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.
Your objective will be to defeat 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.
Your objective will be to defeat 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, your objective will be to defeat the Host of Fingers of the world to which you were summoned.
The nail of this finger is shot through with streaks of fresh, glistening blood. The finger's 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 stone blade severs the link formed by a Furled Finger, but the maidens scorn those who revel in overuse.
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. (You may be unable to summon rescuers under certain circumstances).
A lost mystic code, enchanted to take the form of a ring.
One of the fetishes 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.
When summoned to rescue another player, your objective will be to defeat the invader.
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 competitive multiplayer.
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. (When two invaders are present, you will be limited to one cooperator.)
Online multiplayer item.
(Can also be used from the Multiplayer Menu.)
Sends a summon sign for cooperative multiplayer to a nearby summoning pool.
In cooperative multiplayer, you will be summoned to another world to help defeat the area boss.
Item for online play.
(Can also be used from the Multiplayer menu.)
Sends a competitive sign to a nearby summoning pool.
In competitive multiplayer, your objective will be to defeat the Host of Fingers of the world to which you were summoned.
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A phantom vision of the first grace, which once
guided the Tarnished to the Lands Between.
Lose all runes and return
to last site of grace at which you rested.
It all repeats.
Be seen by the Elden Ring. Become the Elden Lord.
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A crystal ball full of mist.
Symbol of St. Trina of the Cradlesong.
Copies dream mist from a sleeping being.
Dream mist was once used as an ingredient
in rare and potent physicks.
May the quietude of slumber come to all and
sundry, even to those whose red eyes burn
with the flames of frenzy.
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A delicate goldwork ring. Can be used as a finger whistle.
Sound the whistle to summon and ride spectral steed.
(Dismounts steed when used while on horseback.)
Upon death, the spectral steed can be summoned again, but doing so consumes the Flask of Crimson Tears.
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Item for online play.
(Can also be used from the Multiplayer menu.)
Craftable item.
Reveals cooperative and competitive multiplayer signs.
Cooperative signs will be shown in gold, while competitive 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.
Your objective will be to defeat the area boss of the world to which you were summoned.
This finger of corpse wax, furled like a hook, is one of the fetishes bestowed by the maidens of the Finger Reader.
Item for online play.
(Can also be used from the Multiplayer menu.)
Creates a summon sign for competitive multiplayer.
Your objective will be to defeat 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.)
Consumed upon use.
Attempts an invasion of another player's world.
If successful, your objective will be to defeat the Host of Fingers of the world you invaded.
A furled finger blackened with bloodstains.
It seems to have been chopped off with little care for the hand it was once attached to.
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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. (You may be unable to summon rescuers under certain circumstances).
A lost mystic code, enchanted to take the form of a ring.
One of the fetishes 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.
When summoned to rescue another player, your objective will be to defeat the invader.
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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. (When two invaders are present, you will be limited to one cooperator.)
Item for online play.
(Can also be used from the Multiplayer menu.)
Sends a cooperative sign to the summoning pool.
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.)
Sends a competitive sign to the summoning pool.
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 spectral steed.
(Dismounts steed when used while on horseback.)
Upon death, the spectral steed can be summoned again, but doing so consumes 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.
Cooperative signs will be shown in gold, while competitive signs will be shown in red.
Multiplayer begins when you summon a player from another world through their sign.
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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 specials effects are bestowed upon the drinker, dependent on the specific mixture of crystal tears.
Rest at a site of grace to replenish.
It is said that in the Lands Between, pools of crystal tears amass at the bases of Minor Erdtrees.
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 specials 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.
It is said that in the Lands Between, pools of crystal tears amass at the bases of Minor Erdtrees.
Craftable item prepared using a cracked pot.
A mixture of incendiary materials has been sealed inside.
Throw at an enemy to cause the pot to explode, inflicting fire damage.
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Craftable item prepared using a cracked pot.
