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Stats and Attributes in Dark Souls 2 are covered on this page.

 

Attributes and Stats

 

When you level up in Dark Souls II you increase an attribute by one point. Attributes like Strength and Dexterity are represented by numerical values and determine what armors and weapons can be equipped, while attributes like Faith and Intelligence govern what spells can be attuned (excluding Pyromancies). Attributes also give your characters increased stats, e.g. Vigor increases your hit points and Strength improves the damage you do with strength weapons.

 

Quick Reference

StartingClassesStats.png

 

Stat Growth Table

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

  HP Stamina Defense Poise Equipment Load Guard Break Agility Damages Resistances Casting Slots
Vigor               icon-petrifyres.png Petrify    
Endurance              
Vitality           icon-petrifyres.png Petrify    
Adaptability         icon-poisonbonus.png Poison ALL    
Strength         icon-strengthscale_green.png Strength      
Dexterity             icon-dexscale_green.png Dexterity
icon-wp_bleed.png Bleed icon-poisonbonus.png Poison
     
Intelligence             icon-magicbonus.png Magic icon-firebonus.png Fire
icon-darkbonus.png Dark
icon-magicdef.png Magic icon-firedef.png Fire
icon-darkdef.png Dark
 
Faith             icon-firebonus.png Fire icon-lightningbonus.png Lightning
icon-darkbonus.png Dark icon-bleedbonus.png Bleed
icon-firedef.png Fire icon-lightningdef.png Lightning
icon-darkdef.png Dark icon-petrifyres.png Petrify
 
Attunement              

 

Soul Level

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

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

Attributes

Vigor

icon-vigor.png Soft caps: 20 & 50
Increases your HP, hit points.

 

Endurance

icon-endurance.png S oft cap: 20
Increases your endurance. Also slightly increases your physical defence and poise.

 

Vitality

icon-vitality.png S oft cap: 29, 49 & 70
Increase your equipment load. Also slightly increases your physical defence and poison resistance.

 

Attunement

icon-attunement.png
Attribute governing number of spells that can be attuned and the number of casts per spell. Also boosts spell casting speed, agility and curse resistance.

 

Strength

icon-strength.png S oft cap: 40 & 50
Attribute for wielding heavy, powerful weapons, heavy armor and big shields. Increases the damage you do with strength scaling weapons and boosts physical defense. When two handing a weapon your effective strength is doubled, but this only counts for weapon requirements and not for attack strength. To power stance two weapons you must have 1.5 times the strength requirement of the weapon with the highest strength requirement.

 

Dexterity

icon-dexterity.png S oft cap: 40 & 50
Attribute for wielding weapons requiring finesse. Increases the damage you do with dexterity scaling weapons. Boosts poison and bleed attack bonus and physical defence. To power stance two weapons you must have 1.5 times the dexterity requirement of the weapon with the highest dexterity requirement.

 

Adaptability

icon-adaptability.png
Attribute governing agility and all resistances (not defences). Also boosts poison bonus and poise.

 

Intelligence

icon-intelligence.png S oft cap: 20, 40 & 50
Attribute required for Sorceries and Hexes. Boosts magic, fire and dark attack and defence. Also slightly boosts casting speed.

 

Faith

icon-faith.png S oft cap: 40 & 50
Attribute required for Miracles and Hexes. Boosts lightning, fire and dark attack and defence. Also slightly boosts casting speed, bleed bonus and bleed resist.

