonous dragon which menaced an entire nation.
01E95970;A great miracle used by highly-ranked clerics.
Slowly restores a large amount of HP.

Cleric Forsalle of Lindelt was a master of
miracles who fought battles across the lands.
His allies called him a holy knight, but his
enemies feared him for his "demonic powers."
01E98080;A special miracle passed down through the ages.
Slowly heals a great amount of HP of self
and nearby allies.

This miracle, once kept by the Lindelt Monastery,
was stolen and never recovered.
01E9A790;An elementary miracle for clerics.
Purifies the body, removing all poison.

Affects both the caster and nearby allies.

This spell was recently developed,
and may not be an authentic miracle.
01E9CEA0;An elementary miracle.
Releases a shockwave that staggers foes.

Pushes nearby foes back, but leaves them unhurt.
Does not directly cause damage, but can be
highly effective with a little ingenuity.
01E9F5B0;Miracle that releases local shockwave,
staggering nearby foes and causing heavy damage.

Little is known about the origins of this miracle,
except its shared roots with the Force spell.
It makes mention of certain Gods, but alas,
their actual names are long forgotten.
01EA1CC0;A miracle derived from Force.
Emits a forward-moving shockwave.

Throughout history, there have been many
examples of imitative miracles.
When discerning original from imitator is nigh
on impossible, which is which hardly matters.
01EA43D0;Emits lightning in random directions.
Scholars bicker over whether this is
the original Lightning Spear, or a derivative.

One can never gain full control of the power
of the Gods, but with a little favor from lady luck,
this spell will destroy your foes.
01EA6AE0;A miracle that launches a spear of lightning.
Said to be the legacy of an ancient clan
whose leader was revered as the God of Sun.

The name of the clan has been lost to time,
but the gross incandescence of our magnificent
father shall never wane.
01EA91F0;A miracle that launches a great spear of lightning.
Said to be the legacy of an ancient clan
whose leader was revered as the God of Sun.

The name of the clan has been lost to time,
but the gross incandescence of our magnificent
father shall never wane.
01EAB900;A miracle that launches a spear of sunlight.
Powered with immense wondrous souls.

One of the ancient original miracles,
said to have existed from the infancy
of the very world.
01EAE010;One of the lost miracles preserved only
in the Undead Crypt. Inflicts heavy
damage on mindless Hollows, but has
no effect on anything else.

The Undead Crypt is a place of rest
for the living. Those afflicted by the curse
can only pray to one day gain entrance.

01EB0720;A miracle that creates a giant soul mass
and transforms it into a lightning-spouting
orb of light.

Crafted in ancient times by the God of Sun,
but later forbidden by the same deity. Was it
to protect the world from hatred, or sorrow?
01EB2E30;A miracle encasing the body in a magic barrier.
Increases resistance to magic, lightning,
fire, and dark.

This miracle is said to shield its caster with
the Rock's armor, and was common
amongst the wizard knights of Mirrah.
01EB5540;Superior miracle to Magic Barrier.
Increases resistance to magic, lightning,
fire, and dark.

The knights of Mirrah are expected to fight
honorably, with reliance only upon swordsmanship.
They only resort to magic the only time they
truly need it: to face the magic of an enemy.
01EB7C50;A miracle that returns its caster to the
last bonfire rested at. Traditionally,
its destination was the caster's homeland.

The curse slowly erodes one's memory,
until even one's birthplace is reduced to
a figment of a clouded past.
But the bonfires are constant,
a beacon for the tragically afflicted.
01EBA360;A miracle created to help those who have
lost their way. Reveals more messages
from other worlds.

Countless worlds loosely overlap,
and at the seams of contact, kindred souls,
who have lost their way, call out to one
another with fleeting messages of hope.
01EBCA70;An ancient miracle said to have been devised
by warriors who once served the God of Sun.

Provides a temporary boost to the attack and
defense of its caster and all nearby allies.
01EBF180;A miracle that senses traitors.
Reveals the location of the nearest enemy,
or invading dark spirit.

Those who serve the Lindelt Monastery
willfully adhere to strict commandments.
This miracle was created to castigate those
who ignore the righteous teachings.
01EC1890;Enwreathes its caster with a pure veil.
Grants temporary resistance to status effects.

Lindelt ascetics are sent to distant lands
for proselytizing and self-training,
but many of them decide not to return.
01EC3FA0;An ancient miracle of the sun.
Reinforces weapon in other hand with sunlight,
a form of lightning.

The sun grants life to all things upon the earth,
even if the worshippers of sunlight no longer
bless the surface with their presence.
01ECDBE0;An ancient miracle owed to the cardinal of Shulva.
Challenge fate one time when HP reaches 0.

Originally intended to grant the dying
a few moments for a final farewell.
01ED02F0;Developed from a primal miracle.
Launch splintering spears of lightning.

Ever since miracles came to be, learned
men have endeavored to rework and remold
them to their satisfaction.
This is one such effort.
01F7B150;A standard spell for pyromancers.
Creates a fireball that is hurled at foes.

To use pyromancies, equip
a pyromancy flame to serve
as the catalyst, and assign
a pyromancy to an
attunement slot.

The power of a pyromancy is
directly affected by the
quality of the catalyst.
01F7D860;A stronger form of Fireball.
Creates a fireball that is hurled at foes.
Also inflicts damage to foes near point of
contact.

The power of pyromancies is influenced
by one's pyromancy flame, which can be
strengthened through reinforcement.
01F7FF70;The strongest form of Fireball.
Creates a giant fireball that is hurled at foes.

The exalted flame, long pined after.
Even if it would scorch our very flesh.

01F82680;The chaos flame is said to have
devoured the mother of pyromancy.
Create a chaos flame, and hurl it at foes.

This special flame creates a short-lived
surge of molten lava wherever it lands.
01F84D90;An ancient, primal pyromancy.
Pillars of flame erupt near the caster.

The Firestorm is said to be the wrath
and ire of the spell's creator.
01F874A0;An ancient, primal pyromancy.
Giant pillars of flame erupt near the caster.

The fire tempest incinerates all life.
What menace was so great as to make
such a fearsome spell necessary?

01F89BB0;The chaos flame is said to have
devoured the mother of pyromancy.
Create multiple pillars of chaos flame.

Those who sought great power were
consumed by their own desires.
Where are these lost souls now?
01F8C2C0;An elementary spell for new pyromancers.
Releases flame in front of the caster.

The simplest pyromancy of all,
but surprisingly effective.
01F8E9D0;Superior spell to Combustion.
Releases intense flame in front of the caster.

A very powerful spell, but so simple that
it can be awkward to use.
01F910E0;An ancient, primal pyromancy.
Sweep foes with a whip-like flame.

One of the original pyromancies.
Effective use of it demands agile footwork,
making it a difficult spell for most.
01F937F0;A fringe pyromancy of unknown origin.
Creates a cloud of poison mist.

This spell contradicts the very principles of
pyromancy, suggesting that its creator
had a heretical streak.
01F95F00;A fringe pyromancy of unknown origin.
Creates a powerful cloud of poison mist.

The poison gradually erodes the target's body,
inflicting damage all the while.
Whoever created this spell did not believe
his enemies deserved a swift death.
01F98610;A fringe pyromancy of unknown origin.
Sprays an equipment-eroding acid.

Does not directly damage foes, but eats away
at their equipment instead. Yet another
pyromancy inspired by perniciousness.
01F9AD20;One of the pyromancies devised by Straid,
the great mage of ancient Olaphis.
Release a static fireball that explodes when
foes draw near.

Straid was an oddly gifted mage, well-versed
in both sorceries and pyromancies, but his
curious temperament never allowed him
to settle down in one place for very long.
01F9D430;One of the pyromancies devised by Straid,
the great mage of ancient Olaphis.
Great flames envelop and immolate faraway foes.

Straid, always immersed in magic,
never accepted an apprentice.
As a result, much of his extensive
knowledge is permanently lost.
01F9FB40;Pyromancy developed in Aldian rites.
Fires a giant fireball with a widely
encompassing explosion.

What could possibly justify such excessive
destructive power? In all likelihood, the madmen
of Aldia never even questioned the need.
01FA2250;Pyromancy that imbues weapon in other hand 
with fire. Adds fire damage to the types of
damage the weapon already inflicts.

Pyromancy and sorcery are said to be
like oil and water, but in fact their origins
can be traced to a common source.
01FA4960;A pyromancy that internalizes the power of flame.
Sweat profusely, reducing fire damage.

Most useful when facing other flame-manipulating
pyromancers.
Just don't take the looks you get personally.
01FA7070;A pyromancy that internalizes the power of flame.
Turns the body into iron,
increasing defense and resistance.

As one might guess, the rock-solid flesh enabled
by this spell dramatically slows movement.
Guaranteed to cause trouble if used
at an inopportune moment.
01FA9780;One of the lost pyromancies preserved only
in the Undead Crypt. Creates a gentle,
warm flame that heals those who touch it.

Fire can be a show of strength, but it is
also a symbol of wisdom and comfort.
Fire is what the caster wishes it be.
01FABE90;A pyromancy that creates a coating of flame,
allowing the caster to incinerate nearby foes.
Needless to say, this is a perilous spell
that burns the caster while active.

If a person is truly desirous of something,
perhaps being set on fire does not seem so bad.
01FC1E20;Pyromancy created by the magus Eygil,
loyal follower of the Old Iron King.
Creates several pillars of flame
in front of the caster.

Eygil sought to grant fire a will of its own.
This pyromancy was conjured up to behave
like a snake, writhing toward its prey,
with a mind to strike.

01FC4530;Pyromancy created by the magus Eygil,
loyal follower of the Old Iron King.
Cast flame in a sweeping motion across
a targeted area.

The fire seems to dance, and makes its
victims dance with it.
01FC6C40;A pyromancy of Nadalia, Bride of Ash.
Spouts multiple Dark flames.

This child of Dark, bearing inconceivable
strength, found herself in a kingless land
devoid of souls. And in journeying there, has
all but condemned herself to a fate most wretched.
0206F390;A hex modified from an old sorcery by
Gilleah, the father of Hexing.
Fires a heavy orb of darkness.

To use hexes, equip a sacred chime or staff,
and attune a hex at a bonfire.
Required equipment depends on hex.

Catalyst: staff
02071AA0;A hex modified from an old sorcery by
Gilleah the Hexer.
Fires several orbs of darkness.

Hexing is rooted in both sorcery and
miracles, but is viewed as a perilous affront
to all life, and banned in most lands.

Catalyst: staff
020741B0;A hex that releases a temporary localized mist.
Those who breathe in the mist are instantly
assailed by poison.

This hex is regarded as a poison due to
the outward symptoms, but in fact the mist
eats away at the target's inner essence.
Just the traits that led to the prohibition
of hexing.

Catalyst: staff
020768C0;An advanced hex based on an ancient sorcery.
Creates a dark mass that seems to pursue
its target with a will of its own.

It appears to be a manifestation of an emotion.
Perhaps of hate, perhaps of love.

Catalyst: staff




02078FD0;Hex that casts a dark flame upon corpses,
causing them to combust violently.

Hexes such as these, that tamper with
life itself, are particularly abhorred.

Catalyst: staff
0207B6E0;Felkin the Outcast applied his art
to transform Magic Weapon into a hex.
Adds dark damage to the types of damage
the weapon already inflicts.

Those who choose the path of dark
are admonished by all manner of sorcerers.
But this does not stop the curious from
being drawn to this strangely alluring craft.

Catalyst: staff
0207DDF0;A hex that releases verbose darkness.
The darkness echoes words of despair,
reducing the defense of opponents.

The Dark blankets the world in black.
A thing of tranquility, a thing serene.

Catalyst: staff
02080500;A hex that distorts local space.
For a brief moment, no damage can be inflicted.

The hexer Gilleah took no apprentice, and it is
unclear how his spells were passed down.
It is even possible that hexes originated from
another source altogether.

Catalyst: staff
02082C10;A hex that distorts local space.
For a brief moment, spells are deflected.

Hexer Gilleah never took an apprentice, making
it unclear how his spells were passed down.
It is even possible that hexes came from
another source entirely.

Catalyst: staff
02085320;A hex that transforms its caster's flesh.
Temporarily reduces received damage,
but darkens one's sight.

If it cannot be observed, it does not exist.
Certainly a common conception, but one
with far too many exceptions in this world.

Catalyst: staff
020B6060;Hex adapted from an ancient sorcery.
Brandish Dark like a sword.

By its nature Dark is normally tranquil,
but this hex releases a focused blade
of Dark in an uncharacteristic flash
of brilliance.

Catalyst: staff
020B8770;Hex created by the children of Dark.
Fire multiple Dark orbs that seek their target.

Hexes that grant a fleeting volition to Dark
have existed from ancient times,
and it appears that the children of Dark
have some recollection of the creator
of these spells.

Catalyst: staff
021635D0;An esoteric spell created by Navlaan,
the infamous exiled sorcerer.
Awakens the souls of the long-buried dead.

The heretic Navlaan was executed along with
his entire village, and the mere utterance of
his name became a crime. Some say it was
because he sought to restore the banned art
of resurrection.

Catalyst: sacred chime
02165CE0;An esoteric spell created by Navlaan,
the infamous exiled sorcerer.
Creates a local vortex of dark flame.

The heretic Navlaan was executed along with
his entire village, and the mere utterance of
his name became a crime. Some say it was
because he sought to restore the banned art
of resurrection.

Catalyst: sacred chime
021683F0;A hex that distorts the power of life.
Emits a dark mass at the cost of souls.

Can be used even without souls,
but at greatly reduced strength.

Catalyst: sacred chime
0216AB00;A hex that distorts the power of life.
Emits a large mass of dark at the cost of souls.

Can be used even without souls,
but at greatly reduced strength.

Catalyst: sacred chime
0216D210;A hex that distorts the power of life.
Emits a mass of dark, but at the cost of all souls.

