Stats | Dark Souls 2 Wiki

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Stats and Attributes in Dark Souls II are important factors to remember when leveling up your character. There are 9 different Attributes in Dark Souls II, as well as several dozen secondary stats which will all contribute to your character's growth and effectiveness in various situations. As you progress and level up your character, you are given a chance to upgrade a primary Attribute with one point. This page covers all of the Stats and Attributes that you'll be using in Dark Souls II.

Attributes and Stats in Dark Souls 2

When you level up in Dark Souls II you increase an attribute by one point. Attributes like Strength and Dexterity determine what armors and weapons can be equipped, while attributes like Faith and Intelligence govern what spells can be attuned (excluding Pyromancies). Some weapons and armor also require a certain amount of Faith and/or Intelligence to function properly. Vigor, Vitality, Endurance, Attunement, and Adaptability mainly function to increase a specific stat. However, all attributes affect several different stats.

  • See Status Effects for information about debuffs and their effects on various stats.
  • See Stat Calculators for leveling and agility calculators.
  • See Stat Scaling for a list with all bonuses obtained as you invest points into a stat.

Quick Reference for Attributes in Dark Souls 2

Class Soul Level Vigor Endurance Vitality Adaptability Strength Dexterity Intelligence Faith Attunement Total
Warrior 12 7 6 6 5 15 11 5 5 5 65
Knight 13 12 6 7 9 11 8 3 6 4 66
Swordsman 12 4 8 4 6 9 16 7 5 6 65
Bandit 11 9 7 11 3 9 14 1 8 2 64
Cleric 14 10 3 8 4 11 5 4 12 10 67
Sorcerer 11 5 6 5 8 3 7 14 4 12 64
Explorer 10 7 6 9 12 6 6 5 5 7 63

Soul Level in Dark Souls 2

icon lvl This icon represents the player's Soul Level. Soul Level's value will increase upon investing a point into any stat.

  • Level up by talking to the Emerald Herald
  • Level 838 is the highest attainable Soul Level, with all stats leveled to 99 and maximum Health at 2505.
  • Soul Level has no effect on PvP matchmaking. See Summon Range Calculator for more information
  • The soul cost to level up increases every time a player gains a Soul Level

Attributes in Dark Souls 2

Vigor

Attribute governing health points HP.
Also affects petrify resistance.
Soft caps: 20 & 50

Level
4-19
HP gain per level
(30)
Level
20-49
HP gain per level
(20)
Level
50-98
HP gain per level
(5)

Vitality

Increase your Equipment Load.
Also slightly increases your physical defence (Strength) and poison resistance.

Soft caps: 29, 49 & 70

Level Equip Load Gain per Lvl Hp Gain per Lvl
4-20 1.5 2
21-29 1.5 1
30-49 1 1
50-69 0.5 0
70-97 0.25 0
98 0.5 0

Endurance

Increases your Stamina.
Also slightly increases your physical defence and poise.

Soft cap: 20

Level Stamina gain per Lvl Hp gain per Lvl
3-19 2 2
20-98 1 1
99 2 -

Attunement

Attribute governs the number of spells that can be attuned and the number of casts per spell.
Also boosts Spell Casting Speed, Agility and curse resistance.

Slightly increases HP for each point: +2 HP (0-20), +1 HP (21-50), +0 HP (51-99)
Casting breakpoints are 30, 45, 60, and 80 depending on catalyst.

Adaptability

Attribute governing defense and Agility.
Boosts poison resist and bleed resist.
Slightly increases HP for each point: +2 HP (0-20), +1 HP (21-50), +0 HP (51-99)
No soft cap (all secondary attributes affected by ADP are shared with other primary attributes)

Faith

Attribute required for Miracles and Hexes.
Boosts lightning, fire and dark attack and defence.
Also slightly boosts Casting Speed, bleed bonus and bleed resist.

Soft caps: 40 & 50

Level Total Lightning Bonus Lightning Bonus Gain
1 50 0
10 57 7
20 80 23
30 102 22
40 140 38
50 155 15
60 162 7
70 170 8
80 185 15
90 192 7
99 200 8

Intelligence

Attribute required for Sorceries and Hexes.
Boosts magic, fire and dark attack and defence.
Also slightly boosts Casting Speed.

