None
DarkSouls3
False
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Item for online play.
(Can also be used from the Multiplayer menu.)
Creates a summon sign for cooperative multiplayer.
Arrive as a cooperator (Furled Finger) with the objective of defeating the area boss of the world to which you were summoned.
A finger of corpse wax, furled like a hook.
It is a relic of those who came before, left to help those who would come after.
Item for online play.
(Can also be used from the Multiplayer menu.)
Creates a summon sign for competitive multiplayer.
Arrive as an adversary (Duelist) with the objective of defeating the Host of Fingers of the world to which you were summoned.
A finger of corpse wax, furled like a hook.
The bronze adornments are the mark of a duelist.
Item for online play.
(Can also be used from the Multiplayer menu.)
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world.
Glistening blood has been siphoned into the nail of this finger. Its sickly pale skin feels nothing now, but the nail still aches with sweetest pain.
Item for online play.
(Can also be used from the Multiplayer menu.)
Use as a Host of Fingers to select a summoned player and send them back to their world.
Use when you have been summoned to another player's world to return to your own world.
This phantom blade severs the link formed by a Furled Finger, but the maidens scorn those who abuse its use.
Item for online play.
(Can also be used from the Multiplayer menu.)
Allows you to automatically request for a hunter from another world to come to your rescue when your world is invaded. (Summoning is not always possible.)
One of the lost mystic codes said to have been bestowed by the Two Fingers.
Item for online play.
(Can also be used from the Multiplayer menu.)
Puts the wearer in ready state to answer should someone in another world call for rescue. You will be summoned to their world as a hunter.
During hunter multiplayer, your objective will be to defeat the invader of the summoned world.
Item for online play.
(Can also be used from the Messages menu.)
Use to write messages. Your messages will be conveyed to other worlds, allowing other players to read them.
A finger of corpse wax, so emaciated the bone is visible.
It is a relic of those who came before, left to help those who would come after.
Item for online play.
Obtained after invading another world.
Consumed upon use.
Attempts another invasion of the most recently invaded world.
This may come in handy should separation from the Host of Fingers force a temporary retreat.
Item for online play.
(Can also be used from the Multiplayer menu.)
Lures in invaders. This allows your world to be invaded without any Furled Finger cooperators present, and it also shortens the interval between windows of opportunity for invasion.
Additionally, enables the arrival of a second invader to join when a cooperator is present. (With two invaders, the maximum number of cooperators becomes one.)
Item for online play.
(Can also be used from the Multiplayer menu.)
Send a cooperative summon sign to several nearby summoning pools (activated pools only).
In cooperative multiplayer, your objective will be to defeat the area boss of the world to which you were summoned.
Item for online play.
(Can also be used from the Multiplayer menu.)
Send a competitive summon sign to several nearby summoning pools (activated pools only).
In competitive multiplayer, your objective will be to defeat the Host of Fingers of the world to which you were summoned.
Item for online play.
(Can also be used from the Multiplayer menu.)
Consumed upon use.
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world.
This furled finger is blackened with blood congestion. It seems to have been chopped off rather unceremoniously.
Item for online play.
(Can also be used from the Multiplayer menu.)
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Recusant) with the objective of defeating the Host of Fingers of that world.
This furled finger is covered in snake scales.
An heirloom of the lord of the Volcano Manor, bequeathed to Tarnished who have become family.
Item for online play.
Obtained after invading another world.
Consumed upon use.
Attempts another invasion of the most recently invaded world.
This may come in handy should separation from the Host of Fingers force a temporary retreat.
Item for online play.
Obtained after invading another world.
Consumed upon use.
Attempts another invasion of the most recently invaded world.
This may come in handy should separation from the Host of Fingers force a temporary retreat.
The memory of first grace, which once
guided bygone Tarnished to the Lands Between.
Lose all runes and return to last site of grace visited.
It is merely a cycle.
Stand before the Elden Ring. Become the Elden Lord.
A delicate goldwork ring. Can be used as a finger whistle.
Sound the whistle to summon and ride Torrent, the spectral steed.
(Dismounts steed when used while on horseback.)
Upon his death, the spectral steed can be summoned again, but doing so drains the Flask of Crimson Tears.
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Item for online play.
Obtained after using the Mohg's Great Rune and invading another world.
Consumed upon use.
Enemies inside the invaded world receive a blessing of blood, which boosts their attack power when blood loss occurs nearby. Also, your HP recovers when blessed enemies defeat a player.
Item for online play.
(Can also be used from the Multiplayer menu.)
Craftable item.
Reveals cooperative and competitive multiplayer signs.
Co-op summoning signs will be shown in gold, while hostile summoning signs will be shown in red.
Multiplayer begins when you summon a player from another world through their sign.
Item for online play.
(Can also be used from the Multiplayer menu.)
Creates a summon sign for cooperative multiplayer.
Arrive as a cooperator (Furled Finger) with the objective of defeating the area boss of the world to which you were summoned.
A finger of corpse wax, furled like a hook.
It is a relic of those who came before, left to help those who would come after.
Item for online play.
(Can also be used from the Multiplayer menu.)
Creates a summon sign for competitive multiplayer.
Arrive as an adversary (Duelist) with the objective of defeating the Host of Fingers of the world to which you were summoned.
A finger of corpse wax, furled like a hook.
The bronze adornments are the mark of a duelist.
Item for online play.
(Can also be used from the Multiplayer menu.)
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world.
Glistening blood has been siphoned into the nail of this finger. Its sickly pale skin feels nothing now, but the nail still aches with sweetest pain.
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Item for online play.
(Can also be used from the Multiplayer menu.)
Allows you to automatically request for a hunter from another world to come to your rescue when your world is invaded. (Summoning is not always possible.)
One of the lost mystic codes said to have been bestowed by the Two Fingers.
Item for online play.
(Can also be used from the Multiplayer menu.)
Puts the wearer in ready state to answer should someone in another world call for rescue. You will be summoned to their world as a hunter.
During hunter multiplayer, your objective will be to defeat the invader of the summoned world.
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Item for online play.
(Can also be used from the Multiplayer menu.)
Lures in invaders. This allows your world to be invaded without any Furled Finger cooperators present, and it also shortens the interval between windows of opportunity for invasion.
Additionally, enables the arrival of a second invader to join when a cooperator is present. (With two invaders, the maximum number of cooperators becomes one.)
Item for online play.
(Can also be used from the Multiplayer menu.)
Send a cooperative summon sign to several nearby summoning pools (activated pools only).
In cooperative multiplayer, your objective will be to defeat the area boss of the world to which you were summoned.
Item for online play.
(Can also be used from the Multiplayer menu.)
Send a competitive summon sign to several nearby summoning pools (activated pools only).
In competitive multiplayer, your objective will be to defeat the Host of Fingers of the world to which you were summoned.
A delicate goldwork ring. Can be used as a finger whistle.
Sound the whistle to summon and ride Torrent, the spectral steed.
(Dismounts steed when used while on horseback.)
Upon his death, the spectral steed can be summoned again, but doing so drains the Flask of Crimson Tears.
Item for online play.
(Can also be used from the Multiplayer menu.)
Craftable item.
Reveals cooperative and competitive multiplayer signs.
Co-op summoning signs will be shown in gold, while hostile summoning signs will be shown in red.
Multiplayer begins when you summon a player from another world through their sign.
Item for online play.
(Can also be used from the Multiplayer menu.)
Consumed upon use.
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Bloody Finger) with the objective of defeating the Host of Fingers of that world.
This furled finger is blackened with blood congestion. It seems to have been chopped off rather unceremoniously.
Item for online play.
(Can also be used from the Multiplayer menu.)
Attempts an invasion of another player's world.
If successful, you will arrive as an invader (Recusant) with the objective of defeating the Host of Fingers of that world.
This furled finger is covered in snake scales.
An heirloom of the lord of the Volcano Manor, bequeathed to Tarnished who have become family.
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A shard of the shattered Elden Ring.
Grants the blessing of an equipped Great Rune upon use.
Even if no Great Rune is equipped, it will slightly increase maximum HP upon use.
It is said that the lower arch of the Elden Ring receive its bounty, and this is a shard of one such arch.
A Great Rune of the shardbearer Godrick.
Its blessing raises all attributes.
This Great Rune is known as the anchor ring, found in the center of the Elden Ring.
The first demigods were The Elden Lord Godfrey and his offspring, the golden lineage.
A Great Rune of the shardbearer Radahn.
Its blessing raises maximum HP, FP and Stamina.
Radahn was amongst the children of Rennala and Radagon, who became demigod stepchildren after Radagon's union with Queen Marika.
The Great Rune burns, to resist the encroachment of the scarlet rot.
A Great Rune of the shardbearer Morgott.
Its blessing greatly raises maximum HP.
This Great Rune is the anchor ring that houses the base, and proves two things:
That the Omen King was born of the golden lineage, and that he was indeed the Lord of Leyndell.
A Great Rune of the shardbearer Rykard.
Its blessing restores HP upon defeating enemies.
Rykard was amongst the children of Rennala and Radagon, who became demigod stepchildren after Radagon's union with Queen Marika.
But Rykard fed himself to the blasphemous serpent, Great Rune and all.
A Great Rune of the shardbearer Mohg.
Its blessing grants a blessing of blood to summoned phantoms, and imparts a Phantom Great Rune upon successful invasion.
Mohg and Morgott are twin brothers, and their Great Runes are naturally similar.
But Mohg's rune is soaked in accursed blood, from his devout love for the wretched mire that he was born into far below the earth.
A Great Rune of the shardbearer Malenia.
The blessing of this half-rotted rune reduces the healing power of Flask of Crimson Tears.
And yet, due to the infusion of Malenia's spirit of resistance, attacks made immediately after receiving damage will partially recover HP.
Malenia is daughter to Queen Marika and Radagon, and her Great Rune should have been the most sacred of all.
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A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
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A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of life.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
It is said that a Finger Maiden will bestow two such chalices upon the chosen Tarnished when they meet.
A relic of the physick chemists, priests of the Erdtree.
Harnesses the powers of crystal tears, which only form after the passage of many moons.
Various special effects are bestowed upon the drinker, dependent on the specific mixture of crystal tears.
Rest at a site of grace to replenish.
Basins are placed at the feet of Minor Erdtrees throughout the Lands Between in order to collect their crystallized tears.
A relic of the physick chemists, priests of the Erdtree.
Harnesses the powers of crystal tears, which only form after the passage of many moons.
Various special effects are bestowed upon the drinker, dependent on the specific mixture of crystal tears. Though currently empty, simply rest at a site of grace to replenish.
Basins are placed at the feet of Minor Erdtrees throughout the Lands Between in order to collect their crystallized tears.
Craftable item prepared using a cracked pot.
A cocktail of incendiary materials is sealed inside.
Throw at enemies to inflict fire damage.
Craftable item prepared using a ritual pot.
Engraved with the crest of red-maned lion.
Throw at enemies to inflict heavy fire damage.
Even today, the survivors of Radahn's battalion employ fire to stave off the scarlet rot.
Craftable item prepared using a ritual pot.
Enchanted by incantations of the Giants' Flame.
Consumes FP. Throw at enemies to inflict heavy fire damage.
Damage scales with faith.
Craftable item prepared using a cracked pot.
A cocktail of fulminating materials is sealed inside.
Throw at enemies to inflict lightning damage.
Craftable item prepared using a ritual pot.
Engraved with the crest of the ancient dragon.
Throw at enemies to inflict heavy lightning damage.
Allows one to wield ancient drake lightning regardless of faith. The residual power of relics is a purely natural phenomenon.
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Craftable item prepared using a cracked pot.
A cocktail of effluents is sealed inside. As the mixture ferments, toxins are produced alongside a putrid stench that seeps out once ripe.
Throw at enemies to cause buildup of deadly poison.
Beware though; those who carry these pots will slowly accumulate poison in their own bodies.
Push someone in a privy; expect to get dung on your hands.
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Craftable item prepared using a cracked pot.
A cocktail of effluents is sealed inside.
Throw at enemies to set a swarm of bloodflies upon them. The vile swarm deals damage and builds up onset of blood loss. The cacophony of their wings assails the sanity of berserkers.
The maggots found in waste feed on blood and turn into vicious flies that are pitiably short-lived.
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Craftable item prepared using a cracked pot.
Enchanted by incantations of the Golden Order.
Consumes FP. Throw at enemies to inflict holy damage.
Highly effective against Those Who Live in Death, even preventing them from rising again.
The Golden Order has no mercy for those who trespass beyond life's bounds.
Craftable item prepared using a ritual pot.
Enchanted by incantations of the Golden Order.
Consumes FP. Throw at enemies to inflict heavy holy damage.
Highly effective against Those Who Live in Death, even preventing them from rising again.
The Golden Order has no mercy for those who trespass beyond life's bounds.
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Craftable item prepared using a ritual pot.
Engraved with the crest of the Carian Royals.
Throw at enemies to cause buildup of frost.
Originates from the cold, dark moon of Ranni, the Carian princess.
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Craftable item prepared using a cracked pot.
A cocktail of poisonous materials is sealed inside.
Throw at enemies to cause buildup of poison.
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Craftable item prepared using a cracked pot.
A cocktail of oil-infused materials is sealed inside.
Throw at enemies to soak them in oil, making them heavily susceptible to fire damage.
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Craftable item prepared using a ritual pot.
Enchanted with assassin incantations.
Consumes FP. Throw to create a pale shadow.
The illusion will lure in and distract foes of human build outside of combat, while demi-humans will be lured in even during combat.
Craftable item prepared using a ritual pot.
Enchanted with assassin incantations.
Consumes FP. Throw to create a red shadow.
The illusion lures in beasts into attacking it.
This effect does not change even during combat.
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Craftable item prepared using a cracked pot.
A cocktail of incendiary materials is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to inflict fire damage.
Craftable item prepared using a cracked pot.
A cocktail of fulminating materials is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to inflict lightning damage.
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Craftable item prepared using a cracked pot.
A cocktail of effluents is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to cause buildup of deadly poison.
Beware though; those who carry these pots will slowly accumulate poison in their own bodies.
Push someone in a privy; expect to get dung on your hands.
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Craftable item prepared using a cracked pot.
A cocktail of poisonous materials is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to cause buildup of poison.
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Craftable item prepared using a cracked pot.
A cocktail of oil-infused materials is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to soak them in oil, making them heavily susceptible to fire damage.
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Craftable item prepared using a cracked pot.
A cocktail of magically resonant materials is sealed inside, and a short rope that aids throwing has been secured around the pot.
Consumes FP. Throw at rearward enemies to inflict magic damage.
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Craftable item prepared using a cracked pot.
A cocktail of effluents is sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies to release a swarm of flies. Their fangs inflict countless painful lacerations on the victim while the grating sound of their wings assails their sanity.
The maggots found in waste feed on blood and turn into vicious flies that are pitiably short-lived.
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Craftable with a cracked pot.
Frost has been sealed inside.
A short rope that aids throwing is attached.
Thrown at rearward enemies using the rope,
the pot explodes, causing frostbite buildup
in enemies.
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Craftable item prepared using a cracked pot.
Powdered volcanic rock is sealed inside, and a short rope that aids throwing has been secured around the pot.
Thrown at rearward enemies to disperse a cloud of heat, dealing continuous damage to those caught inside for a short duration.
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Craftable item prepared using a cracked pot.
Enchanted by incantations of the Golden Order, and a short rope that aids throwing has been secured around the pot.
Consumes FP. Throw at rearward enemies to inflict holy damage.
Highly effective against Those Who Live in Death, even preventing them from rising again.
The Golden Order has no mercy for those who trespass beyond life's bounds.
Craftable item prepared using a cracked pot.
Powdered volcanic rock is sealed inside.
Throw at enemies to disperse a cloud of heat, dealing continuous damage to those caught inside for a short duration.
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Craftable item prepared using a ritual pot.
Enchanted by sorceries of the Cuckoos.
Consumes FP. Throw at enemies to impede recovery actions using a flask of tears for a certain duration.
The Knights of the Cuckoos do declare. Behold, thy defiled blood. Unlike any humor that flows in our grand realm.
Craftable item prepared using a ritual pot.
Decorated with the crest of the Lord of Blood.
Throw at enemies to douse them in accursed blood, causing summoned spirits to assail them with a rabid fervor.
A childhood memory of the Lord of Blood.
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Craftable item prepared using a cracked pot.
Enchanted by the incantations of St. Trina.
Consumes FP. Throw enemies to cause buildup of sleep.
Like a lullaby, or a quagmire, its light-purple haze irresistibly draws its victims down into sleep. Sweet dreams.
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Craftable item prepared using a cracked pot.
Enchanted by the ancient death hex.
Consumes FP. Throw at enemies to spawn vengeful spirits that chase down foes.
In times of old, the dead were burned with ghostflame, and from those cinders arose vengeful spirits.
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Craftable item prepared using a cracked pot.
A cocktail of magically resonant materials is sealed inside, and a short rope that aids throwing has been secured around the pot. Called a "faux sorcery" in Raya Lucaria.
Consumes FP. Throw at enemies to inflict magic damage.
Craftable item prepared using a ritual pot.
Enchanted by Raya Lucaria sorceries.
Consumes FP. Throw at enemies to inflict heavy magic damage.
This pot, considered a "faux sorcery," was employed to protect the academy.
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Craftable item prepared using a ritual pot.
Decorated with the crest of scarlet wings.
Throw at enemies to cause buildup of scarlet rot.
The rot bubbles up from the Swamp of Aeonia, and eats away at life like a vicious plague.
Preparation of dried Rowa fruit.
Craftable item.
Feed to Torrent, the spectral steed, while riding to restore his HP.
Humans are unable to digest Rowa fruit, but Torrent seems to have a taste for it.
Preparation of dried Golden Rowa fruit.
Craftable item.
Feed to Torrent, the spectral steed, while riding to greatly restore his HP.
Golden Rowa fruit is not unlike honey, and Torrent seems to have a taste for it.
Preparation of dried Rimed Rowa.
Craftable item.
Feed to Torrent, the spectral steed, while riding to vastly restore his HP.
Torrent seems to enjoy the sensation of chewing this frozen, dried seed.
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Boiled crab meat.
A prime specimen of plump and moist meat.
True connoisseurs know how to keep from over-salting.
Greatly boosts physical damage negation for a certain duration.
Unlike the "prawn" sold, this truly is crab. Not that it matters, it's delicious all the same.
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Boiled prawn meat.
A prime specimen of plump and moist meat.
True connoisseurs know how to keep from over-salting.
Boosts physical damage negation for a certain duration.
The meat actually looks to have come from a crayfish. Not that it matters, it's delicious all the same.
Green boluses made from cave moss.
Craftable item.
Alleviates poison buildup and cures poison ailment.
Poison accumulates gradually, coming into effect once the threshold is reached. Poison ailment lowers HP in steady increments for a period.
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Red boluses made from cave moss.
Craftable item.
Alleviates impending blood loss.
Blood loss escalates gradually, causing
great damage once the threshold is reached.
Take one of these in timely fashion to avoid
such an event.
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Ice-hued boluses made from cave moss.
Craftable item.
Alleviates buildup of frost and cures frostbite ailment.
Frost accumulates gradually, causing damage and inflicting frostbite once the threshold is reached.
Vulnerability to damage increases for a certain duration.
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Light-purple boluses made from cave moss.
Craftable item.
Alleviates buildup of sleep.
Sleep accumulates gradually, causing sudden fogginess and loss of FP once the threshold is reached, even if it does not force the afflicted into true slumber.
Take one of these in timely fashion to avoid
such events.
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Scarlet boluses made of cave moss.
Craftable item.
Alleviates scarlet rot buildup and cures rot aliment.
Scarlet rot accumulates gradually, coming into effect once the threshold is reached. Scarlet rot ailment greatly lowers HP in steady increments for a period.
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Black boluses made of cave moss.
Craftable item.
Alleviates death blight buildup.
Blight accumulates slowly, causing instant death once the threshold is reached.
Take one of these in timely fashion to avoid
such an event.
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Yellow boluses made of cave moss.
Craftable item.
Alleviates madness buildup.
Madness accumulates slowly, inflicting heavy damage and reducing FP once the threshold is reached.
Take one of these in timely fashion to avoid
such events.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with crimson tears, this flask restores HP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use. Though currently empty, simply rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
A sacred flask modelled after a golden holy chalice that was once graced by a tear of blessing.
Filled with cerulean tears, this flask restores FP with use.
Rest at a site of grace to replenish.
The one washed up on the gravesite was sure to die, until this flask offered its gift of rejuvenation. To seek the Elden Ring.
Turtle neck meat, pickled in a bitter medicinal
solution. Craftable item.
Temporarily boosts stamina recovery.