Strength varies depending on the number
of souls. Not a hex to be used lightly.

Catalyst: sacred chime
0216F920;A hex developed independently by Outcast Felkin.
Transforms a certain number of souls
into HP over a period of time.

Something gained, something lost.

Catalyst: sacred chime
02172030;A hex developed independently by Outcast Felkin.
Transforms a certain number of souls
into attack power over a period of time.

Something gained, something lost.

Catalyst: sacred chime
02174740;Consume a number of souls and
affix dark to a certain spot.
Inflicts damage upon those who touch it.

This distorted dark, brewed by hexers,
drains the life-force of those who touch it.

Catalyst: sacred chime
02176E50;A hex created by an ostracized cleric.
Blocks the spells of nearby casters.

This hex, born of jealousy and humiliation,
is a locus of dark thoughts. The very things
that reflect the true essence of life itself.

Catalyst: sacred chime
021AA2A0;A hex created from an ancient miracle
of unknown origin. Slows the walking pace
of its caster and those in the vicinity.

To stand and glare at one another,
steaming with ire and wrath,
but without making a move.
Such is the nature of peace.

Catalyst: Sacred Chime
021AC9B0;Hex that converts souls into a large mass of Dark.
This momentous mass of Dark dances to
signal the joy of its own release, or perhaps
merely to taunt foes as it veers towards them.

Hexes are an expression of human depravity,
of which this dance is a perfect example.

Catalyst: sacred chime
02628110;An old ring set with a red jewel.
Raises maximum HP.

Each ring has a different power,
and even very modest rings can be
a great boon on a perilous journey.
02628111;An old ring set with a red jewel.
Raises maximum HP.

Each ring has a different power,
and even very modest rings can be
a great boon on a perilous journey.
02628112;An old ring set with a red jewel.
Raises maximum HP.

Each ring has a different power,
and even very modest rings can be
a great boon on a perilous journey.
02628113;An old ring set with a red jewel.
Raises maximum HP.

Each ring has a different power,
and even very modest rings can be
a great boon on a perilous journey.
0262A820;The ring is named for
its decorative green blossom,
but its luster is long since faded.

Raises stamina recovery speed.
0262A821;The ring is named for
its decorative green blossom,
but its luster is long since faded.

Raises stamina recovery speed.
0262A822;The ring is named for
its decorative green blossom,
but its luster is long since faded.

Raises stamina recovery speed.
0262CF30;A ring bearing a soldier's seal.
Increases the load that can be carried.

These rings were granted to warriors who
distinguished themselves in the service of
King Vendrick. The king favored simple
warriors who staked their every battle on
strength alone.
0262CF31;A ring bearing a soldier's seal.
Increases the load that can be carried.

These rings were granted to warriors who
distinguished themselves in the service of
King Vendrick. The king favored simple
warriors who staked their every battle on
strength alone.
0262CF32;A ring bearing a soldier's seal.
Increases the load that can be carried.

These rings were granted to warriors who
distinguished themselves in the service of
King Vendrick. The king favored simple
warriors who staked their every battle on
strength alone.
0262F640;A dragon signet ring.
Grants its bearer the protection of dragons.
Increases HP, stamina, and maximum load,
but is easily broken.

Raulmond, knight of Drangleic, served the
King by guarding the fort until his own demise,
and was said to have cherished this ring
throughout his life of service.
0262F641;A dragon signet ring.
Grants its bearer the protection of dragons.
Increases HP, stamina, and maximum load,
but is easily broken.

Raulmond, knight of Drangleic, served the
King by guarding the fort until his own demise,
and was said to have cherished this ring
throughout his life of service.
0262F642;A dragon signet ring.
Grants its bearer the protection of dragons.
Increases HP, stamina, and maximum load,
but is easily broken.

Raulmond, knight of Drangleic, served the
King by guarding the fort until his own demise,
and was said to have cherished this ring
throughout his life of service.
02631D50;Wearer gains the protection of steel.
Increases physical defense.

Said to be the ring of the once legendary
Knight King, though his tales are long
forgotten, and even the greatly wizened
have no recollection of his exploits.
02631D51;Wearer gains the protection of steel.
Increases physical defense.

Said to be the ring of the once legendary
Knight King, though his tales are long
forgotten, and even the greatly wizened
have no recollection of his exploits.
02631D52;Wearer gains the protection of steel.
Increases physical defense.

Said to be the ring of the once legendary
Knight King, though his tales are long
forgotten, and even the greatly wizened
have no recollection of his exploits.
02631D53;no text
no text
02634460;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its soul-based quartz increases magic defense.

Pyromancer Glocken crafts these replicas, much to
the dismay of the conservative old-guard faculty.
02634461;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its soul-based quartz increases magic defense.

Pyromancer Glocken crafts these replicas, much to
the dismay of the conservative old-guard faculty.
02634462;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its soul-based quartz increases magic defense.

Pyromancer Glocken crafts these replicas, much to
the dismay of the conservative old-guard faculty.
02634463;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its soul-based quartz increases magic defense.

Pyromancer Glocken crafts these replicas, much to
the dismay of the conservative old-guard faculty.
02636B70;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its fire-based quartz increases fire defense.

There are rumors that Pyromancer Glocken
has made a hefty profit selling these replicas.
02636B71;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its fire-based quartz increases fire defense.

There are rumors that Pyromancer Glocken
has made a hefty profit selling these replicas.
02636B72;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its fire-based quartz increases fire defense.

There are rumors that Pyromancer Glocken
has made a hefty profit selling these replicas.
02636B73;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its fire-based quartz increases fire defense.

There are rumors that Pyromancer Glocken
has made a hefty profit selling these replicas.
02639280;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its lightning quartz increases lightning defense.

Pyromancer Glocken crafted so many of these
replicas that they became widespread, such that
his fellow magicians harshly scolded him for
undermining lessons gained from harsh training.
02639281;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its lightning quartz increases lightning defense.

Pyromancer Glocken crafted so many of these
replicas that they became widespread, such that
his fellow magicians harshly scolded him for
undermining lessons gained from harsh training.
02639282;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its lightning quartz increases lightning defense.

Pyromancer Glocken crafted so many of these
replicas that they became widespread, such that
his fellow magicians harshly scolded him for
undermining lessons gained from harsh training.
02639283;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its lightning quartz increases lightning defense.

Pyromancer Glocken crafted so many of these
replicas that they became widespread, such that
his fellow magicians harshly scolded him for
undermining lessons gained from harsh training.
0263B990;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its dark-infused quartz increases dark defense.

Pyromancer Glocken was criticized for crafting
these replicas, but it is well known that they
have saved the life of many a traveler.
0263B991;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its dark-infused quartz increases dark defense.

Pyromancer Glocken was criticized for crafting
these replicas, but it is well known that they
have saved the life of many a traveler.
0263B992;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its dark-infused quartz increases dark defense.

Pyromancer Glocken was criticized for crafting
these replicas, but it is well known that they
have saved the life of many a traveler.
0263B993;A ring bestowed upon students of a
certain standard at the Melfian Magic Academy.
Its dark-infused quartz increases dark defense.

Pyromancer Glocken was criticized for crafting
these replicas, but it is well known that they
have saved the life of many a traveler.
0263E0A0;One of several "bite" rings,
known for their peculiar design.
Increases poison resistance.

The similar, oddly disturbing design
of these rings suggests a common source.
Whoever the master craftsman was,
he clearly knew his trade.
0263E0A1;One of several "bite" rings,
known for their peculiar design.
Increases poison resistance.

The similar, oddly disturbing design
of these rings suggests a common source.
Whoever the master craftsman was,
he clearly knew his trade.
026407B0;One of several "bite" rings,
known for their peculiar design.
Increases bleeding resistance.

The similar, oddly disturbing design
of these rings suggests a common source.
Whoever the master craftsman was,
he clearly knew his trade.
026407B1;One of several "bite" rings,
known for their peculiar design.
Increases bleeding resistance.

The similar, oddly disturbing design
of these rings suggests a common source.
Whoever the master craftsman was,
he clearly knew his trade.
02642EC0;Knuckle ring worn by Rhoy the Explorer.
Slows equipment degradation.

Expensive, flashy gear will not always
make life easier for you. Sometimes,
you just need your tried-and-true
equipment to last the long haul.
02642EC1;Knuckle ring worn by Rhoy the Explorer.
Slows equipment degradation.

Expensive, flashy gear will not always
make life easier for you. Sometimes,
you just need your tried-and-true
equipment to last the long haul.
02642EC2;Knuckle ring worn by Rhoy the Explorer.
Slows equipment degradation.

Expensive, flashy gear will not always
make life easier for you. Sometimes,
you just need your tried-and-true
equipment to last the long haul.
026455D0;One of several "bite" rings,
known for their peculiar design.
Increases curse resistance.

The similar, oddly disturbing design
of these rings suggests a common source.
Whoever the master craftsman was,
he clearly knew his trade.
02646958;Knuckle ring worn by Rhoy the Explorer.
Increases petrification resistance.

Petrification is tantamount to death,
and in that sense, this knuckle ring
is a charm that may save your life.
02647CE0;A protective ring set with gemstones
of four different colors.
Increases the wearer's resistance to magic,
lightning, fire and dark.

The artistry required to attune the varying
powers of four different stones within one ring
could only be described as transcendental.

There is only one sorcerer who could have
done this; a man from the lost land of Olaphis.
02647CE1;A protective ring set with gemstones
of four different colors.
Increases the wearer's resistance to magic,
lightning, fire and dark.

The artistry required to attune the varying
powers of four different stones within one ring
could only be described as transcendental.

There is only one sorcerer who could have
done this; a man from the lost land of Olaphis.
0264A3F0;A protective ring adorned with four blessed
gems. Increases resistance to poison, bleeding, 
petrification and curses.

A creation of the lost land of Olaphis.
The sorcerer who created this was so
powerful that he became widely feared.
0264A3F1;A protective ring adorned with four blessed
gems. Increases resistance to poison, bleeding, 
petrification and curses.

A creation of the lost land of Olaphis.
The sorcerer who created this was so
powerful that he became widely feared.
0264CB00;The Ring of Blades is modeled after the
mad knight of Alken's weapon of choice.
Increases physical attack.

The kingdoms of Alken and Venn
long ago flourished on these very grounds.
They were both founded by the same man,
but were reduced to rivalry and spite.
0264CB01;The Ring of Blades is modeled after the
mad knight of Alken's weapon of choice.
Increases physical attack.

The kingdoms of Alken and Venn
long ago flourished on these very grounds.
They were both founded by the same man,
but were reduced to rivalry and spite.
0264CB02;The Ring of Blades is modeled after the
mad knight of Alken's weapon of choice.
Increases physical attack.

The kingdoms of Alken and Venn
long ago flourished on these very grounds.
They were both founded by the same man,
but were reduced to rivalry and spite.
02658E50;A ring blessed by the High Priest of Volgen.
Increases intelligence.

The clerics of the great city of Volgen are
perennially entrenched in scandalous power
struggles, but among them remain a few
strong-willed, upstanding noblemen.
0265B560;A ring blessed by the High Priest of Volgen.
Increases faith.

The clerics of the great city of Volgen are
perennially entrenched in scandalous power
struggles, but among them remain a few
strong-willed, upstanding noblemen.
0265DC70;The beloved ring of the gallant
Shieldless Lothian, formerly of Forossa.
Hits greatly reduce enemy poise.

The effect may seem trivial, but for those
who comprehend how critical it is to exploit a
hole in enemy defenses, the significance of
this ring will be clear.
026651A0;A ring set with a rare tearstone.
Reacts when the wearer is in danger,
temporarily increasing its wearer's
attack power.

Caitha, goddess of tears, mourns the undeserving
dead, shedding tears as red as blood.
It is said that the stone set in this ring
is one such tear.
02669FC0;A ring set with a rare tearstone.
Reacts when the wearer is in danger,
temporarily increasing its wearer's
defense.

Caitha, goddess of tears, mourns those who have
lost loved ones by shedding pure tears of blue.
It is said that the stone set in this ring
is one such tear.
0266C6D0;The beloved ring of the gallant
Shieldless Lothian, formerly of Forossa.
Increases poise.

Lothian was born a peasant, and died a general.
His determination and diligence were unmatched,
especially on the battlefield, where he earned
his name by choosing to fight without a shield.
0266C6D1;The beloved ring of the gallant
Shieldless Lothian, formerly of Forossa.
Increases poise.

Lothian was born a peasant, and died a general.
His determination and diligence were unmatched,
especially on the battlefield, where he earned
his name by choosing to fight without a shield.
0266C6D2;The beloved ring of the gallant
Shieldless Lothian, formerly of Forossa.
Increases poise.

Lothian was born a peasant, and died a general.
His determination and diligence were unmatched,
especially on the battlefield, where he earned
his name by choosing to fight without a shield.
0266DA58;The beloved ring of a dragon-slaying knight.
Strengthens thrust weapon counter attacks.

After many years of use, the ring's face has
worn down, but close inspection reveals an
engraved lion.
0266EDE0;Divine ring that watches over one's soul.
Created by Ivory Rhones, sage of Lindelt.

Its great protective power will protect you
from any loss upon death or petrification,
but after its power is spent, the ring will break.
026714F0;Divine ring that watches over one's life.
Created by the students of Ivory Rhones,
sage of Lindelt.

Its great protective power will protect you
from any loss upon death, but after
its power is spent, the ring will break.
02673C00;A ring used long, long ago in a land
that existed where Drangleic does now.
Extends length of spell effect.

The ancient dragons were once worshipped in
several nations, and rumors concerning objects
of similar enchantment to this uncommon ring
abound in many lands, though their origins
are no longer verifiable.
02673C01;A ring used long, long ago in a land
that existed where Drangleic does now.
Extends length of spell effect.