Incantations of the Golden Order have been sealed inside.
Consumes FP. Throw at enemy to inflict holy damage.
Holy water causes significant damage to those who have lived beyond death, and prevents 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 cracked pot.
Incendiary materials have been mixed together and sealed inside, and a short rope that aids throwing has been secured around the pot.
Throw at rearward enemies using the rope, causing the pot to explode and deal fire damage.
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Craftable item prepared using a cracked pot.
Filled with the incantations of St. Trina.
Consumes FP. Throw at enemy to release a purple, soporific haze.
Like a lullaby, or a quagmire, it irresistibly draws its victims down into sleep. Sweet dreams.
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Preparation of dried rowa fruit.
Craftable item.
Feed to spectral steed while riding to restore its HP.
Rowa fruit is mildly poisonous and toxic to humans, but Torrent seems to have a taste for it.
Boluses made from green cave moss.
Craftable item.
Cures poison ailment and relieves poison build-up.
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.
Relieves impending hemorrhage.
A hemorrhage builds up slowly, causing
great damage once the threshold is reached.
Take one of these in timely fashion to avoid
such an event.
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Turtle neck meat, pickled in a bitter medicinal
solution. Craftable item.
Boosts stamina recovery for a short time.
The nutrients churn through the body,
practically boiling out heat from the core.
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Cured strip of meat, dried out after pickling in a green medicinal solution.
Craftable item.
Boosts immunity for a short time.
Immunity governs resistance to various poisons and blights. The higher it is, the lower the chance of succumbing to such ailments.
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Cured animal liver, dried out after pickling in a flame-hued medicinal solution.
Craftable item.
Boosts fire damage negation for a short time, improving damage mitigation against attacks imbued with fire.
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Four-toed bird foot, pickled in a golden medicinal solution.
Craftable item.
Boosts the amount of runes obtained from defeating enemies for a short time.
A macabre item, evidence of the desperate ends that those who crave riches will go to.
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A lump of beast flesh pickled in a medicinal solution mixed with fiery spices.
Craftable item.
Boosts physical attack for a short time.
Considered a delicacy in the badlands, this invigorating repast was for the exclusive benefit of those who they called heroes.
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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 incendiary materials.
Craftable item.
A smallish lump with a short string attached.
Quickly coats armament, inflicting fire damage.
However, the effects are only brief.
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Short dagger for throwing. It has no handguard.
The blade is polished, and its weight is expertly balanced.
Throw at enemy to deal damage.
An auxiliary weapon used primarily to constrain an enemy's movements, it can still be deadly in the right hands.
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Animal bone sharpened into a knife for throwing.
Craftable item.
Throw at enemy to deal damage.
First came into use among the hunters who lay low in the wilds.
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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.
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Stone 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 more high-pitched the sound it makes, the more likely it is that the fall will be fatal.
Once used to entertain children in the Lands Between.
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Polished stone ruin fragment that shines brighter than a 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.
Part of a larger instrument, removed and stolen away.
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 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 child 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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Grace that dwells within the inhabitants of The Lands Between; the lingering residue of gold.
Use to gain a few runes.
For all that they may be feeble things, these runes will act as 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 residue of gold.
Use to gain runes.
Even now, runes are still imbued with the power of gold.
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 runes.
Even now, runes are still imbued with the power of gold.
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 runes.
Even now, runes are still imbued with the power of gold.
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 runes.
Even now, runes are still imbued with the power of gold.
Do you see the Erdtree towering o'er?
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Shard of rock found in the wake of a meteorite strike.
It is imbued with a particularly weighty magic.
Consumes FP. Throw at the ground to create a gravitational shockwave.
The desperate ones who scavenge for these shards dub themselves "starcallers".
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Ruin fragment inscribed with letters.
Craftable item.
Reveals additional messages from other worlds.
Words are gregarious things, drawn to one another much as people are.
