Yorgh's Ring

yorghs_ring.png

"Ring of Sir Yorgh, who sought the blood of a dragon and invaded Shulva. Can deflect spells. When Sir Yorgh faced Sinh, the slumbering dragon, he drew blood with a flash of his steel, but Sinh responded by spewing forth the poison that had long brewed within him, blanketing the city in a miasmic cloud."

Yorgh's Ring is a Ring in Dark Souls 2 (DKS2). Players can equip up to 4 Rings, but equipping two of the same item is not possible. Some rings have upgraded versions, having a maximum of +3. Some can only be found in NG+. Rings can be repaired at a blacksmith, but not upgraded. Upgraded versions must be acquired throughout the game from corpses, chests, bosses, etc.

 

Yorgh's Ring Effects

Durability: 10

Weight:

0.5

 

 

  • Has a chance to prevent any damage from spells that hit you.

 

 

 

Yorgh's Ring Locations

 

  • After the final boss fight. You find it on a corpse near to the portal, where you get the crown.

 

 

 

Notes

 

  • This ring gives all your actions ( attacks, spell casts, parrying, rolling, even drinking estus ) spell parry frames. Meaning, for example if you time an attack just right, you could hit the spell with your weapon and reflect it.
  • This ring also has a chance to deflect the projectiles from the Moonlight Greatsword, Drakewing Ultra Greatsword, and the Ice Rapiers strong attacks.
  • The rings durability will only go down with the automatic spell parries and will NOT go down when using an actually parry. (L2 parry)
  • If the ring parries a spell while you are using a Homeward Bone/Aged Feather you will complete the animation uninterrupted, but you will not teleport to the last bonfire.
  • Testing in the Shrine of Amana with multiple Amana Priestess' projectiles at once over the course of ~1 hour, the spell parry is almost certainly 50% (sample size of 2756 shots with 1374 automatically parried).
  • Interesting effects: If used together with the Immolation pyromancy, it has a much higher chance of reflecting spells.

 

??

 

 

Rings
Abyss Seal  ♦  Agape Ring  ♦  Ancient Dragon Seal  ♦  Ash Knuckle Ring  ♦  Bell Keeper's Seal  ♦  Bloodbite Ring  ♦  Blue Seal  ♦  Blue Tearstone Ring  ♦  Bracing Knuckle Ring  ♦  Chloranthy Ring  ♦  Clear Bluestone Ring  ♦  Covetous Gold Serpent Ring  ♦  Covetous Silver Serpent Ring  ♦  Crest of Blood  ♦  Crest of the Rat  ♦  Cursebite Ring  ♦  Dark Clutch Ring  ♦  Dark Quartz Ring  ♦  Delicate String  ♦  Dispelling Ring  ♦  Fire Clutch Ring  ♦  First Dragon Ring  ♦  Flame Quartz Ring  ♦  Flynn's Ring  ♦  Gower's Ring of Protection  ♦  Guardian's Seal  ♦  Hawk Ring  ♦  Illusory Ring of a Conqueror  ♦  Illusory Ring of the Exalted  ♦  Illusory Ring of the Guilty  ♦  Illusory Ring of the Vengeful  ♦  King's Ring  ♦  Life Ring  ♦  Lightning Clutch Ring  ♦  Lingering Dragoncrest Ring  ♦  Name-engraved Ring  ♦  Northern Ritual Band  ♦  Old Leo Ring  ♦  Old Sun Ring  ♦  Poisonbite Ring  ♦  Red Tearstone Ring  ♦  Redeye Ring  ♦  Ring of Binding  ♦  Ring of Blades  ♦  Ring of Giants  ♦  Ring of Knowledge  ♦  Ring of Life Protection  ♦  Ring of Prayer  ♦  Ring of Resistance  ♦  Ring of Restoration  ♦  Ring of Soul Protection  ♦  Ring of Steel Protection  ♦  Ring of the Dead  ♦  Ring of the Embedded  ♦  Ring of the Evil Eye  ♦  Ring of Thorns  ♦  Ring of Whispers  ♦  Rings  ♦  Royal Soldier's Ring  ♦  Second Dragon Ring  ♦  Silvercat Ring  ♦  Slumbering Dragoncrest Ring  ♦  Sorcery Clutch Ring  ♦  Southern Ritual Band  ♦  Spell Quartz Ring  ♦  Stone Ring  ♦  Sun Seal  ♦  Third Dragon Ring  ♦  Thunder Quartz Ring  ♦  Vanquisher's Seal  ♦  White Ring



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    • Anonymous

      This is kind of how poise should of worked. Instead of not flinching to enemy attacks, it should of just ignored an instance of damage. Higher damage means higher percentage of ignoring. It’s durability would then go down each time an attack “deflected”. Basically giving you extra tankiness, but not immunity to daggers and small arms.

      • Anonymous

        you didn't include that walking has parry frames, but if you move while targeting something, it will reflect spells (it will reflect shrine of amana priestesses shots; no further testing)

        • Anonymous

          The real reward for beating the sunken king dlc. Comes with a free crown! Also, the parry thing is working in Sotfs. I bounced ten shots with my mace of Insolence. I'm not that lucky to have 50% 10 times in a row. Trust me.

          • Anonymous

            So for me the red phantoms in frigid outskirts almost always get the rings effects. Idk what the true percentage is, but whenever Feeva or I tried to attack them with spells, they got deflected. Or it's just, "let's make the ****tiest area in DS history even more BS by adding spell resistant NPCs on NG+ cycles." And before you ask, I complete every NG cycle with all bosses, even Lud & Zallen so no evading that for me.

            • Anonymous

              "Grants the ability of spellparry for all weapons, shields and greatshield bash."
              This is completely untrue and was proven so 3 years ago. Why is it still here?

              • And you are right about it being a timer iv tested it as long as you see the radiation. Is a shield it deflects at times when the shield is at sertain spots

                • What about. Elena's hexes does it deflect them or are they not considered spells /hexes I'm kind of an exspert but I was wondering about this I dont want to wast my time aka effigies on her

                  • Anonymous

                    So, I'm sure you can see the faint pulse radiating from your character while the ring is equipped right? I have a theory that the deflection proc is based on a timer, linked to the pulsating effect. For example, it will proc and deflect a spell while the pulse is fading. Anyone understand what I'm suggesting?

                    • I tested the fact if it would enable spell parrying on other shields, weapons etc. but tbh it doesn't seem to work so it would be smart to remove that line. :P

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