The ancient dragons were once worshipped in
several nations, and rumors concerning objects
of similar enchantment to this uncommon ring
abound in many lands, though their origins
are no longer verifiable.
02673C02;A ring used long, long ago in a land
that existed where Drangleic does now.
Extends length of spell effect.

The ancient dragons were once worshipped in
several nations, and rumors concerning objects
of similar enchantment to this uncommon ring
abound in many lands, though their origins
are no longer verifiable.
02676310;A ring that belonged to Fiorenza, the only
truly moneyed merchant in Volgen.
Shortens spell casting time.

Fiorenza used his riches to buy up trinkets of
luxury and rare collectibles, but was ruined
after years of excessive debauchery.
02676311;A ring that belonged to Fiorenza, the only
truly moneyed merchant in Volgen.
Shortens spell casting time.

Fiorenza used his riches to buy up trinkets of
luxury and rare collectibles, but was ruined
after years of excessive debauchery.
02676312;A ring that belonged to Fiorenza, the only
truly moneyed merchant in Volgen.
Shortens spell casting time.

Fiorenza used his riches to buy up trinkets of
luxury and rare collectibles, but was ruined
after years of excessive debauchery.
02678A20;One of the secret treasures restored in Aldia.
Increases spell uses, but at the cost of HP.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
02678A21;One of the secret treasures restored in Aldia.
Increases spell uses, but at the cost of HP.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
02678A22;One of the secret treasures restored in Aldia.
Increases spell uses, but at the cost of HP.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
0267B130;One of the secret treasures restored in Aldia.
Raises the number of spells you may attune.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
0267B131;One of the secret treasures restored in Aldia.
Raises the number of spells you may attune.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
0267B132;One of the secret treasures restored in Aldia.
Raises the number of spells you may attune.

This modest-looking ring contains
very powerful magic. To imagine
what unspeakable deeds were performed
to create such rings, one need only recall
the cruel fate of the residents of Aldia.
0267D840;A gold ring depicting the snake,
both the servant and manifestation
of the god of desire, Zinder.
Greed is traditionally viewed as a vice,
but only a coward sees every chance
as something to fear.
0267D841;A gold ring depicting the snake,
both the servant and manifestation
of the god of desire, Zinder.
Greed is traditionally viewed as a vice,
but only a coward sees every chance
as something to fear.
0267D842;A gold ring depicting the snake,
both the servant and manifestation
of the god of desire, Zinder.
Greed is traditionally viewed as a vice,
but only a coward sees every chance
as something to fear.
0267FF50;A silver ring depicting the snake,
both the servant and manifestation
of the god of greed, Zandroe.

Greed is traditionally viewed as a vice,
but only a fool allows that to ruin
a good opportunity.

0267FF51;A silver ring depicting the snake,
both the servant and manifestation
of the god of greed, Zandroe.

Greed is traditionally viewed as a vice,
but only a fool allows that to ruin
a good opportunity.

0267FF52;A silver ring depicting the snake,
both the servant and manifestation
of the god of greed, Zandroe.

Greed is traditionally viewed as a vice,
but only a fool allows that to ruin
a good opportunity.

02684D70;A modest, but inexplicably disturbing ring.
Absorb HP for each enemy defeated.

Peer too closely at the rare stone that
forms the eye of this ring, and things that
writhe and stir may come into focus.
02684D71;A modest, but inexplicably disturbing ring.
Absorb HP for each enemy defeated.

Peer too closely at the rare stone that
forms the eye of this ring, and things that
writhe and stir may come into focus.
02684D72;A modest, but inexplicably disturbing ring.
Absorb HP for each enemy defeated.

Peer too closely at the rare stone that
forms the eye of this ring, and things that
writhe and stir may come into focus.
02687480;A protective ring passed down in House
Osteria. Gradually restores HP.

In the sacred land of Lindelt, this ring
symbolized prosperity and longevity
for the great House Osteria.

But the ring is fragile and breaks easily,
as if it hates being taken for granted.
02689B90;An unusual ring of unknown origin.
Limits the wearer's HP reduction when Hollow.

Alas, this ring will not make you human.
What is lost is not easily retrieved.
0268C2A0;Silver ring depicting a leaping feline.
Reduces damage from falling.

Legend has it that when cats grow old,
a force brews within them, and
they are reborn as something new.
0268E9B0;A cursed ring depicting a demon eye.
Becomes easier to be detected by enemies.

If it is tranquility that you seek,
then you should never have left your home.
If you seek strife, then fair enough,
but no need to overdo it.
026910C0;The ring of the assassin Gower,
who has killed a half-dozen kings,
and several distinguished clergymen.
Reduces damage taken from behind.

For an assassin, whose own life is always
at stake, the greatest liability is one's
exposed back.
026937D0;A special ring that can be engraved
with the name of a god.
Becomes easier to connect to worlds of
players who chose the same god.

There are countless vestiges of long-lost
gods in the ruins of Drangleic.
Or perhaps they are the very same gods
as ours, only known by different names.
02695EE0;An old ring of the Melfian Magic Academy.
Depicts a soundly slumbering dragon.
Masks the sounds made by its wearer.

Though unknown for certain, some say
the founders of the academy were
sinful men who came from across
the northern seas.

The sorceries they left behind were
fragmentary, and barely legible,
leading to the loss of much of their wisdom.

026985F0;A ring graced with the engraving of a hawk.
Extends the range of arrows.

Blue-eyed Durgo, the nomadic bowman,
had many a valiant victory in battle,
half owing to the boon of this ring.
0269AD00;An odd stone ring containing a fiery heat.
Accumulates power as the user is harmed, then
explodes, damaging surrounding enemies
while leaving its wearer unscathed.

Our deeds will come back to us
in some form or another, both good and bad.
0269FB20;A ring of blue stone.
The stone is misshaped, however imperceptibly.
Renders certain equipment invisible.

Do not judge your foes by their appearance.
He who approaches without a sword
carries two behind his back.
026A2230;A soul is much like a curse.
And those with strong souls must bear
within themselves an even stronger curse.

Vendrick, King of Drangleic, used a
powerful soul to keep the curse at bay.
In the end, he sought the flame that began it all.

Wear this ring to open the King's Gate.
026A4940;The wearer of this ring appears human
even when Hollow.

They say that in the Undead Crypt,
we can reacquaint ourselves with the dead.
We all suffer loss.
And none of us can escape death.
Then, what is the fascination with reclaiming
that which has already passed into the beyond?
026A7050;Ring granted protection by Kremmel,
god of Struggle.
The ring's spikes drive into the wearer's
skin, so that each blow taken fuels spite
toward the perpetrator.

When damage is taken, the ring retaliates
and inflicts damage upon enemy.
026A7051;Ring granted protection by Kremmel,
god of Struggle.
The ring's spikes drive into the wearer's
skin, so that each blow taken fuels spite
toward the perpetrator.

When damage is taken, the ring retaliates
and inflicts damage upon enemy.
026A7052;Ring granted protection by Kremmel,
god of Struggle.
The ring's spikes drive into the wearer's
skin, so that each blow taken fuels spite
toward the perpetrator.

When damage is taken, the ring retaliates
and inflicts damage upon enemy.
026A9760;A soft string-like ring tied around the finger.
Makes it easier for invaders to find your world.

Who would create such a ring, and why?
Perhaps the answer is better left unknown.
026ABE70;A precious ring which grants the protection
of  Quella, god of dreams.
Makes its wearer appear as a phantom,
misleading invaders.

He who sets the trap must be wary.
For traps are known to spring upon their owners.
026AE580;A ring of red stone.
The stone is misshaped, however imperceptibly.
Renders certain equipment invisible.

Do not judge your foes by their appearance.
He who approaches without a sword
carries two behind his back.
026B0C90;A ring of black stone.
The stone is misshaped, however imperceptibly.
Renders certain equipment invisible.

Do not judge your foes by their appearance.
He who approaches without a sword
carries two behind his back.
026B81C0;A powerful soul is like a curse.
And Vendrick, King of Drangleic used a
powerful soul to keep the curse at bay.

King Vendrick sought greater souls,
and made the giants' strength his own,
but even still, the curse overcame him.

Wear this ring to open the King's Gate.


026BA8D0;Ring worn by Rhoy the Explorer.
Hear the inner voices of surrounding foes.

Useful for locating hidden enemies,
and perhaps for a few other things, as well.
026BCFE0;A ring of yellow stone.
The stone is misshaped, however imperceptibly.
Renders certain equipment invisible.

Do not judge your foes by their appearance.
He who approaches without a sword
carries two behind his back.
026D0860;Ring of the Rat King covenant.

Join this covenant and wear this ring
to lure trespassers of the Rat King's territory
into your world.

If you receive this ring,
rejoice in the opportunity to demonstrate
your allegiance to an eminently noble being.

026D2F70;Ring of the Bell Keeper covenant.

Join this covenant and wear this ring
to be automatically summoned to the world
of an invader of the bell keepers' domain.

The twin bells symbolize the bond between
two lovers who could never be united.
The bell keepers are their eternal guardians.
For that is their love; that is their curse.

026D5680;Ring of the Blue Sentinel covenant.

Join this covenant and wear this ring
to be automatically summoned
to the worlds of blue apostles
who have been invaded by dark spirits.

The ring is engraved with the crest of the
Way of Blue, symbolizing the dignified oath to
protect each world's master from dark spirits.
026D7D90;Ring of the Brotherhood of Blood covenant.

This ring is nothing special. Perhaps,
in the end, an oath is but a window
into the ambitions of the oath taker.

If you have taken this oath,
then you know what you want.
To be soaked in the blood of your kind.
026DA4A0;Ring of the Way of Blue covenant.
Increases HP slightly.

The Way of Blue is not a developed religion.
It is a humble prayer that spread naturally
amongst those seeking help.

When apostles of Blue are invaded by
dark spirits, they can receive assistance
from masters of other worlds.
026DCBB0;Ring of the Pilgrims of Dark covenant.
Increases the attack strength of hexes,
but casting them reduces HP.

What is dark?
Perhaps we already know.
We fear dark, yet find solace in it.

Those who join this covenant can see
the hidden Dark Chasm.
026DF2C0;Ring of the Company of Champions covenant.
Greatly increases attack power of bare hands.

The souls of fallen heroes found along the way
salute those who scoff at danger and bravely
seek the harder path.

Joining this covenant strengthens the enemies
within your world.
026E19D0;Ring of the Heirs to the Sun covenant.
Slightly increases miracle attack power.

Worship of the sun, now a lost belief,
was once widespread amongst great warriors.

Members of this covenant can leave their
golden signs to be more easily summoned
to join brethren in jolly cooperation.
026E40E0;Ring of the Dragon Remnants covenant.
Slightly increases Estus Flask HP recovery.

Possessing a dragon scale is proof of its owner's
prowess. Strength should always be displayed
boldly, and meted out justly.

Members of the covenant who bear dragon scales
can fight with one another. The survivor of the
duel claims the dragon scale of the opponent.
02719C40;Ring depicting a simpleton's flower.
Wearer becomes invisible while rolling.

This ring was worn by the soldiers of
the Old Iron King, said to be blessed
with divine protection.

This ring only does one thing, but with
ingenuity it can be fearsomely effective.
0271C350;An oddly deformed iron ring.
Increases the strength of its wearer.

The Old Iron King ruled over
a great age of iron.

The King's power allowed him
to mold iron freely, as if he held sway
over the forces of life and creation.

0271EA60;An oddly deformed iron ring.
Increases the dexterity of its wearer.

The Old Iron King ruled over
a great age of iron.

The King's power allowed him
to mold iron freely, as if he held sway
over the forces of life and creation.

02721170;Ring of the guardians of Eleum Loyce.
Attacks greatly decrease enemy stamina.

Eleum Loyce existed to subdue
the raging flame, but when the ivory
gates were flung open, the land grew cold
and lifeless.
02723880;Ring depicting a hand grasping a stone.
Increases magic attack,
but reduces physical defense.

The origin of this ring is unknown,
but its design suggests one of the
darker deities.

Effective use of this ring requires
skill on the part of its wearer.

02725F90;Ring depicting a hand grasping a stone.
Increases lightning attack,
but reduces physical defense.

The origin of this ring is unknown,
but its design suggests one of the
darker deities.

Effective use of this ring requires
skill on the part of its wearer.

027286A0;Ring depicting a hand grasping a stone.
Increases fire attack,
but reduces physical defense.

The origin of this ring is unknown,
but its design suggests one of the
darker deities.

Effective use of this ring requires
skill on the part of its wearer.

0272ADB0;Ring depicting a hand grasping a stone.
Increases dark attack,
but reduces physical defense.

The origin of this ring is unknown,
but its design suggests one of the
darker deities.

Effective use of this ring requires
skill on the part of its wearer.

0272FBD0;Ring of Raime the traitor.
Reduces stamina loss when blocking
with shield.

Raime was an agile swordsman who
served King Vendrick, but after resigning
from his post, he reconsidered his
way of life and was born again as
a stalwart warrior.
027322E0;Ring of Flynn, the infamous thief.
Utilizes the strength of the wind,
such that lower equip load proportionally
increases physical attack.

Flynn was known as a tiny fighter
who packed a mighty punch.
Even the most skilled warriors
in the land failed to capture him.
027349F0;Ring crafted from the chains of the Embedded.
Receive various benefits, but at the cost
of increased damage taken.

The chains of the Embedded have the power
to transform people into slaves of pleasure,
setting them on a path of ruin.
This ring augments that peculiar quality.
02737100;A ring bearing a sharp stud.
Appear human when a phantom.

This ring jabs into the skin, creating 
a throbbing pain that serves as
a constant reminder of one's humanity.
02739810;Ring of Sir Yorgh, who sought the blood
of a dragon and invaded Shulva.
Can deflect spells.