The nutrients churn through the body, practically boiling out endless power.
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Cured strip of meat, dried out after pickling in a green medicinal solution.
Craftable item.
Temporarily boosts immunity.
Higher immunity helps to mitigate the buildup of various poisons and scarlet rot.
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Cured strip of meat, dried out after pickling in a red medicinal solution.
Craftable item.
Temporarily boosts robustness.
Higher robustness helps to mitigate the buildup of frost and blood loss.
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Cured strip of meat, dried out after pickling in a purple medicinal solution.
Craftable item.
Temporarily boosts focus.
Higher focus helps to mitigate the buildup of sleep and madness.
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Cured strip of meat, dried out after pickling in a dappled medicinal solution.
Craftable item.
Temporarily boosts immunity, robustness, and focus.
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Cured animal liver, dried out after pickling in a blue medicinal solution.
Craftable item.
Temporarily boosts magic damage negation, improving damage mitigation against attacks imbued with magic.
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Cured animal liver, dried out after pickling in a red medicinal solution.
Craftable item.
Temporarily boosts fire damage negation, improving damage mitigation against attacks imbued with fire.
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Cured animal liver, dried out after pickling in an yellow medicinal solution.
Craftable item.
Temporarily boosts lightning damage negation, improving damage mitigation against attacks imbued with lightning.
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Cured animal liver, dried out after pickling in a golden medicinal solution.
Craftable item.
Temporarily boosts holy damage negation, improving damage mitigation against attacks imbued with holiness.
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Four-toed foot of a fowl, pickled in a silvery medicinal solution.
Craftable item.
Temporarily boosts item discovery.
Since old times, the needy would scrape the meat clean even from a fowl's claw.
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Four-toed foot of a fowl, pickled in a golden medicinal solution.
Craftable item.
Boosts the amount of runes obtained from defeating enemies for a certain duration.
Since old times, the needy would scrape the meat clean even from a fowl's claw.
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A lump of animal flesh pickled in a medicinal solution mixed with fiery spices.
Craftable item.
Temporarily boosts physical attack.
Considered a delicacy in the badlands, this invigorating repast was for the exclusive benefit of those who they deem heroes.
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A grey colored cured liver, dried out
after pickling in a medicinal solution.
Craftable item.
Boosts instant death resistance
for a short time.
A pungent raw meatball, made succulent by virtue of being on the verge of turning.
Restores HP but also poisons the user.
Not recommended for those who prefer to know the origin of their meats.
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A yellowing, oozing eyeball of the infirm. The surface is shriveled, and the inside is squishy, not unlike a large, overly-ripe grape.
Give to the blind maiden to guide her to the distant light.
An ephemeral sliver that gives off a pale blue glow.
What remains of a passing flash of starlight.
Use to gradually recover FP.
A prized item that was once used in the Eternal City as an ingredient in intoxicating draughts.
A white sliced meat, dried out after pickling in a green medicinal solution.
Craftable item.
Temporarily boosts immunity.
Lasts longer than traditional cured meat, but with reduced effectiveness.
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A white sliced meat, dried out after pickling in a red medicinal solution.
Craftable item.
Temporarily boosts robustness.
Lasts longer than traditional cured meat, but with reduced effectiveness.
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A white sliced meat, dried out after pickling in a purple medicinal solution.
Craftable item.
Temporarily boosts focus.
Lasts longer than traditional cured meat, but with reduced effectiveness.
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A white sliced meat, dried out after pickling in a dappled medicinal solution.
Craftable item.
Temporarily boosts immunity, robustness, and focus.
Lasts longer than traditional cured meat, but with reduced effectiveness.
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A black-gold colored cured liver,
dried out after pickling in a medicinal solution.
Craftable item.
Boosts resistance to instant death
for a short time.
The blood has been properly drained,
giving it a longer effect than traditional
dried meat.
Solidified grease made from a mixture of incendiary materials. Craftable item.
Coats armament, adding fire damage to attacks.
The effect lasts only for a short time.
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Solidified grease made from a mixture of fulminating materials. Craftable item.
Coats armament, adding lightning damage to attacks.
The effect lasts only for a short time.
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Solidified grease made from a mixture of magically resonant materials. Craftable item.
Coats armament, adding magic damage to attacks.
The effect lasts only for a short time.
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Solidified grease made from a mixture of holy resonant materials. Craftable item.
Coats armament, adding holy damage to attacks.
The effect lasts only for a short time.
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Solidified grease made from a mixture of blood-red materials. Craftable item.
Coats armament, inflicting blood loss.
The effect lasts only for a short time.
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Solidified grease made from a mixture of light-purple materials. Craftable item.
Coats armament, inflicting sleep.
The effect lasts only for a short time.
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Solidified grease made from a mixture of poison-green materials. Craftable item.
Coats armament, inflicting poison.
The effect lasts only for a short time.
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Solidified grease made from a mixture of frozen materials. Craftable item.
Coats armament, inflicting frost.
The effect lasts only for a short time.
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Solidified grease made from a mixture of Gravel Stones. Craftable item.
Coats armament, granting anti-dragon effects.
When the dragons were born from their ancient kin, they lost their stone scales, which can now be used to cause them mortal harm.
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Solidified grease made from a mixture of rotten materials. Craftable item.
Coats armament, inflicting scarlet rot.
The effect lasts only for a short time.
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Solidified grease made from a mixture of incendiary materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting fire damage, but with a brief effect, owing to its small size.
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Solidified grease made from a mixture of fulminating materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting lightning damage, but with a brief effect, owing to its small size.
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Solidified grease made from a mixture of magically resonant materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting magic damage, but with a brief effect, owing to its small size.
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Solidified grease made from a mixture of holy resonant materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting holy damage, but with a brief effect, owing to its small size.
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Blistered solid grease made from a mixture of blood-red materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting blood loss, but with a brief effect, owing to its small size.
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Solidified grease made from a mixture of light-purple materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting sleep, but with a brief effect, owing to its small size.
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Solidified grease made from a mixture of poison-green materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting poison, but with a brief effect, owing to its small size.
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Solidified grease made using Rani's
furtive arts. Craftable item.
A short string is attached to this lump.
Quickly coats weapon, inflicting frostbite.
The women of the Carian royal family
look to the moon to guide their fates.
Rani's is a moon dark and blanketed with rime.
Solidified grease made from a mixture of rotten materials. Craftable item.
A short string is attached to this lump.
Quickly coats armament, inflicting scarlet rot, but with a brief effect, owing to its small size.
Solidified grease made from a mixture of magically resonant materials. Craftable item.
Coats left-hand armament, boosting guarding ability and all forms of damage negation.
Primarily used on shields.
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Short dagger for throwing. It has no handguard.
The blade is polished, and its weight is expertly balanced.
Throw at enemies to deal damage.
This auxiliary weapon, used primarily to constrain an enemy's movements, can still be deadly in the right hands.
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Animal bone sharpened into a knife for throwing.
Craftable item.
Throw at enemies to inflict damage.
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Animal bone sharpened into a knife for throwing, with a poison-laced tip.
Craftable item.
Throw at enemies to inflict damage and build up poison.
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A large knife used for throwing.
Its curved blade is sharp enough to slice flesh cleanly.
Throw at enemies to inflict damage and build up onset of blood loss.
This heavy throwing weapon is unsuitable for swift attacks, but is able to inflict heavy damage.
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Throwing knife chiseled from impure crystal.
Craftable item.
Consumes FP. Throw at enemies to deal magic damage.
Long ago, it is said that a golem crafter employed a similar crystal tool.
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A set of five throwing knives bundled together.
A concealed weapon cherished by the raptor assassins.
The thin knives fan out when thrown, dealing damage to the target.
Each knife deals paltry damage, but the wide range makes it suitable for constraining enemies.
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Stone fragment found near places where ruins have fallen from the sky.
Can be used for crafting, or simply for throwing at enemies.
These shards of stone are believed to have once been part of a temple in the sky.
They glow with a faint light from within.
A lump of beast flesh pickled in egg wash.
Craftable item.
Beasts are highly attracted to its scent.
The rancid scent prevents ingestion by any
ordinary human.
A small stone with a smoldering core.
Explodes when thrown at enemies, inflicting fire damage.
Miners employ these stones as tools for rock blasting, but have long forgotten how to craft them.
A clump of small stones with smoldering cores.
Explodes when thrown together at enemies, inflicting fire damage.
Miners employ these stones as tools for rock blasting, but have long forgotten how to craft them.
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A small stone with a poison core.
Throw at enemies to cause buildup of poison.
Miners employ these stones as tools for pest extermination, but have long forgotten how to craft them.
A clump of small stones with poison cores.
Throw together at enemies to cause buildup of poison.
Miners employ these stones as tools for pest extermination, but have long forgotten how to craft them.
Ruin Fragment that has undergone some simple processing.
Craftable item.
Stones such as these shine with the colors of the rainbow, making them useful markers when placed on the ground.
Can also be dropped to gauge the distance of a fall. The higher the pitch of the sound, the higher the likelihood of the fall being fatal.
Once used to entertain children on the fringes of the Lands Between.
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Polished Ruin Fragment that shines brighter than Rainbow Stone.
Craftable item.
Emits light from the location it is placed, illuminating surroundings.
However, the effect is short-lived, and it lacks the diverse colors of rainbow stones.
May serve some benefit in dark places, or at night.
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Astrology tool used by members of the Carian royal family.
A stolen part of a larger instrument.
Allows the viewer to better see faraway things.
During the age of the Erdtree, Carian astrology withered on the vine.
The fate once writ in the night skies had been fettered by the Golden Order.
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A fetish indicating the guidance of grace.
Craftable item.
Similar to grace, this fetish draws rays guiding the way, only without any sense of order.
Useful as a last resort for those who have lost their way, or for use by those who believe that unrefined guidance will lead to truer encounters.
A small waist-worn lantern that illuminates surroundings.
Use once to turn on, and again to turn off.
While its light is dimmer than that of a torch,
it has the advantage of freeing up the user's hands.
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A slab of rock engraved with traces of the Rune of Death.
Can deflect the power of the Black Blade.
On the night of the dire plot, Ranni rewarded Praetor Rykard with these traces. Should the coming trespass one day transpire, they would serve as a last-resort foil, allowing Rykard to challenge Maliketh the Black Blade, the black beast of Destined Death.
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A source that gives rise to Those Who Live in Death.
The beast clergyman, found at Bestial Sanctum in the distant east, collects and devours these roots.
On the night of the dire plot the stolen Rune of Death enabled the first Death of a demigod. Later, the Rune of Death spread across the Lands Between through the underground roots of the Greattree, sprouting in the form of Deathroot.
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A soft but sturdy cotton formed from splitting open Rowa fruit in a particular manner.
Craftable item.
Attaching this cotton to the bottom of one's feet
allows for a temporary reduction in fall damage
and sound.
If you must court danger, at the very least, tread lightly.
A plant-based soap made from mushroom juice.
Craftable item.
Cleans off filth and other accumulations on the body while also slightly reducing poison buildup.
Filth covering the exterior eventually seeps inside, soiling one's very spirit.
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A hidden Tear found in the Eternal City.
Also known as a Night Tear.
Allows one to carry out an Absolution at the Church of Vows, reversing all antagonizations.
Once upon a time, the stars of the night sky guided fate, and this is a recollection of those times.
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A fetish bathed in golden magic.
Shackles were used to bind the accursed people called the Omen, and these ones were made to keep a particular Omen under strictest confinement.
Though faint, the shackles still retain vestiges of power—enough to trap the once-bound Margit on earth, if only for a short time.
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A fetish bathed in golden magic.
Shackles were used to bind the accursed people called the Omen, and these ones were made to keep a particular Omen under strictest confinement.
Though faint, the shackles still retain vestiges of power—enough to trap the once-bound Mohg on earth, if only for a short time.
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Proof that one is a glorious knight of the new Dynasty of Mohgwyn that the Lord of Blood will inaugurate.
Use to be granted audience with Mohg. Only, it is not yet time.
For Mohg yet slumbers beside the Divinity.
Be patient. The new dynasty is nigh.
One of the unalloyed gold needles that Miquella crafted to ward away the meddling of outer gods.
Capable of subduing the flame of frenzy if inherited, allowing one to cheat fate and avoid becoming Lord of Frenzied Flame.
However, the needle is as yet unfinished and can only be used in the heart of the storm beyond time said to be found in Faram Azula.
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Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Hello."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Thank you."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Apologies."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Wonderful."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Please help."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "My beloved."
A wistful fetish that imparts voices and words on an eternal journey.
Expressions of love are among the most fickle.
Twisted clay sculpt in the shape of a human head.
Emits a voice that says "Let's get to it."
A wistful fetish that imparts voices and words on an eternal journey.
Twisted clay sculpt in the shape of a demi-human head.
Emits a voice that says "You're beautiful."
A wistful fetish that imparts voices and words on an eternal journey.
Unconditional love. Unrestrained assurance.
It must have been a mother speaking.
Grace that dwells within the inhabitants of
The Lands Between; the lingering residue of gold.
Use to gain many runes.
Grace was brought to the very fringes and lowlands
of the Lands Between. And with the Golden Order
came the weight of its history. A history of conquest
and subjugation.
Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold.
Use to gain a small number of runes.
Runes are nourishment for the development of any Tarnished. Provided a Finger Maiden can be found...
Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold.
Use to gain a small number of runes.
Runes are nourishment for the development of any Tarnished. Provided a Finger Maiden can be found...
Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold.
Use to gain runes.
Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er?
Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold.
Use to gain runes.
Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er?
Grace that dwells within the inhabitants of the Lands Between; the lingering trace of gold.
Use to gain runes.
Even now, runes are still imbued with the power of life itself. Do you see the Erdtree towering o'er?
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain many runes.
Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain many runes.
Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain many runes.
Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain many runes.
Those born at the foot of the Erdtree are blessed. At least, that is the enduring belief of the people of the plateau.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain a great many runes.
The grace of gold blessed those who were first to serve it with the most vivid coloration.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain a great many runes.
The grace of gold blessed those who were first to serve it with the most vivid coloration.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain a great many runes.
The grace of gold blessed those who were first to serve it with the most vivid coloration.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain a great many runes.
The grace of gold blessed those who were first to serve it with the most vivid coloration.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain a multitude of runes.
The Numen are said to have come from outside the Lands Between, and are in fact of the same stock as Queen Marika herself.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain an abundance of runes.
There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain an abundance of runes.
There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain an abundance of runes.
There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain an abundance of runes.
There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died.
Grace that dwells within the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain an abundance of runes.
There were once heroes who walked the battlefields, abundantly blessed by the Erdtree itself, who upon earning their honor simply died.
Grace that dwells within the inhabitants of the Lands Between; true vestiges of gold.
Use to gain an enormous abundance of runes.
Runes of one who was destined to become a Lord, but when the Elden Ring was shattered, all that remained was a distant duty.
Remembrance of Godrick, the Grafted, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
A feeble man sought power through the grotesque act of grafting. "One day we'll return together, to our home, bathed in rays of gold."
Remembrance of Starscourge Radahn, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
The Red Lion General wielded gravitational powers which he learned in Sellia during his younger days. All so he would never have to abandon his beloved but scrawny steed.
Remembrance of Morgott, the Omen King, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Though born one of the graceless Omen, Morgott took it upon himself to become the Erdtree's protector. He loved not in return, for he was never loved, but nevertheless, love it he did.
Remembrance of Rykard, Lord of Blasphemy, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Rykard took the form of a giant serpent that he might devour, grow, and live eternally. "I understand. The road of blasphemy is long and perilous. One cannot walk it unprepared to sin."
Remembrance of Malenia, Goddess of Rot, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Miquella and Malenia are both the children of a single god. As such they are both Empyreans, but suffered afflictions from birth. One was cursed with eternal childhood, and the other harbored rot within.
Remembrance of Mohg, Lord of Blood, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Wishing to raise Miquella to full godhood, Mohg wished to become his consort, taking the role of monarch. But no matter how much of his bloody bedchamber he tried to share, he received no response from the young Empyrean.
Remembrance of Maliketh, the Black Blade, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Maliketh was a shadowbound beast given to his Empyrean. Marika's sole need of her shadow was a vessel to lock away Destined Death. Even then, she betrayed him.
Remembrance of the warrior Hoarah Loux, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
When Godfrey, first Elden Lord was robbed of his grace, becoming Tarnished, he took with him his kinfolk and left the Lands Between.
After the Long March of the Tarnished came to an end, Godfrey divested himself of kingship, becoming a simple warrior once more.
Remembrance of Dragonlord Placidusax, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
The Dragonlord whose seat lies at the heart of the storm beyond time is said to have been Elden Lord in the age before the Erdtree. Once his god was fled, the lord continued to await its return.
Remembrance of Rennala, Queen of the Full Moon, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
In her youth, Rennala was a prominent champion who charmed the academy with her lunar magic, becoming its master. She also led the Glintstone Knights and established the house of Caria as royalty.
Remembrance of Lichdragon Fortissax, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
After Godwyn the Golden became the Prince of Death, the ancient dragon fought long and hard against the Death within its companion. Alas, victory was never achieved and its only reward was corruption.
Remembrance of Fire Giant, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
The Fire Giant is a survivor of the War against the Giants. Upon realizing the flames of their forge would never die, Queen Marika marked him with a curse. "O trifling giant, mayest thou tend thy flame for eternity."
Remembrance of the Regal Ancestor Spirit, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
Ancestral spirits exist as a phenomenon beyond the purview of the Erdtree. Life sprouts from death, as it does from birth. Such is the way of the living.
Remembrance of the Elden Beast, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
It was the vassal beast of the Greater Will and living incarnation of the concept of Order.
Remembrance of Astel, Naturalborn of the Void, hewn into the Erdtree.
The power of its namesake can be unlocked by the Finger Reader.
Alternatively, it can be used to gain a great bounty of runes.
A malformed star born in the lightless void far away. Once destroyed an Eternal City and took away their sky. An falling star of ill omen.
Grace said to have once dwelled in the eyes of the inhabitants of the Lands Between; the lingering residue of gold.
Use to gain many runes.
No grace resides in the eyes of the Tarnished; if it ever did, it is now lost.
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Skull of a very young ancestral spirit. Just think how many sproutings It might bear.
Uses FP to spray spirit vapor inflicting magic damage.
The vapor becomes a temporary geyser which deals continuous damage to everything it touches until it disappears.
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Doll of a curseborn bairn.
Uses FP to unleash wraiths that chase down foes.
Omen babies have all their horns excised, causing most to perish. These fetishes are made to memorialize them.
"Please, don't hate me, or curse me. Please."
Doll of a curseborn bairn from the Erdtree's royal line.
Uses FP to unleash many wraiths that chase down foes.
Omen babies born of royalty do not have their horns excised, but instead are kept underground, unbeknownst to anyone, imprisoned for eternity.
These memorial fetishes are fashioned in secret.
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This statuette depicts a flower that preys on humans, posed in prayer.
Uses FP to call down a deluge of light.
Miranda, maiden of the Flower Crucible is said to have been the very first of this breed.
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Lump of broken glintstone enwreathed with magic power. A "faux sorcery" used by the Knights of the Cuckoo. Craftable item.
Launched straight ahead, using FP. A magic bolt springs forth from the point of impact.
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Golden veil of intricate design.
Uses FP to mimic nearby objects.
When Godrick was hounded from Leyndell, the Royal Capital, this was one of a multitude of treasures he took with him. Also known as "Marika's Mischief."
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Piece of glintstone tinged with unstable magic. Found in crystal tunnels.
Break gem, using FP to produce a magic bolt.
Poor quality and thereby easily broken, a sorcerer wouldn't give it a second look.
Large piece of glintstone tinged with unstable magic. Found in crystal tunnels.
Break gem, using FP to produce a magic bolt.
Poor quality and thereby easily broken, a sorcerer wouldn't give it a second look.
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Shard of rock found in the wake of a meteorite strike.
It is imbued with a particularly weighty magic.
Uses FP to emit gravitational shockwave.
The desperate ones who scavenge for these shards dub themselves "starcallers."
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Shard of rock found in the wake of a meteorite strike.
It is imbued with a particularly weighty magic.
Throw at enemies, using FP to cause a gravitational explosion.
The desperate ones who scavenge for these shards dub themselves "starcallers."
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Bell used by worshippers of revenants.
Ring bell, using FP to summon prowling wraiths. This can be done multiple times in a row.
Wraiths are said to be the vengeful spirits of those who died when cursed.
Grease which holds the blessing of the Erdtree.
Craftable item.
Consumes FP when coated on weapon, allowing
it to deal magical damage and purify those who
have lived beyond death.