Stats

HP

  • At 0 Vigor, players have 500 max HP
  • From level 0 to 20, Vigor raises max HP by 30 points per attribute point
  • From level 21 to 50, Vigor raises max HP by 20 points per attribute point
  • From level 51 to 99, Vigor raises max HP by 5 points per attribute point
  • From level 0 to 20, any stat besides Vigor raises max HP by 2 points per attribute point
  • From level 21 to 50, any stat besides Vigor raises max HP by 1 point per attribute point
  • From level 51 to 99, any stat besides Vigor raises max HP by 0 points per attribute point

 

Stamina

  • At 0 Endurance players have 80 max stamina
  • From level 0 to 20 Endurance raises max stamina by 2 points per attribute point
  • From level 21 to 98 Endurance raises max stamina by 1 point per attribute point
  • Level 99 Endurance raises max stamina by 2 points

 

Equipment Load

  • Determines how much equipment you can wear without penalties
  • If your equipment load is over 70%, you will "fat roll"; if your equipment load is over 100%, you can't run, backstep, or roll.
  • If your equipment load is less than 40% you will fast roll.
  • From 40% to 68% is considered mid-rolling.
  • The lower your equipment load, the faster you regain stamina and the longer your rolls are (though invincibility frames are unaffected)
  • At 0 Vitality players have 38.5 equipment load
  • From level 0 to 29 Vitality raises equipment load by 1.5 points per attribute point
  • From level 30 to 49 Vitality raises equipment load by 1 point per attribute point
  • From level 50 to 70 Vitality raises equipment load by 0.5 points per attribute point
  • From level 71 to 98 Vitality raises equipment load by 0.5 points per two attribute points
  • Level 99 Vitality raise equipment load by 0.5 points

 

Slot

  • Determines how many spells you can attune
  • Start at 0 slots
  • You gain one extra Attunement slot at Attunement level 10, 13, 16, 20, 25, 30, 40, 50, 60 and 75

 

Cast Speed

  • Reduce the wind-up time before casting spells (more information needed)
  • Scales with Attunement, Intelligence and Faith
  • Every other Attunement point gives a tick and every fourth Faith and Intelligence point gives a tick
  • (Need information for under 10 ticks)
  • At 10 ticks you have 55 Cast Speed and get 2 Cast Speed per tick until you have 115 Cast Speed at 40 ticks
  • After that you gain 1 Cast Speed per tick until you have 126 Cast Speed at 51 ticks
  • After that you gain 1 Cast Speed every other tick (as far as I could test, am only level 210)

 

Attack Strength

  • Determines how much extra damage you do with Strength weapons
  • Start at 50 with 0 Strength
  • From level 0 to 10 Strength raises Attack Strength by 7 points to 57 total Attack Strength
  • From level 11 to 20 Strength raises Attack Strength by 23 points to 80 total Attack Strength
  • From level 21 to 30 Strength raises Attack Strength by 22 points to 102 total Attack Strength
  • From level 31 to 40 Strength raises Attack Strength by 38 points to 140 total Attack Strength
  • From level 41 to 50 Strength raises Attack Strength by 15 points to 155 total Attack Strength
  • From level 51 to 60 Strength raises Attack Strength by 7 points to 162 total Attack Strength
  • From level 61 to 70 Strength raises Attack Strength by 8 points to 170 total Attack Strength
  • From level 71 to 80 Strength raises Attack Strength by 15 points to 185 total Attack Strength
  • From level 81 to 90 Strength raises Attack Strength by 7 points to 192 total Attack Strength
  • From level 91 to 99 Strength raises Attack Strength by 8 points to 200 total Attack Strength

 

Attack Dexterity

  • Determines how much extra damage you do with Dexterity weapons
  • Start at 50 with 0 Dexterity
  • From level 0 to 10 Dexterity raises Attack Dexterity by 7 points to 57 total Attack Dexterity
  • From level 11 to 20 Dexterity raises Attack Dexterity by 23 points to 80 total Attack Dexterity
  • From level 21 to 30 Dexterity raises Attack Dexterity by 22 points to 102 total Attack Dexterity
  • From level 31 to 40 Dexterity raises Attack Dexterity by 38 points to 140 total Attack Dexterity
  • From level 41 to 50 Dexterity raises Attack Dexterity by 15 points to 155 total Attack Dexterity
  • From level 51 to 60 Dexterity raises Attack Dexterity by 7 points to 162 total Attack Dexterity
  • From level 61 to 70 Dexterity raises Attack Dexterity by 8 points to 170 total Attack Dexterity
  • From level 71 to 80 Dexterity raises Attack Dexterity by 15 points to 185 total Attack Dexterity
  • From level 81 to 90 Dexterity raises Attack Dexterity by 7 points to 192 total Attack Dexterity
  • From level 91 to 99 Dexterity raises Attack Dexterity by 8 points to 200 total Attack Dexterity