When Sir Yorgh faced Sinh, the slumbering
dragon, he drew blood with a flash of his steel,
but Sinh responded by spewing forth the
poison that had long brewed within him,
blanketing the city in a miasmic cloud.
0280DE80;A ring affixed with an open vessel.
The vessel insatiably absorbs souls
in place of its wearer, who is left
unaware even of their collection.

All things are rooted in souls,
but what drives our thirst for them?
Abstinence from this elixir may be
the truest homage to an enduring self.
03041840;Key to the soldier's door in the Forest of
Fallen Giants.

A fort was erected in the forest to face the Giants,
but now the soldiers are lost and Hollowed.

They are enfeebled, but not without honor,
and continue to steadfastly defend their country.
03043F50;Key to the King's Passage,
inside Drangleic Castle.

King Vendrick tried all manner of things to
purge the curse that threatened his kingdom.

But when every last attempt failed,
the King fled through the King's Passage.

0304B480;Tool used to reinforce
weapons.

Rest at a bonfire to make
weapon reinforcement possible.
0304DB90;Tool used to reinforce
armor.

Rest at a bonfire to make
armor reinforcement possible.
03072580;Key to the cells of the Lost Bastille.

Long ago, a bastille lord, driven to desperation
by the rapid spread of curse across the land,
began to see each subject as a carrier of the
blight, and locked them away in droves.

This entire bastille was turned into a prison,
and left abandoned to rot with its prisoners.

03074C90;Key to the iron door of the Iron Keep.

The Old Iron King's castle sunk into a lake
of fire, weighed down by the castle's iron,
and the burden of the king's conceit.

Over the ages, the iron was stripped from
the castle by opportunistic passers-by.
The iron door, too, must be somewhere, far away.
030773A0;Key found in the Gutter.
Intricately designed, but of unknown origin.

All manner of terrible things have been
cast into the Gutter in Majula, forming a
settlement of filth and chaos.
03079AB0;Key to Brightstone Cove Tseldora.

The eccentric Lord Tseldora, known for his
fascination with spiders, built a town and
a personal fortune by mining brightstone.

One day, the town was overrun by spiders,
but Lord Tseldora only stood by and watched,
eerily contented.

0307C1C0;This key is very old, but in very good
condition, such that it should still function.

Only, what lock does this key fit?
0307E8D0;A strange key shaped like a wild beast's fang.

What manner of dilettante would create such a
key, and what might it unlock?
03080FE0;Key to the abandoned house in Majula.
Received from Cale the Cartographer.

In the past, Majula served as a dumping ground
for horrible things, but is now a gathering place
for those with no better place to go.

It seems this house in Majula was the final
home for a few such souls.
030836F0;Key of Blacksmith Lenigrast of Majula.

Majula, the land of exiles, is comprised of
abandoned old houses, one of which
Lenigrast has fashioned into a workshop.
03085E00;A perfectly smooth and silky stone.
Use to restore HP.

The shine of this stone is no ordinary polish,
and can only be achieved over a long period.
Some in this land are in search of such
mystical stones.
03087188;A smooth and silky stone.
Use to slightly restore HP.

The shine of this stone is no ordinary polish,
and can only be achieved over a long period.
Some in this land are in search of such stones.
03088510;A stone which rotates the Majula Rotunda.
Insert into the central pillar to align
the rotunda with a different passageway.

Nothing magical about it,
but a fine feat of engineering.
0308AC20;Each king has his rightful throne.
And when he sits upon it,
he sees what he chooses to see.

Or perhaps, it is the throne,
which shows the king only what he wants.

The flames roar, but will soon begin to fade,
and only a worthy heir might burnish their light.
What is it, truly, a claimant of the throne
could desire?

0308D330;Manifestation of ashen mist
received from the ancient dragon.

The magic of the ancient dragon allows one
to delve into the memories of the withered.

0308FA40;The soul of a Giant who came to conquer Drangleic.

Will the Giants' resentment for the King
be pacified in death, or only emboldened?

Can be used to acquire souls, only...
03092150;Key to the den in Brightstone Cove Tseldora.

The fools that venture into Tseldora, unaware
of the ancient deeds that still haunt the cove,
are transfigured into unspeakable malformations.
03094860;Online play item.
Shows the names of the greatest victors
of the Company of Champions covenant.

This tablet, chiseled from the Victor's Stone,
is engraved with the names of the brave warriors
who have offered the most awestones,
as if they were epitaphs, honoring their lives.
03096F70;A small ornamental ladder.
A quaint little thing, but only for show.

This ornament does not seem to have any
particular function, and should not be worth
much, but is sold at an exorbitant price.
03099680;A vessel that will accept your souls.

It can allow reallocation of levels,
but without proper assistance,
it may simply drain you of souls.

If you truly wish to start again,
go to the place where your journey began.
0309BD90;Key to the prison in the Huntsman's Copse.

The Undead hunts during the reign of
the Old Iron King took place in this forest,
and the cells in which the Undead were
held still stand there to this day.
However, the march of time has eroded
away any difference between the captors
and the captives.
030A0BB0;An ember radiating a dull light.

This flame seems nearly exhausted,
but exhibits an eerie resilience.
Perhaps this is its ordinary state?
030A32C0;A crushed eye orb with an unfocused gaze.

The crushed eye writhes unsteadily,
in search of dishonorable miscreants.

Where are the fiends, where are they...
030A59D0;A spice exuding a peculiar aroma.

A spell demands devotion from its caster,
but using this spice makes a chosen spell
attainable with 1 less intelligence. Will only
work with assistance from a certain person.

The spice does not raise one's intelligence,
but only obfuscates the requirement.
030A80E0;A spice exuding a peculiar aroma.

A spell demands devotion from its caster,
but using this spice makes a chosen spell
attainable with 1 less faith. Will only
work with assistance from a certain person.

The spice does not raise one's faith,
but only obfuscates the requirement.
030AA7F0;Key used in the mansion of Aldia.

King Vendrick condemned his own
elder brother to the mansion.

They both sought the truth, but through
different means, and their fervor meant the
eventual withering of their familial ties.
03197500;A terribly worn dragon talon.

Legend has it that in the deepest reaches
of the Black Gulch, behind a door locked
from the inside, is a magnificent city
built for a great slumbering dragon.

This talon clearly dates to ancient times,
but great vitality emanates from it still.
031AFBA0;A piece of iron shaped like a key.

Past the altar deep within the Iron Keep
and through a door is the tower that the
Old Iron King used to produce iron.

The unearthly weight of this chunk of
iron is a reminder of the Iron King's
own immeasurable strength.
031C8240;A stone ornament shaped like a flower.
Cold enough to dampen the greatest heat.

Opens the door to a new path from
the Shrine of Winter, found on the road
to the great castle.
031E08E0;Key to the inner chamber of the Eternal Sanctum.

The Sunken King erected the
Eternal Sanctum to shelter Sinh the Dragon.

The Sanctum appears to be a solemn temple,
but it is filled with devilish creatures that
ensure no trespasser shall cause offense.
031F8F80;Key that opens the door to Brume Tower.

Long ago, the tower used to produce
a seemingly endless supply of iron.
The King used it to create iron soldiers
and an iron castle. Legend has it he even
tried his hand at forging a dragon out of iron.

03211620;Opens the Garrison Ward of Eleum Loyce.

The Garrison Ward was built to confine Chaos,
and Eleum Knights remain there today,
waiting for someone to lead
the advance on the swollen flame,
faithful to the King's final orders.
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03236010;An extremely solid stone.
Used to operate the Eternal Sanctum contraption.

The heirloom of a race that discovered
a dragon, worshipped its magnificence,
and perished by its side.
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032A3DE0;A scorching-hot iron scepter.
Used to activate contraptions by
transferring heat to Brume Tower.

When the Old Iron King wrested this
dilapidated region from the kingdom
of Venn, the act required all the resources
the enfeebled lord could muster. But with the
discovery of this iron-producing miracle,
he was reborn as a powerful leader.
032BC480;An iron wedge forged in this land.
Destroys the ashen idol.

The ashen idol is of great consequence
to Nadalia, who, having renounced her flesh,
entrusts her very being to it.

032D4B20;Soul of Nadalia, Bride of Ash, who renounced
her flesh and wandered Brume Tower.

When Nadalia came to this land,
the king she sought was no longer there.
Dispirited, she forsook her own soul
and clung to the heirlooms of the old king.

This is only a fragment of a soul,
and cannot be used in this state.
0331DF00;The eye of the first priestess
who watched over Eleum Loyce.
Allows one to see the unseen.

All the great priestesses replaced
one of their birth eyes with this,
returning it after their term was complete.
0393AE10;Small stone made up of crystallized souls.
Gradually restores a small amount of HP.

Often found near abandoned corpses,
as if it were what remains of the soul.
0393D520;Stone made up of crystallized souls.
Gradually restores HP.

The dull glimmer of these mysterious stones
brightens with the passage of time.
0393FC30;Stone made up of crystallized souls.
Gradually restores a large amount of HP.

A rare stone with so brilliant a shine
would fetch a handsome price.
But what value could it really have,
without knowing who died to leave it behind?
03940FB8;Specially treated dried mushroom.
Creates a euphoric sensation when ingested,
and restores a large amount of HP over time.

Saint Elizabeth devoted her life to helping the
needy by concocting medicine and potions.

It's thought her great virtue was matched only by
her sublime beauty, but who can say now?
039413A0;Root of a perennial herb native to the south.
Restores HP for an extended duration.

Wild animals abhor the pungent odor of this root,
but clerics on pilgrimage are keenly aware
of the value of its powerful medicinal effects.
03942340;An annual herb with an amber color so deep,
it gives the impression of luminescence.
Restores a small number of spell uses.

It is the mistaken belief of many that the
flowers of this herb do not blossom. However,
small, white flowers do blossom during
dusk when the moon is visible.
03944A50;A gray herb that grows hidden among
the rocky surfaces of tall mountains.
Restores a number of spell uses.

There is no end to the scores of people who
risk life and limb to forage for this valuable
herb, which led to a banning of its harvest in
some regions.
03947160;A wilted and faded stalk of dusk herb.
Restores a great deal of spell uses.

A dusk herb in bloom works wonders,
but will wilt in the blink of an eye.
Needless to say, finding such an herb
is of the utmost difficulty.
03949870;A faintly poisonous clump of moss.
When ingested, it counteracts poison
and cleanses one's insides.

If enough poison builds up in the body to
break out and cause poisoning, your HP
will start to decrease.

If you wish to stay alive, you would do well
to keep a supply close to hand. 
0394E690;A blessed charm.
Cures poison and restores HP.

Many such charms were blessed in
reconstructed ancient ceremonies, carried out
in the monastery of Lindelt, now known as
the new home of miracles.

Though it may lack the power of an original,
in circumstances dire enough,
an imitation can be quite enough.
03950DA0;A blessed charm.
Cures poison and greatly restores HP.

A rare, ancient charm that is said
to be endowed with the power of dragons.
It is not clear whether it is a man-made
creation, or of some other nature.
03952128;Holy water endowed with a divine blessing.
Cures status effects and fully restores HP.

Water blessed by an ancient goddess.
Her name is long forgotten, and the Magic
Academy of Melfia denies even her existence.

In any age, there are those who refuse
to see reason. It is their meddling that
distorts the truth.
039534B0;Crimson water of unknown origin.
Restores HP and spell uses.

Though known to some as red holy water,
not everyone acknowledges its holy status.

03955BC0;Crimson water of unknown origin.
Greatly restores HP and spell uses.

Those who have experienced the powerful
effect of this dimly lucent red water care not
that its very origins are completely unknown.
0395D4D8;A warm, soft, shadow-like effigy.

Use this item to reverse Hollowing.
It also weakens the links to other worlds,
preventing invasions and most cooperation.

Peer closely at an effigy, and one begins
to perceive a human form, but whose form
it takes depends on the person looking.
0395E478;A green glass bottle of unknown make.
Fill it with Estus at a bonfire, and drink
from it to restore HP.

The nature of the link between the
Estus Flasks and the bonfires that illuminate
the world of the Undead is entirely unknown.

But that is of little concern, for any Undead
knows the value of these precious flasks.
0395E482;A green glass bottle of unknown make.
Fill it with Estus at a bonfire, and drink
from it to restore HP.

The nature of the link between the
Estus Flasks and the bonfires that illuminate
the world of the Undead is entirely unknown.

But that is of little concern, for any Undead
knows the value of these precious flasks.
0395F800;A small blue burr.
Temporarily boosts magic defense.

These burrs bloom magnificently on a shrub
every few years, their color and effect determined
by soil quality and recent weather.
Known to have been used in rituals long ago.
03961F10;A small yellow burr.
Temporarily boosts lightning defense.

These burrs bloom magnificently on a shrub
every few years, their color and effect determined
by soil quality and recent weather.
Known to have been used in rituals long ago.
03964620;A small orange burr.
Temporarily boosts fire defense.

These burrs bloom magnificently on a shrub
every few years, their color and effect determined
by soil quality and recent weather.
Known to have been used in rituals long ago.
03966D30;Troches with an inexplicably pungent odor.
Temporarily boosts dark defense.

Verbal histories often mention Saint Elizabeth;
her uniquely concocted medicines and potions
are still widely used today.
03969440;A spotted fruit.
Temporarily boosts poison resist.

This common fruit has no taste,
but when facing a true test of mettle,
its benefits could make the difference
between life and death. 
0396BB50;Troches with an oddly charred odor.
Temporarily boosts bleeding resist.

Verbal histories often mention Saint Elizabeth;
her uniquely concocted medicines and potions
are still widely used today.
0396E260;Troches with a strangely musty odor.
Temporarily boosts equipment break resist.

Verbal histories often mention Saint Elizabeth;
her uniquely concocted medicines and potions
are still widely used today.
03970970;Troches that exude the scent of rust.
Temporarily boosts petrify resist.