There is no place in the Golden Order for those
who have exceeded life's bounds. These blemishes
must be hunted down by the Virtuous.
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Ruin Fragment blessed with an incantation of the Two Fingers. Craftable item.
Uses FP to generate warmth, continuously restoring the HP of those nearby.
It's said that the Erdtree was once as warm as the gentle sun, and would gradually heal all who bathed in its rays.
Ruin Fragment blessed with an incantation of the Three Fingers. Craftable item.
Uses FP to generate warmth, continuously restoring the HP of those who host the frenzied flame.
Confers madness upon those who have not adopted the flame. Take care not to mistake this for its gentler cousin.
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Ruin Fragment with a cipher inscription.
Craftable item.
Uses FP to reveal more messages from other worlds.
Words are gregarious things, drawn to one another much as people are.
Tree branch blessed with an incantation of unalloyed gold.
Craftable item.
Pierce a foe, using FP to turn them into a temporary ally.
The Empyrean Miquella is loved by many people. Indeed, he has learned very well how to compel such affection.
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Favor bestowed by a deathbed companion. Protection of a hidden temple in the guise of a bedchamber.
Uses FP to temporarily boost poise.
The favor allows one to forget any aches and pains. In Death, there is only peace, for in Death, there can be no sensation.
Protection of a hidden temple in the guise of a bedchamber. This blessing is of the utmost rarity.
Uses FP to temporarily raise poise.
The effect lasts longer than a mere favor.
It's said a deathbed companion will only produce a blessing of this kind for a champion but once in her entire life. The sole blessing which she imbues of her own volition.
Art of the perfumers who fought in the Shattering.
Craftable with a perfume bottle.
Uses FP to raise the attack power of the user and nearby allies while also reducing the damage from one incoming attack by half.
This aromatic has an extremely potent morale-raising effect that makes those accustomed to it fearless in the face of death. It was this influence that made the perfumers exceptional commanders.
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Art of the perfumers who fought In the Shattering.
Craftable with a perfume bottle.
Uses FP to broadly scatter sparks in a wide arc straight ahead.
Though fire was prohibited to those who served the Erdtree, this rule was forgotten as the war drew ever on.
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Forbidden art of depraved perfumers.
Craftable with a perfume bottle.
Uses FP to temporarily turn body to steel, boosting poise, resistances and damage negation at the expense of mobility and vulnerability to lightning.
An art that requires fragments of hunted noble jars. Depraved perfumers are plainly in league with jar poachers.
Forbidden art of depraved perfumers.
Craftable with a perfume bottle.
Uses FP to enter a temporary state of fervor, raising maximum attack power and stamina while also increasing damage received.
"Even upon the battlefield, do you fear being wounded? Take a good look. Your limbs are frozen stiff."
Forbidden art of depraved perfumers.
Craftable with a perfume bottle.
Uses FP to release a poison mist from user's mouth, causing a buildup of poison.
Perfumed powder is held in the mouth to dissolve before being expelled. It was once a restorative art, or so it is said.
Forbidden art of depraved perfumers.
Craftable with a perfume bottle.
Uses FP to release an acidic mist from user's mouth, damaging armaments and temporarily lowering attack power.
Perfumed powder is held in the mouth to dissolve before being expelled. It was once a restorative art, or so it is said.
The most basic glintstone sorcery of the Academy of Raya Lucaria.
The glintstone serves as a conduit, launching magical projectiles at foes.
This sorcery can be cast repeatedly and while in motion.
This is a universal first step on the journey to true knowledge of sorcery.
One of the glintstone sorceries of the Academy of Raya Lucaria.
The glintstone serves as a conduit, launching large magical projectiles at foes.
This sorcery can be cast repeatedly and while in motion.
Those unworthy of the stone crown typically end their brief journey into sorcery here.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
The glintstone serves as a conduit, launching swift magical projectiles at foes.
This sorcery can be used without delay after performing another action.
Those unworthy of the stone crown typically end their brief journey into sorcery here.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires a magical comet with a trailing tail.
This sorcery can be cast repeatedly and while in motion. Charging enhances potency.
A sorcery of the Karolos Conspectus, the most venerable of the academy.
One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires a great magical comet.
This sorcery can be cast repeatedly and while in motion. Charging enhances potency.
The greatest of the Karolos Conspectus's sorceries, that only a very few sorcerers have ever mastered.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires twin projectiles that form a spiral as they travel. This sorcery can be cast repeatedly and while in motion.
Charging enhances potency.
A sorcery of the Karolos Conspectus, the most venerable of the academy. This was the product of a failed attempt to create a new comet.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires three magic shooting stars that pursue the target.
This sorcery can be cast while in motion. Charging enhances potency.
A sorcery of the Olivinus Conspectus, which attracts sorcerers from Sellia, Town of Sorcery.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires six magic shooting stars that pursue the target.
This sorcery can be cast while in motion. Charging enhances potency.
The most difficult to master of the Olivinus Conspectus sorceries.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires a volley of glintstone crystal shards.
Charging increases potency.
A sorcery of the Crystal Cadre, a group of sorcerers who pursue the wisdom of stone—the secrets locked in the faint cogitation of the Crystalians.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires a horizontal arc of magic that spreads outward.
This sorcery can be cast repeatedly and while in motion.
Granted to sorcerers who depart from the academy to embark on journeys, in order to fend off large groups of would-be adversaries. Fools often roam in packs.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Lobs an explosive magic projectile that flies in an arc.
Charging enhances potency.
Drawn from the conspectus of Haima, the adjudicator of the academy, this sorcery employs might as a means to quell conflict.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Fires a burst of glintstone crystal shards.
This sorcery can be cast repeatedly and while in motion. Charging increases potency.
A sorcery of the Crystal Cadre, a group of sorcerers who pursued the wisdom of stone—the secrets locked in the faint cogitation of the Crystalians.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Imbues the ferrule of the caster's staff with magic, then thrusts it into the ground to create a magical shockwave.
Allows one follow-up attack.
A Stonedigger sorcery used by the glintstone miners of the crystal tunnel. At the academy, use of this sorcery was a stigma that marked out failed scholars.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Imbues the ferrule of the caster's staff with magic, then thrusts it into the ground to create a massive magical shockwave.
Hold to continue moving without striking the ground, and then push the end of the staff into enemies.
An enhanced version of the glintstone miners' Stonedigger sorcery.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Creates a magical greathammer and slams it down.
Allows one follow-up attack.
Drawn from the scholarly conspectus of Haima, the adjudicator of the academy, this sorcery employs might as a means to quell conflict.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Draws an academy sigil upon the ground, raising the magic strength of those within.
Once, the sigil would be cast from the highest belfry of the academy, covering the entire institution's grounds. This spell allows such vivid experience of spell-casting success, it turns many a fledgling into a true sorcerer in a flash of newfound understanding.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Creates a small, floating star light that illuminates surroundings.
This sorcery can be cast while in motion.
Granted to sorcerers who depart from the academy to embark on journeys. Even during the blackest nights, sojourns underground, or imprisonment in gaol, the stars are never far from a sorcerer's side.
Legendary sorcery devised by Azur, primeval sorcerer.
Fires a tremendous comet in a torrent akin to the distant starry expanse, the place said to be the origin of glintstone.
Hold to continue releasing the sorcery's power.
When Azur glimpsed into the primeval current, he saw darkness. He was left both bewitched and fearful of the abyss.
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The eldest primeval sorcery, said to have been discovered by an ancient astrologer. A sorcery of legendary status.
Summons a dark cloud of stars overhead. Shortly after, the cloud will release a violent deluge of star rain. This sorcery can be cast while in motion. Charging increases potency.
Thought to be the founding glintstone sorcery. The glimpse of the primeval current that the astrologer saw became real, and the stars' amber rained down on this land.
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Legendary sorcery devised by Lusat, primeval sorcerers.
Fires twelve dark shooting stars that pursue the target.
This sorcery can be cast while in motion. Charging increases potency.
When Lusat glimpsed into the primeval current, he beheld the final moments of a great star cluster, and upon seeing it, he too was broken.
One of the sorceries of the Carian royal family.
Creates a defensive arch of magic glintblades overhead, which automatically attack nearby foes.
This sorcery can be cast while in motion.
Bestowed upon the enchanted Carian knights, who combined this art with their swordsmanship to maintain pressure upon their foes, striking in waves of steel and sorcery.
One of the sorceries of the Carian royal family.
Creates a defensive arch of numerous magic glintblades overhead, which automatically attack nearby foes.
This sorcery can be used cast while in motion.
An enhanced version of the glintblade sorcery used by enchanted knights.
One of the sorceries of the Carian royal family.
Creates a defensive arch of larger magic glintblades overhead, which automatically attack nearby foes.
Used by the enchanted troll knights.
They were the comrades of the young Rennala, bound by oath.
Sorcery associated with the Carian queen.
Uses the caster as a vessel to incarnate a full moon, then sends it floating toward foes. The full moon dispels all sorcery that touches it, and temporarily reduces magic damage negation for those it strikes.
Queen Rennala encountered this enchanting moon when she was young, and later, it would bewitch the academy.
Legendary sorcery associated with the Carian queen.
Uses the caster as a vessel to incarnate a cold, dark moon, then sends it floating toward foes. The dark moon dispels all sorcery that touches it, and temporarily reduces magic damage negation for those it strikes.
This moon was encountered by a young Ranni, led by the hand of her mother, Rennala. What she beheld was cold, dark, and veiled in occult mystery.
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One of the sorceries of the Carian royal family.
Summons a mass of magic that fires projectiles over a wide area.
This sorcery can be cast while in motion. Charging extends duration.
Said to have been taught by the Crystalians to mark the swearing of the old concord.
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Sorcery used by Royal Knight Loretta.
Creates a magic greatbow and fires a great arrow.
Charging enhances potency. Hold to keep the great arrow nocked.
It is said that the bow was Loretta's favored weapon.
Sorcery used by Loretta, Knight of the Haligtree.
Creates a magic greatbow and fires four great arrows simultaneously.
Charging enhances potency. Hold to keep the great arrows nocked.
Developed by Loretta after her long, bloody journey to seek out a place where the Albinaurics could live in peace.
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An old sorcery of the Carian royal family.
Creates a sigil overhead, from which an enemy-seeking glintblade appears after a brief delay.
This sorcery can be used while in motion. Charging increases the delay.
Said to be the prototype of the sword-phalanx sorceries wielded by royal enchanted knights.
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Sorcery said to have been used by the old snow witch.
The glintstone serves as a conduit, launching a mass of cold magic.
This sorcery can be cast repeatedly and while in motion.
The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery.
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Ice sorcery of the Town of Zamor.
Strike the ground with the staff to create a freezing tornado.
Charging enhances potency.
Cloaked in icy tempests, the knights of Zamor have challenged the Fire Giants since ancient times.
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Sorcery said to have been used by the old snow witch.
Releases a cold mist before the caster.
This sorcery can be cast while in motion. Charging enhances range of the mist.
The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery.
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One of the sorceries of the Carian royal family.
Conjures a magic greatsword and then delivers a sweeping blow.
This sorcery can be cast repeatedly.
Armed with this spell, sorcerers gain the strength of knights, their loyalty sworn to the moon.
Sorcery of Adula, the Glintstone Dragon.
Conjures a cold magic greatsword, then delivers a sweeping blow that launches a blade-like projectile of frost.
This sorcery can be cast repeatedly.
Adula, a devourer of sorcerers, was bested by Ranni and subsequently swore a knightly oath to her Dark Moon.
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One of the sorceries of the Carian royal family.
Conjures a magic sword and delivers a swift sweeping slash.
This sorcery can be used without delay after performing another action.
Even among the Carian sword sorceries, this is a notably effective technique.
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One of the sorceries of the Carian royal family.
Conjures a magic greatsword to impale foes.
Charging lengthens the initial step in.
This sorcery forms a counterpart to Carian Greatsword.
Highly lethal when used against single foes riding alone.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Enchants armament held in the right hand with magic-affinity attacks.
This sorcery can be cast while in motion.
Taught to the Knights of the Cuckoo by the academy as payment for their contract.
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One of the glintstone sorceries of the Academy of Raya Lucaria.
Enchants shield held in the left hand with additional damage negation.
This sorcery can be cast while in motion.
Taught to the Knights of the Cuckoo by the academy as payment for their contract.
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One of the sorceries of the Carian royal family.
Alleviates buildup of sleep and madness.
This sorcery can be cast while in motion.
The Carian knights never waver.
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Sorcery said to have been used by the old snow witch.
Enchants armament held in the right hand with frost.
This sorcery can be cast while in motion.
The snowy crone taught the young Ranni to fear the dark moon as she imparted her cold sorcery.
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Sorcery of the mysterious Crystalians.
Creates a mass of crystal, then shatters it in a forward burst.
Charging enhances potency.
The Crystalians are inorganic beings, yet they live. They cleave close to the ideals of the primeval current, and as such, they are revered guests of the sorcerers.
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Sorcery of the mysterious Crystalians.
Creates a mass of crystal, then shatters it to scour a wide area with a violent rain of crystal shards.
This sorcery is used by high-ranking adepts among the Crystalians. Some also call this sorcery "the Crystal Sun."
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Sorcery of the mysterious Crystalians.
Creates a mass of crystal, then fires off shards in rapid succession.
Hold to continue firing shards.
The wrath of the Crystalians encapsulated in sorcery. Each shard is of substantial size, making even a stray blow capable of inflicting a severe wound.
One of the night sorceries of Sellia, Town of Sorcery.
Launches a projectile from a distance removed from the caster, so as to strike the enemy from behind.
This sorcery can be cast repeatedly.
The Sellian sorcerers were assassins, and it is said that they often hunted their fellows.
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One of the night sorceries of Sellia, Town of Sorcery.
Swiftly fires a semi-invisible projectile.
This sorcery can be used without delay after performing another action.
The Sellian sorcerers were assassins, and it is said that they often hunted their fellows.
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One of the night sorceries of Sellia, Town of Sorcery.
Fires a semi-invisible magic comet.
This sorcery can be cast repeatedly and while in motion. Charging enhances potency.
The Sellian sorcerers were assassins, and it is said that they often hunted their fellows.
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The lifelong pursuit of Thops the Bluntstone.
Creates a magic forcefield that deflects sorceries and incantations.
Hold to continuously create barriers.
Future generations will learn. They will know the foolishness of the sneering sorcerers who ridiculed this theory, little realizing that it was in fact a discovery worthy of a new conspectus of the academy.
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One of the sorceries of the Carian royal family.
Swing your staff to dispel incoming sorceries and incantations, using their power to retaliate with glintblades.
This was the Carian royal family's secret means to prepare against the disloyalty of the academy. The moon and stars would one day go their separate ways.
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Forbidden sorcery of Sellia, Town of Sorcery.
Creates a space of darkness that draws in sorceries and incantations.
This sorcery can be cast while in motion.
Originally a lost sorcery of the Eternal City; the despair that brought about its ruin made manifest.
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One of the night sorceries of Sellia, Town of Sorcery.
Enchants armament held in right hand, making it completely invisible.
This sorcery can be cast while in motion.
Used by Sellian assassins to present themselves as unarmed sorcerers.
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One of the night sorceries of Sellia, Town of Sorcery.
Makes the caster semi-invisible.
While on horseback, effect extends to cover the mount.
This sorcery can be cast while in motion.
The Sellian assassins considered every option that aided their dirty work.
One of the glintstone sorceries that manipulates gravitational forces.
Summons a void that emits a rain of small meteorites.
Hold to continue the effect.
This sorcery originates from the Onyx Lords, who had skin of stone, and were called lords in reverential fear of their destructive power.
One of the glintstone sorceries that manipulates gravitational forces.
Summons a void that emits a hail of meteorites.
Hold to continue the effect.
A manifestation of the power with which Astel leveled the Eternal City.
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One of the glintstone sorceries that manipulates gravitational forces.
Pulls a clump of rocks from the earth and sends them flying.
This sorcery can be cast while in motion.
A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone.
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One of the glintstone sorceries that manipulates gravitational forces.
Fires a projectile of condensed gravitational force. Those struck by it will be pulled toward the caster.
Charging enhances potency.
A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone.
One of the glintstone sorceries that manipulates gravitational forces.
Fires numerous gravitational projectiles. Any foes struck will be pulled toward the caster.
Charging enhances potency.
A gravitational technique mastered by the young Radahn.
"I thank you for your tutelage, for now I can challenge the stars."
One of the sorceries developed from the magma of Mt. Gelmir.
Fires a lump of magma that explodes on contact.
Charging enhances potency.
After discovering the ancient hexes of Gelmir, Rykard, son of Queen Rennala, brought them back into practical use as new forms of sorcery.
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One of the sorceries developed from the magma of Mt. Gelmir.
Conjures a surge of magma from the earth, covering the area.
Charging extends the surge of magma.
This sorcery is held to represent the fury of the volcano, but the arrogance of attempting to harness it is solely that of men and serpents.
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One of the sorceries developed from the magma of Mt. Gelmir.
Fires a lump of condensed magma that explodes a short delay after hitting the target.
Charging enhances potency and further delays the explosion.
After discovering the ancient hexes of Gelmir, Rykard, son of Queen Rennala, brought them back into practical use as new forms of sorcery.
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The terrible power of Rykard, Lord of Blasphemy.
Summons searing spirits that leave a trail of delayed explosions in their wake.
These spirits manifest from the rancor of heroes who met a violent end. The lord granted them an audience, whereupon they were welcomed by the maw of the great serpent—and within the serpent's bowels, they became the lord's kin.
An aberrant sorcery discovered by exiled criminals.
Theirs are the sorceries most reviled by the academy.
Wounds the caster with thorns of sin, creating a spiral of bloodthorns.
This sorcery can be cast repeatedly, up to three times.
The guilty, their eyes gouged by thorns, lived in eternal darkness. There, they discovered the blood star.
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An aberrant sorcery discovered by exiled criminals.
Theirs are the sorceries most reviled by the academy.
Wounds the caster with thorns of sin, sending a trail of bloodthorns running over the ground to impale enemies from below.
This sorcery can be cast repeatedly.
The guilty, their eyes gouged by thorns, lived in eternal darkness. There, they discovered the blood star.
Sorcery of the servants of Death.
Summons vengeful spirits that chase down foes.
Charging enhances potency.
Once thought lost, this ancient death hex was rediscovered by the necromancer Garris.
Sorcery of the servants of Death.
Summons a horde of vengeful spirits that chase down foes. Charging enhances potency.
They are cinders of the ancient death hex, raked from the fires of ghostflame by Deathbirds.
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Sorcery of the servants of Death.
Strike the ground with the staff, triggering an explosion of ghostflame that burns the surrounding area.
In the time when there was no Erdtree, death was burned in ghostflame. Deathbirds were the keepers of that fire.
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Sorcery of Fia, the Deathbed Companion.
Creates a deathly mist before the caster, which inflicts Death blight upon those who enter.
This sorcery can be cast while in motion. Charging enhances range of the mist.
This sorcery was developed to oppose the Roundtable Hold, and is effective only against the Tarnished.
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Sorcery of the servants of Death.
Summons a group of Those Lost in Death.
Three skeletons will appear some distance from the caster and attack foes before disappearing.
The dead have long been left to wander; what they need is leadership.
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Incantation that channels the power of the ancient dragon Fortissax, now corrupted by Death.
Strikes surroundings with a storm of Death lightning.
Inflicts Death blight upon foes.
Charging extends duration of the storm.
It said that this golden lightning was wielded by Godwyn, who befriended Fortissax.
Sorcery of the claymen who served as priests in the ancient dynasty.
Produces several small magical bubbles that drift towards foes before they naturally pop.
Charging increases the delay before the bubbles pop.
The claymen search for lost oracles within their bubbles.
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Sorcery of the claymen who served as priests in the ancient dynasty.
Produces a gigantic magical bubble that drifts towards foes before it naturally ruptures.
Charging increases the delay before the bubble pops.
The claymen search for lost oracles within their bubbles.
Incantation originating from a sinister prophecy.
Momentarily sparks flame from the caster's hand.
This incantation can be cast without delay after performing another action.
The flame of ruin is anathema to the Erdtree. But prophets sometimes glimpse it within the faith all the same. Sadly when this occurs their sole reward is banishment.
Incantation of the Fire Monks.
Momentarily sparks roaring flame from the caster's hand.
Charging enhances potency.
The Giants' Flame still smolders upon the distant northern mountaintop, and the Fire Monks are its guardians.
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Incantation originating from a sinister prophecy.
Throws a ball of raging fire.
Charging enhances potency and causes the ball of fire to explode.
The flame of ruin is anathema to the Erdtree. But prophets sometimes glimpse it within the faith all the same. Sadly when this occurs their sole reward is banishment.