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A glintstone sorcery discovered at the Raya Lucaria Academy.
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.
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A glintstone sorcery discovered at the Raya Lucaria Academy.
Fires highly directable magic shooting stars.
This sorcery can be cast repeatedly and while in motion, and it increases in power when charged up.
An ancient sorcery, thought to be close to the primeval current itself.
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A glintstone sorcery discovered at the Raya Lucaria Academy.
A horizontal arc of magic spreads outward.
This sorcery can be cast repeatedly and while in motion.
This sorcery is granted to sorcerers who set off from the Academy to travel, in order to protect them against large groups of would-be adversaries.
Fools often roam in packs.
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A glintstone sorcery used by the enchanted knights who served the Carian royal family.
Forms a magic sword to impale one's foes.
This sorcery increases in power when charged up.
Blades of pure moonlight epitomize the protection the moon grants to Caria.
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A glintstone sorcery that draws on gravitational force, used by a great white king with stone skin.
Calls small meteorites down from the sky.
The meteor shower continues for as long as the sorcery is in effect.
It is said that, in the Eternal City, now lost in ruin underground, meteorites held the same import as stars.
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An aberrant sorcery, discovered along with red glintstone by those exiled to the north for their crimes.
Summons large thorns from a whorl of blood shed by one's own hand in penance for sins.
This sorcery can be cast repeatedly.
The Academy reviles this sorcery, which draws its power from faith.
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A lost, ancient glintstone sorcery used by wretches who dwell in underground ruins.
Produces several bubbles of magic that drift until they naturally pop.
Charging up this sorcery makes the bubbles linger for a longer time.
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An incantation from the Fire Monks, guardians of the giants' flame of ruin.
Momentarily sparks a roaring flame from the caster's hands.
This incantation can be cast rapidly after dashes, dodge rolls, and other maneuvers.
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An incantation from the Fire Monks, guardians of the giants' flame of ruin.
Produces and throws a ball of raging fire.
Charging up this incantation makes it more powerful and cases the ball to explode.
Fire beguiles those who look upon it.
Those who would guard the flame would also come to worship it.
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An incantation taught by maidens of the Finger Reader.
Produces a shockwave that pushes away foes near the caster.
This incantation increases in power when charged up.
Hark, Tarnished! If you truly walk in faith, you must be prepared to reject all else!
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An incantation taught by maidens of the Finger Reader.
Heals a small amount of HP.
This incantation can be cast while in motion.
The maidens serve the Two Fingers by guiding the Tarnished to grace, in accordance with its mighty will.
An incantation taught by maidens of the Finger Reader.
Heals HP for the caster and nearby allies.
The maidens serve the Two Fingers by guiding the Tarnished to grace, in accordance with its mighty will.
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An incantation taught by maidens of the Finger Reader.
Cures the poison status ailment and reduces poison gauge build-up.
This incantation can be cast while in motion.
The poison gauge fills steadily.
When it is full, you will become poisoned.
Your HP will continuously decrease while you are poisoned.
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An incantation used by Golden Order fundamentalists.
Produces an arc of gold that deals holy damage.
This incantation is especially damaging to those who have lived beyond death.
Any felled by this incantation cannot be revived.
These fundamentals hold that, through study guided by the laws of the Golden Order, knowledge itself is the root of holiness.
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An incantation bestowed upon those who cull the Deathroot by Gurranq, the Beast Clergyman.
Creates beast claws that tear apart the land.
This incantation increases in power when charged up.
Long ago, Gurranq was a beast of such terrifying ferocity that his former name meant "Death of the Demigods."
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An incantation of the Dragon Communion, used by those who've eaten of a dragon's heart.
Spews flaming breath with draconic power.
Those extraordinary individuals who perpetuate the Dragon Communion are called the dragon-hearted.
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An incantation of the Dragon Communion, used by those who've eaten of a dragon's heart.
Manifests the power of the Great Ancient Dragon Grayoll to sound a fearsome roar.