Verbal histories often mention Saint Elizabeth;
her uniquely concocted medicines and potions
are still widely used today.
03971CF8;A balm extracted from a rare plant.
Temporarily increases strength.

This special fragrant oil affects the mind,
granting a fleeting sense of empowerment.
039720E0;A balm extracted from a rare plant.
Temporarily increases dexterity.

This special fragrant oil affects the mind,
granting a fleeting sense of empowerment.
039724C8;A balm extracted from a rare plant.
Temporarily increases intelligence.

This special fragrant oil affects the mind,
granting a fleeting sense of empowerment.
039728B0;A balm extracted from a rare plant.
Temporarily increases faith.

This special fragrant oil affects the mind,
granting a fleeting sense of empowerment.
03972C98;A tiny bug that produces light.
Brightbugs are said to comfort the dead,
and are found in the marshlands leading
to the Undead Crypt.

By ingesting a brightbug just before death,
the moment at which they glow most brightly,
one attains great power for a short time.
Often utilized as a last-resort for adventurers
who have lost their way.

Has no effect in other worlds or for phantoms.
03973080;A mysterious sticky substance that
radiates a pale white light.
Applies magic to right-hand weapon.

The affected weapon inflicts magic damage
for a short time. Particularly effective against
heavily armored foes or creatures with
thick scales.
03974408;A mysterious sticky substance that
radiates a dim yellow light.
Applies powerful magic to right-hand weapon.

The affected weapon inflicts magic damage
for a short time. Particularly effective against
heavily armored foes or creatures with
thick scales.
03975790;A rare pine resin with a golden glint.
Applies lightning to right-hand weapon.

The affected weapon inflicts lightning damage
for a short time. Particularly effective against
foes who are resistant to magic and fire.
03977EA0;Black charcoal-like pine resin.
Applies fire to right-hand weapon.

The affected weapon inflicts fire damage
for a short time. Particularly effective
against enemies vulnerable to fire,
such as Undead or beasts.
0397A5B0;Hexed pine resin.
Applies dark flame to right-hand weapon.

The affected weapon inflicts dark damage
for a short time. Particularly effective
against enemies that fear dark,
such as clerics and magical creatures.
0397CCC0;This Rotten Pine Resin has gone poisonous.
Applies poison to right-hand weapon.

Poisoned foes slowly lose HP over time.
0397F3D0;A jar of carnivorous plant secretions.
Applies bleeding effect to right-hand weapon.

Bleeding foes' max HP is lowered.
039841F0;Green weed shaped like a leafy flower.
Temporarily boosts stamina recovery speed.

At one point, this herb was avoided due to
its unusually bitter taste, but once its effects
became known, it was harvested to near
extinction by merchants. Now, only
exceptionally rare, wild specimens of this
plant are left.
03986900;An old rusted coin.
Crushing the coin temporarily boosts luck.

This rusted coin gives you that little extra
bit of luck, making items and the like
easier to find.

The coin is engraved with the image of a god
that was worshipped in ancient times,
but no one knows its true origins.
0398B720;The beloved magic stone of Rhoy the Explorer.
High chance of detecting treasure chest
traps, indicated by a red light.

There are more than a few men who take
advantage of the undoing of others. Many more.
0398DE30;A white-ashen bone.
Return to last bonfire rested at.

Bonfires burn on the bones of Undead.
And this bone, belonging to one whose
journey was cut short, has the power
to travel to bonfires. As if it yearns to
resume its futile quest...
0398F1B8;An aged bird feather.
Return to last bonfire rested at.
Can be used repeatedly.

The child of the dragon, sequestered away
from the world, imagined a world of boundless
possibilities from the mere sight of a feather.
03990540;An accursed mark.
The Darksign induces death, returning
the player to the last bonfire rested at,
at the cost of all souls held.

Do what you must to gather the pieces,
scraping them into some semblance of
a whole, before the will to do so fades.
03992C50;A tiny charm embedded with imitative magic.
Use to transform into something to blend in.

Use this talisman to hide from invaders.
Only provides the most superficial camouflage,
but sometimes that is enough to do the trick.
03995360;A tiny charm embedded with imitative magic.
Use to transform into a treasure chest.

Use this talisman to trick invaders.
Only provides the most superficial camouflage,
but for those desperate for quick riches,
you will appear quite attractive indeed.
03997A70;A tiny charm embedded with imitative magic.
Use to transform into a corpse.

Use this talisman to trick invaders.
Only provides the most superficial camouflage,
but for those who fail to respect the dead,
your disguise will be quite effective.
0399A180;A tiny charm embedded with imitative magic.
Use to transform into a phantom.

Use this talisman to trick invaders.
Only provides the most superficial camouflage,
but for those na෥ enough to never question
what they see, you should be very convincing.
0399B508;A stone containing the strength of dragons.
Transforms the head into that of a
fire-breathing dragon, an effect that will
remain until death.

The zealots who sought everlasting life are said
to have conducted rites to imbue stones with the
strength of dragons, but their are no records
confirming their success.


0399B512;A stone containing the strength of dragons.
Transforms the head into that of a
fire-breathing dragon, an effect that will
remain until death.

The zealots who sought everlasting life are said
to have conducted rites to imbue stones with the
strength of dragons, but their are no records
confirming their success.


0399B8F0;A stone containing the strength of dragons.
Transforms the body into a roaring dragon,
an effect that will remain until death.

The zealots who sought everlasting life are said
to have conducted rites to imbue stones with the
strength of dragons, but the truth of such claims
is questionable.


0399B8FA;A stone containing the strength of dragons.
Transforms the body into a roaring dragon,
an effect that will remain until death.

The zealots who sought everlasting life are said
to have conducted rites to imbue stones with the
strength of dragons, but the truth of such claims
is questionable.


0399C890;Enchanted metal rendered into powder.
Repairs equipment.

Weapons and armor wear down with use.
Allow too much wear, and you won't be
able to use them.

You have only yourself to blame if you find
yourself in crisis with no powder to spare.
0399EFA0;A torch made by soaking the end of a long
stick in pine resin.

Light the torch on the fire of a sconce
to illuminate areas for a short time.
Find new torches to extend this period.

Torches can even be lit on bonfires,
the flames of which do not normally
set objects alight, due to the coating
of the bones used to fuel them.
039A16B0;Bottle filled with dried red butterflies.
Stimulation of these rare butterflies creates a
small flame, allowing torches to be lit on the go.

These butterflies exude secretions which ignite
upon exposure to air, protecting them from
natural predators. Known and loved as handy
fire-lighters, but feared as the catalysts of
disastrous fires when found in swarms.
039A64D0;A slightly warm rock.
Emits a beautiful, phasing aura of seven
colors, with a very rare eighth.

The prism stone does nothing special,
but if you feel you may lose your way,
it can serve as a path marker.
039AB2F0;Faces carved from the wood of aged trees.
They speak when thrown upon the ground.

The fine craftsmanship of these faces is
evident even after much aging, but no one
knows even the name of the artist.

This face says "Hello!"
Doesn't it look friendly?
039ADA00;Faces carved from the wood of aged trees.
They speak when thrown upon the ground.

The fine craftsmanship of these faces is
evident even after much aging, but no one
knows even the name of the artist.

This face says "Thank You"
Doesn't it look appreciative?
039B0110;Faces carved from the wood of aged trees.
They speak when thrown upon the ground.

The fine craftsmanship of these faces is
evident even after much aging, but no one
knows even the name of the artist.

This face says "I'm Sorry"
Doesn't it look apologetic?
039B2820;Faces carved from the wood of aged trees.
They speak when thrown upon the ground.

The fine craftsmanship of these faces is
evident even after much aging, but no one
knows even the name of the artist.

This face says "Very Good!"
Doesn't it look cheerful?
039B4F30;A piece of rubbish that is good for nothing.

One man's rubbish is another man's riches,
for value, is in the eye of the beholder.

But utility is another matter, and this has none.
039B5318;An unidentified petrified object.
Pleasant to the touch, despite its looks.

A rare and peculiar thing, to be certain,
but one without a known purpose.
039B89C8;The shard of an Estus Flask.
Shards are deeply soaked in Estus.
Graft the shard to an Estus Flask
to increase flask uses.

Over the ages, countless souls rested their
bones as they drank from the original flask.
And now this shard remains, serving as
a vestige of their hopes and dreams.
039B8DB0;Charred, ashen bones.
Cast them into the Far Fire in Majula
to increase the HP restored
with each use of your flask.

They say these are the remains of a saint
who cast himself into the bonfire.
But we will never know for sure,
for soot and ashes tell no story.
039B9198;Tossing this into a bonfire strengthens nearby foes.

Once the Bonfire Ascetic is devoured by
the flames, its effects can never be reversed.
Be prepared before using this perilous ember.

Fire exhibits a connection to the curse,
and when the flames grow stronger,
so does the curse.
039B9D50;A skull of unknown ownership.
Smashing it releases traces of souls,
which attract nearby foes.

Does not work on all enemies, but
can prove useful in unexpected ways.
039BA138;Talisman used by cleric knights.
Blocks Estus recovery within a limited area.

It is said that the cleric knights used these
talismans to hunt down accursed Undead.

Cleric knights fight with pride,
and by blocking the recovery of the Undead,
they can also fight with impunity.
039BB4C0;Stone activating a creation of
Pharros the Vagabond.

Pharros the Vagabond was a legend who
wandered the lands, creating contraptions
to help those in sincere and dire need.

The scope of his travels was so wide that
Pharros has been mistakenly credited with
many inventions that were crafted by others.

039BB8A8;A fragrant tree branch with a faint sweet smell.
Restores the life of things turned to stone.

Extended inhalation of the branch's scent can
lead to coughing and nausea.
039BBC90;A tiny waning flame.
Used to strengthen a pyromancy flame.

A pyromancy flame serves as the catalyst
for pyromancies, and scales the strength of
each spell according to its level.

Fire is a common object of worship.
It can never be grasped, and its mystery
stokes the human imagination.
039BC460;Throwing knife.
Used as a projectile.

This simple weapon is easily utilized.
Its range is limited, and it deals very little
damage, but even still, it is a valuable tool
in the absence of other ranged weapons.
039BEB70;A small clay urn enwreathed in magic.
Explodes, inflicting magic damage.

Created in Melfia, a land that flourishes
with magic and pyromancy.
Though the magic contained in the urn
lacks potency, it is a boon to any
inexperienced traveler.
039C1280;A small clay urn enwreathed in lightning.
Explodes, inflicting lightning damage.

Created in Melfia, a land that flourishes
with magic and pyromancy.
Though the lightning contained in the urn
lacks potency, it is a boon to any
inexperienced traveler.

039C3990;Bisque urn filled with black powder.
Explodes, inflicting fire damage.

Though this urn is a crude and commonplace
weapon, it owes its continued usage to its
simplicity and effectiveness in a variety
of situations.
039C4D18;Bisque urn filled with black powder.
Explodes, inflicting great fire damage.

Utilizes a powerful explosive developed
in the fallen kingdom of Forossa.
Black firebombs can cause harm to their
owners when misused, and Forossa law
defined stringent standards for their
safe storage.
039C60A0;Hexed black lacquer urn.
Explodes, inflicting dark damage.

With the dark art of hexing strictly forbidden,
who would dare fill an urn with such power?
The very origins of the art are unclear,
yet another reason hexing is feared.
039C87B0;A throwing knife.
Intended to poison the target more
than inflict direct damage.

This simple weapon is easily utilized,
but has limited range and deals little damage.

However, if the knife can cause poison,
the target will take damage for some time.
039C9B38;A large excrement. Still rather warm.
Throw at enemy to cause rapid onset of poison,
but you too will be subjected to the same bane.

Most warriors are loath to come near
a thing like this, much less carry it around,
but therein lies the advantage.
039CAEC0;A throwing knife.
Its sharp blade is intended to cause bleeding
rather than simply inflict damage.

This simple weapon is easily utilized,
but has limited range and deals little damage.

However, if the knife can cause bleeding,
the target's max HP will be lowered.
039CD5D0;Urn filled with secretions of giant corrosive ants.
Powerful acid inflicts damage on equipment.

Giant anthills created by the corrosive ants
line the horizon of the desert land of Jugo.
Ant larvae are considered a delicacy,
but he who enters an anthill uninvited
will have their flesh melted to the bone.
039CFCE0;An urn filled with crystal-clear water.
Originally intended as a soothing potion,
this water scalds the skin of Undead and Hollows.

In the old capital of Mirrah, an ancient,
well-protected spring produces holy water,
but the water has been difficult to acquire
ever since Mirrah became embroiled in war.
039D1068;The fading soul of a lost Undead
who has gone Hollow and still.

Use to acquire souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039D23F0;Soul of a lost Undead who has
long ago gone Hollow.

Use to acquire souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039D4B00;Large soul of a lost Undead who has
long ago gone Hollow.

Use to acquire souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039D7210;Soul of a nameless Undead soldier
who has long ago gone Hollow.

Use to acquire souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039D9920;Large soul of a nameless Undead
soldier who has long ago gone Hollow.

Use to acquire many souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039DC030;Soul of a proud Undead knight who
has long ago gone Hollow.

Use to acquire many souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039DE740;Large soul of a proud Undead knight who
has long ago gone Hollow.

Use to acquire many souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039E0E50;Soul of a brave Undead warrior
who has long ago gone Hollow.

Use to acquire a large amount of souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039E3560;Large soul of a brave Undead warrior
who has long ago gone Hollow.

Use to acquire a large amount of souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039E5C70;Soul of a hero of legend
who has long ago gone Hollow.

Use to acquire a large amount of souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039E8380;Great soul of a hero of legend
who has long ago gone Hollow.

Use to acquire an incredible amount of souls.

The soul is the source of all life,
and even in undeath, or hollowing,
the mind seeks souls.
039F1FC0;Inexpensive wooden arrows.
Easily acquired, but not very threatening.