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One of the incantations that draws directly from the power of the Fire Giants.
Hurls several balls of fire at once.
Charging enhances potency and causes the balls of fire to explode.
There is no record of this incantation in common prayerbooks. Only a select few prelates know of its existence.
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Superior incantation of the Fire Monks.
Creates a spiraling stream of fire that burns the area before the caster.
Charging enhances potency and reach.
Fire beguiles those who gaze into it. And so the guardians of the Flame are also its worshippers.
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One of the incantations of the Fire Monks.
Creates a fire within that burns away toxins.
Alleviates poison and scarlet rot buildup and cures these ailments.
This incantation leaves the caster with subtle burns—a reminder that they must fear the flame.
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Superior incantation of the Fire Monks.
Creates an invigorating fire within that enhances physical and fire-affinity attack power.
This incantation does not burn the caster, and so it is considered forbidden by the guardians of the Flame.
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The most ancient of the Fire Monks' incantations.
Creates a fire within that greatly increases fire damage negation.
It is said that this incantation was used during the War against the Giants long ago, during which it protected the champions of the Erdtree.
One of the incantations that draws directly from the power of the Fire Giants.
Hurls a massive ball of raging fire.
Charging enhances potency and causes the ball of fire to explode.
There is no record of this incantation in common prayerbooks. Only a select few prelates know of its existence.
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This legendary incantation is one of several that draws directly from the power of the Fire Giants.
Releases a ball of raging fire said to be inhabited by a fell god. The fireball floats toward enemies and explodes, setting the area ablaze.
Arghanthy, the chief guardian of the Flame, had kept this incantation a well-kept secret until it was stolen by Adan. The fell god still lurks within the Fire Giants.
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One of the incantations that draws directly from the power of the Fire Giants.
Raises a series of flame pillars around the caster.
Charging further increases the number of flame pillars.
The Fire Giants borrowed from the power of a fell god, and still they were defeated. Yet their failure released them from their solitary curse: to serve as keepers of the Flame for eternity.
A black flame incantation of the Godskin Apostles.
Throws a ball of raging black fire.
Charging enhances potency and causes the fireball to explode.
Black flame is weighty. After dealing damage it continues to sap foes' HP for a very short time.
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Superior incantation of the Fire Monks.
Creates a stream of fire to burn the area before the caster.
This incantation can be cast while in motion. Hold to maintain the effect.
The Giants' Flame is the flame of ruin, capable of burning the Erdtree. And so, following the War against the Giants, its ruinous blaze was sealed, and guardians were appointed to watch over it.
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A black flame incantation of the Godskin Apostles.
Sweeps a wide area before the caster with black flame.
Charging enhances range.
The black flame could once slay gods. But when Maliketh sealed Destined Death, the true power of the black flame was lost.
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Superior black flame incantation of the Godskin Apostles.
Summons a circle of black flame pillars around the caster.
Charging increases the size of the circle.
The Gloam-Eyed Queen led the apostles. It is said that she was an Empyrean chosen by the Fingers.
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A black flame incantation of the Godskin Apostles.
Engulfs armament held in the right hand with black flame.
This incantation can be cast without delay after performing another action.
Black flame is weighty. After dealing damage it continues to sap foes' HP for a very short time.
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A black flame incantation of the Godskin Apostles.
Summons black fire within, increasing physical damage negation. However, sacred flasks and other such forms of HP restoration are impaired.
The Apostles were all embraced by the Gloam-Eyed Queen, and the black flame was their armor within.
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Ancient power of the Godskin Nobles.
Thrust out belly with gusto to produce a shockwave that knocks back nearby foes.
Charging enhances potency, knocking enemies into the air.
Once a sign of the gods' wrath, this incantation became a trophy of the Nobles' god hunt.
A Blood Oath incantation, granted by the Lord of Blood.
Creates bloodflame lacerations before the caster, which explode in an instant.
This incantation can be cast repeatedly.
After dealing damage, bloodflame continues to build up onset of blood loss for a very short time.
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Sacred incantation of Mohg, Lord of Blood.
Thrust arm into the body of the Formless Mother, then scatter the bloodflame to set the area ablaze.
This incantation can be cast while in motion.
The mother of truth craves wounds. When Mohg stood before her, deep underground, his accursed blood erupted with fire, and he was besotted with the defilement that he was born into.
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A Blood Oath incantation, granted by the Lord of Blood.
Engulfs armament held in the right hand with bloodflame.
This incantation can be cast while in motion.
After dealing damage, bloodflame continues to build up onset of blood loss for a very short time.
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One of the incantations of Erdtree Worship.
Greatly increases magic damage negation for the caster and nearby allies.
Hold to continue praying and delay activation.
This incantation was used by the champions of the Erdtree in the First and Second Liurnian Wars, during which the red-haired Radagon joined the heroes' ranks.
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A superior incantation of Erdtree Worship.
Increase damage negation for all affinities except physical, for both the caster and nearby allies.
Hold to continue praying and delay activation.
In the beginning, everything was in opposition to the Erdtree. But through countless victories in war, it became the embodiment of Order.
Incantation of the Two Fingers' faithful.
Produces a shockwave that knocks back nearby foes.
Charging increases the size of the shockwave.
Hark, Tarnished! If you truly walk in faith, you must be prepared to reject all else.
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Superior Erdtree Worship incantation.
Produces a golden shockwave that knocks back nearby foes.
Charging increases the size of the shockwave.
This incantation was discovered when the Elden Ring was shattered, and it was feared as a sign of the Erdtree's wrath.
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Incantation of the Two Fingers' faithful.
Heals a small amount of HP.
This incantation can be cast while in motion.
The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty.
Incantation of the Two Fingers' faithful.
Heals HP for the caster and nearby allies.
Hold to continue praying and delay activation.
The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty.
Superior incantation of the Two Fingers' faithful.
Greatly heals HP for the caster and nearby allies.
Hold to continue praying and delay activation.
The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty.
Incantation bestowed by the Two Fingers upon the Tarnished deemed worthy of becoming a lord.
Heals a massive amount of HP for the caster and nearby allies.
Hold to continue praying and delay activation.
Tarnished—O, Tarnished! Seek the Erdtree and stand before Marika, its Queen. Become the Elden Lord!
One of the ancient Erdtree incantations.
Heals a vast amount of HP for the caster and nearby allies.
Hold to continue praying and delay activation.
The Erdtree once flourished with abundance—yet it was only for a fleeting moment. Such is the course of all life.
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One of the ancient Erdtree incantations.
Grants a blessing to the caster and nearby allies, gradually restoring HP.
Hold to continue praying and delay activation.
Blessings once fell like tears from the Erdtree, and this incantation is but a lingering remnant of their power.
One of the ancient Erdtree incantations.
Grants a greater blessing to the caster and nearby allies, gradually restoring a large amount of HP.
Hold to continue praying and delay activation.
The Erdtree once flourished with abundance—yet it was only for a fleeting moment. Such is the course of all life.
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Incantation of the Two Fingers' faithful.
Alleviates poison buildup and cures poison.
This incantation can be cast while in motion.
The Two Fingers has high hopes for the Tarnished; that even if they should be wounded, even should they fall, they will continue to fight for their duty.
Incantation bestowed by the Two Fingers upon the Tarnished deemed worthy of becoming a lord.
Alleviates buildup of poison, blood loss, and sleep for the caster and nearby allies. Additionally, cures poison.
Hold to continue praying and delay activation.
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Incantation of the Two Fingers' faithful.
Increases fire damage negation.
This incantation can be cast while in motion.
Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished.
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Incantation of the Two Fingers' faithful.
Increases magic damage negation.
This incantation can be cast while in motion.
Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished.
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Incantation of the Two Fingers' faithful.
Increases lightning damage negation.
This incantation can be cast while in motion.
Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished.
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Incantation of the Two Fingers' faithful.
Increases holy damage negation.
This incantation can be cast while in motion.
Follow the path that has been set for you, and you will make enemies of all others: the monks, the sorcerers, the ancient dragon knights, and the scions of gold. Heed me—the Lands Between offers no welcome to the Tarnished.
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Incantation taught to Gideon the All-Knowing by the Two Fingers.
Greatly increases holy damage negation for the caster and nearby allies.
Hold to continue praying and delay activation.
Gideon gained true knowledge after his long exchange with the Two Fingers—discovering all had been broken long ago; that the trembling fingers, bent with age, and the Erdtree itself, were no exception.
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One of the night sorceries of Sellia, Town of Sorcery.
Releases a life-sapping silver mist before the caster, dealing damage to all caught within, including the caster.
This sorcery can be cast while in motion.
Below Sellia, the Eternal City of Nokron sleeps. This sorcery originates from the maiden of that place.
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Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold.
Completely silences the footsteps of the caster. Additionally, reduces fall damage and the sound produced by falling.
This sorcery can be cast while in motion or crouching.
The assassins were charged with eliminating Tarnished who had strayed from guidance.
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Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold.
Creates a pale gold shadow before the caster, luring foes of human build and attracting their aggression.
This incantation can be cast while in motion or crouching, and will still affect foes that are already in a combat state.
It is said that those beguiled by the shadow see within it a hated foe.
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Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold.
Creates a veil of darkness that conceals the caster.
This incantation can be cast while in motion or crouching.
The assassins were themselves once Tarnished who had strayed from guidance, and they pursued their duty in the darkness that is without grace.
An incantation of Erdtree Worship.
Increases attack power and defense for the caster and nearby allies.
Hold to continue praying and delay activation.
This incantation has been taught to knights of the royal capital for generations, and knights sent on distant expeditions lean on it as a source of courage.
One of the incantations of the Golden Order fundamentalists.
Produces a ring of light and fires it forwards. The ring of light returns to a position close to the caster before disappearing.
This incantation can be cast repeatedly.
A gift from the young Miquella to his father, Radagon.
One of the incantations of the Golden Order fundamentalists.
Produces three rings of light and fires them forwards. The rings of light return to a position close to the caster before disappearing.
This incantation can be cast repeatedly.
A gift from the young Miquella to his father, Radagon.
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One of the incantations of the Golden Order fundamentalists.
A gift of gratitude to the young Miquella from his father, Radagon.
Produces a golden ring of light and fires it across a wide area.
Charging enhances range.
And yet, the young Miquella abandoned fundamentalism, for it could do nothing to treat Malenia's accursed rot. This was the beginning of unalloyed gold.
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This legendary incantation is the most ancient of those that derive from the Erdtree.
Creates a stream of golden shooting stars that assail the area.
It is said that long ago, the Greater Will sent a golden star bearing a beast into the Lands Between, which would later become the Elden Ring.
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Incantation of the Golden Order fundamentalists.
One of the key fundamentals.
Heals all negative statuses, dispels special effects, and reveals mimicry in all its forms.
The fundamentalists describe the Golden Order through the powers of regression and causality. Regression is the pull of meaning; that all things yearn eternally to converge.
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One of the incantations of the Golden Order fundamentalists.
Enchants shield held in the left hand with the light of regression, increasing all forms of non-physical damage negation and ailment resistance.
Two concepts form the basis for Golden Order fundamentalism. One is the law of regression, to which this incantation relates.
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One of the incantations of the Golden Order fundamentalists.
Used by hunters of Those Who Live in Death.
Creates an image of Order, dealing holy damage to nearby foes. This incantation is especially damaging to Those Who Live in Death. Any felled by this incantation cannot be revived.
The role of the hunters is to stamp out defiled reason—all for the perfection of the Golden Order.
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One of the incantations of the Golden Order fundamentalists.
One of the key fundamentals.
Manifests a small ring of causality within that allows the caster to automatically retaliate upon receiving a certain number of blows.
The fundamentalists describe the Golden Order through the powers of regression and causality. Causality is the pull between meanings; it is the connections that form the relationships of all things.
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One of the incantations of the Golden Order fundamentalists.
Used by hunters of Those Who Live in Death.
Enchants armament held in the right hand with holy-affinity attacks. This incantation is especially damaging to Those Who Live in Death. Any felled by this incantation cannot be revived.
The role of the hunters is to stamp out defiled reason—all for the perfection of the Golden Order.
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One of the incantations of the Golden Order fundamentalists.
Used by hunters of Those Who Live in Death.
Alleviates death blight buildup.
The noble Goldmask lamented what had become of the hunters. How easy it is for learning and learnedness to be reduced to the ravings of fanatics; all the good and the great wanted, in their foolishness, was an absolute evil to contend with.
Does such a notion exist in the fundamentals of Order?
Incantation taught by Gurranq, the Beast Clergyman.
Swiftly flings a number of sharp rock shards.
This incantation can be cast without delay after performing another action.
It is said that in the time before the Erdtree, stones were the first weapons of the beasts who had gained intelligence.
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Superior incantation taught by Gurranq, the Beast Clergyman.
Hurls a boulder before the caster.
This incantation can be cast repeatedly.
Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods."
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Incantation taught by Gurranq, the Beast Clergyman.
Creates beast claws that rend the land with shockwaves.
Charging enhances potency.
This incantation represents the fury of Gurranq, his bestial nature returned, as much as it does his restless agitation.
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Superior incantation taught by Gurranq, the Beast Clergyman.
Creates beast claws that rend surroundings with shockwaves.
Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods."
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Incantation taught by Gurranq, the Beast Clergyman.
Fills the body with bestial vigor, restoring HP over a period of time.
Having gained intelligence, the beasts must have felt how their wildness slipped away as civilization took hold.
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Incantation taught by Gurranq, the Beast Clergyman.
Fills the body with bestial vigor, alleviating buildup of frost and blood loss.
Having gained intelligence, the beasts must have felt how their wildness slipped away as civilization took hold.
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One of the incantations of the capital's ancient dragon cult.
Summons a lightning spear and hurls it before the caster.
Charging causes a lightning bolt to strike the point of impact.
Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital.
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A secret incantation of the capital's ancient dragon cult.
Summons a red bolt of lightning that scatters and spreads around the surrounding area.
Charging enhances the range of the lightning bolt.
Spoken of in legend, red lightning is the weapon wielded by the ancient dragons.
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One of the incantations of the capital's ancient dragon cult.
Summons a bolt of lightning that scatters and spreads around the surrounding area.
This incantation can be cast repeatedly.
Ancestors of the modern dragons, the ancient dragons had scales of Gravel Stone and wielded lightning as their weapon. It is said that once they attacked Leyndell, the Royal Capital.
Incantation that channels the power of the Dragonkin Soldiers.
Creates a spear of ice lightning and stabs it into the ground from above. On impact, the spear will burst into trails of lightning advancing forwards.
The Dragonkin were born in the Eternal City, where they knew no true sky, nor true lightning. Instead, ice lightning was their weapon.
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One of the incantations of the capital's ancient dragon cult.
Summons a bolt of lightning to strike foes from above.
This incantation can be cast repeatedly.
Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital.
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A secret incantation of the capital's ancient dragon cult.
Creates a spear of red lightning and stabs it into the ground from above. On impact, the spear will burst into trails of lightning covering the area.
Spoken of in legend, red lightning is the weapon wielded by the ancient dragons.
Incantation that channels the power of the ancient dragon Fortissax.
Creates two spears of red lightning and stabs them into the ground from above, one after another. On impact, each spear will burst into trails of lightning covering the area.
During the War of the Ancient Dragons, these twin red lightning stakes were the hallmark of one ancient dragon who was called the mightiest boulderstone.
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Incantation that channels the power of the ancient dragon Lansseax.
Creates a red-lightning glaive and sweeps the area from above. This attack unleashes trails of lightning.
Lansseax was the sister of Fortissax. It is said that she took the form of a human to commune with the knights as a priestess of the ancient dragon cult.
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One of the incantations of the capital's ancient dragon cult.
Enchants armament held in the right hand with lightning-affinity attacks.
Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe—an event that gave rise to the ancient dragon cult in the capital.
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Incantation of Vyke, knight of the Roundtable Hold.
Summons red lightning to bolster both the caster's body and their armament held in the right hand. Enchants armament with lightning-affinity attacks and increases maximum equipment load. However, lightning damage negation will be reduced.
Of all the knights, Vyke the Dragonspear was the one Lansseax loved the most.
Superior incantation of the capital's ancient dragon cult.
Summons lightning to bolster the caster's body. Attacks become easier to deflect and resistance to all ailments is increased. However, lightning damage negation will be reduced.
Only those loved by dragons can survive the ordeal of cladding their bodies in lightning.
One of the incantations of Dragon Communion.
Transforms caster into a dragon to spew flaming breath.
Charging extends duration.
Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power.
Superior incantation of Dragon Communion.
Channels the power of the flying dragon Agheel.
Transforms caster into a dragon to spew flaming breath from above.
Charging extends duration. This incantation can be used while jumping.
The dead gazed at the skies over the lakes of Limgrave, praying that the dragons' flames would burn them to ash.
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One of the incantations of Dragon Communion.
Transforms caster into a wyrm to spew magma breath.
Allows one follow-up attack.
Those who have performed the Dragon Communion will find their humanity slowly slipping away. Once they fully succumb to their fate, they are left no more than wyrms that crawl the earth.
Superior incantation of Dragon Communion.
Channels the power of the great wyrm Theodorix.
Transforms caster into a great wyrm to spew a large volume of magma breath.
Allows one follow-up attack.
The name of the ancient troll warrior Theodorix lives on—as a hero of the War against the Giants.
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One of the incantations of Dragon Communion.
Transforms caster into a dragon to spew icy breath.
Charging extends duration.
Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted.
Superior incantation of Dragon Communion.
Channels the power of Borealis, the Freezing Fog.
Transforms caster into a dragon to spew icy breath from above.
Charging extends duration. This incantation can be cast while jumping.
The ice dragons were once lords of the mountaintops long ago, until they were defeated by the Fire Giants and chased from the peak.
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One of the incantations of Dragon Communion.
Transforms caster into a dragon to spew scarlet rot breath.
Charging extends duration.
Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted.
Superior incantation of Dragon Communion.
Channels the power of Ekzykes, the Decaying.
Transforms caster into a dragon to spew scarlet rot breath from above.
Charging extends duration. This incantation can be cast while jumping.
Ekzykes, Dragon Communion Revenger, did not forget his hatred even as he succumbed to the scarlet rot.
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One of the incantations of Dragon Communion.
Transforms caster into a dragon to spew magic breath.
Charging extends duration.
Those extraordinary individuals who perpetuate Dragon Communion are called the dragon-hearted.
Superior incantation of Dragon Communion.
Channels the power of Smarag, the Glintstone Dragon.
Transforms caster into a dragon to spew magic breath from above.
Charging extends duration. This incantation can be cast while jumping.
Smarag was a devourer of sorcerers, and over time, his body became corrupted by their glintstones.
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Power gleaned from the remembrance of Dragonlord Placidusax.
Transforms caster into the Dragonlord to spew golden breath from above.
This incantation can be cast while jumping.
These are the dying wails of the Dragonlord who once dwelled eternally beyond time.
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One of the incantations of Dragon Communion.
Transforms caster into a dragon to tear through foes with dragon claws.
Allows one follow-up attack.
Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power.
One of the incantations of Dragon Communion.
Transforms caster into a dragon to bite enemies before them.
Incantation of those who have hunted dragons and feasted upon their hearts. Theirs is a pure and overwhelming power.
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Superior incantation of Dragon Communion.
Channels the power of Greyoll, the Elder Dragon.
An incantation of legendary status.
Transforms caster into a dragon to emit a terrible roar, reducing the attack power and defense of nearby enemies.
Greyoll was the mother of all dragons, dwarfing all who stood before her like a looming mountain.
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Incantation of the servants of rot.
Secretes countless sticky threads, launching them forwards.
A technique of the pale pests who crawl through the lands afflicted by scarlet rot; the abandoned children of the goddess.
"Do you have an interest in rot incantations?"
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A Blood Oath incantation, shared from the Lord of Blood's power.
Releases a swarm of bloodflies before the caster to assault foes. The vile swarm deals damage and builds up onset of blood loss.
This incantation can be cast while in motion.
The new palace of the Lord of Blood lies in a swamp of festering blood, and these flies are said to spawn from excrement in that land.
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Incantation of the servants of rot.
Releases a poisonous mist before the caster.
This incantation can be cast while in motion.
Those who dwell within poison know rot all too well. The death that begets life, that comes to all equally. That is to say: it is the cycle of rebirth put into practice.
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Incantation of the servants of rot.
Enchants armament held in the right hand with poison.
This incantation can be cast while in motion.
Those who dwell within poison know rot all too well. The death that begets life, that comes to all equally. That is to say: it is the cycle of rebirth put into practice.
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Technique of Malenia, the Goddess of Rot.
Creates a gigantic flower that blooms into an explosion of scarlet rot.
