- For other uses, see Classes (disambiguation).
Classes determine the starting equipment and stats of the player in Dark Souls II.
Classes[]
Starting attributes[]
Vigor increases maximum health.
Endurance determines overall stamina.
Vitality controls maximum equipment load.
Attunement governs the number of spells that can be attuned, and boosts spell uses and spell-casting speed.
Strength boosts strength weapon attack and allows use of heavier weapons.
Dexterity boosts dexterity weapon attack, allows use of technical weapons, and increases potency of Poisons and Bleed effects.
Adaptability increases movement speed, evasion, and various resistances.
Intelligence is required for sorcery and hexes, and increases magic, fire, and dark attack and defense.
Faith is required for miracles and hexes, and increases lightning, fire, and dark attack and defense.Descriptions and starting equipment[]
Battle-scarred warrior. High strength, dexterity. Skilled with weapons.
- Weapons
- Armor
- Items
- Lifegem x10
Finely skilled swordsman. Fights gracefully with strong weapons in both hands.
- Weapons
- Scimitar +1
- Shortsword +1
- Armor
- Items
- Lifegem x10
A merciless outlaw. High dexterity, skilled with bows; fights well at various ranges.
- Weapons
- Armor
- Ammo
- Wood Arrow x25
- Items
- Lifegem x10
Knowledgeable sorcerer. Casts sorceries with high intelligence and attunement.
- Weapons
- Armor
- Spells
- Items
- Lifegem x10
Well-traveled explorer. Not terribly powerful, but has many items.
- Weapons
- Armor
- Rings
- Ammo
- Wood Bolt x20
- Items
- Lifegem x20
- Witching Urn x8
- Aromatic Ooze x4
- Prism Stone x5
- Rusted Coin x2
- Repair Powder x1
- Pharros' Lockstone x1
All classes also keep the Imported Set that was worn at the start of the game.
Beta[]
The below classes, stats, and starting equipment are from the beta version of the game only.
Changes from the beta include: The removal of the Resistance stat.
- Agility has been replaced with Adaptability, which governs both Resistance and Agility.
- Different classes, starting attributes, and equipment.
Starting attributes[]
Vigor increases maximum health.
Endurance determines overall stamina.
Vitality controls maximum equipment load.
Attunement governs the number of spells that can be attuned and boosts spell-casting speed.
Strength boosts strength weapon attack and allows use of heavier weapons.
Dexterity boosts dexterity weapon attack and allows use of technical weapons. Dexterity also increases potency of Poisons and Bleed effects.
Resistance increases character's defense. Resistance also increases special defense against bleed attacks, poison attacks and increases guard break limit.
Agility increases character movement speed, evasion, and increases proficiency at disarming traps.
Intelligence is required for sorcery and other spells, and increases magic and fire attack and defense.
Starting equipment[]