Bows are excellent tools for attacking
foes from a safe distance, but require
the equipping of some type of arrow.
039F46D0;Standard arrows made of iron.
Sturdy arrows that pierce effectively.

Iron arrows are powerful, but not cheap.
Be certain not to overuse them.
039F6DE0;Arrows imbued with magic.
Tipped with a Aromatic Ooze.

Weapons fortified with magic are particularly
effective against heavily armored foes
or creatures with thick scales.
Useful in the short term for those who have
learned no magic, or whose magic is exhausted.

039F94F0;Arrows imbued with lightning.
Tipped with Gold Pine Resin.

Weapons fortified with lightning are effective
against foes resistant to magic and fire.
Useful in the short term for those who have
learned no magic, or whose magic is exhausted.


039FBC00;Arrows imbued with fire.
Tipped with Charcoal Pine Resin.

Weapons fortified with fire are effective against
against foes vulnerable to magic and fire, such
as Undead or beasts.

Useful in the short term for those who have
learned no magic, or whose magic is exhausted.
039FE310;Arrows imbued with dark flame.
Tipped with Dark Pine Resin.

Weapons fortified with dark are effective
against those who fear the dark, such as
clerics and magical creatures.

Useful in the short term for those who have
learned no magic, or whose magic is exhausted.
03A00A20;Arrows imbued with poison.
Tipped with Rotten Pine Resin.

Poisoned foes slowly lose HP over time.
03A03130;Arrows that cause bleeding.
Tipped with finely sharpened arrow heads.

Bleeding foes' max HP is lowered.
03A05840;Inexpensive wooden greatarrows.

Bows are excellent tools for attacking
foes from a safe distance, but naturally,
require an arrow to be equipped.

Greatbows will not function with ordinary
arrows. Equip specially-designed greatarrows.
03A07F50;Standard greatarrows made of iron.

More effective than regular arrows,
but considerably heavier.
03A0A660;Greatarrows imbued with magic.
Tipped with a Aromatic Ooze.

Weapons fortified with magic are particularly
effective against heavily armored foes
or creatures with thick scales.

If you require magic but have learned none
yourself, these will serve you well.

03A0CD70;Greatarrows imbued with lightning.
Tipped with Gold Pine Resin.

Weapons fortified with lightning are effective
against foes resistant to magic and fire.

If you require magic but have learned none
yourself, these will serve you well.

03A0F480;Greatarrows imbued with fire.
Tipped with Charcoal Pine Resin.

Weapons fortified with fire are effective against
against foes vulnerable to fire, such
as Undead or beasts.

If you require magic but have learned none
yourself, these will serve you well.

03A11B90;Greatarrows imbued with dark flame.
Tipped with Dark Pine Resin.

Weapons fortified with dark are effective
against those who fear the dark, such as
clerics and magical creatures.

If you require magic but have learned none
yourself, these will serve you well.

03A142A0;Greatarrows with intricately crafted tips.
Designed to destroy equipment with impact.

Bravery does not necessarily entail going
head-on with a foe, especially if they have
better armor than you. Use these arrows,
and grind them down from afar.
03A169B0;Inexpensive wooden bolts.
Not very intimidating, but highly portable
and easy to use.

Use of a crossbow requires the equipping
of bolts, which are shorter than arrows.
03A190C0;Standard crossbow bolts made of iron.
Effective at piercing enemies.

Very effective in ranged attacks,
though somewhat expensive to
use willy-nilly.
03A1B7D0;Bolt imbued with magic.
Tipped with Aromatic Ooze.

Weapons fortified with magic are particularly
effective against heavily armored foes
or creatures with thick scales.

Crossbows and specialized bolts allow warriors
with low dexterity to inflict elemental damage.
03A1DEE0;Bolt imbued with lightning.
Tipped with Gold Pine Resin.

Weapons fortified with lightning are effective
against foes that are resistant to magic and fire.

Crossbows and specialized bolts allow warriors
with low dexterity to inflict elemental damage.
03A205F0;Bolt imbued with fire.
Tipped with Charcoal Pine Resin.

Weapons fortified with fire are effective
against foes vulnerable to fire, such
as Undead or beasts.

Crossbows and specialized bolts allow warriors
with low dexterity to inflict elemental damage.
03A22D00;Bolt imbued with dark flame.
Tipped with Dark Pine Resin.

Weapons fortified with dark are effective
against those who fear the dark, such as
clerics and magical creatures.

Crossbows and specialized bolts allow warriors
with low dexterity to inflict elemental damage.
03A25410;Titanite shard used to reinforce equipment.
Reinforces equipment up to +3.

Titanite was discovered in an ancient layer
of earth, and is said to be a gift of the gods.
Titanite of this size has very little power,
but it is still a rare find.
03A26798;Large titanite shard used to reinforce equipment.
Reinforces equipment up to +6.

Titanite was discovered in an ancient layer
of earth, and is said to be a gift of the gods.
Titanite of this size has tremendous power,
and is a very rare find.
03A27B20;Titanite chunk used to reinforce equipment.
Reinforces equipment up to +9.

Titanite was discovered in an ancient layer
of earth, and is said to be a gift of the gods.
There are said to be only a scarce few
titanite chunks in the world.
03A2A230;Titanite slab used to reinforce equipment.
Reinforces equipment up to +10.

Titanite was discovered in an ancient layer
of earth, and is said to be a gift of the gods.
One of the original slabs that provided
the world with all forms of titanite.

Titanite slabs were created to smith
the weapons of the gods, or so the legends say.
03A2C940;A form of titanite with special power.
Reinforce equipment that cannot normally
be reinforced up to +5.

What cosmic event could have created
such a powerful class of titanite?
03A33E70;A large petrified bone.
Reinforces equipment made from special souls.

Commonly called dragon bone, but the
veracity of the name is questionable.
In any case, this petrified bone houses
great power.
03A3B3A0;An altered state of titanite.
Use to imbue weapons with magic,
or to provide magic reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded though;
what else would explain this stone?
03A3DAB0;An altered state of titanite.
Use to imbue weapons with lightning,
or to provide lightning reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded though;
what else would explain this stone?
03A401C0;An altered state of titanite.
Use to imbue weapons with fire,
or to provide fire reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded, though;
what else would explain this stone?
03A428D0;An altered state of titanite.
Use to imbue weapons with dark,
or to provide dark reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded, though;
what else would explain this stone?
03A44FE0;An altered state of titanite.
Use to imbue weapons with poison,
or to provide poison reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded, though;
what else would explain this stone?
03A476F0;An altered state of titanite.
Use to make weapons lacerating,
or to provide bleeding reduction to shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded, though;
what else would explain this stone?
03A4C510;An altered state of titanite.
Changes weapon class to Raw.
Cannot be used on shields.

This unusually hard titanite raises a
weapon's physical attack power,
but lowers strength and dexterity bonuses.
03A4EC20;An altered state of titanite.
Use on weapon to convert wielder's intelligence
into attack. Cannot be used on shields.

Sorcerers at the Melfian Magic Academy
once attempted to imbue titanite with
various elements, but are said to have failed.

Someone must have succeeded, though;
what else would explain this stone?
03A51330;An altered state of titanite.
Use to imbue weapons with power of the mundane.
Cannot be used on shields.

People do not look favorably on the banal,
but sometimes even the most mundane of objects
can cast things in a most pleasant light.
03A53A40;An altered state of titanite.
Use on a weapon or shield
to undo all imbued powers.

This does not revert reinforcement,
but undoes imbued powers such as
magic, fire, poison, etc.
03B20B80;Dried fingers with multiple knuckles.

Shriveled, but radiating a peculiar warmth.

By the number of knuckles, it couldn't
have been human, but perhaps
some questions are best left unasked.
03B259A0;Online play item.
You will be punished for fleeing from other
worlds by disconnecting unjustly. However,
this charm will disperse the ire directed at you.

But sins are not easily buried, and there's no
telling if you will be let off so easily next time.
Each encounter in life is a precious turn of fate,
and fate will not be cheated.
03B280B0;Online play item.
Leave summon sign.

Be summoned as a phantom to another world
in order to help that world's master for
a certain time. You will be rewarded with
a Token of Fidelity for successfully
assisting the other player.

The flow of time is distorted in these lands,
and the White Sign Soapstone allows
Undead to assist one another.
03B2A7C0;Online play item.
Leave summon sign.

Be summoned as a shade to another world
in order to help that world's master for
a certain time. You will be rewarded for
successfully assisting the other player.

The effect is not as long-lived as that of
the White Sign Soapstone, and it is used
only in particular places.
03B2BB48;Online play item.
Leave invasion sign.

Be summoned to another world as a dark
spirit, and defeat the summoner to acquire
a Token of Spite.

Some Undead persevere along the honorable
path even after crossing into the dark.
The Red Sign Soapstone is for them.
03B2CED0;Online play item.
Invade the world of the guilty.

Can only be used by members
of the Blue Sentinels covenant.
Punish the guilty to strengthen
the bond with your covenant.
03B2F5E0;Online play item.
Invade other worlds.

Defeat the master of the world you have
invaded to acquire a Token of Spite.

The residual sins of those who have
succumbed to dark temptations are
contained in the form of the Cracked
Red Eye Orb.
03B31CF0;Online play item.
Invade a world with a Dragon Scale
to claim the scale from its master.

If our human flesh is our greatest weakness,
then those who seek a form that imitates the
ancient dragons are the true vanguard.
03B39220;Token recognizing that the owner has
traveled worlds to help others.

When in other worlds, it can also be used to
restore the master of the world's HP, but
this is only a secondary effect of the item.
Simply carrying these tokens shows
the depth of the holder's fidelity.
03B3B930;Token recognizing that the owner has
traveled worlds to defeat others.
When used, you are more likely to summon
invaders from other worlds for a period of time.

Simply carrying these tokens shows
the bitterness of the grudges the holder
has accumulated.
03B3E040;A medal depicting the sun.
Offer it to the altar to strengthen
the bond with your covenant.

The slight warmth of the medal makes
valor brim within one's bosom.
The brave fighters who bore these medals are
gone, but the sun never sets. On this day
begins the contest to find the Sun's truest son.
03B40750;A scale from the body of an ancient dragon.
Offer to the dragon to bring your own flesh
closer to that of the eternal ancient dragon.

Touching an ancient dragon scale
gives one a glimpse into the abyss.
Believers in the dragon will rise above
this petty corporeal existence.
03B42E60;A severed rat's tail.
Demonstrate fidelity by offering it to the Rat King,
and strengthen the bond with your covenant.

The Rat King is proud and merciful,
as any king true to his stature should be.
The Rat King looks favorably upon those who
follow the path of right, even disgraceful humans.
03B45570;A stone that is terribly heavy for its size.
Offer it to the Victor's Stone to strengthen
the bond with your covenant.

The Victor's Stone thirsts for the souls of
fallen warriors, condensed within awestones,
as if they were once part of the same whole.
03B47C80;A symbol of farewells that has been passed
down since time immemorial.

The crystal sends phantoms back to their
homes, or sends you back to yours.

Whether ending in hope or despair,
encounters are valuable experiences.
Beware fickle use of this item.
03B4A390;A lump of something, obtainable from a Giant-tree.
Makes enemies react to invaders.

When the giants fell, they grew into great trees.
Death is not the end, for anything that has ever
once lived remains a part of a great cycle of
regeneration.

But what of those outside of the cycle?
03B4F1B0;A large petrified egg.
Surely bears no life.

Eggs are vessels that harbor life itself,
and symbolize the deepest secrets of existence.
But what does a petrified egg harbor?
03C14DC0;A method of communication used
since ancient times.
Teaches the "Point" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C151A8;A method of communication used
since ancient times.
Teaches the "Try me" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C15590;A method of communication used
since ancient times.
Teaches the "Proper bow" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C15978;A method of communication used
since ancient times.
Teaches the "Bow" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C15D60;A method of communication used
since ancient times.
Teaches the "Welcome" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C16148;A method of communication used
since ancient times.
Teaches the "Duel bow" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C16530;A method of communication used
since ancient times.
Teaches the "Wave" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C16918;A method of communication used
since ancient times.
Teaches the "Fist pump" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C16D00;A method of communication used
since ancient times.
Teaches the "Joy" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C170E8;A method of communication used
since ancient times.
Teaches the "Warcry" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C174D0;A method of communication used
since ancient times.
Teaches the "Warmup" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C178B8;A method of communication used
since ancient times.
Teaches the "Hurrah!" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C17CA0;A method of communication used
since ancient times.
Teaches the "Okay" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C18088;A method of communication used
since ancient times.
Teaches the "No" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C18470;A method of communication used
since ancient times.
Teaches the "Allow me!" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C18858;A method of communication used
since ancient times.
Teaches the "Beg for life" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C18C40;A method of communication used
since ancient times.
Teaches the "Prostration" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C19028;A method of communication used
since ancient times.
Teaches the "Decapitate" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C19410;A method of communication used
since ancient times.
Teaches the "Fist pump" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C197F8;A method of communication used
since ancient times.
Teaches the "Mock" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03C19FC8;A method of communication used
since ancient times.
Teaches the "Praise the Sun" gesture.

Conversation need not be in words.
Besides, words can be most hurtful,
whether we wish to admit it or not.
03D09000;Soul of the Pursuer,
who lurks in Drangleic.

The Pursuer, who seeks the bearer of the sign,
will not rest until his target is slain.

Use the special soul of the Pursuer to acquire
numerous souls, or to create something of
great worth.
03D0B710;Soul of the surviving giant, who was bound
below the Forest of the Giants.

The lord of the Giants, who had brought wrack
and ruin to the entire kingdom, was said to have
been felled by an unknown warrior.
His beaten and broken remains were then dragged
beneath the stronghold, where he was sealed away.