Each time the scarlet flower blooms, Malenia's rot advances. It has bloomed twice already. With the third bloom, she will become a true goddess.
Incantation originating from the maddening Three Fingers.
Causes the yellow flame of frenzy to blaze from the caster's eyes. The caster then latches onto foes, spreading the madness.
This incantation also causes buildup of madness in the caster, and is only effective against Tarnished.
To gaze into one another's eyes is truly the most intimate form of human contact.
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Incantation originating from the maddening Three Fingers.
Causes the yellow flame of frenzy to burst forth from the caster's eyes.
Charging increases the range of the burst.
The flame of frenzy deals damage and causes buildup of madness. This incantation also causes buildup of madness in the caster, and is only effective against Tarnished.
Incantation originating from the maddening Three Fingers.
Causes the yellow flame of frenzy to violently burst forth from the caster's eyes.
Hold to continue channeling the flame. This incantation can be used while in motion.
It is the maddening pain and unstoppable tears of those afflicted with the flame of frenzy brought into being.
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Incantation originating from the maddening Three Fingers.
Releases concentrated blasts of the yellow flame of frenzy from the caster's eyes.
Charging enhances potency, enabling the blasts to penetrate the enemy's guard.
In times past, every single person who attempted to control the flame of frenzy succumbed to madness after a desperate internal struggle. This incantation is testament to a meager victory.
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Incantation originating from the maddening Three Fingers.
Releases a maddening shriek that causes madness buildup in foes nearby.
This incantation also causes madness buildup in the caster and makes enemies more likely to target them.
It is said that the sickness of the flame of frenzy began with Shabriri, the most reviled man in all history.
One of the ancient Erdtree incantations.
Creates a supple tail that sweeps through foes before the caster.
Charging enhances potency.
This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together.
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One of the ancient Erdtree incantations.
Creates a mighty horn on the caster's shoulder to gore foes from a low stance.
Charging allows the caster to barrel into foes before delivering the final attack.
This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together.
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One of the ancient Erdtree incantations.
Creates a throat pouch on the caster's neck, allowing them to spew fiery breath while walking.
Charging increases duration of the breath.
This is a manifestation of the Erdtree's primal vital energies—an aspect of the primordial crucible, where all life was once blended together.
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Power gleaned from the remembrance of Maliketh.
Caster creates an illusory black blade, then leaps forward to deliver a spinning slash that emits a wave of light.
This can be followed up with one additional attack.
This blade was once imbued with Destined Death. In addition to dealing damage, it reduces foes' maximum HP and continues to sap their current HP for a very short time.
Incantation originating from a deeply ominous prophecy.
Sets both the caster and the surrounding area ablaze with raging flames. The caster's body will remain engulfed in flame for a while, burning them and any who draw near. Charging enhances potency.
The prophet despaired, looking up at the Erdtree, for soon the kindling would burst into flame, bringing ruin.
"The burning of the Erdtree is the first cardinal sin. That is not the domain of mere men."
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An incantation of Erdtree Worship.
Greatly increases lightning damage negation for the caster and nearby allies.
Hold to continue praying, delaying the effect.
This incantation was used by the knights of the Erdtree during the assault by the great ancient dragon Gransax, and the bitter War of the Ancient Dragons that followed.
A sword-shaped stone key.
Breaks the seal on imp statues, but remains embedded in the statue after use, meaning it can only be used once as an item.
Think well before using one.
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Rusted iron key.
Opens a locked door in Stormveil Castle.
Sacred seal of a hidden shrine that looks much
like a bedchamber. A faint light leaks through
a crack in its fastened doors, as if the Firefly is
beckoning to come inside.
Raise in prayer to gain protection.
Gaining protection consumes this item,
but can grant unique effects.
Take care though, these effects cannot be undone.
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Left half of a split medallion depicting the Erdtree.
Brandishing the medallion with both halves conjoined will activate the Grand Lift of Dectus, connecting the Altus Plateau to Liurnia.
The right half is said to reside in Fort Faroth in the Dragonbarrow, far to the east.
Right half of a split medallion depicting the Erdtree.
Brandishing the medallion with both halves conjoined will activate the Grand Lift of Dectus, connecting the Altus Plateau to Liurnia.
The left half is said to reside in the coastal Fort Haight to the far west.
Conjoined split medallion depicting the Flame Peak.
Brandishing the medallion activates the Grand Lift of Rold, connecting Leyndell to the Mountaintops of the Giants.
The forge of the flame of ruin is said to be found upon their peaks, and it is here Melina wishes to travel in resuming your journey together.
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Key to the seals binding both gates to the Academy of Raya Lucaria.
Activates warp magic bound within the seals.
A glintstone key will remember its user, meaning once used it can never be passed on to another. The academy does not welcome the indolent.
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Statuette of a scholar, with ground and sky inverted.
Reveals the hidden form of the Carian Study Hall, which connects to the divine tower.
To unveil the secret, affix it to the pedestal of the celestial globe.
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Ring depicting a leaden full moon. Symbolic of a cold oath, the ring is supposed to be given by Lunar Princess Ranni to her consort.
Ranni is an Empyrean, meaning her consort would by rights earn the title of lord.
A warning is engraved within; "Whoever thou mayest be, take not the ring from this place, the solitude beyond the night is better mine alone."
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Eyeball of the knight Vyke, inflamed yellow.
Seared with a repulsive fingerprint burn akin to those that marred his entire body.
If offered to the blind maiden, it will lead her to the source of the distant light, allowing her to become a Finger Maiden.
A written request from Volcano Manor disclosing the name of a Tarnished to be hunted.
"Old Knight Istvan"
He can be found in Limgrave. Find the red mark on your map for the exact location.
Tonic in a small brass vial.
Banishes distress and bitter memories.
A gift bestowed by Rykard, sworn to blasphemy, to Lady Tanith, who unfortunately had no use for it. "My Lord, there could be no greater distress than to forget you."
Amnion from the mother's womb which cradled the poor unwanted offspring of a repellant birthing ritual.
It will never dry out, remaining damp indefinitely.
A necklace worn and treasured by Irina.
Given to her as a farewell gift.
Letter given by Irina, addressed to her father, the commander of Castle Morne.
Gorgeous silken handkerchief, lightly stained with blood. Words can be made out within.
A written request from Volcano Manor disclosing the name of a Tarnished to be hunted.
"Rileigh the Idle"
He can be found in Altus Plateau. Find the red mark on your map for the exact location.
A written request from Volcano Manor disclosing the name of a Tarnished to be hunted. As the final request, the letter is vivid red.
"Juno Hoslow, Knight of Blood"
He can be found in the Mountaintops of the Giants. Find the red mark on your map for the exact location.
Key to Volcano Manor's drawing room.
The door can be found in the westward corridor, upon the left hand side.
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Necklace stolen from Rya by the blackguard.
Features a relief of a dignified looking woman from a foreign country.
It appears to hold great significance for Rya.
Letter given by Rya as thanks for retrieving her necklace.
Contains an invitation to Volcano Manor.
"Brave Tarnished,
Seek the Altus Plateau in the realm of the Erdtree.
Prove yourself by making this journey, and the Volcano Manor will fully extend its invitation. To fight, amongst a family of champions."
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An ephemeral sliver that gives off a pale amber glow.
What remains of a passing flash of starlight.
If the stars command our fates, then amber-hued stars must command the fates of the gods. Such is the belief that inspired the use of these shards to prepare a most special draught.
Scroll bearing a royal coat of arms.
A letter of introduction written by Preceptor Seluvis.
Addressed to a glintstone sorceress by the name of Sellen.
The contents of the scroll cannot be discerned.
Glintstone from within the sorceress Sellen's body.
Seemingly half-alive, blood vessels are visible within.
In essence, a primal glintstone is a sorcerer's soul.
If transplanted into a compatible new body, Sellen will rise again.
"My apprentice, do you think it distasteful?"
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A doll resembling Ranni the Witch.
From head to toe every detail is perfect.
This unresponsive doll seems pleasantly cool.
An asimi that has infected a tarnished.
An intelligent silver sludge; asimi
infect the body of tarnished,
granting the host power.
The Great Rune of the shardbearer Godrick, devoid of any benediction.
Seek the Divine Tower of Limgrave, which stands beyond the great bridge from Stormveil Castle.
The Great Rune of the shardbearer Radahn, devoid of any benediction.
Seek the Divine Tower of Caelid, which stands upon the precipice at the Dragonbarrow's shore.
The Great Rune of the shardbearer Morgott, devoid of any benediction.
Seek the Divine Tower of East Altus, which stands beyond the great bridge from Leyndell's eastern ward.
The Great Rune of the shardbearer Rykard, devoid of any benediction.
Seek the Divine Tower of West Altus, which stands upon the precipice at the coast southwest of Leyndell.
The Great Rune of the shardbearer Mohg, devoid of any benediction.
Seek the Divine Tower of East Altus, which stands beyond the great bridge from Leyndell's eastern ward.
The Great Rune of the shardbearer Malenia, devoid of any benediction.
Seek the Isolated Divine Tower, which stands beyond the lost great bridge.
Pure white oath-cloth given by Varré. The final trial to be anointed a Knight of Mohg, Lord of Blood.
"Soak the cloth with a maiden's blood... The blood of anyone's maiden will do. You are maidenless, after all."
Fully reddened oath-cloth, dyed in a maiden's blood.
The final trial is complete. Luminary Mohg is sure to welcome you into his service, as a knight who will lay the foundations for his dynasty.
A letter affixed to a graveyard crow's leg.
Sought after by Kalé.
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A bell capable of summoning various spirits
from ashen remains. It usually requires FP to use.
Spirits can only be summoned in the vicinity of a rebirth monument. When summoning is possible, the monument icon will be visible on the left side of the screen.
Only one type of spirit may be summoned at once, and none may be summoned during multiplayer.
The hidden treasure of the Eternal City of Nokron; a blade said to have been born of a corpse.
This blood-drenched fetish is proof of the high treason committed by the Eternal City and symbolizes its downfall.
Cannot be wielded by those without a fate, but is said to be able to harm the Greater Will and its vassals.
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A large sewing needle, curved like a fang.
Boc the demi-human's prized possession.
Sewing needle made of gold.
Unique item made to alter demigod attire.
One of the tools brought by Radagon when he entered into marriage with Rennala, Queen of the Full Moon, and joined the Carian line.
A portable set of tailoring tools.
Enables armor alterations at sites of grace.
Small flask received from Preceptor Seluvis containing a cloudy tonic of bluish black.
"Find Nepheli, and ensure she drinks it."
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Small flask received from Preceptor Seluvis containing a gleaming amber draught for use in a scheme.
"Give it to Ranni and ensure she drinks it. And we'll be in a position to claim the very finest puppet ever crafted."
A written request from Volcano Manor addressed to Patches disclosing the name of a Tarnished to be hunted.
"Great Horned Tragoth"
He can be found at the Ruin-Strewn Precipice. Find the red mark on your map for the exact location.
Castanets used by dancers from foreign lands. Received from Patches.
The passionate dance comprises no seductiveness, but merely a dignified beauty.
Glintstone key received from the sorceress Sellen.
Capable of breaking the seal that keeps Master Lusat confined.
Sellia, Town of Sorcery can be found in Caelid. This key was said to have been found in the possession of a Sellian sorcerer.
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Memento left by the chrysalids sacrificed for grafting. A brooch wrapped in red velvet. Traces of blood are visible.
Faintly visible spirits try to convey something, but their voices cannot be heard.
On the Night of the Black Knives, someone stole a fragment of Death from Maliketh, the Black Blade, and imbued its power into the assassins' daggers.
This mark is evidence of the ritual, and hides the truth of the conspiracy.
A written request from Volcano Manor addressed to Bernahl disclosing the names of two Tarnished to be hunted.
"Vargram the Raging Wolf"
"Errant Sorcerer Wilhelm"
Both men can be found in the Royal Capital of Leyndell. Find the red mark on your map for the exact location.
Key to the seals binding both gates to the Academy of Raya Lucaria.
Activates warp magic bound within the seals.
This glintstone key is still brand new, unused by anyone.
Left half of a split medallion depicting the Haligtree.
Brandishing the medallion with both halves conjoined will activate the Grand Lift of Rold, granting access to a hidden path.
In other words, this secret medallion will guide the bearer to the land of Miquella's Haligtree.
Right half of a split medallion depicting the Haligtree.
Brandishing the medallion with both halves conjoined will activate the Grand Lift of Rold, granting access to a hidden path.
In other words, this secret medallion will guide the bearer to the land of Miquella's Haligtree.
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A letter written about the caravans.
It seems to have been sent from the
capital underground.
Rune discovered by the noble Goldmask.
Used to restore the fractured Elden Ring when brandished by the Elden Lord.
A rune of transcendental ideology which will attempt to perfect the Golden Order.
The current imperfection of the Golden Order, or instability of ideology, can be blamed upon the fickleness of the gods no better than men. That is the fly in the ointment.
Rune gestated by Fia, the Deathbed Companion.
Used to restore the fractured Elden Ring when brandished by the Elden Lord.
Formed of the two hallowbrand half-wheels combined, it will embed the principle of life within Death into Order.
The Golden Order was created by confining Destined Death. Thus, this new Order will be one of Death restored.
Loathsome rune gestated by the Dung Eater.
Used to restore the fractured Elden Ring when brandished by the Elden Lord.
The reviled curse will last eternally, and the world's children, grandchildren, and every generation hence, will be its pustules.
If Order is defiled entirely, defilement is defilement no more, and for every curse, a cursed blessing.
Core of a creature of mimicry known as a silver tear.
As much a substance as it is a living organism.
Material required by the amber egg cradled by Rennala, Queen of the Full Moon, to birth people anew.
Being born anew allows the reallocation of attributes boosted by leveling up.
Stone key shaped like a sword.
A special item, imbued with rich blue magic.
Breaks the seal on the imp statues guarding the sending gates enshrined in each belfry, but remains embedded in the statue after use, meaning it can only be used once as an item.
Think well before using one.
A doll resembling Ranni the Witch.
From head to toe every detail is perfect.
The chilliness is gone, feeling now like an empty husk.
There is no response.
Tailoring tools made from gold.
Tools brought with the red-haired Radagon when he married into the Carian line.
With these, even demigod attire can be altered at a site of grace.
A letter of confession found on Iji's corpse.
He declares his own guilt for having
sealed away Blaidd.
A simple map given by Fia.
A clue to the whereabouts of a black knifeprint.
Cursemark carved into the discarded flesh of Ranni the Witch. Also known as the half-wheel wound of the centipede.
This cursemark was carved at the moment of Death of the first demigod, and should have taken the shape of a circle.
However, two demigods perished at the same time, breaking the cursemark into two half-wheels.
Ranni was the first of the demigods whose flesh perished, while the Prince of Death perished in soul alone.
The shedding of an Asimi that infected a tarnished.
Curse grown on a corpse killed and defiled by the Dung Eater.
A tender pox afflicted with omen horns.
The Dung Eater cultivates the seedbed curse on corpses.
By doing so he prevents dead souls returning to the Erdtree, leaving them forever cursed. One of the most loathsome things found in all the Lands Between.
Ashes of a hawk revered by all others as sovereign back in the days when Stormveil's winds still raged like no other.
This ancient monarch is proud however, refusing to answer anyone's summons.
An Asimi that infected a tarnished.
An intricately crafted needle of unalloyed gold.
Removed by Millicent from her flesh. Bears no trace of befouled blood, but is faintly moist with dew.
"There is something I must return to Malenia. The dignity, the sense of self, that allowed her to resist the call of the scarlet rot."
Filthy key received from the Dung Eater.
Unlocks sewer-gaol door said to lie beneath Leyndell, the Royal Capital.
Simple map found on a corpse.
Seems to point to a meeting place.
The man it came from surely desired one. The sole means of gaining entry into the academy: a glintstone key.
A key discarded by Lunar Princess Ranni alongside her very flesh.
Opens a treasure chest passed down to Carian Princesses.
It is said to be found in the Grand Library of Raya Lucaria with her mother Rennala.
Work of a wandering artist.
Reminiscence of a painting titled "Homing Instinct."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Resurrection."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Champion's Song."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Sorcerer."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Prophecy."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Flightless Bird."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Work of a wandering artist.
Reminiscence of a painting titled "Redmane."
This painter is said have captured the landscapes seen during the last moments of those welcomed into death's embrace.
The soul of the painter, and vestiges of the dead's last moments can be discovered by visiting the location depicted even now.
Farewell letter written in an inexpert hand.
"I wish to set out on a journey.
So that one day, I can carry on Mother's work.
Be the proud daughter of Tanith of Volcano Manor.
Farewell.
You've always been so kind. So uncompromising.
My champion."
A keepsake of the warrior jar Alexander.
Found at the core of the dead flesh that once filled the great jar.
The jars contain dregs inherited from those who came before. Thus are warriors passed from jar to jar, carrying dreams of greatness.
Letter written in a trembling hand.
"I forgot to tell you, but it seems D has a younger brother.
I heard he lies in a deep sleep in the aqueduct beside the Eternal City of Nokron.
And it's said he stood before the Prince of Death not far beyond that spot."
Leather bag containing a pestle and mortar, small blade, and various other tools.
Enables item crafting from the main menu.
Provides both means to fight and means to survive.
Whetstone with a cipher inscription, made to look like a small knifeblade.
Allows the use of ashes of war at a site of grace to bestow new battle arts and affinities to armaments as skills.
The battle arts and affinities will depend on the ashes of war used.
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Map of the western region of Limgrave.
The demesne of Limgrave, far south of the Erdtree, is bordered to the northwest by the cliffs of Stormveil, and under its ever-clouded skies roll the great steppes of the pale lands.
Map of the Weeping Peninsula.
The peninsula, to Limgrave's south, is named for its unceasing rainfall, redolent of lament.
Map of the eastern region of Limgrave.
Other than the Mistwood which envelops the south, it is known for its lands which lead to Caelid, a path trod by many a soldier in the past.
Map of Liurnia's eastern region.
The majority of Liurnia, known for its vast forests and ever-present fog, is sinking into a lake. The eastern coast is home to a highroad running north and south.
Map of Liurnia's northern region.
The Academy of Raya Lucaria towers over the north, while at its base spreads the town built around it, now flooded. Two highroads end their journeys here.
Map of Liurnia's western region.
The majority of Liurnia, known for its vast forests and ever-present fog, is sinking into a lake. The western coast has always been closely associated with Carian royalty.
Map of Altus Plateau and environs.
The Altus Plateau, where the Erdtree's base can be found, contains the Royal Capital of Leyndell to the east, and Mt. Gelmir to the west. Scars from the Shattering remain apparent to this day.
Map of the Royal Capital of Leyndell and environs.
Leyndell, City of the Erdtree, is a metropolis enclosed by double ramparts. The inner wall remains unbreached to this day.
Map of Mt. Gelmir and environs.
Mt. Gelmir, which houses the Volcano Manor at its summit, is characterized by sheer cliffs and ominous skies. These qualities only became more pronounced after the Shattering.
Map of Caelid and environs.
Caelid, known as the locale of the last battle between General Radahn and Malenia, Blade of Miquella, is a vast land consummately marred by scarlet rot.
Map of Dragonbarrow and environs.
The dragons that escaped the scarlet rot made a nest of the plateau to Caelid's north. Thus it was named "Dragonbarrow," and none dare to enter.
Map of Western Mountaintops of the Giants.
Marching ground during the War against the Giants. They carved winding paths in the cliff walls right up to the summit, leading to the untrodden snow-laden region beyond.
Map of Eastern Mountaintops of the Giants.
The remote, desolate eastern summit is the highest point in all the Lands Between, overlooking even the Flame Peak to the south.
Map of Ainsel River and environs.
Two great rivers flow beneath the Lands Between, the Siofra and the Ainsel. This vast region is said to be the grave of civilizations that flourished before the Erdtree.
Map of Lake of Rot and environs.
A great lake of standing water downstream of the Ainsel River. It is said that the divine essence of an outer god is sealed away in this land.
Map of Siofra River and environs
Two great rivers flow beneath the Lands Between, the Siofra and the Ainsel. This vast region is said to be the grave of civilizations that flourished before the Erdtree.
Map of Mohgwyn Palace and environs.
In the lightless depths lies the grave of an ancient civilization. It is here Mohg, the Lord of Blood, is building his palace, to be the seat of his coming dynasty named Mohgwyn. And whatever nightmares that may bring.
Map of Deeproot Depths and environs.
At the very depths of the Erdtree's majestic roots lies the source of the Ainsel and the Siofra rivers. Here too begins the network of Greattree roots that spread throughout the Lands Between.
Map of Consecrated Snowfield and environs.
The route through this land, crossed east to west by a frozen river, leads to Miquella's Haligtree. This is the path taken by those unchosen, though it is a trial all the same.