 

Magic Bonus

  • Determines how much extra damage you do with magic-infused and enchanted-infused weapons, as well as Sorceries
  • Start at 50 with 0 Intelligence
  • From level 0 to 10 Intelligence raises Magic Bonus by 3 points to 53 total Magic Bonus
  • From level 11 to 20 Intelligence raises Magic Bonus by 53 points to 106 total Magic Bonus
  • From level 21 to 30 Intelligence raises Magic Bonus by 4 points to 110 total Magic Bonus
  • From level 31 to 40 Intelligence raises Magic Bonus by 30 points to 140 total Magic Bonus
  • From level 41 to 50 Intelligence raises Magic Bonus by 15 points to 155 total Magic Bonus
  • From level 51 to 60 Intelligence raises Magic Bonus by 7 points to 162 total Magic Bonus
  • From level 61 to 70 Intelligence raises Magic Bonus by 8 points to 170 total Magic Bonus
  • From level 71 to 80 Intelligence raises Magic Bonus by 15 points to 185 total Magic Bonus
  • From level 81 to 90 Intelligence raises Magic Bonus by 7 points to 192 total Magic Bonus
  • From level 91 to 99 Intelligence raises Magic Bonus by 8 points to 200 total Magic Bonus

 

Fire Bonus

  • Determines how much extra damage you do with fire weapons and pyromancy spells
  • Scales with both Intelligence and Faith equally, soft-capping at INT + FTH = 60
  • For example, 5 Intelligence and 55 Faith, 30 Intelligence and 30 Faith, and 55 Intelligence and 5 Faith all result in 147 Fire Bonus
  • Start at 50 with 0 Intelligence and Faith
  • Each point of Fire BNS is worth roughly 1.6 damage given S scaling on your flame. The average might be slightly higher or lower with a larger sample size.

Scaling of Fire BNS with Int/Faith:
Your Fire BNS only goes up with every 2 points total between Int and Faith. The numbers given will be 10 points apart & the bonus per point will be average, Formula is as follows. (FTH+INT)/2.

  • 10 points total: 61 Fire BNS; 1.1 average Fire BNS per point.
  • 20 points total: 72 Fire BNS; 1.1 average Fire BNS per point; no change in scaling from previous 10 points.
  • 30 points total: 94 Fire BNS; 1.47 average Fire BNS per point; 2.2 Fire BNS per point when compared to previous 10 points.
  • 40 points total: 117 Fire BNS; 1.68 average Fire BNS per point; 2.3 Fire BNS per point when compared to previous 10 points.
  • 50 points total: 132 Fire BNS; 1.64 average Fire BNS per point; 1.5 Fire BNS per point when compared to previous 10 points.
  • 60 points total: 147 Fire BNS; 1.62 average Fire BNS per point; no change in scaling from previous 10 points.
  • Now, here's where the scaling drops off hugely, so let's jump forward a bit...
  • 100 points total: 162 Fire BNS; 1.12 average Fire BNS per point; 0.38 Fire BNS per point when compared to all previous sets.
  • You will see the largest gains in Fire BNS, and therefore Pyromancy damage, every two points between 20 and 40 total Int/Faith.
  • Past 60 total Int/Faith, scaling drops off massively, making any points past here extremely inefficient.