The roar of the great Grayoll, foreboding as a mountain, overcomes all who hear it with its might. Their attack power is temporarily decreased.
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An incantation from the maddening Three Fingers.
Causes the yellow flame of frenzy to burst forth from the caster's eyes.
This incantation can drive human foes mad, and charging up makes it more powerful.
Those whose eyes are afflicted with the flame of frenzy are racked with maddening pain and unstoppable tears.
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A key to a lock inside Stormveil Castle.
Opens a locked door.
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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.
A fugitive deserter's record of crafting techniques.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Bone Arrow
- Bone Arrow (Fletched)
- Staunching Boluses
- Pickled Turtle Neck
Record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with decay; the application of fire in particular.
Acquire the knowledge to craft the following:
- Fire Grease
- Drawstring Fire Grease
- Fireproof Dried Liver
Record of crafting techniques left by a man who was denied the path of becoming a Finger Maiden.
He instead became a missionary, spreading holy teachings.
Acquire the knowledge to craft the following:
- Holy Water Pot
- Scriptstone
- Gold-Pickled Fowl Foot
Recipe book written by a perfumer that served in the Shattering.
Adds more craftable items.
The perfumer went on to walk a deranged path, devoting himself to the study of poisons.
Record of crafting techniques left by a man who was denied the path of becoming a Finger Maiden.
He instead became a missionary, spreading holy teachings.
Acquire the knowledge to craft the following:
- Sleep Pot
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Map of the western region of Limgrave.
The demense 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.
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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 heal any status ailments.
It will also refill all of your sacred flasks.
However, most of the enemies you've defeated will be revived.
Sites of grace can be found at places where the light gathers.
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 <?keyicon@11?> 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 at which you rested.
However, if you died near a Stake of Marika, 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 and the terrain and buildings in the surrounding area.
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 at which you rested.
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.
With a Spirit-Caller's 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.
You can use an armament in your left hand or in both hands to guard against incoming enemy 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 Sharpening 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 fixed 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.
You cannot replenish more flasks than your maximum amount allows.
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.
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Skills are special abilities that armaments have.
There is a wide variety of Skills that armaments can have, from powerful attacks to unique 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.
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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 Sharpening 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 fixed Skills, cannot be granted new affinities.
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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A fugitive deserter's record of crafting techniques.
Contains knowledge for surviving in the face of utter scarcity.
Acquire the knowledge to craft the following:
- Poisonbone Arrow
- Poisonbone Arrow (Fletched)
- Exalted Flesh
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Record of crafting techniques left by an armorer who served the great general Radahn.
Contains knowledge of dealing with decay; the application of fire in particular.
Acquire the knowledge to craft the following:
- Firebone Arrow
- Firebone Arrow (Fletched)
- Neutralizing Boluses
- Cured Immunizing Meat
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A remnant of bygone research into eternal life.
This empty pot somehow mends itself when broken.
Container required for crafting throwing items sealed in pots.
Sealed within, both materials and mysticism will demonstrate their effects when the pot is thrown.
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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 smashed, 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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Dragon heart seized by a dragon tracker.
It has a bizarre shape, mottled by gravel, and it 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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Stone shard used in a wide range of smithing processes.
Exceptionally common, it is found throughout the Lands Between.
Used in smithing to strengthen armaments.
Smithing stone is distributed widely throughout the terrain of the Lands Between, and mining galleries built to excavate it can be found all over.
A special crystallization formed over the course of many moons within a tear of life, a blessing of the Erdtree.
Can be mixed in a flask of wondrous physick.
The resulting concoction temporarily raises max stamina.
A special crystallization formed over the course of many moons within a tear of life, a blessing of the Erdtree.
Can be mixed in a flask of wondrous physick.
The resulting concoction restores half of one's max HP.
A special crystallization formed over the course of many moons within a tear of life, a blessing of the Erdtree.