Simple map taken from an imp statue.
A riddle concerning a rise that vanishes like a mirage.
Note sold by a nomadic merchant imparting knowledge in brief.
"There is a hidden cave in the town of Sellia.
Look beyond the graveyard at the precipice."
Note sold by a nomadic merchant imparting knowledge in brief.
"Nothing can touch the shades of imps in the heroes' graveyard.
Only Rosus's light can give them form."
Note sold by a nomadic merchant imparting knowledge in brief.
"A Flask of Wondrous Physick still remains in the Third Church of Marika, north of the Mistwood.
Cross the highway bridge and follow the animal trail north."
Note sold by a nomadic merchant imparting knowledge in brief.
"The heads of the stonedigger trolls bear old wounds."
Note sold by a nomadic merchant imparting knowledge in brief.
"To stop the mausoleum's stride, you'll need to clean up around its feet first."
Note sold by a nomadic merchant imparting knowledge in brief.
"Some assassins cannot be seen with the naked eye.
Seems the Erdtree sentries once carried torches that could cast light on these prowlers."
Note sold by a nomadic merchant imparting knowledge in brief.
"Great coffins travel the Lands Between, carrying the bodies of nameless fallen warriors.
Might be a good source of armaments..."
Note sold by a nomadic merchant imparting knowledge in brief.
"Beware the Fire Monks' chariots bearing the faces of giants.
A well-aimed blow to the chimney on top may prove effective, but opportunities for a plunging attack will be rare indeed."
Note sold by a nomadic merchant imparting knowledge in brief.
"Slay the demi-human mob's leader first, and the rest will lose hope and panic."
Note sold by a nomadic merchant imparting knowledge in brief.
"Land squirts are soft where they touch the ground, and poison will cause them to rupture."
Note sold by a nomadic merchant imparting knowledge in brief.
"Gravitational power that pulls can bring flying foes low."
Note sold by a nomadic merchant imparting knowledge in brief.
"The crawling royal revenants and their followers are all cursed.
Healing powers will harm rather than mend."
Note sold by a nomadic merchant imparting knowledge in brief.
"Someone lurks among the waypoint ruins on the roads through Limgrave."
Note sold by a nomadic merchant imparting knowledge in brief.
"Fort Gael in Caelid houses a gateway that leads to Redmane Castle."
Note written by a nomadic merchant succinctly detailing knowledge acquired.
"The Empyrean Miquella crafted a needle to resist the influence of outer gods.
Those who have inherited the flame of frenzy, yet wish not to become its lord would do well to seek Miquella's needle."
Note sold by a nomadic merchant imparting knowledge in brief.
"South of the Grand Lift of Dectus lies the Frenzied Flame Village, inhabited by the sick. Stay well away."
Note written by a nomadic merchant succinctly detailing knowledge acquired.
"Beneath Leyndell, at the very bottom lies our lord, lord of the frenzied. The Three Fingers who holds us in thrall."
A note sold by a nomadic merchant.
Contains information about a hidden cave.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about imp shades.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about a Flask of Wondrous Physick.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about stonedigger trolls.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about the Wandering Mausoleum.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about unseen assassins.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about great coffins.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about flame chariots.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about demi-human mobs.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about land squirts.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about advantageous use of gravity.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about revenants.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about waypoint ruins.
Further details are available only to paying customers.
A note sold by a nomadic merchant.
Contains information about a gateway.
Further details are available only to paying customers.
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A note sold by a nomadic merchant.
Contains information about the Frenzied Flame Village.
Further details are available only to paying customers.
A sorcery scroll from the Academy of Raya Lucaria.
Details superior sorceries taught to scholars worthy of donning the stone crown and studying a certain conspectus.
Can be given to a learned sorcerer to gain access to the following sorceries:
- Glintstone Cometshard
- Star Shower
Sorcery scroll of the Carian royal family, the heads of the Academy of Raya Lucaria.
Can be given to a learned sorcerer to gain access to the following sorceries:
- Glintblade Phalanx
- Carian Slicer
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Prayerbook of the Fire Monks, who came from the Mountaintops of the Giants far to the north.
Can be given to a learned cleric to gain access to the following incantations:
- O, Flame!
- Surge, O Flame!
Prayerbook that contains the secrets of the Fire Giants.
Kept hidden by the prelates who monitor the Giant's Flame.
Can be given to a learned cleric to gain access to the following incantations:
- Giantsflame Take Thee
- Flame, Fall Upon Them
Prayerbook bound in supple skin.
Incantations of the god-slaying black flame are written within.
Can be given to a learned cleric to gain access to the following incantations:
- Black Flame
- Black Flame Blade
Prayerbook containing incantations of the Two Fingers.
An item once entrusted to Tarnished worthy of lordship.
Can be given to a learned cleric to gain access to the following incantations:
- Lord's Heal
- Lord's Aid
Prayerbook of the Roundtable Hold's assassins.
Can be given to a learned cleric to gain access to the following incantations:
- Assassin's Approach
- Darkness
Scroll containing incantations.
Can be given to a learned cleric
in order to learn incantations.
Scroll containing incantations.
Can be given to a learned cleric
in order to learn incantations.
Prayerbook of the Golden Order fundamentalists.
A dense and complex academic treatise that contains the Order's fundamental principles.
Can be given to a learned cleric to gain access to the following incantations:
- Radagon's Rings of Light
- Law of Regression
Scroll containing incantations.
Can be given to a learned cleric
in order to learn incantations.
Prayerbook of the capital's ancient dragon cult.
A text of the knights' faith that arose after the War of the Ancient Dragons.
Can be given to a learned cleric to gain access to the following incantations:
- Lightning Spear
- Honed Bolt
- Electrify Armament
Prayerbook of the capital's ancient dragon cult.
A lost tome that never reached the Lands Between.
Contains red lightning incantations.
Can be given to a learned cleric to gain access to the following incantations:
- Ancient Dragons' Lightning Spear
- Ancient Dragons' Lightning Strike
Scroll of the Academy of Raya Lucaria, the glintstone sorcerers' place of study.
Can be given to a learned sorcerer to gain access to the following sorceries:
- Great Glintstone Shard
- Swift Glintstone Shard
Servant Pidia's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Preceptor Seluvis's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Patches' bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Sorceress Sellen's bell bearing, found upon her perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
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D's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Knight Bernahl's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Miriel, Pastor of Vows' bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Gatekeeper Gostoc's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Sorcerer Thops's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Merchant Kalé's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
An isolated merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
An isolated merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Bell bearing of a hermetic merchant, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
A nomadic merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
An isolated merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Bell bearing of a hermetic merchant, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Bell bearing of a merchant left behind, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Bell bearing of a hermetic merchant, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
An imprisoned merchant's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Iji the Smithing Master's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Rogier the Sorcerer's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
The Blackguard's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Brother Corhyn's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Sage Gowry's bell bearing, found upon his perished flesh.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to new items.
Bell bearing of an unfortunate bone peddler who was slain by the Bell Bearing Hunter.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Thin Animal Bones
- Hefty Beast Bone
Bell bearing of an unfortunate meat peddler who was slain by the Bell Bearing Hunter.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Sliver of Meat
- Lump of Flesh
- Turtle Neck Meat
Bell bearing of an unfortunate medicine peddler who was slain by the Bell Bearing Hunter.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Neutralizing Boluses
- Stanching Boluses
- Thawfrost Boluses
- Stimulating Boluses
Bell bearing of an unfortunate gravity stone peddler who was slain by the Bell Bearing Hunter.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Gravity Stone Fan
- Gravity Stone Chunk
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The bell bearing of a miner who once dug for smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Smithing Stone [1]
- Smithing Stone [2]
- Glintstone Scrap
The bell bearing of a miner who once dug for smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Smithing Stone [3]
- Smithing Stone [4]
- Explosive Stone
The bell bearing of a miner who once dug for smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Smithing Stone [5]
- Smithing Stone [6]
The bell bearing of a miner who once dug for smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Smithing Stone [7]
- Smithing Stone [8]
- Ruin Fragment
The bell bearing of a miner who once dug for somber smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Somber Smithing Stone [1]
- Somber Smithing Stone [2]
- Glintstone Scrap
The bell bearing of a miner who once dug for somber smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Somber Smithing Stone [3]
- Somber Smithing Stone [4]
- Cracked Crystal
The bell bearing of a miner who once dug for somber smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Somber Smithing Stone [5]
- Somber Smithing Stone [6]
The bell bearing of a miner who once dug for somber smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Somber Smithing Stone [7]
- Somber Smithing Stone [8]
- Sanctuary Stone
The bell bearing of a miner who once dug for somber smithing stone.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Somber Smithing Stone [9]
The bell bearing of a forager who once picked grave glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Grave Glovewort [1]
- Grave Glovewort [2]
- Grave Glovewort [3]
The bell bearing of a forager who once picked grave glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Grave Glovewort [4]
- Grave Glovewort [5]
- Grave Glovewort [6]
The bell bearing of a forager who once picked grave glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Grave Glovewort [7]
- Grave Glovewort [8]
- Grave Glovewort [9]
The bell bearing of a forager who once picked ghost glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Ghost Glovewort [1]
- Ghost Glovewort [2]
- Ghost Glovewort [3]
The bell bearing of a forager who once picked ghost glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Ghost Glovewort [4]
- Ghost Glovewort [5]
- Ghost Glovewort [6]
The bell bearing of a forager who once picked ghost glovewort flowers.
Offer to the Twin Maiden Husks at the Roundtable Hold to gain access to the following items:
- Ghost Glovewort [7]
- Ghost Glovewort [8]
- Ghost Glovewort [9]
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Iron whetblade with a cipher engraved. Can be used as a whetstone knife.
When applying an affinity using ashes of war, an additional affinity of heavy, keen, or quality can be chosen.
Red-hot whetblade with a cipher engraved. Can be used as a whetstone knife.
When applying an affinity using physical or flame-type ashes of war, an additional affinity of fire or flame art can be chosen.
Sanctified whetblade with a cipher engraved. Can be used as a whetstone knife.
When applying an affinity using physical or golden-type ashes of war, an additional affinity of sacred or lightning can be chosen.
Glintstone whetblade with a cipher engraved. Can be used as a whetstone knife.
When applying an affinity using physical or magic-type ashes of war, an additional affinity of magic or frost can be chosen.
Black whetblade with a cipher engraved. Can be used as a whetstone knife.
When applying an affinity using physical or occult-type ashes of war, an additional affinity of poison, blood, or occult can be chosen.
An intricately crafted needle of unalloyed gold, snapped in half.
A ritual implement crafted to ward away the meddling of outer gods, it is thought capable of forestalling the incurable rotting sickness.
Sage Gowry has designs for this needle.
An intricately crafted needle of unalloyed gold. Once snapped in half, it has been repaired by Sage Gowry.
A ritual implement crafted to ward away the meddling of outer gods, it is thought capable of forestalling the incurable rotting sickness.
"Now, all you need do is deliver the needle to Millicent, convalescing in the church atop the cliff just beyond Sellia."
Golden prosthesis once used by the one-armed valkyrie.
A masterwork of craftsmanship, with practice and skill it can be used as proficiently as a real arm.
When Maleigh Marais, Lord of the Shaded Castle, embraced this prosthesis, he claimed to feel the presence of his personal goddess.
Note given by Sage Gowry detailing the secret he promised.
The Town of Sellia
hides the source.
Light three flames
atop the candle towers
to break the seal.
Claw-marked stone eye received from Gurranq, Beast Clergyman.
It is said to tremble when near Deathroot.
The murky violet iris writhes as if alive.
"I am not sated... Feed me more...Death..."
Dagger received from Fia, the Deathbed Companion.
She wishes for it to be returned to its rightful owner.
It was once a special weapon of gold and silver intertwined, but is now worn down and marred by a black gash.
A formal bow
A stiff bow
A reverential bow
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Wave hand
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A tough fist gesture
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Raise morale
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Pledge on one's sword
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A threatening gesture
An inspiriting gesture
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Slump to the floor
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Rest on the floor
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A dismissive gesture
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A prayer borne of despair
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Resting at a site of grace will restore your HP, FP, and cleanse any status ailments.
It will also refill your sacred flasks.
However, most of the enemies you've defeated will be revived.
You can find sites of grace by going where light converges.
You can memorize sorceries and incantations at sites of grace.
You must have a staff equipped to cast sorceries, or a sacred seal equipped to cast incantations.
Casting sorceries and incantations consumes FP.
<?keyicon@0017?>: <?keyActName@17?>
Equip a bow to fire arrows.
You can equip up to two types of arrows to choose from at once.
When wielding a bow with two hands, hold <?keyicon@24?> for precision aiming.
Use <?keyControlCamera?> to adjust your aim.
<?keyicon@22?>: Fire arrow type 1
<?keyicon@23?>: Fire arrow type 2
<?keyicon@24?>: Precision aiming
Crouch to make it harder for enemies to discover you.
Especially effective in tall grass.
Attacking an enemy that hasn't noticed you will cause more damage than usual.
<?keyicon@9?>: <?keyActName@9?>
Some attacks may break an enemy's stance, giving you a chance to perform a critical hit.
Charge attacks and jump attacks make it particularly easy to break an enemy's stance.
Hold <?keyicon@23?>: Charge attack
<?keyicon@23?> while jumping: Jump attack
Upon dying, you will be revived at the last site of grace that you visited.
However, if there is a Stake of Marika near where you died, you can choose to be revived there instead.
You can perform a counterattack immediately after blocking an enemy attack.
Guard counters make it easy to break an enemy's stance.
<?keyicon@23?> immediately after blocking an attack: Guard Counter
Use your map to check your current position, as well as the terrain and surrounding structures.
You can update your map with new information by finding Map fragments at steles along the road.
You can also use the map to freely place beacons of light to serve as landmarks as you explore.
<?keyicon@29?>: <?keyActName@29?>
Grace exists to guide the Tarnished and lead them along the proper path.
Even now, some sites of grace retain that power. Their golden rays will guide you along your way.
Use the Spectral Steed Whistle to summon and ride your spectral steed.
If your spectral steed dies, you can summon it again, but it will cost one Flask of Crimson Tears to do so.
You can dismount by using the whistle again or by pressing <?keyicon@0009?>.
Upon dying, you will be revived at the last site of grace that you visited.
You will drop any runes in your possession at the site of your death.
If you die again before reclaiming those runes, they will be lost forever.
The compass at the top of the screen indicates the direction of the lost runes.
With a Spirit Calling Bell, you can use ashes to summon various spirits.
Summoning typically consumes FP.
You can only summon one type of spirit at a time.
You cannot summon spirits during multiplayer.
Use an armament in your left hand or both hands to guard against incoming attacks.
Guarding is especially effective when done with a shield.
Guarding consumes stamina.
If your stamina runs out, your stance will be broken.
<?keyicon@24?>: Guard
If you have a Crafting Kit, you can make various items from materials that you find.
Select "Item Crafting" from the main menu to make items.
You can learn to craft more items by finding cookbooks.
<?keyicon@28?>: <?keyActName@28?>
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You can find crystal tears at the bases of Minor Erdtrees and elsewhere throughout the Lands Between.
At sites of grace, you can mix two crystal tears in the Flask of Wondrous Physick.
This will allow you to create elixirs with various custom effects.
With a Whetstone Knife, you can use ashes of war to grant your armaments new skills at sites of grace.
An armament can only have one skill.
Any skill it previously had will be removed.
An armament's type determines what skills it can have. Some special armaments have unique skills and cannot be granted new ones.
Use the Birdseye Telescopes in each area to see into the distance like a bird and get a better view of your destination.
<?keyicon@17?>: Zoom in
<?keyicon@18?>: Zoom out
Jump while on horseback near a spiritspring to ride its current high into the air.
You won't take damage from jumping into a spiritspring while on horseback, even from a great height.
<?keyicon@8?> at a spiritspring while on horseback: Spiritspring jump
Vanquishing an enemy group will replenish your flasks.
The number and type of flasks to be replenished varies, depending on the enemy group.
You cannot replenish more flasks than your maximum amount allows.
There are both Crimson and Cerulean Teardrop Scarabs.
Defeat them to replenish the flasks that match their type.
However, you cannot replenish more flasks than your maximum amount allows.
Use Furlcalling Finger Remedy to reveal summon signs of players from other worlds.
Gold signs indicate an ally.
Red signs indicate an adversary.
The multiplayer session will begin once either type has been summoned.
(You will take the role of the Host of Fingers.)
Use Tarnished's Furled Finger to write a gold summon sign.
Cooperative multiplayer will begin once you have been summoned by a player from another world.
You will take the role of an ally (Furled Finger) and your objective is to defeat the area boss.
The compass at the top of the screen indicates the direction of the summoner (Host of Fingers).
Use Duelist's Furled Finger to write a red summon sign.
Competitive multiplayer will begin once you have been summoned by a player from another world.
You will take the role of an adversary (Duelist) and your objective is to defeat the Host of Fingers who summoned you.
Use Festering Bloody Finger to attempt to invade the world of another player.
The multiplayer session will begin once the invasion succeeds.
You will take the role of an invader (Bloody Finger) and your objective is to defeat the Host of Fingers of that world.
If you stray far from the Host of Fingers, the compass at the top of the screen points to their location.
If you use a Blue Cipher Ring, you will make yourself open to summons for rescue from other worlds.
The multiplayer session will begin once you have been summoned as a hunter, and your objective is to defeat the invader of that world.
The compass at the top of the screen indicates the direction of the summoner (Host of Fingers).
In each area, you may find effigies of martyrs.
These effigies are summoning pools.
You'll find it easy to summon other players at these locations, as co-op and hostile summoning signs created with small effigies gather at summoning pools.
You must be near a rebirth monument to summon spirits from ashes.
When you are close to a rebirth monument and able to summon, a monument icon will appear on the left side of the screen.
If you use a White Cipher Ring, you will automatically request for a hunter from another world to come to your rescue when your world is invaded.
(Can also be used after you are invaded.)
The hunter will be summoned once the request succeeds, and their objective is to defeat the invader of your world.
Armaments have special abilities called skills.
Skills are highly varied, and range from powerful attacks to temporary effects.
Using skills consumes FP.
<?keyicon@25?>: <?keyActName@25?>
Through your map, you can instantly travel to any sites of grace that you've discovered.
However, there are some dungeons and other areas where this cannot be done.
At a smithing table, you can spend runes and smithing stones to strengthen your armaments.
Somewhere in the Lands Between, you may meet a blacksmith who can make your armaments even stronger.
The Roundtable Hold is a place where Tarnished gather, guided by grace. Combat is prohibited on the premises due to a pact of non-aggression.
(This rule is in effect when the Roundtable icon is displayed.)
The Roundtable Hold is located outside of this world. It can only be reached through sites of grace.
(Can also be accessed by using the map to travel.)
<?keyicon@29?>: <?keyActName@29?>
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In every corner of the Lands Between, you will find fruits and flowers, mushrooms and butterflies, and various other useful materials.
These materials can be used for item crafting.
You will need cracked pots or other containers to craft certain items.
You will not be able to make more of those items than you have containers.
Containers will be consumed when crafting, but they can be reused when emptied.
With a Whetstone Knife, you can use ashes of war to grant affinities to your armaments at sites of grace.
This way, you can alter an armament's attack affinity, boost attribute scaling, and more.
An armament's type determines what affinities it can have. Some special armaments, like those with unique skills, cannot be granted new affinities.
From "Pouch" in the main menu, you can equip six items to your pouches.
Four of those items can be used without opening the main menu.
<?keyicon@27?>+<?keyicon@17?>: Use item in Pouch 1
<?keyicon@27?>+<?keyicon@19?>: Use item in Pouch 2
<?keyicon@27?>+<?keyicon@20?>: Use item in Pouch 3
<?keyicon@27?>+<?keyicon@18?>: Use item in Pouch 4
You can avoid enemy attacks with a dodge roll or backstep.
Both of these actions consume stamina.
<?keyicon@3?>+<?keyicon@7?>: Dodge roll
<?keyicon@7?>: Backstep
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Each hand can be equipped with up to three armaments, allowing you to toggle between them.
Armaments can also be two-handed, making attacks more difficult to repel with shields and boosting effective strength by 50%.
<?keyicon@19?>: <?keyActName@19?>
<?keyicon@20?>: <?keyActName@20?>
<?keyicon@27?>+<?keyicon@24?>/<?keyicon@22?>: Wield with two hands
You will need certain items to participate in each type of multiplayer:
cooperative, invasion, or competitive.
Select "Multiplayer" from the main menu to see your multiplayer items.
You can also use them directly from this menu.