Pyromancy damage gains are calculated entirely by Fire BNS in relation to your Flame scaling regardless of the spell's base damage. Most efficient Fire BNS gains are between 20 and 40 total Int/Faith, with (by far) the least efficient gains being after 60 total Int/Faith.

 

Lightning Bonus

  • Determines how much extra damage you do with lightning weapons and miracles
  • Start at 50 with 0 Faith
  • From level 0 to 10 Faith raises Lightning Bonus by 7 points to 57 total Lighting Bonus
  • From level 11 to 20 Faith raises Lightning Bonus by 23 points to 80 total Lightning Bonus
  • From level 21 to 30 Faith raises Lightning Bonus by 22 points to 102 total Lightning Bonus
  • From level 31 to 40 Faith raises Lightning Bonus by 38 points to 140 total Lighting Bonus
  • From level 41 to 50 Faith raises Lightning Bonus by 15 points to 155 total Lightning Bonus
  • From level 51 to 60 Faith raises Lightning Bonus by 7 points to 162 total Lightning Bonus
  • From level 61 to 70 Faith raises Lightning Bonus by 8 points to 170 total Lightning Bonus
  • From level 71 to 80 Faith raises Lightning Bonus by 15 points to 185 total Lightning Bonus
  • From level 81 to 90 Faith raises Lightning Bonus by 7 points to 192 total Lightning Bonus
  • From level 91 to 99 Faith raises Lightning Bonus by 8 points to 200 total Lightning Bonus

 

Dark Bonus

  • Determines how much extra damage you do with dark weapons and hexes
  • Scales with the lower stat of Intelligence and Faith
  • For example, 10 Intelligence/20 Faith and 55 Intelligence/10 Faith both result in 72 Dark Bonus
  • Start at 50 with 0 Intelligence or Faith
  • Dark in the following list is the lowest of your Intelligence and Faith
  • From level 0 to 10 Dark raises Dark Bonus by 22 points to 72 total Dark Bonus
  • From level 11 to 20 Dark raises Dark Bonus by 35 points to 117 total Dark Bonus
  • From level 21 to 30 Dark raises Dark Bonus by 45 points to 162 total Dark Bonus
  • From level 31 to 40 Dark raises Dark Bonus by 8 points to 170 total Dark Bonus
  • From level 41 to 50 Dark raises Dark Bonus by 7 points to 177 total Dark Bonus
  • From level 51 to 60 Dark raises Dark Bonus by 8 points to 185 total Dark Bonus
  • From level 61 to 70 Dark raises Dark Bonus by 3 points to 188 total Dark Bonus
  • From level 71 to 80 Dark raises Dark Bonus by 4 points to 192 total Dark Bonus
  • From level 81 to 90 Dark raises Dark Bonus by 4 points to 196 total Dark Bonus
  • From level 91 to 99 Dark raises Dark Bonus by 4 points to 200 total Dark Bonus

 

Poison Bonus

  • Determines how much extra poison damage you do with poison weapons (and poison spells?)
  • Scales with both Dexterity and Adaptability in a similar manner to Fire Bonus's scaling with both Intelligence and Faith
  • Dexterity gives a larger bonus than Adaptability which makes it hard to map out the Poison Bonus (please someone make a 99 times 99 matrix with the Poison Bonus)
  • Start at 50 with 0 Dexterity and Adaptability
  • Is easy to raise to around 140, after which the Poison Bonus requires huge attribute investments for little gain

 

Bleed Bonus

  • Determines how much extra bleed damage you deal with bleed weapons
  • Scales with Dexterity and Faith in the exact same way as Poison Bonus scales with Dexterity and Adaptability
  • Start at 50 with 0 Dexterity and Adaptability

 

