Damage Types | Dark Souls

From Dark Souls


Damage Type is an important gameplay mechanic of Dark Souls and Dark Souls Remastered game mechanic. Damage is generally divided into two groups: Elemental and Physical.

All damage is determined by your AR (Attack Rating) and AR distribution between types, an attack's specific motion value and the enemy's defense.

Elemental damage

magic damage dark soulsMagic Damage

fire damage dark soulsFire Damage

  • Effective against: Beasts, boss knight and enemies without armor
  • Ineffective against: Demon Bosses, Drakes, Wyverns, Serpent kind, enemies using heavy armor
  • Protective items: Flame Stoneplate Ring and Speckled Stoneplate Ring

lightning damage dark soulsLightning Damage

Physical damage

physical damage dark soulsPhysical Damage

icon prot strike Strike Damage

  • Effective against: Skeletons, Armored enemies
  • Ineffective against: Enemies resistant to Physical-type damage
  • Protective items: Ring of Steel Protection

icon prot slash Slash damage

  • Effective against: Enemies without armor
  • Ineffective against: Armored enemies
  • Protective items: Ring of Steel Protection

Auxiliary

icon res divineDivine

  • Effective against: Skeleton enemies, Crow demon and mass of souls.
  • Effect: Prevent Skeleton enemies from getting resurrected - The Catacombs and Tomb of the Giants

icon res occultOccult

  • Effective against: Black Knight, Royal Sentinel, Sentinel and Silver Knight
  • Effect: Deal Extra damage to certain enemies and bosses

icon res poisonPoison (Build up)

  • Effect: Deals low poison damage in a period of time within three minutes (Poison lasts until cured, expired or death)

toxic dark souls dksToxic (Build up)

  • Effect: Deals high Toxic damage in a period of time within 10 minutes (Toxic lasts until cured, expired or death)

icon res bleedBleed (Build up)

  • Effect: Bleed deals 30%-50% damage of the victim's total health (same with enemies). Bosses bleed only in a smaller amount 10%-15%.

icon res curseCurse (Build up)

  • Effects: Allow the players to damage Ghosts without using a Transient Curse and block attacks from ghosts when using two-handed or left-handed cursed weapon.

Damage Type Notes

  • In the sequel Dark Souls 2 the DLC sorceries Dark Orb, Dark Bead, and Pursuers would be rolled into the new Dark Damage elemental type (with the Dark Hail and Affinity spells being the spiritual successors to Dark Bead and Pursuers). The Black Flame pyromancy would also reappear in Dark Souls 3 dealing Dark Damage.
  • If the player does not meet the requirements to wield a weapon, they can still use the weapon, but will deal much lower damage and for a few weapons won't be able to use the weapon art.
  • The status bars are represented inconsistently still: the first segment stops at 33, the second at 103, the third at 300 and the final one at 500, still the your values can go further. This law applies for every status.

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