<?keyicon@28?>: <?keyActName@28?>
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Letter addressed to someone:
Confirmed traces of silvery slime in the
ruins in front of Stormgate.
Found on the soldiers' camp supplies.
Letter addressed to someone:
Traces of silvery slime found on
Godwyn's Highroad.
Just after until the procession with the
big coffin passed by.
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A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Bone Arrow
- Bone Arrow (Fletched)
- Bone Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Pickled Turtle Neck
- Poisonbone Arrow
- Poisonbone Arrow (Fletched)
- Poisonbone Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Blood Grease
- Drawstring Blood Grease
- Bloodbone Arrow
- Bloodbone Arrow (Fletched)
- Bloodbone Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Stormwing Bone Arrow
Recipe book written by a roaming warrior, chased by someone through the Lands Between.
Adds more craftable items.
Includes techniques for survival in extreme situations and prolonged battle.
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Soft Cotton
- Stanching Boluses
- Rainbow Stone Arrow
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Cursed-Blood Pot
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Sweet Raisin
- Warming Stone
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Bone Great Arrow
- Bone Great Arrow (Fletched)
- Bone Ballista Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Frozen Raisin
- Clarifying Cured Meat
- Clarifying White Cured Meat
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Soap
- Oil Pot
- Roped Oil Pot
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Glowstone
- Invigorating Cured Meat
- Invigorating White Cured Meat
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Alluring Pot
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Holyproof Dried Liver
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A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Fire Grease
- Drawstring Fire Grease
- Fireproof Dried Liver
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Firebone Arrow
- Firebone Arrow (Fletched)
- Firebone Bolt
- Neutralizing Boluses
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Crystal Dart
- Spellproof Dried Liver
- Shattershard Arrow
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Volcano Pot
- Roped Volcano Pot
Expands crafting repertoire
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Giantsflame Fire Pot
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Redmane Fire Pot
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Dappled Cured Meat
- Dappled White Cured Meat
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Exalted Flesh
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Thawfrost Boluses
- Stimulating Boluses
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Preserving Boluses
A record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with rot; the application of fire in particular.
Acquire the knowledge to craft the following:
- Immunizing Cured Meat
- Immunizing White Cured Meat
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A record of crafting techniques left by a glintstone craftsman who served the academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Magic Pot
- Roped Magic Pot
- Shield Grease
A record of crafting techniques left by a glintstone craftsman who served the academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Cuckoo Glintstone
A record of crafting techniques left by a glintstone craftsman who served the academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Magic Grease
- Drawstring Magic Grease
- Magicbone Arrow
- Magicbone Arrow (Fletched)
- Magicbone Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Rancor Pot
A record of crafting techniques left by a glintstone craftsman who served the Academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Academy Magic Pot
A record of crafting techniques left by a glintstone craftsman who served the Academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Freezing Grease
A record of crafting techniques left by a glintstone craftsman who served the Academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Freezing Pot
A record of crafting techniques left by a glintstone craftsman who served the Academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Coldbone Arrow
- Coldbone Arrow (Fletched)
- Coldbone Bolt
A record of crafting techniques left by a glintstone craftsman who served the Academy.
Contains information on "faux sorceries," such as they were called.
Acquire the knowledge to craft the following:
- Albinauric Pot
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Scriptstone
- Grace Mimic
- Gold-Pickled Fowl Foot
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Holy Water Pot
- Roped Holy Water Pot
Expands crafting repertoire
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Sacred Order Pot
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Holy Grease
- Drawstring Holy Grease
- Haligbone Arrow
- Haligbone Arrow (Fletched)
- Haligbone Bolt
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Silver-Pickled Fowl Foot
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Fetid Pot
- Roped Fetid Pot
Expands crafting repertoire
Expands crafting repertoire
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Beastlure Pot
A record of crafting techniques left by a military perfumer.
Contains martial techniques beyond the repertoire of an ordinary physician.
Acquire the knowledge to craft the following:
- Spark Aromatic
- Uplifting Aromatic
A record of crafting techniques left by a depraved perfumer.
Contains perilous techniques no ordinary physician would attempt.
Acquire the knowledge to craft the following:
- Poison Spraymist
- Bloodboil Aromatic
A record of crafting techniques left by a depraved perfumer.
Contains perilous techniques no ordinary physician would attempt.
Acquire the knowledge to craft the following:
- Ironjar Aromatic
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Poison Pot
- Roped Poison Pot
- Poisonbone Dart
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Poison Grease
- Drawstring Poison Grease
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Rot Pot
- Rot Grease
- Drawstring Rot Grease
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Rotbone Arrow
- Rotbone Arrow (Fletched)
- Rotbone Bolt
A record of crafting techniques left by roaming nomad warriors.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Swarm Pot
- Roped Fly Pot
A record of crafting techniques left by a depraved perfumer.
Contains perilous techniques no ordinary physician would attempt.
Acquire the knowledge to craft the following:
- Acid Spraymist
A record of crafting techniques left by a
travelling perfumer who served in the Shattering.
Expands crafting repertoire.
Acquire the knowledge to craft the following:
-Maddening Boluses
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A record of crafting techniques taught by the capital's ancient dragon cult.
Details techniques that harness lightning, the weapon of the ancient dragons.
Acquire the knowledge to craft the following:
- Lightning Grease
- Drawstring Lightning Grease
- Lightningbone Arrow
- Lightningbone Arrow (Fletched)
- Lightningbone Bolt
A record of crafting techniques taught by the capital's ancient dragon cult.
Details techniques that harness lightning, the weapon of the ancient dragons.
Acquire the knowledge to craft the following:
- Lightning Pot
- Roped Lightning Pot
A record of crafting techniques taught by the capital's ancient dragon cult.
Details techniques that harness lightning, the weapon of the ancient dragons.
Acquire the knowledge to craft the following:
- Ancient Dragonbolt Pot
- Lightningproof Dried Liver
A record of crafting techniques taught by the capital's ancient dragon cult.
Details techniques that harness lightning, the weapon of the ancient dragons.
Acquire the knowledge to craft the following:
- Dragonwound Grease
A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber.
Acquire the knowledge to craft the following:
- Sleep Pot
A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber.
Acquire the knowledge to craft the following:
- Bewitching Branch
A record of crafting techniques left by a man who was utterly captivated by St. Trina. He continued the search for her in his slumber.
Acquire the knowledge to craft the following:
- Soporific Grease
- Drawstring Soporific Grease
- Sleepbone Arrow
- Sleepbone Arrow (Fletched)
- Sleepbone Bolt
A record of crafting techniques left by a man who, unable to become a Finger Maiden, instead became a missionary, and went forth to spread holy teachings.
Acquire the knowledge to craft the following:
- Rejuvenating Boluses
A record of crafting techniques left by those afflicted by the madness of the flame of frenzy.
Contains techniques discovered in desperation.
Acquire the knowledge to craft the following:
- Clarifying Boluses
A record of crafting techniques left by those afflicted by the madness of the flame of frenzy.
Contains techniques discovered in desperation.
Acquire the knowledge to craft the following:
- Frenzyflame Stone
This empty pot somehow mends itself when broken.
Essential vessel for crafting cracked pot items.
The materials and magics sealed within deploy their effects when the pot is thrown.
This empty pot somehow mends itself when broken.
Special item with greater durability than a cracked pot.
Essential vessel for crafting ritual pot items.
The materials and magics sealed within deploy their effects when the pot is thrown.
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Glass bottles used by perfumers. Used to seal various scent compounds.
Essential vessel for crafting perfume items.
The art of perfuming was once jealously guarded in the capital, but after the perfumers were drafted into service during the Shattering, the art became widely practiced throughout the Lands Between.
Glass shard covered in dirt.
Because it sparkles in the light, it might be mistaken for an object of value when seen from afar.
It cannot produce light by itself. Essentially worthless.
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A golden seed, found at the base of an illusory tree.
Increases a Sacred Flask's number of uses.
(Can be used after resting at a site of grace.)
When the Elden Ring was shattered, these seeds flew from the Erdtree, scattering across the various lands, as if life itself knew that its end had come.
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Blessing of the Erdtree, worshiped in the churches of all lands; this is but a faint vestige.
Increases the potency of a Sacred Flask's restorative effects.
(Can be used after resting at a site of grace.)
During the age of the Erdtree, these tears were used to spread the faith, for theirs was once a certain blessing.
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A black, lightly beguiling stone.
Prized by the sorcerers who produce them.
Increases memory slots.
Said to be a fragment of the black moon that once hung above the Eternal City.
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Small, withered bag, knitted by hand. Bestowed upon the ruling lord, or those attempting to become lord, by the elderly Finger Reader.
Increases talisman equip slots.
As the voices of the Two Fingers, Finger Readers are said to live lives eternal, and one is even supposed to have served as a wetnurse to royalty.
Dragon heart seized by a dragon tracker.
Riddled with Gravel Stone, this grotesque organ continues to beat vivaciously.
An offering used in the Dragon Communion. Consume a dragon's heart at the altar to make its power yours.
While a terrible and savage-looking thing, the heart has a peculiar beauty to it.
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Empty ashes of war, devoid of any memories of battle.
Unable to apply any kind of affinity in their current state, but can be used by Smithing Master Hewg of the Roundtable Hold to recreate other ashes.
Thus does the copy pass into becoming the genuine article.
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Amber egg clutched by Rennala, Queen of the Full Moon.
Great Rune of unborn demigods.
Perfects those who have been born anew.
Children born anew by Rennala are all frail and short-lived. Imperfect beings, each and all.
Stone used to smith a variety of armaments. A shard found in plenty.
Strengthens armaments up to +3.
Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere.
Stone used to smith a variety of armaments. A large shard found in plenty.
Strengthens armaments up to +6.
Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere.
Stone used to smith a variety of armaments. A particularly hard specimen.
Strengthens armaments up to +9.
Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere.
Stone used to smith a variety of armaments. A large and particularly hard specimen.
Strengthens armaments up to +12.
Smithing stone is found throughout the Lands Between, and mining galleries built to excavate it can be found everywhere.
Stone used to smith a variety of armaments. A rare specimen, it is tinged with gold.
Strengthens armaments up to +15.
Mined near the foot of the Erdtree, these stones are said to have been used to bolster the strength of the Royal forces.
Stone used to smith a variety of armaments. A larger rare specimen, it is tinged with gold.
Strengthens armaments up to +18.
Mined near the foot of the Erdtree, these stones are said to have been used to bolster the strength of the Royal forces.
Stone used to smith a variety of armaments. Found in a polar region, it is semi-vitrified.
Strengthens armaments up to +21.
Thought to have been used to hone the weapons of the champions of the War against the Giants at the birth of the Erdtree.
Stone used to smith a variety of armaments. Found in a polar region, it is semi-vitrified.
Strengthens armaments up to +24.
Thought to have been used to hone the weapons of the champions of the War against the Giants at the birth of the Erdtree.
Smithing stone made by polishing a golden Gravel Stone. A scale of the Ancient Dragonlord, and hidden treasure of Farum Azula.
Strengthens armaments to +25.
The Ancient Dragonlord's seat is said to lie beyond time. This stone lightly twists time, allowing the creation of a weapon capable of slaying a god.
Shard of smithing stone drained of color.
Strengthens special armaments to +1.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Large shard of smithing stone drained of color.
Strengthens special armaments to +2.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Hard smithing stone drained of color.
Strengthens special armaments to +3.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Large hard smithing stone drained of color.
Strengthens special armaments to +4.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Gold smithing stone drained of color.
Strengthens special armaments to +5.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Large gold smithing stone drained of color.
Strengthens special armaments to +6.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Polar smithing stone drained of color.
Strengthens special armaments to +7.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Large polar smithing stone drained of color.
Strengthens special armaments to +8.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
Ancient dragonrock smithing stone drained of color. A scale of the Ancient Dragonlord, and hidden treasure of Farum Azula.
Strengthens special armaments to +10.
The Ancient Dragonlord's seat is said to lie beyond time. This stone lightly twists time, allowing the creation of a weapon capable of slaying a god.
Ancient smithing stone drained of color.
Strengthens special armaments to +9.
Special armaments with unique characteristics cannot be strengthened with colored smithing stones. Number of steps and amount strengthened differ from standard equipment.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +1.
The art of strengthening ashes is known as spirit tuning. Only a spirit tuner may perform this deed.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +2.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +3.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +4.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +5.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +6.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +7.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +8.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
Each a soundless bell used to summon spirits.
Strengthens ashes to +9.
Spirit tuning is not merely the simple act of imbuing strength. It is an art that lies somewhere between tuning an instrument and conducting a conversation, leaving both parties enriched.
White flower that blooms in catacombs.
An especially large specimen.
Strengthens ashes to +10.
Since times of old, large gloveworts were used to comfort heroic spirits. Given in tribute to those who died the most glorious of deaths, in the hope their stories would become legend.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +1.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +2.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +3.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +4.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +5.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +6.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +7.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +8.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to it.
Strengthens renowned ashes to +9.
Ashes which keep their renown even after death cannot be strengthened by merely corporeal glovewort.
White flower that blooms in catacombs.
A spirit nestles close to this grand specimen
Strengthens renowned ashes to +10.
Since times of old, large gloveworts were used to comfort heroic spirits. Given in tribute to those who died the most glorious of deaths, in the hope their stories would become legend.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily raises one's maximum HP.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily raises one's maximum stamina.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction restores half of one's maximum HP.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction restores half of one's maximum HP.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction restores half of one's maximum FP.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction restores half of one's maximum FP.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily raises all resistances and heals all status ailments.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction automatically heals one's HP in the moment before death.
However, this effect only occurs once, and will expire after a certain duration.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
Provides significant damage negation.
However, this effect only occurs once, and will expire after a certain duration.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction gradually restores one's HP over time.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts stamina recovery speed.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts all forms of damage negation.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
Temporarily reduces equipment load.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction makes consecutive attacks grow stronger the longer they continue. However, the effect lasts only for a short time.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction increases the power of charged attacks for a certain duration.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction increases the effectiveness of dodge rolls for a certain duration. However, damage taken is also increased during the concoction's effect.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
Causes the resulting concoction to explode.
A defective crystal tear which possesses absolutely no medicinal qualities. A lesson said to be learned the hard way for some; faith can be a volatile matter, after all.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
Causes the resulting concoction to explode.
A defective crystal tear which possesses absolutely no medicinal qualities. A lesson said to be learned the hard way for some; faith can be a volatile matter, after all.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts one's poise.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction prevents one's runes from being lost upon death. However, the effect lasts only for a short time.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction converts incoming damage into recovered HP instead. However, physical damage cannot be converted.
This effect is only brief and will quickly expire.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts one's strength.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts one's dexterity.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts one's intelligence.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts one's faith.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction eliminates all FP consumption.
However, this effect is only brief and will quickly expire.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction makes one's attacks more likely to break enemy stances. However, the effect lasts only for a short time.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction purifies the curse from Mohg, Lord of Blood's terrifying rite of blood.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts the power of one's fire attacks.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts the power of one's magic attacks.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts the power of one's lightning attacks.
A crystal tear formed slowly over the ages where the Erdtree's bounty falls to the ground.
Can be mixed in the Flask of Wondrous Physick.
The resulting concoction temporarily boosts the power of one's holy attacks.
A slice of thinly carved beast flesh.
Material used for crafting items.
Found by hunting herbivorous beasts.
The dried meat toughens the constitution.
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The fresh liver of a beast; a luscious fruit of life.
Material used for crafting items.
Found by hunting herbivorous beasts.
Dried liver boosts damage negation.
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A lump of beast flesh filled with rich juices.
Material used for crafting items.
Found by hunting carnivorous beasts.
Meat suitable for a rustic feast.
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Fresh beast blood, glinting with gold.
Material used for crafting items.
Found by hunting carnivorous beasts.
This glimmering blood never rots or decays.
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A rarely-seen specimen of beast fang.
Material used for crafting items.
Found by hunting carnivorous beasts.
These multiple, overlapping fangs grow from a single root. Perhaps they're a vestige of the primordial crucible.
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A rarely-seen specimen of a young, budding horn.
Material used for crafting items.
Found by hunting herbivorous beasts.
This horn began to sprout on a beast that typically bears no horn. Perhaps it's a vestige of the primordial crucible.
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Flight feather of birds.
Material used for crafting items.
Commonly used for arrow fletchings.
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Rarely-seen dark plumage found
inside the wing.
Material used for crafting items.
Death's bearers were once said to have
taken the form of birds, symbolized
by these black feathers.
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A four-toed fowl's foot.
Material used for crafting items.
In the Lands Between, having three digits is seen as a bad omen. As such, the four-toed fowl's foot is a gift of great luck indeed.
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A splendid, lengthy cut of turtle neck meat.
Material used for crafting items.
Considered an especially nutritious ingredient In the south of the Lands Between.
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Fragment of bone with dun mottling.
Material used for crafting items.
Found by hunting Those Who Live in Death.
Lamentably brittle, it crumbles at the lightest caress.
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Head of a large dragonfly.
Material used for crafting items.
Long believed to have the ability to neutralize poisons.
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Owl eggs that will never hatch.
Material used for crafting items.
Prized as a symbol of the most sublime slumber.
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Eggs of large crabs which dwell in the shallows.
Material used for crafting items.
A nutritious foodstuff that warms from within.
The flavor is exquisite.
Only those of comfort and means know the truth:
a crab's eggs are more delectable than its meat.
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Puffy, milky white ovary of a land octopus.
Material used for crafting items.
Land octopuses eat humans in order to bear young, and theirs is the blood that runs through these ovaries.
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Pollen from a man-eating miranda flower.
Material used for crafting items.
Throughout history, perfumers have prized this extremely fragrant form of miranda pollen, not yet scattered into the air.
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Thin strips of flesh taken from a bloodless creature.
Material used for crafting items.
The dried meat toughens the constitution, boosting resistance. It's known for its long-lasting effect.
Someone's excrement. It has a golden tinge.
Material used for crafting items.
Gold-tinged excrement is a highly stable substance; it doesn't dry out, nor does it lose its customary warmth or scent. For better or for worse, it remains as it is.
Thin, hard beast bones.
Material used for crafting items.
Found by hunting beasts.
Commonly used to make disposable weapons.
Thick, solid beast bones.
Material used for crafting items.
Found by hunting particularly large beasts.
Commonly used to make disposable weapons.
Unremarkable glintstone, found along roadways everywhere.
Material used for crafting items.
Though too impure to use as a permanent catalyst for glintstone sorcery, it's just about sufficient for crafting disposable sorcerous items.
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Boasting no special qualities, this is merely a goodly length of string.
Material used for crafting items.
Often carried by demi-humans.
Used to make certain items easier to use.
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A fragment of a living jar,
hardened after its death.
Material used for crafting items.
Such fragments command a high price due to the magical power locked within. This leaves the living jars unfortunate targets for poachers.
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The thick, coagulated blood of the Albinaurics.
Material used for crafting items.
Albinaurics are lifeforms made by human hands.
Thus, many believe them to live impure lives, untouched by the Erdtree's grace.
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A feather from a hawk that lived as one
with the storms.
Material used for crafting items.
These feathers, enveloped in swirling winds, are often used for arrow fletching.
Flower that grows in toxic terrain.
Material used for crafting items.
Dripping with a deep-green poisonous liquid.
A light-purple water lily that is on the verge of wilting.
Material used for crafting items.
Exceedingly rare to find.
A symbol of faith in St. Trina.
Dulls the senses, preventing agitation.
Yellow flower that grows in lightning-struck lands.
Material used for crafting items.
Imbued with traces of lightning's essence.
A delicate water lily of unalloyed gold that has started to fade and wilt.
Material used for crafting items.
Exceedingly rare to find.
A flower signifying faith in the Haligtree.
Thought to be beloved by the Empyrean Miquella in his youth.
A purple flower than blooms in graveyards.
Material used for crafting items.
The hue of ghostflame, it's believed to be useful in calling forth spirits.
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An Erdleaf flower that has faded to a pale scarlet, found blooming in rotten lands.
Material used in crafting items.
Said to be fed by leaves that fell from the Erdtree in days of antiquity.
A dusky yellow flower that has started to fade to brown, found throughout the Lands Between.
Material used for crafting items.
Said to be fed by leaves that fell from the Erdtree in days of antiquity.
A golden-tinged flower from a succulent plant that blooms on the Altus Plateau.
Material used for crafting items.
Said to be a funereal flower in an era long past, before the Erdtree grew.
A half-ashen and smoldering flower that blooms on the Mountaintops of the Giants.
Material used for crafting items.
Fertilized by the sparks from the forge at the peak where burns the flame of ruin.
A golden sunflower that grows facing the Erdtree.
Material used for crafting items.