Physical Defence

  • Reduce the damage taken from physical attacks by around 1 per 12 points of armor to respective damage type (tested in PvP using exact data), but will never reduce the attacks to zero
  • Increase both the base physical defence and physical defence bonus on armor
  • Scales with the total of Endurance, Vitality, Strength and Dexterity
  • Increases every 4th level initially, is most effective between level 84 and 160 and gives very little return after 200 levels
  • Total 20 points give 67 physical defence (lowest possible)
  • Total 24 points give a +3 increase for 70 total physical armor
  • Total 28 points give a +2 increase for 72 total physical armor
  • Total 32 points give a +3 increase for 75 total physical armor
  • Total 36 points give a +2 increase for 77 total physical armor
  • Total 40 points give a +3 increase for 80 total physical armor
  • Total 44 points give a +1 increase for 81 total physical armor
  • Total 48 points give a +1 increase for 82 total physical armor
  • Total 52 points give a +1 increase for 83 total physical armor
  • Total 56 points give a +1 increase for 84 total physical armor
  • Total 60 points give a +1 increase for 85 total physical armor
  • Total 64 points give a +1 increase for 86 total physical armor
  • Total 68 points give a +1 increase for 87 total physical armor
  • Total 72 points give a +2 increase for 89 total physical armor
  • Total 76 points give a +1 increase for 90 total physical armor
  • Total 80 points give a +1 increase for 91 total physical armor
  • Total 84 points give a +2 increase for 93 total physical armor
  • Total 88 points give a +2 increase for 95 total physical armor
  • Total 92 points give a +2 increase for 97 total physical armor
  • Total 96 points give a +2 increase for 99 total physical armor
  • Total 100 points give a +3 increase for 102 total physical armor
  • Total 104 points give a +2 increase for 104 total physical armor
  • Total 108 points give a +2 increase for 106 total physical armor
  • Total 112 points give a +2 increase for 108 total physical armor
  • Total 116 points give a +2 increase for 110 total physical armor
  • Total 120 points give a +3 increase for 113 total physical armor
  • Total 124 points give a +2 increase for 115 total physical armor
  • Total 128 points give a +2 increase for 118 total physical armor
  • Total 132 points give a +3 increase for 121 total physical armor
  • Total 136 points give a +3 increase for 124 total physical armor
  • Total 140 points give a +3 increase for 127 total physical armor
  • Total 144 points give a +3 increase for 130 total physical armor
  • Total 148 points give a +3 increase for 133 total physical armor
  • Total 152 points give a +3 increase for 136 total physical armor
  • Total 156 points give a +3 increase for 139 total physical armor
  • Total 160 points give a +3 increase for 142 total physical armor
  • Total 164 points give a +1 increase for 143 total physical armor
  • Total 168 points give a +2 increase for 145 total physical armor
  • Total 172 points give a +2 increase for 147 total physical armor
  • Total 176 points give a +2 increase for 149 total physical armor
  • Total 180 points give a +2 increase for 151 total physical armor
  • Total 184 points give a +1 increase for 152 total physical armor
  • Total 188 points give a +2 increase for 154 total physical armor
  • Total 192 points give a +2 increase for 156 total physical armor
  • Total 196 points give a +2 increase for 158 total physical armor
  • Total 200 points give a +2 increase for 160 total physical armor
  • Total 204 points give a +0 increase for 160 total physical armor
  • Total 208 points give a +0 increase for 160 total physical armor
  • Total 212 points give a +1 increase for 161 total physical armor
  • Total 216 points give a +0 increase for 161 total physical armor
  • Total 220 points give a +0 increase for 161 total physical armor

 

Magic Defence

  • Reduces magic damage taken by 0.11% per Magic Defence, 900 total Magic Defence makes you immune to magic
  • Scales with Intelligence
  • Start with 0 and gain 6 Magic Defence per Intelligence between level 1 and 10, total 60 Magic defence at 10 Intelligence
  • Between 11 and 20 Intelligence you gain 8 Magic Defence per level, total 140 Magic Defence at 20 Intelligence
  • Between 21 and 60 Intelligence you gain one Magic Defence per level, total 180 Magic Defence at 60 Intelligence
  • Between 61 and 99 Intelligence you gain one Magic Defence every other levelfor a total of of 200 Magic Defence at 99 intelligence