Use the special soul of the Last Giant to acquire
numerous souls, or to create something of
great worth.
03D0DE20;Soul of a Dragonrider,
who faithfully served King Vendrick.

Long ago, the dragonriders mounted wyrms,
and were feared on the battlefield for their
unparallelled strength.

Use a Dragonrider soul to acquire
numerous souls, or to create something of
great worth.
03D10530;Soul of the Old Dragonslayer.

The Old Dragonslayer is reminiscent of
a certain knight that appears in old legends.

Use the special soul of the Old Dragonslayer
to acquire numerous souls, or to create
something of great worth.
03D12C40;Soul of the Flexile Sentry.

The Flexile Sentry is a merciless creature
whose purpose is to punish the Undead.

Use the special soul of the Flexile Sentry
to acquire numerous souls,
or to create something of great worth.
03D15350;Soul of the Ruin Sentinel,
a creation of the jailer.

The Ruin Sentinel has no corporeal form.
It is only an empty soul that haunts the armor.

Use the special soul of the Ruin Sentinel
to acquire numerous souls,
or to create something of great worth.
03D17A60;Soul of the Lost Sinner,
prisoner of Sinner's Rise.

The Lost Sinner eternally punishes herself
for the sins of her past.

Use the special soul of the Lost Sinner
to acquire numerous souls,
or to create something of great worth.

03D1A170;Soul of the Executioner's Chariot,
that holds control over the Undead Purgatory.

The chariot was created only to torment Undead,
and it took the form of a horrendous mad steed,
a window into the soul of its master.

Use the special soul of the Executioner's Chariot
to acquire numerous souls,
or to create something of great worth.
03D1C880;Soul of a Skeleton Lord, who reigned
from deep within the Huntsman's Copse.

The Old Iron King commanded the capture
of all Undead, but those charged with
the task were overcome by the curse.

Use the special soul of the Skeleton Lord
to acquire numerous souls,
or to create something of great worth.
03D1EF90;Soul of the Covetous Demon,
that devours all things.

Eating is an expression of desire. 
There once was a man whose deep 
affections were unrequited. 
He transformed into the Covetous Demon, 
which only made him lonelier than before. 

Use the special soul of the Covetous Demon
to acquire numerous souls,
or to create something of great worth.
03D216A0;Soul of Mytha, the Baneful Queen,
who lives in the Earthen Peak.

The Queen sought the King's affection,
even poisoning herself to attain beauty,
despite the monstrous consequences.
All for the compelling madness known as love.

Use the special soul of the Queen
to acquire numerous souls,
or to create something of great worth.
03D23DB0;Soul of the Smelter Demon, that haunts
the castle that sunk into a pool of iron.

The Old Iron King's life was taken by a mass of
iron that had been given a soul.
Was this metal goliath there from the beginning,
or was it a product of the king's conceit?

Use the special soul of the Smelter Demon
to acquire numerous souls,
or to create something of great worth.
03D264C0;Soul of the Old Iron King, who succumbed
to the flames that swallowed his castle.

The Iron King's flesh was charred, and his
soul possessed by the things that lurk below.

Use the special soul of the Old King
to acquire numerous souls,
or to create something of great worth.
03D28BD0;Soul of the Rat King's vanguard,
of the underground realm.

The Rat King's loyal servant judges the
worthiness of those who seek royal audience.

Use the special soul of this soldier
to acquire numerous souls,
or to create something of great worth.
03D2B2E0;Soul of the Rotten,
who writhes deep within the Gutter.

The Rotten embraces all, in his sanctuary for
all things unwanted or tossed away.

Use the special soul of the Rotten
to acquire numerous souls,
or to create something of great worth.
03D2D9F0;Soul of Scorpioness Najka.

Najka was born of the misdeeds of an ancient
being, a frail soul from the beginning,
that soon succumbed to madness.

Use the special soul of Scorpioness Najka
to acquire numerous souls,
or to create something of great worth.

03D30100;Soul of the Royal Rat Authority,
of the underground realm.

Those who choose to serve the Rat King
must have the courage to face His challenges.

Use the special soul of this rat
to acquire numerous souls,
or to create something of great worth.
03D32810;Soul of the Duke's Dear Freja,
the Writhing Ruin's Keeper.

The Writhing Ruin is an ancient thing whose
shadow remains cast over the land.
It first took possession of a solitary insect,
but grew its power, feasting on the wealth
of twisted souls found in the land.

Use the special soul of the Keeper
to acquire numerous souls,
or to create something of great worth.
03D34F20;Soul of the Looking Glass Knight,
who challenges visitors to the lordless castle.

Long ago, the King's Passage was a route taken
by the bravest warriors to prove themselves,
but now it only prevents one from pursuing
the runaway king.

Use the special soul of this knight
to acquire numerous souls,
or to create something of great worth.
03D37630;Soul of the Demon of Song
at the Shrine of Amana.

When this demon developed a taste for
human flesh, it was contained within the
Shrine of Amana, but the line of priestesses
who looked after the shrine and appeased
the creature have died off.

Use the special soul of this demon
to acquire numerous souls,
or to create something of great worth.
03D39D40;Soul of the Velstadt,
defender of the King inside the Undead Crypt.

Velstadt was always at the King's side,
as if he were his lord's own shadow.
After the King retired to the Undead Crypt,
Velstadt followed, never to return.

Use the special soul of this knight
to acquire numerous souls,
or to create something of great worth.
03D3C450;Soul of Vendrick, King of Drangleic.

This great soul beckoned the Dark,
overwhelming the King.
Perhaps this King, who once ruled the world
of men, was a lacking vessel for the true throne.

Use the soul of he who would link the flame
to acquire numerous souls,
or to create something of great worth.
03D3EB60;Soul of a dragon that guards
the path to the shrine.

Do the dragons watch over the land
of their own will, or are they in the grip of
one of Aldia's spells?

Use the special soul of this dragon
to acquire numerous souls,
or to create something of great worth.
03D41270;Soul of the great ancient dragon that
stands magnificently, deep within the shrine.

This powerful being stands and waits,
for whoever may visit him.

Use the dragon soul, created by those who
peered into the essence of the soul,
to acquire numerous souls,
or to create something of great worth.
03D43980;Soul of the Giant Lord,
who once conquered Drangleic.

Vendrick crossed the seas, took prisoner
the Giants, and brought them back to his castle,
clapped in irons. However, after this modest
triumph, his countenance could be seen to
grow darker with each passing day.

Use the special soul of this Giant
to acquire numerous souls,
or to create something of great worth.
03D46090;Soul of Nashandra, Queen of Drangleic.

The fragments of the abyss, of untold origin,
nourished their beings by the sides of would-be
monarchs. Perhaps they were simply ordeals
on the road to kinghood.

One day, the flames will fade, and only darkness
will remain. Unless, of course, an heir arrives.

Use the special soul of this prisoner of desire
to acquire numerous souls,
or to create something of great worth.
03D487A0;Soul of the Throne Defender.

The throne of the King is sacred,
and requires an appropriate guardian.

Use the special soul of the Defender
to acquire numerous souls,
or to create something of great worth.
03D4AEB0;Soul of the Throne Watcher.

The throne of the King is sacred,
and must be observed closely at all times.

Use the special soul of the Watcher
to acquire numerous souls,
or to create something of great worth.
03D4D5C0;Soul of what lurks in the Dark Chasm.

The Dark Chasm of Old is the remnant of
some ancient, dissipated being.

Use the special soul of what lurks within
to acquire numerous souls,
or to create something of great worth.
03D4FCD0;Soul of a Gargoyle of the Lost Bastille.

The elaborate stone statues on the belfry
mysteriously came to life.

Use the special soul of this living statue
to acquire numerous souls,
or to create something of great worth.

03D523E0;Soul of the ineffable.

This once-magnificent soul continues to
exert influence over the land, even after
the eons have reduced it to these remnants.

Use it to acquire numerous souls,
or to create something of great worth.
03D54AF0;Soul of the ineffable.

This once-magnificent soul continues to
exert influence over the land, even after
the eons have reduced it to these remnants.

Use it to acquire numerous souls,
or to create a something of great worth.
03D57200;Soul of the ineffable.

This once-magnificent soul continues to
exert influence over the land, even after
the eons have reduced it to these remnants.

Use it to acquire numerous souls,
or to create something of great worth.
03D59910;Soul of the ineffable.

This once-magnificent soul continues to
exert influence over the land, even after
the eons have reduced it to these remnants.

Use it to acquire numerous souls,
or to create something of great worth.
03D83120;Soul of Sinh the Dragon, who sleeps
in the lowermost depths of this land.

The King erected a magnificent city,
and the dragon slept soundly.
Until Sir Yorgh disturbed it with a
single great strike, and the dragon
could bear its store of poison no longer.
The rain of death toppled the city,
but restored the dragon's purity.

The wondrous soul of this dragon
can be used to acquire numerous souls,
or to create something of great worth.



03D85830;Soul of the fume knight that guards
the dungeon of Brume Tower.

Raime was a distinguished knight who
became infatuated with the Bride of Ash,
and settled in this land of smoke and fog.

The wondrous soul of this knight
can be used to acquire numerous souls,
or to create something of great worth.




03D87F40;Soul of Aava, who served the Ivory King.

Each of the Ivory King's seven beasts
was conferred a specific duty.
Aava's was the guardianship of
the King's beloved child of Dark.

The wondrous soul of this beast
can be used to acquire numerous souls,
or to create something of great worth.
03D8A650;Soul of Elana, the Squalid Queen, who rests beside
the slumbering dragon of the Eternal Sanctum.

This child of Dark accompanies the dragon,
slowly amassing souls in anticipation
of the coming day of vengeance.

The wondrous soul of this augur of wrath
can be used to acquire numerous souls,
or to create something of great worth.




03D8CD60;Soul of Nadalia, Bride of Ash, who renounced
her flesh and wandered Brume Tower.

In the act of dancing, the Bride of Ash
was transfigured as smoke, enticing people
to her residence. And so her seat of power
came to be known as the Brume Tower.

The wondrous soul of this augur of solitude
can be used to acquire numerous souls,
or to create something of great worth.
03D8F470;Soul of Alsanna, oracle of Eleum Loyce,
who prays in silent vigilance.

This child of Dark, in reverence of the
apocalypse, devotes herself to a ritual
in hopes of appeasing the raging flame.

The wondrous soul of this augur of fear
can be used to acquire numerous souls,
or to create something of great worth.




03D91B80;Soul of Sir Alonne, who once served
the Old Iron King.

Sir Alonne came from an eastern land,
and became the King's most trusted knight.

Use the wondrous soul of this knight to acquire
numerous souls, or to create something
of great worth.
03D969A0;Soul of the Ivory King of Eleum Loyce.

The proud Ivory King was ever-merciful,
and devoted himself to the protection
of his great land, until he was devoured
by the flames of chaos.

The wondrous soul of this great king
can be used to acquire numerous souls,
or to create something of great worth.
03D990B0;Soul of Zallen, who served the Ivory King.

Each of the Ivory King's seven beasts
was conferred a specific duty.
Zallen's was the mercy killing of exiles.

The wondrous soul of this beast
can be used to acquire numerous souls,
or to create something of great worth.
03D9B7C0;Soul of the Knights of Loyce.

The Knights of Loyce were taken by Chaos,
and lost all sense of purpose and being.
The few woeful souls that trudged back home
were guided by some faint vestige of self.

This soul is pure sorrow,
and only Alsanna can put it to rest.
03D9DED0;Soul of Lud, who served the Ivory King.

Each of the Ivory King's seven beasts
was conferred a specific duty.
Lud's was the mercy killing of exiles.

The wondrous soul of this beast
can be used to acquire numerous souls,
or to create something of great worth.
352ADAE8;Helmet blessed by the war god Faraam.

This helmet is in the style of the Lion
Knights, a once-mighty order from Forossa.
Although the Lion Knights wore heavy armor,
they were feared for their nimble two-handed
swordplay.
352ADAE9;Armor blessed by the war god Faraam.

This armor is in the style of the Lion
Knights, a once-mighty order from Forossa.
Although the Lion Knights wore heavy armor,
they were feared for their nimble two-handed
swordplay.
352ADAEA;Gauntlets blessed by the war god Faraam.

These gauntlets are in the style of the Lion
Knights, a once-mighty order from Forossa.
Although the Lion Knights wore heavy armor,
they were feared for their nimble two-handed
swordplay.
352ADAEB;Boots blessed by the war god Faraam.

These boots are in the style of the Lion
Knights, a once-mighty order from Forossa.
Although the Lion Knights wore heavy armor,
they were feared for their nimble two-handed
swordplay.
352ADB4C;Pyromancer's hood.
Has the power to resist fire.

Pyromancy was developed over time through
practice of the Art of the Primordial Flame
by the pyromancers who inherited this art.
352ADB4D;Pyromancer's robes.
Have the power to resist fire.

Pyromancy was developed over time through
practice of the Art of the Primordial Flame
by the pyromancers who inherited this art.
352ADB4E;Pyromancer's gloves.
Have the power to resist fire.

Pyromancy was developed over time through
practice of the Art of the Primordial Flame
by the pyromancers who inherited this art.
352ADB4F;Pyromancer's boots.
Have the power to resist fire.

Pyromancy was developed over time through
practice of the Art of the Primordial Flame
by the pyromancers who inherited this art.
352ADBB0;Helmet worn by the Silverdrake Knights
of Lindeldt.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
Lindelt worthy rivals to Drangleic in their day.
352ADBB1;Robes worn by the Silverdrake Knights
of Lindeldt.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
Lindelt worthy rivals to Drangleic in their day.
352ADBB2;Gloves worn by the Silverdrake Knights
of Lindeldt.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
Lindelt worthy rivals to Drangleic in their day.
352ADBB3;Boots worn by the Silverdrake Knights
of Lindeldt.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
Lindelt worthy rivals to Drangleic in their day.
352ADC14;Hood worn by the great sorcerer Straid.