Found near Minor Erdtrees.
At the foot of the Erdtree, they retain their color, along with a powerful holy essence.
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A large flower that blooms facing the Erdtree.
Material used for crafting items.
Found near Minor Erdtrees.
Though wilted and faded, it still retains holy essence.
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Evergreen leaves that give off a faint light.
Material used for crafting items.
This very common medicinal plant can be found in thickets and elsewhere.
Dark red leaves with thick, swollen veins.
Material used for crafting items.
Exceedingly rare to find.
A faint pulse can be felt in the veins.
Stirs the blood, providing an enlivening effect.
A herb that grows in the false night
in and around the Eternal City.
Material used for crafting items.
Soaked in arcane dew, it gives off the faint glow of starlight.
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Berry-like red fruits that grow in shrubs.
Material used for crafting items.
Easily found everywhere in the Lands Between, it has a wide variety of uses.
A Rowa fruit tinted with gold.
Material used for crafting items.
Easily found near the Erdtree.
A berry-like fruit, thought to be the original strain of Rowa.
Material used for crafting items.
Found in frigid highlands.
This hardy species takes root even when frozen solid.
Blood-slick roses that bloom in blood-soaked soil.
Material used for crafting items.
Particularly beloved by those who serve the Lord of Blood. Glory to his inevitable reign.
A shrub fruit bursting with ripened pulp.
Material used for crafting items.
Grown in lands afflicted by frenzy, it's used for its pain-relieving properties... Though it's also known to be a dangerous intoxicant.
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A young plant, crystalized before it could mature.
Material used for crafting items.
Widely found in Liurnia Lake.
A young plant, frozen into a crystal before it could mature. Material used for crafting items.
Widely found in cold regions.
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An immature bud containing fresh blood.
Material used for crafting items.
Believed to originate long ago from a strain of buds cultivated with youthful, sacramental blood.
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A fungal growth that thrives in damp thickets and elsewhere. Material used for crafting items.
Its thick, spongy flesh makes it a key component in throwing pots.
A mushroom that grows in the false night in and around the Eternal City.
Material used for crafting items.
It drips with a viscous fluid that behaves much like oil.
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A mushroom covered in toxic mold that grows in rotten lands. Material used for crafting items.
A skilled hand can repurpose its toxic mold into an effective ward against scarlet rot.
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Resin secreted from the roots of the Greattree.
Can also be found near trees on the surface.
Material used in crafting items.
The roots of the Greattree were once linked to those of the Erdtree, or so they say, and it is for this reason catacombs are built around Greattree roots.
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A cracked, impure, degraded, and altogether
unremarkable crystal.
Material used for crafting items.
Widely found in crystal tunnels.
A rare piece of stone fragment found near places where ruins have fallen from the sky.
Material used for crafting items.
It feeds and strengthens the light as it shines.
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An arcane butterfly with translucent wings.
Material used for crafting items.
Exceedingly rare to find.
This butterfly appears as if it's just emerged
from its cocoon for its entire life.
A butterfly with withered, scarlet wings
found in the Swamp of Aeonia.
Material used for crafting items.
According to myth, these butterflies were
once the wings of the Goddess of Rot herself.
An eternally burning butterfly found near wildfires and elsewhere. Material used for crafting items.
Serves as the kindling for a number of items.
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Firefly that gives off a silvery light.
Material used in crafting items.
Found near bodies of cold water untouched by sunlight.
The light of fireflies is believed to have an alluring magic. Silver light is considered to invite riches.
Firefly that gives off a golden light.
Material used in crafting items.
Found near bodies of water close to Minor Erdtrees.
The light of fireflies is believed to have an alluring magic. Golden light is considered to invite runes.
A firefly whose glowing tail has hardened into
glintstone, widely found in Liurnia Lake.
Material used for crafting items.
Alas, now that its tail is glintstone,
it can no longer beguile potential mates.
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The golden, desiccated remains of a centipede.
Material used for crafting items.
Kept as a fetish by Golden Order fundamentalists, especially the hunters of Those Who Live in Death.
As such, they're found near churches and similar.
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A hardened husk shed by a formless life form known as the Silver Tear, found in and around the Eternal City.
Material used for crafting items.
The Silver Tear makes mockery of life, reborn again and again into imitation.
Perhaps, one day, it will be reborn a lord...
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Someone's excrement. It has a golden tinge.
Material used for crafting items.
Often hidden in woods and thickets.
Gold-tinged excrement is a highly stable substance; it doesn't dry out, nor does it lose its customary warmth or scent. For better or for worse, it remains as it is.
The bloody excrement of a carnivorous beast.
Material used for crafting items.
Found in the land of the new dynasty.
Mixed inside with half-digested flesh are dense colonies of tiny eggs of unknown but assuredly revolting origin.
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Faintly luminescent moss that grows in dark caves.
Material used in crafting items.
A fundamental ingredient for medicinal boluses.
Faintly luminescent moss that grows in dark caves,
speckled with tiny, yellow flowers.
Material used for crafting items.
It is primarily used in perfumes.
Faintly luminescent moss that grows in dark caves,
laced with fine crystals.
Material used for crafting items.
Among the mosses, it possesses unique medicinal properties.
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An ember taken from the eye socket of a corpse.
Material used for crafting items.
A sign that the deceased suffered from the flame of frenzy. This grape has ripened and burst.
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A smoldering rock containing hot gas.
Material used for crafting items.
Found on Mt. Gelmir.
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Rock formed from solidified giant ant venom. Highly acidic. Material used for crafting items.
Found near Ainsel River and other places where giant ants live.
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A small clump of sharp, pointed stones.
Material used for crafting items.
Such compound stones, found in lands once beset by ancient dragons, are said to be the scales of those very beasts.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Legendary ashen remains.
Use to summon the spirit of Black Knife Tiche.
Tiche was one of the assassins who, on the night of the plot, imbued her black knife with the Rune of Death and slew Godwyn the Golden. She was the daughter of the Black Knife Ringleader, Alecto, and was killed protecting her mother during their flight from the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg earned the hero's honor of Erdtree Burial.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Oleg, the Banished Knight.
One of the two knights known as the Wings of the Storm. After his banishment, he attracted the notice of the Grace-Given Lord and later, having slain a hundred traitors as the Lord's hand, Oleg was welcomed back to the Erdtree as a hero.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Engvall, the Banished Knight.
One of the two knights dubbed the Wings of the Storm. Despite his banishment, he rejected the invitation of the Grace-Given Lord, instead keeping watch over a masterless castle for many years, gaining renown as a hero of the fringes.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon two fanged imp spirits.
These spirits are well suited to causing a disturbance, moving nimbly like pests and hurling magic pots.
The two imps seem fond of each other's company.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Latenna the Albinauric.
A rare case of one who chose to become a spirit voluntarily.
Latenna was renowned as a deft magic archer. But having lost her beloved wolf companion, Lobo, she cannot move from the place where she was summoned.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a nomad.
A member of a tribe that was entombed in the earth so as to bury the maddening disease that followed them. Able to emit the terrible flame of frenzy from his eyes, but has low HP and is frail, unable to take much in the way of punishment.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
An old puppet crafted in the Eternal City.
Use to summon the spirits of a nightmaiden and a swordstress.
These sisters, members of a cold-blooded race who wield flowing weapons, became puppets of their own volition.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Legendary ashen remains.
Use to summon the spirit of a mimic tear.
Summoning consumes HP rather than FP.
This spirit takes the form of the summoner to fight alongside them, but its mimicry does not extend to imitating the summoner's will.
Mimic tears are the result of an attempt by the Eternal City to forge a lord.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from bludgeoning weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Crystalian.
Spirit that wields round crystalline blades, both big and small. Its sturdy body, itself hewn from crystal long ago, is hard enough to blunt its opponent's blades, but blows from blunt weapons can shatter it easily.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of an ancestral follower.
A spirit of the horned folk who eschew letters and metalworking. Brawny, and versed in distinctive spiritual arts, this particular tribesman wields a heavy bow.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a winged misbegotten.
A spirit with the aspect of wings which takes flight to loose arrows from its bow. The misbegotten are held to be a punishment for making contact with the Crucible, and from birth they are treated as slaves, or worse.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Albinaurics.
A strapping duo of cartwheeling spirits who wield ripple swords and spew freezing breath.
Both are second-generation Albinaurics, with dumpy heads that resemble those of frogs.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two skeletal militiamen.
These are the spirits of militiamen who live in Death, and will continue to rise again until properly finished off.
This is the grotesque fate of those who come into contact with Deathroot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a skeletal bandit.
This is the spirit of a bandit who lives in Death, and will continue to rise again until properly finished off.
After the night of the plot, Deathroot appeared in the Lands Between, and Those Who Live in Death soon followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Oracle Envoys.
Spirits of a monstrous band of musicians who employ sacred arts. It is said that when Oracle Envoys appear, playing their pipes, they do so to herald the arrival of a new god, or a new age.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four putrid corpses.
These spirits appear some distance from the summoner. Though their movements are dull and confused, their low moans make them effective at drawing the attention of enemies. True death does not come easily for them.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Carmaan, the depraved perfumer.
Depraved perfumers practice their art for themselves alone. Carmaan was a notably formidable perfumer whose strength rivaled that of heroes, and it is said that he was in search of a secret physick of revivification.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Tricia, the perfumer.
Tricia was once known as a healer who dedicated her efforts to treating Misbegotten, Omen, and all those seen as impure. When her efforts failed, she was their companion as they died, watching over them to ensure that they could pass peacefully, free of pain.
A tale akin to the origins of the deathbed companions.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a glintstone sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
A scholar of the Olivinus Conspectus, who has mastered the use of the Glintstone Stars sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Twinsage sorcerer.
Spirit of a Raya Lucaria sorcerer wearing a stone crown.
Those who study the Twinsage Conspectus are the academy's elite, capable of mastering the Glintstone Cometshard and Crystal Burst sorceries.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a page.
Spirit of a page who traveled at the side of the noble he served. Uses a piercing sword and crossbow to defend his master.
One becomes a page merely by accident of being born into obscurity; nothing is asked of ability, talent, or volition.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Battlemage Hugues.
Hugues came from Sellia to study the Haima Conspectus at the academy, where he became a battlemage.
Haima scholars seek to quell conflict with cannon fire and the gavel, but Hugues developed a longing for it.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two claymen.
Bowed with age, these spirits are sluggish but hard to stagger.
The warped remains of priests who searched for revelation in service of the ancient dynasty, they employ two sorceries that produce smaller and larger bubbles.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Legendary ashen remains.
Use to summon the spirit of the Cleanrot Knight Finlay.
Finlay was one of the few survivors of the Battle of Aeonia, who in an unimaginable act of heroism carried the slumbering demigod Malenia all the way back to the Haligtree. She managed the feat alone, fending off all manner of foes along the way.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon a spirit of the Kindred of Rot.
This spirit takes the form of a crawling pest, its chitinous body making a dry rustling sound.
Attacks enemies by secreting sticky threads.
The Kindred of Rot are the servants of the Goddess of Rot—servants that have been forsaken.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two marionette soldiers.
Spirits of marionette soldiers created to serve a sorcerer.
These marionettes are archers, each equipped with a pair of bows.
On the verge of falling apart, they are ill-disciplined and attack without warning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two avionette soldiers.
Spirits of marionette soldiers with avian features that were created to serve a sorcerer.
Equipped with long-hafted scythes, they also attack from the skies by lobbing fire pots.
Can sometimes malfunction when damaged.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Fire Monk.
Spirit of a stout monk who monitored the Giants' Flame. Versed in fire incantations, and himself steeled against fire.
Though he was charged with keeping watch over the Flame, after many years of solemn duty, he has succumbed to its allure.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Amon, the Blackflame Monk.
Amon swore fealty to the god-slaying black flame, and so became the first fire monk to turn traitor.
Or perhaps it is better said that he fled from the Giants' Flame—out of cowardice.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a man-serpent.
Spirit of a deformed man-serpent that wields a whip of magma.
It is said that long ago, the elder serpent that dwelled on Mt. Gelmir devoured a demigod, and the birth of the man-serpents followed.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Azula beastmen.
Spirits of beastmen from doomed Farum Azula, the slowly crumbling ruins in the skies. These ruins are said to be the remains of a giant mausoleum enshrining an ancient dragon, guarded by chosen beastmen who wield weapons clad in lightning.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a Kaiden sellsword.
Spirit of a mercenary belonging to a horse-riding folk. Skillfully uses a massive blade made for dismounting other riders, and enhances his already considerable strength with war cries.
The sellswords of Kaiden made their prowess known on countless battlefields.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three lone wolves.
Spirits of wolves chased from their pack. They later encountered a nameless Tarnished, who welcomed them as hunting companions.
The wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
Even as spirits, these vermin seem to multiply endlessly. Enhancing these ashes can increase their numbers.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five giant rats.
Spirits that do not require FP to summon.
The rat spirits appear at a distance from the summoner, swarming upon their victim to start the fight.
These vermin once seemed to multiply incessantly, but their fecundity in death has abated for now.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they seem somewhat intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five demi-humans.
Spirits of demi-humans that are small in stature, but have a violent, brutish disposition. Though they may seem intelligent, when night falls, their blood boils and they become feral.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a rotten stray.
Spirit of a stray dog corrupted by the scarlet rot.
Though it is only a small creature, it is as violent as it is nimble, and its fangs fester with poisonous rot.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon a spirit jellyfish.
A floating spirit that illuminates its surroundings.
Prone to tears, the jellyfish girl searches for her distant home. Will bravely spew poison at foes on her summoner's behalf.
It seems her name is Aurelia.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm is a warhawk's cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a warhawk.
Spirit of a Stormveil warhawk, the talons of which have been sliced off so that razor-fine swords could be grafted in their place.
With its lord vanquished, and its wings wounded, the hawk perished as it solemnly gazed at its former home.
The storm was its cradle.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Deenh the Stormhawk.
Spirit of a fierce hawk that faithfully rendered lifelong service to the old king of Stormveil long ago, when the true storm raged. Its cries embolden its fellows in battle, and the tempestuous winds that encircle it shred through foes.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Floh, the Bloodhound Knight.
Spirit of a Bloodhound Knight they called the Rabid Stray. Will attack without pause immediately after being summoned.
Floh vowed that there was only one lord he would serve: a true king. And so, the Rabid Stray never found a master.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five wandering nobles.
The spirits of nobles who, after death, now wander the Lands Between. Surely they were in search of something once—but whatever it was has long been forgotten.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a noble sorcerer.
Spirit of a nobleman who once asked to be given a place at Raya Lucaria to learn glintstone sorceries.
His talents were insufficient to be worthy of donning the stone crown, however, and he is only capable of using the most rudimentary sorcery.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three vulgar militiamen.
Spirits of the vulgar militia who wield long-hafted, serrated hatchets. These brutal weapons are particularly effective at causing blood loss to opponents.
In the Lands Between, the small were scorned, and so they formed their vulgar militia as a means to make a living, albeit in ignominy.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of a mad pumpkin head.
Spirit of a mad soldier with a large, brawny physique.
Though he has stifled his panic within the dark confines of his helmet, he rampages as if driven mad when agitated by bloodshed or the humming of insects.
This mad soldier is all that is left of a broken gladiator.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three land squirts
Summoning consumes HP rather than FP.
These spirits appear some distance from the summoner.
The firm, fleshy tubes of the creatures remain rooted to the spot, spraying poisonous liquid over their surroundings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five miranda sprouts.
Summoning consumes HP rather than FP.
Spirits of sweet little miranda flowers, carnivorous blossoms that feed upon human flesh. They creep slowly, scattering toxic pollen.
Vulnerable to fire—do take care of the little darlings.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three little living jars.
Summoning consumes HP rather than FP.
These reckless spirits sacrifice themselves to vanquish their summoner's foes, and explode upon death.
Though their bravery is admirable, their explosions can harm friend as well as foe, and they will also immediately explode on contact with fire.
"Tell the others—tell them how brightly a fire jar burns."
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon the spirit of Omenkiller Rollo.
Spirit of Rollo, known as the first Omenkiller.
Once a famous perfumer, Rollo imbibed a physick to rid himself of emotion, thus enabling him to enact his nightmarish labor, hunting the Omen.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon five greatshield soldier spirits.
Spirits of greatshield soldiers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Stout defenders with a steady guard.
Though their methods are somewhat crude, they work well as a squadron, and will attract the attention of enemies or lob ghostflame from the rearguard.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon three archer spirits.
Spirits of archers who belonged to the Fallen Hawks, a band of soldiers that once explored the Eternal City. Their arrows are imbued with cold ghostflame.
Though their methods are somewhat crude, they work well as a squadron, firing a hail of arrows in unison at the sound of a war cry.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal capital of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Godrick's soldiers.
A duo of spirits, consisting of a wielder of devastating charged hammer attacks in the vanguard and a crossbowman bringing up the rear.
The soldiers who serve Godrick the Grafted are what remains of the army that fled the royal city of the Erdtree.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of three Raya Lucaria soldiers.
A trio of spirits, consisting of two disposable foot soldiers and their superior.
The soldiers of Raya Lucaria were also known as the Cuckoos. They were given free rein by the academy to wage war as they pleased, and they were infamous for their rapacious ways.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two Leyndell soldiers.
Spirits of soldiers each equipped with a spear and greatshield.
The soldiers of Leyndell fight their battles defensively. During the Shattering, they were the ramparts that fortified the royal capital.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of two of Radahn's soldiers.
Both spirits wield fiery weapons to perform powerful skills. Such is their valor that they will immediately attack after being summoned.
General Radahn's soldiers were all reputed to be masterful warriors, and it was popularly said that the Redmanes knew no weakness.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of five mausoleum soldiers.
Spirits of five headless soldiers who confound foes by disappearing and reappearing at will.
The mausoleum is where the bodies of soulless demigods are lain to rest, and these soldiers followed their masters into Death by severing their own heads from their bodies.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Ashen remains in which spirits yet dwell.
Use to summon the spirits of four Haligtree soldiers.
Spirits of common soldiers who carry the sacred light. When weakened, they explode to deliver a last-ditch attack.
This was the bitter revelation discovered by the desperate soldiers who awaited the return of their lord to the rotted Haligtree.
May the flash of our deaths guide Miquella's return.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Kristoff, the Ancient Dragon Knight.
Spirit of Kristoff, an honorable knight of Leyndell who was also a devout worshipper of the ancient dragons.
His skills strike down foes with thunderbolts, the dragons' weapon of choice.
After the First Defense of Leyndell, Kristoff earned the hero's honor of Erdtree Burial for the feat of capturing Godefroy the Grafted.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Ogha, the Redmane Knight.
Spirit of a mighty knight versed in the use of a greatbow.
A valiant warrior who will attack immediately after being summoned.
The longest-serving member of the Redmane Knights, Ogha studied techniques to manipulate gravity alongside Radahn.
May use a rain of gravitational arrows in response to a war cry, but only once.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
Legendary ashen remains.
Use to summon the spirit of Lhutel the Headless.
Spirit of a headless knight who leads the mausoleum soldiers.
Wields a lance enrobed in Death and hurls spectral lances at foes.
Lhutel sacrificed her life so that in Death she could continue to protect a soulless demigod until their revival, earning her the hero's honor of Erdtree Burial.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's favorite puppets.
Use to summon the spirit of Nepheli Loux.
Puppet of a warrior who was betrayed by her pure heart. Wields a Stormhawk Axe in both hands and uses the Thunderstorm skill.
A diamond in the rough, deserving of special care lest its potential be squandered. Nepheli Loux truly was a warrior.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Dung Eater.
Spirit of a man who murdered thousands and defiled their corpses with the Seedbed Curse.
Wields a spine greatsword and hurls curses.
The Dung Eater despaired at how he met his end.
How hideous and sinister this puppet is, and yet, its utter despair invites one to care for it.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's puppets.
Use to summon the spirit of the Finger Maiden Therolina.
Spirit of Finger Maiden who never met the Tarnished she was meant to guide. Uses healing incantations and Holy Water Pots, but she is not a fighter by nature and is ill-suited to battle.
A Maiden without a Tarnished. A Tarnished without a Maiden. And yet no guide to bring them together.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's favorite puppets.
Use to summon the spirit of Dolores the Sleeping Arrow
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores once belonged to the Roundtable Hold, where she was both a critic and a friend of Gideon the All-Knowing. It was because of her that he and Seluvis went their separate ways.
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
One of Seluvis's puppets.
Use to summon the spirit of a jarwight
Spirit of a man who wished to become the innards of a living jar. A jar-hurling specialist who throws all manner of pots and jars.
The warrior jar once told the nameless man this:
"You are not yet ready to join the warriors inside. No, you must apply yourself! Better yourself, and one day I will return for you."
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