01 Target attributes
Starting class: Mercenary · Soul Level 120 · Base values, without ring bonuses.
02 Equipment & rings
Sharp Sellsword Twinblades +10
Use paired mode for L1 attacks. A resin adds damage when the enemy is vulnerable to its element.
Light or medium armor
Choose defense and appearance freely, keeping total equipment load strictly below 70%.
Small shield (optional)
Useful for parry practice, but paired mode remains the main damage option.
Ring loadout
Chloranthy Ring
Recover stamina between attack windows.
Ring of Favor
More health, stamina and equipment capacity.
Pontiff’s Right Eye
Rewards consecutive hits when you have a safe opening.
Life Ring
A simple health buffer while learning encounters.
03 From first flame to endgame
- 01
EARLY · HIGH WALL
Start as Mercenary. Upgrade your twinblades before buying extra damage levels; aim for 20–27 Vigor and enough Endurance to attack and roll.
- 02
MID · FARRON KEEP
Collect the Farron Coal and a Sharp Gem, then apply Sharp at Andre. Work toward 40 Dexterity, 30 Vigor and a comfortable stamina pool.
- 03
LATE · LOTHRIC
Finish the weapon upgrade, bring Vigor to 40, then push Dexterity. The listed SL120 spread is a destination; reaching it is not required to finish the game.
04 In the field
- Roll toward the side of a melee swing, then use one or two paired attacks after the combo ends.
- Use resins before crossing the fog, rather than applying them under pressure.
- Against small enemies, a short burst often staggers. Bosses demand shorter commitments.
- Keep one roll in reserve. An empty stamina bar is a bigger threat than a missed damage window.
STRENGTHS
- Fast punish attacks
- Excellent sustained damage
- Strong starting weapon
TRADE-OFFS
- Short reach
- Low stagger against large foes
- Greedy combos are easily punished