Straid was a sworn brother-in-arms of
the ancient king of old Olaphis.
Together, they slew the Ancient Dragon,
and tasted omniscience. 
However, even the renowned wisdom of
Olaphis was not enough to control the
peculiar magic birthed by his arts.
352ADC15;Robe worn by the great sorcerer Straid.

Straid was a sworn brother-in-arms of
the ancient king of old Olaphis.
Together, they slew the Ancient Dragon,
and tasted omniscience. 
However, even the renowned wisdom of
Olaphis was not enough to control the
peculiar magic birthed by his arts.
352ADC16;Long, black gloves worn by the
great sorcerer Straid.

Straid was a sworn brother-in-arms of
the ancient king of old Olaphis.
Together, they slew the Ancient Dragon,
and tasted of omniscience. 
However, even the renowned wisdom of
Olaphis was not enough to control the
peculiar magic birthed by his arts.
352ADC17;Boots worn by the great sorcerer Straid.

Straid was a sworn brother-in-arms of
the ancient king of old Olaphis.
Together, they slew the Ancient Dragon,
and tasted of omniscience. 
However, even the renowned wisdom of
Olaphis was not enough to control the
peculiar magic birthed by his arts.
352ADC78;A commonplace leather hat with a feather.

Favored by hunters skilled with a bow, this
hat was based on the one worn by a folkloric
master archer whose name is now lost to time.
352ADC79;Armor made from soft leather.
A commonplace piece of armor.

This armor is favored by hunters due to
its light weight.
352ADC7A;Gloves made from soft leather.
A commonplace piece of armor.

These gloves are favored by hunters due to
their light weight.
352ADC7B;Boots made from soft leather.
A commonplace piece of armor.

These boots are favored by hunters due to
their light weight.
352ADCDC;Metal helm worn by knights.

Despite the thin metal used, the grooved
texture gives it added protection.
Many knights favor this helm for its
refined craftsmanship, and its like has
been passed down the generations.
352ADCDD;Metal armor worn by knights.

Despite the thin metal used, the grooved
texture gives it added protection.
Many knights favor this armor for its
refined craftsmanship, and its like has
been passed down the generations.
352ADCDE;Metal gauntlets worn by knights.

Despite the thin metal used, the grooved
texture gives it added protection.
Many knights favor these gauntlets for their
refined craftsmanship, and their like has
been passed down the generations.
352ADCDF;Metal leggings worn by knights.

Despite the thin metal used, the grooved
texture gives it added protection.
Many knights favor these leggings for their
refined craftsmanship, and their like has
been passed down the generations.
352ADD40;Hood favored by the Hollowed thieves who
wander the lands of Drangleic.

The hood is primarily intended to hide the
face of the wearer, and is of no practical
value as defensive gear.
352ADD41;Crude iron armor worn by the Hollowed
thieves who wander the lands of Drangleic.

Despite appearances, this armor is
surprisingly sturdy.
352ADD42;Crude iron gauntlets worn by the Hollowed
thieves who wander the lands of Drangleic.

Despite appearances, these gauntlets are
surprisingly sturdy.
352ADD43;Crude iron leggings worn by the Hollowed
thieves who wander the lands of Drangleic.

Despite appearances, these leggings are
surprisingly sturdy.
352ADDA4;Rags worn by imprisoned Hollows.
This appears to have been worn on the head.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADDA5;Rags worn by imprisoned Hollows.
This appears to have been worn on the body.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADDA6;Rags worn by imprisoned Hollows.
This appears to have been worn on the arms.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADDA7;Rags worn by imprisoned Hollows.
This appears to have been worn on the hip.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADE08;Rags worn by imprisoned Hollows.
This appears to have been worn on the head.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADE09;Rags worn by imprisoned Hollows.
This appears to have been worn on the body.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADE0A;Rags worn by imprisoned Hollows.
This appears to have been worn on the arms.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADE0B;Rags worn by imprisoned Hollows.
This appears to have been worn on the hip.

Judging by its looks and apparent virtues,
this really is no more than a tattered scrap
of cloth. It still carries the stench of a Hollow.
352ADE6C;Hood worn by Hollowed mages who
wander in search of souls.

Black garments such as these were a mark
of the palace sorcerers. Perhaps in life,
the wearer was a sly old creature of the
court who used his arts to resist foreign
threats.
352ADE6D;Robes worn by Hollowed mages who
wander in search of souls.

Black garments such as these were a mark
of the palace sorcerers. Perhaps in life,
the wearer was a sly old creature of the
court who used his arts to resist foreign
threats.
352ADED0;A traditional Drangleic helmet.
Granted only to knights whose loyalty was
recognized by the king.

Vendrick was a just king. He gave high-ranking
appointments to knights who demonstrated
both valor and charity, and helped lead his
country to prosperity.
This equipment is evidence of his great feats.
352ADED1;Traditional Drangleic armor.
Granted only to knights whose loyalty was
recognized by the king.

Vendrick was a just king. He gave high-ranking
appointments to knights who demonstrated
both valor and charity, and helped lead his
country to prosperity.
This equipment is evidence of his great feats.
352ADED2;Traditional Drangleic gauntlets.
Granted only to knights whose loyalty was
recognized by the king.

Vendrick was a just king. He gave high-ranking
appointments to knights who demonstrated
both valor and charity, and helped lead his
country to prosperity.
This equipment is evidence of his great feats.
352ADED3;Traditional Drangleic leggings.
Granted only to knights whose loyalty was
recognized by the king.

Vendrick was a just king. He gave high-ranking
appointments to knights who demonstrated
both valor and charity, and helped lead his
country to prosperity.
This equipment is evidence of his great feats.
352ADF35;Armor reinforced with rare geisteel.
Excellent defensive gear that is both light
and sturdy.

Crafted by the master smith Llewellyn.
Easily identified by his unmistakable trait of
discarding any ostentations, focusing solely
on an economy of simplicity and strength.
352ADF36;Gloves reinforced with rare geisteel.
Excellent defensive gear that is both light
and sturdy.

Crafted by the master smith Llewellyn.
Easily identified by his unmistakable trait of
discarding any ostentations, focusing solely
on an economy of simplicity and strength.
352ADF37;Shoes reinforced with rare geisteel.
Excellent defensive gear that is both light
and sturdy.

Crafted by the master smith Llewellyn.
Easily identified by his unmistakable trait of
discarding any ostentations, focusing solely
on an economy of simplicity and strength.
352ADF98;Hood worn by tiny Gren.

Blessed with the protection of the war
god Nahr Alma. This hood is much heavier
than it looks, weighed down as it is
by the blood it has imbibed.
352ADF99;Robes worn by tiny Gren.

Blessed with the protection of the war god
Nahr Alma. These robes are much heavier
than they look, weighed down as they are
by the blood they have imbibed.
35A509D0;Weapon type: Dagger
Attack type: Slash/Thrust

This standard small dagger possesses only modest
attack, but can be jabbed in rapid succession.

Though daggers are the most basic weapons,
their light weight allows for powerful critical
hits. Masters of this weapon will find it
sufficient for combat.
35A509D1;Weapon type: Dagger
Attack type: Slash/Thrust

Dagger fashioned from rare geisteel,
boasting an unusually long blade.

Though this dagger was bestowed as a gift by
the king of these lands to his chancellor,
the fate of its owner remains obscure.
35A509D2;Weapon type: Straight Sword
Attack type: Slash

Standard straight sword.

Though the sword excels in no one area,
it is an accessible weapon widely used by
many, from novice adventurers to
experienced warriors.
35A509D3;Weapon type: Straight Sword
Attack type: Slash/Thrust

A widely-used small straight sword.

Particularly easy to wield, allowing even
the weak to make effective use of it.
This weapon alone should be enough
to fight with, provided one isn't too hard-
pressed by circumstance.
35A509D4;Weapon type: Axe
Attack type: Slash

Black axe from the tales of Shieldless Lothian.
Balances maneuverability and power, but
requires strength and dexterity.

Long ago, many tried and failed to seek out
this legendary axe, and with time it faded
into obscurity.
35A509D5;Weapon type: Greataxe
Attack type: Slash

This greataxe is a veritable mass of iron.
Its weight sends foes flying, but makes it
difficult to handle without inhuman strength.

Each swing of the greataxe requires the full
force of the body, making this weapon suitable
only for those confident in their accuracy.
35A509D6;Weapon type: Halberd
Attack type: Slash/Thrust

Halberd used by the Dragonriders, the retinue
of the king. Though otherwise traditional in
design, these halberds are particularly heavy.

A tremendously versatile weapon, allowing for slashing, sweeping, and even thrusting attacks.
35A509D7;Weapon type: Staff
Attack type: Spell/Strike

Branch sawn from one of the witchtrees that
wander the forests.
Catalyst for sorceries and pyromancies.

Slight remnants of the witchtree's mind
channel power to the staff, and it is for this
reason that even high-ranking sorcerers
use these as catalysts.
35A509D8;Weapon type: Staff
Attack type: Spell/Strike

Staff used by the fallen sorcerers who
wander this land. A catalyst
for both sorceries and pyromancies.
Particularly well-attuned for sorceries.

The lizard bound to its tip is a simple charm,
and has no bearing on the staff's powers.
35A509D9;Weapon type: Sacred Bell
Attack type: Spell/Strike

Sacred bell used by an order of knights.
Catalyst for miracles and hexes.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
them worthy rivals to this country in their day. 
35A509DA;Weapon type: Sacred Bell
Attack type: Spell/Strike

Sacred bell imbued with the prayers of
a renowned saint.
Catalyst for miracles and hexes.

The saint came to these lands from a peaceful
country. However, no more can be divulged
about her to such transient travellers.
35A509DB;Weapon type: Bow
Attack type: Thrust/Strike

Standard projectile weapon.

Equip arrows to use.
You can change the arrows used by equipping
them to your belt slots.

Aim for the heads of foes to deal a great
amount of damage.
35A509DC;Weapon type: Crossbow
Attack type: Thrust/Strike

Standard projectile weapon.
Unlike bows, a crossbow can be held in
one hand.

Equip bolts to use.
You can change the ammunition used by
equipping different bolts to your belt slots.
35A509DD;Weapon type: Small  Shield
Attack type: Strike/Parry

Small, round metal shield with protrusions
that enhance parrying ability.

Small shields are generally suited to parrying,
but this shield is particularly specialized
for the job.
35A509DE;Weapon type: Small  Shield
Attack type: Strike/Parry

Small, leather-covered round shield.
A particularly traditional type of small shield.

Though the defensive abilities of small shields
pale in comparison to normal and
greatshields, they make it particularly easy
to deliver critical hits after parrying.
35A509DF;Weapon type: Shield
Attack type: Strike/Parry

A metallic shield with a wing design in gold.
Although it has low resistance to magic,
it can take a fair pounding.

This shield must have belonged to warriors
of an ancient covenant.
35A509E0;Weapon type: Shield
Attack type: Strike/Parry

Shield used by an order of knights.
Having been blessed, this shield excels
against miracles and hexes.

Though little is truly known about the order,
it is said that their well-honed miracles and
unwavering loyalty in the face of death made
them worthy rivals to this country in their day. 
35A509E1;Weapon type: Shield
Attack type: Strike/Parry

Medium-sized metal shield.

Emblazoned in silver with an eagle crest,
a symbol of glory.
A commonly-used, standard shield.
35A509E2;Weapon type: Greatshield
Attack type: Strike

A certain man's favorite greatshield.
Forged by layering thin sheets of iron, it
provides excellent defense for its weight.

Perhaps you'll learn more about the
original owner when next you meet... 
35A509E3;Weapon type: Sacred Bell
Attack type: Spell

Bell with a curious shape.
Can be used as a shield.

This type of bell is not used by the clergy of
these lands. Perhaps it was brought from
a foreign clime?

Provides a slight increase to the effectiveness
of miracles.
35A509E4;Weapon type: Ultra Greatsword
Attack type: Slash

Greatsword belonging to a man known as
"The Pursuer".
Known as the mightiest of the straight
swords, it also asks great strength
and dexterity of its wielder.

This sword was held one-handed by its previous
owner, but now is not the timeto discuss him.
35A509E5;Weapon type: Ultra Greatsword
Attack type: Slash

An ultra greatsword, the heaviest of
weapons.

As the name suggests, the Zweihander is held
with two hands, but its weight is such that even
wielding it in this manner requires strength
worthy of the blade.
35A509E6;Weapon type: Spear
Attack type: Thrust/Strike

A long-hilted spear that boasts considerable reach,
and can be used from behind a raised shield.

It takes its name from the wing-like protrusions
beneath the blade, which allow the spear to
be pulled more easily from pierced foes.
35A509E7;Weapon type: Thrusting Sword
Attack type: Thrust/Slash

A large thrusting sword.
Known for its sturdy, slender blade designed
to pierce foes through solid armor.

The blade's sharpness runs its length,
allowing for slashing attacks as well.
35A509E8;Weapon type: Greatsword
Attack type: Slash/Thrust

This standard greatsword is normally wielded
with two hands due to its great weight.

Usually swung in large arcs and effective
against multiple foes. But such attacks leave
the wielder exposed, and effective use of the
weapon requires practice.
35A509E9;Weapon type: Greatsword
Attack type: Slash/Thrust

Greatsword used by an orthodox order of
knights from the East. Designed to be swung
in a particular style, requiring high dexterity
to master.

Accomplished knights were allowed to inscribe
their oaths into the body of the blade. It is
believed that uninscribed swords belonged to
knights who failed to distinguish themselves.
35A509EA;Weapon type: Katana
Attack type: Slash/Thrust

Katana used by the inquisitors.

Though there is no secret to the manner
of its forging, the katana's hefty blade glistens
with extraordinary sharpness.
Perhaps its great weight portends to the
great washes of blood it has supped upon.