 

Fire Defence

  • Reduces fire damage taken by 0.11% per Fire Defence, 900 total Fire Defence makes you immune to fire
  • Scales with Faith and Intelligence at the same rate
  • Start with 0 and gain 6 Fire Defence every other Faith and/or Intelligence between level 1 and 20, total 60 Fire Defence at 20 Faith and/or Intelligence
  • Between 21 and 40 Faith and/or Intelligence you gain 8 Fire Defence every other level, total 140 Fire Defence at 40 Faith and/or Intelligence
  • Between 41 and 120 Faith and/or Intelligence you gain one Fire Defence every other level, total 180 Fire Defence at 120 Faith and/or Intelligence
  • Between 121 and 198 Faith and/or Intelligence you gain one Fire Defence every fourth point for a total of of 200 Fire Defence at 99 Faith and 99 Intelligence

 

Lightning Defence

  • Reduces lightning damage taken by 0.11% per Lightning Defence, 900 total Lightning Defence makes you immune to lightning
  • Scales with Faith
  • Start with 0 and gain 6 Lightning Defence per Faith between level 1 and 10, total 60 Lightning Defence at 10 Faith
  • Between 11 and 20 Faith you gain 8 Lightning Defence per level, total 140 Lightning Defence at 20 Faith
  • Between 21 and 60 Faith you gain one Lightning Defence per level, total 180 Lightning Defence at 60 Faith
  • Between 61 and 99 Faith you gain one Lightning Defence every other level for a total of of 200 Lightning Defence at 99 Faith

 

Dark Defence

  • Reduces dark damage taken by 0.11% per Dark Defence, 900 total Dark Defence makes you immune to dark
  • Scales with the lower stat of Intelligence and Faith (referred to as "Dark" below)
  • Start with 0 and gain 6 Dark Defence per Dark between level 1 and 10, total 60 Dark Defence at 10 Dark
  • Between 11 and 20 Dark you gain 8 Dark Defence per level, total 140 Dark Defence at 20 Dark
  • Between 21 and 60 Dark you gain one Dark Defence per level, total 180 Dark Defence at 60 Dark
  • Between 61 and 99 Dark you gain one Dark Defence every other level for a total of of 200 Dark Defence at 99 Faith and 99 Intelligence

 

Poison Resistance

  • Reduce poison build up (need information on how)
  • Immunity is reached at 1000 Poison Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Poison
  • Scales with Vitality and Adaptability
  • Every fourth Vitality will increase Poison Resistance one tick, three out of four Adaptability will increase Poison Resistance one tick
  • Start with 0 Poison Resistance and gain 6 Poison Resistance per tick between 1 and 10 ticks, total 60 Poison Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Poison Resistance per tick, total 140 Poison Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Poison Resistance per tick, total 180 Poison Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Poison Resistance every other tick for a total of of 200 Poison Resistance at 99 Vitality and 99 Adaptability

 

Bleed Resistance

  • Reduce bleed build up (need information on how)
  • Immunity is reached at 1000 Bleed Resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Bleed
  • Scales with Faith and Adaptability
  • Every fourth Faith point will increase Bleed Resistance by one tick, three out of four Adaptability points will increase Bleed Resistance by one tick
  • Start with 0 Bleed Resistance and gain 6 Bleed Resistance per tick between 1 and 10 ticks, total 60 Bleed Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Bleed Resistance per tick, total 140 Bleed Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Bleed Resistance per tick, total 180 Bleed Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Bleed Resistance every other tick for a total of of 200 Bleed Resistance at 99 Faith and 99 Adaptability

 