Can be mixed in a flask of wondrous physick.
The resulting concoction restores 20% of one's max FP.
A special crystallization formed within
a tear of life over the course of many moons.
Causes concoction to explode
when taken in mixed physick.
A dangerous form of 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 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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Flight feather of a bird of prey.
Material used for crafting items.
Commonly used for arrow fletchings.
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Foot of a four-toed fowl.
Material used for crafting items.
In the Lands Between, having three digits is seen
as a bad omen. As such, the rarer 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.
Turtle meat is said to boost virility, but none
in the Lands Between seem to have much
appetite for it these days. In Lands Between,
the urge to reproduce has waned long ago.
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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 greatcrabs which dwell in the shallows.
Material used for crafting items.
A nutritious foodstuff that warms from within.
The flavor is exquisite.
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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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Thin strips of flesh taken from a bloodless creature.
Material used for crafting items.
The dried meat toughens the constitution.
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 animal bones.
Material used for crafting items.
Found by hunting 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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Flower that grows in toxic terrain.
Material used for crafting items.
Poisonous, but may also provide the cure.
A pale 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.
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A dusky-yellow flower that has started to fade and wilt.
Material used for crafting items.
Found throughout the Lands Between.
Said to grow from the old fallen leaves of the Erdtree, these flowers serve as the base material for a number of sorcery techniques.
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A large flower that blooms facing the Erdtree.
Material used for crafting items.
Exceedingly rare to find.
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.
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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 is primarily used in preserved foods.
Blood-slick roses that bloom in festering blood.
Material used for crafting items.
Particularly beloved by those who serve the Lord of Blood. Glory to his inevitable reign.
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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.
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Resin secreted from the roots of the Greattree.
Material used in crafting items.
The roots of the Greattree drive far and wide through the earth of the Lands Between. They were once entwined with the roots of the Erdtree, or so they say.
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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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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.
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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.
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Faintly luminescent moss that grows in dark caves.
Material used in crafting items.
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Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons the spirit of a skeletal bandit.
(Summoning consumes FP.)
These ashes contain the spirits of bandits who lived beyond death in their quest to claim the riches of others as their own. The spirits have low HP, but revive after being vanquished.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons four putrid corse spirits.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The shambling dead are relatively ineffectual attackers, but they do not go down easily. Their low moans make them a good decoy.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirit of a northern mercenary.
(Summoning consumes FP.)
The northern mercenaries are said to carry the blood of giants in their veins, and wield curved cleavers with ease. Their bellowing shouts further enhance their strength.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of three lone wolves.
(Summoning consumes FP.)
These wolves were chased from their pack, and later found company with a human outcast—a fellow hunter. Wolf spirits overwhelm enemies with their agility, aiding the summoner in combat.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons the spirits of five demi-humans.
(Summoning consumes FP.)
These demi-humans may be relatively small, but they are violent and have a short temper. They may seem to be intelligent, but when night falls, their blood boils and they become feral.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
Spirit ashes. Summons a spirit jellyfish.
(Summoning consumes FP.)
Floating phantom that illuminates its surroundings.
Seemingly the lingering spirit of a young girl on an eternal search for her sister, with whom she'd promised to see the stars.
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Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirits of five wandering nobles.
(Summoning consumes FP.)
These ashes contain the spirits of nobles who now wander the Lands Between after death. They seem to have forgotten what they were in search of, and now roam aimlessly.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirit of a noble sorcerer.
(Summoning consumes FP.)
These ashes contain the spirit of a noble who studied sorcery at Raya Lucaria. Wields rudimentary glintstone sorceries; it seems that was accomplishment enough for a noble.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
Spirit ashes. Summons the spirits of three land squirts.
(Summoning consumes FP.)
Summons spirits some distance from the summoner. The firm, fleshy tubes of the creature remain rooted to the spot, spraying poisonous liquid over their surroundings.
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