Soft caps: 40 & 50

Level Total Magic Bonus per Lvl Magic Bonus Gain per Lvl
1 50 0
10 57 7
20 80 23
30 102 22
40 140 38
50 155 15
60 162 7
70 170 8
80 185 15
90 192 7
99 200 8

Strength

Attribute required to wield heavy, powerful weapons. Also boosts weapon ATK.
Also boosts ability to guard break opponents.

Soft caps: 40 & 50

Level Total Strength Attack Bonus per Lvl Strength Attack Bonus Gain per Lvl
1 50 0
10 57 7
20 80 23
30 102 22
40 140 38
50 155 15
60 162 7
70 170 8
80 185 15
90 192 7
99 200 8

Dexterity

Attribute for wielding weapons requiring finesse. Increases the damage you do with dexterity scaling weapons.
Boosts poison and bleed attack bonus and physical defense.

Soft caps: 40 & 50

Lvl Total Dexterity Attack Bonus per Lvl Dexterity Attack Bonus gain per Lvl
1 50 0
10 57 7
20 80 23
30 102 22
40 140 38
50 155 15
60 162 7
70 170 8
80 185 15
90 192 7
99 200 8

Stat Growth Table in Dark Souls 2

✓ = Significant increase per point
✓ = Slight increase per point

HP Stamina Defense Poise Equipment Load Guard Break Agility Damages Resistances Casting Slots
Vigor icon petrifyres Petrify
Endurance
Vitality icon petrifyres Petrify
Adaptability icon poisonbonus Poison ALL
Strength icon strengthscale green Strength
Dexterity icon dexterityDexterity icon wp bleed 22Bleed 12 poisongDMGPoison
Intelligence icon magicbonus Magic icon firebonus Fire icon darkbonus Dark icon magicdef Magic icon firedef Fire icon darkdef Dark
Faith icon firebonus Fire icon lightningbonus Lightning icon darkbonus Dark icon bleedbonus Bleed icon firedef Fire icon lightningdef Lightning icon darkdef Dark icon petrifyres Petrify
Attunement

Attunement points required for additional slots / charges:

Attunement: 10 13 16 20 25 30 40 50 60 75 94
Attunement Slots: 1 2 3 4 5 6 7 8 9 10 10
Total charges for a 30 initial cast spell: 30 30 30 31 31 32 34 36 37 37 40
Total Charges for a 20 initial cast spell: 20 20 20 21 21 22 24 26 27 27 30
Total charges for a 15 initial cast spell: 15 15 15 16 16 16 17 18 18 18 30
Total charges for a 10 initial cast spell: 10 10 10 11 11 12 14 16 17 18 20
Total charges for an 8 initial cast spell: 8 8 8 8 8 9 10 11 12 13 15
Total charges for a 4 initial cast spell: 4 4 4 4 4 4 5 6 7 7 8
Total charges for a 3 initial cast spell: 3 3 3 3 3 3 4 5 5 5 6
Total charges for a 2 initial cast spell: 2 2 2 2 2 2 3 4 4 4 5
Total charges for a 1 initial cast spell: 1 1 1 1 1 1 1 2 2 2 3

Scaling from stats:

Stat Bonus 10 20 30 40 50 60 70 80 90 99
Vigor Health* 800 1100 1300 1500 1700 1750 1800 1850 1900 1945
Endurance Stamina 100 120 130 140 150 160 170 180 190 200
Vitality Equip Load 53.5 68.5 83 93 102.5 107.5 112.5 115 117.5 120
Strength Attack 57 80 102 140 155 162 170 185 192 200
Dexterity Attack 57 80 102 140 155 162 170 185 192 200
Adaptability Agility 87 94 102 109 111 112 113 114 115 116
Intelligence Magic Bonus 53 106 110 140 155 162 170 185 192 200
Faith Lightning Bonus 57 80 102 140 155 162 170 185 192 200
  • considering all other 8 stats are 0.


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