Petrify Resistance

  • Reduce Petrify build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Petrification
  • Scales with Vigor and Adaptability
  • Every fourth Vigor will increase Petrify Resistance one tick, three out of four Adaptability will increase Petrify Resistance one tick
  • Start with 0 Petrify Resistance and gain 6 Petrify Resistance per tick between 1 and 10 ticks, total 60 Petrify Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Petrify Resistance per tick, total 140 Petrify Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Petrify Resistance per tick, total 180 Petrify Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Petrify Resistance every other tick for a total of of 200 Petrify Resistance at 99 Vigor and 99 Adaptability

 

Curse Resistance

  • Reduce Curse build up (need information on how)
  • Immunity is reached at 1000 resistance, so doubling your resistance also doubles the amount of buildup needed to inflict Curse
  • Scales with Attunement and Adaptability
  • Every fourth Attunement will increase Curse Resistance one tick, three out of four Adaptability will increase Curse Resistance one tick
  • Start with 0 Curse Resistance and gain 6 Curse Resistance per tick between 1 and 10 ticks, total 60 Curse Resistance at 10 tricks
  • Between 11 and 20 ticks you gain 8 Curse Resistance per tick, total 140 Curse Resistance at 20 ticks
  • Between 21 and 60 ticks you gain one Curse Resistance per tick, total 180 Curse Resistance at 60 ticks
  • Between 61 and 99 ticks you gain one Curse Resistance every other tick for a total of of 200 Curse Resistance at 99 Vigor and 99 Adaptability

 

Agility

  • Increases the number of invincibility frames when rolling (need to test on smaller I-frame intervals).
  • Reduces the time it takes to drink Estus and use other items, such as Lifegems. Does not affect attack speed.
  • Scales with Attunement and Adaptability.
  • Every fourth point in Attunement will increase Agility one point, and every fourth point in Adaptability will increase Agility by 3 points.
  • Maximum of 120 agility at 99 Attunement and Adaptability.
Agility Invincibility frames while rolling Seconds
85 5 0.1667
86 8 0.2667
88 9 0.3000
92 10 0.3333
96 11 0.3667
99 12 0.4000
105 13 0.4333
111 14 0.4667
114 15 0.5000
116 16 0.5333

iFrame is short for “invincibility frame,” which is 1/30 of a second. This duration comes from the console versions of the game running at 30 frames per second. Running at a higher framerate does not change the total invincibility duration, but the duration itself is measured in these exact increments.
These values have been updated after more thorough testing. The source for the original values can be found here. The source for the updated values can be found here.
For reference, the iFrames of Dark Souls 1 are 9 for slow rolls, 11 for medium, 13 for fast, and 15 with the Dark Wood Grain Ring.

 

Poise

  • Reduce and/or prevent stagger when hit by enemy attacks
  • Reduced to a third of your total Poise if you aren't in an animation
  • Scales with the lower stat of Endurance and Adaptability
  • Starts at 0 and is increased by 0.3 per level until level 30, total 9 poise
  • Level 31 to 50 you gain 0.2 poise per level, total 13 poise at level 50
  • Level 51-99 you gain 0.1 poise per level for a total 18 poise at 99 Endurance and 99 Adaptability

 

Soul Level Cost Increase per Level

 

  0 1 2 3 4 5 6 7 8 9
00+ X X 500 528 557 587 619 653 689 727
10+ 767 810 854 901 948 997 1,049 1,104 1,159 1,217
20+ 1,278 1,341 1,408 1,479 1,553 1,631 1,699 1,770 1,845 1,922
30+ 2,003 2,087 2,175 2,266 2,361 2,460 2,564 2,671 2,784 2,900
40+ 3,022 3,149 3,256 3,367 3,482 3,600 3,722 3,849 3,980 4,115
50+ 4,255 4,400 4,549 4,704 4,864 5,029 5,200 5,300 5,463 5,600
60+ 5,740 5,883 6,031 6,181 6,336 6,494 6,657 6,823 6,994 7,168
70+ 7,348 7,531 7,697 7,866 8,039 8,216 8,397 8,582 8,771 8,964
80+ 9,161 9,362 9,568 9,779 9,994 10,214 10,438 10,668 10,903 11,143
90+ 11,388 11,638 11,836 12,037 12,242 12,450 12,662 12,887 13,096 13,319
100+ 13,545 13,775 14,009 14,248 14,490 14,736 14,987 15,241 15,501 15,764
110+ 16,032 16,305 16,582 16,864 17,150 17,442 18,005 18,275 18,549 18,827
120+ 19,109 19,396 19,687 19,982 20,282 20,586 20,895 21,208 21,527 21,849
130+ 22,177 22,510 22,847 23,190 23,538 23,891 24,249 24,613 24,982 25,357
140+ 25,738 26,124 26,515 26,913 27,317 27,727 28,143 28,565 28,993 29,428
150+ 29,869 30,317 30,772 31,234 31,702 32,178 32,661 33,150 33,648 34,152
160+ 34,665 35,185 35,712 36,248 36,792 37,344 37,904 38,472 39,050 39,635
170+ 40,230 40,713 41,201 41,696 42,196 42,702 43,215 43,733 44,258 44,789
180+ 45,327 45,689 46,055 46,423 46,795 47,169 47,546 47,927 48,310 48,697
190+ 49,086 49,479 49,875 50,274 50,676 51,081 51,490 51,902 52,317 52,736
200+ 53,157 55,018 56,944 58,937 60,999 63,134 65,344 67,631 69,998 72,448
210+ 74,984 77,608 80,324 83,136 86,046 89,057 92,174 95,400 98,739 102,195
220+ 105,772 109,474 113,306 117,271 121,376 125,624 130,021 134,572 139,282 144,156
230+ 149,202 154,424 159,829 165,423 171,213 177,205 183,407 189,826 196,470 203,347
240+ 210,464 217,830 225,454 233,345 241,512 249,965 258,714 267,769 277,141 286,841
250+ 296,880 297,622 298,367 299,112 299,860 300,610 301,361 302,115 302,870 303,627
260+ 304,386 305,147 305,910 306,675 307,442 308,210 308,981 309,753 310,528 311,304
270+ 312,082 312,862 313,645 314,429 315,215 316,003 316,793 317,585 318,379 319,175
280+ 319,973 320,371 320,772 321,574 322,378 323,184 323,992 324,802 325,614 326,428
290+ 327,244 328,062 328,883 329,705 330,529 331,355 332,184 333,014 333,847 334,681
300+ 335,518 336,357 337,198 338,041 338,886 339,733 340,582 341,434 342,287 343,143
310+ 344,001 344,861 345,723 346,588 347,454 348,323 349,193 350,066 350,942 351,819
320+ 352,698 353,580 354,464 355,350 356,239 357,129 358,022 358,917 359,814 360,714
330+ 361,616 362,520 363,426 364,335 365,246 366,159 367,074 367,992 368,912 369,834
340+ 370,759 371,685 372,615 373,546 374,480 375,416     378,239 379,185
350+ 380,133 381,083 382,036 382,991 383,948 384,908 385,870 386,835    
630+     768,653   772,502          

 

Attunement points required for additional slots / charges:

 

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

[1]

Scaling from stats:

 

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

*considering all other 8 stats are 0.


  1. ^ Information from: http://illusorywall.tumblr.com/post/83734411887/dark-souls-2-attunement-breakpoints-for-spell-casts

    I just wanted to add a link to some tests of full resistance to Fire, Dark, Lightning, Magic and Poison. It's better to see it in action than to just read a sentence. If anyone has more tests or footage, feel free to add it below for comparative analysis.

    The damage reduction percentage from elemental resistances should be 0.1111% not 0.11% | Source: http://www.reddit.com/r/DarkSouls2/comments/27ia5o/fire_walking_data/



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