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Fire (Dark Souls II)

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Fire is a type of elemental damage in Dark Souls II. It is found either innately enchanted to various weapons, used as an infusion for weapons or used offensively in Pyromancy.

Fire OffenseEdit

Fire AttackEdit

Icon DaSII FireAtk
The Fire Attack (abbreviated as Fire ATK in-game) describes the base level of Fire damage that is inflicted on a target with either a Fire weapon, Pyromancy Flame or Pyromancy.

Fire Attack BonusEdit

Icon DaSII Fire Bonus
The Fire Attack Bonus (abbreviated as Fire BNS in-game) determines the extra damage gained with Fire scaling weapons, Pyromancy Flames and Pyromancies. For weapons, this bonus value is expressed as blue text alongside the base attack value on the Equipment Status screen in-game.

The Fire Attack Bonus value is determined by adding the Intelligence and Faith stats together. This value is then multiplied by the Fire scaling weapon, then added to the attack rating along with any other scaling. In order to continually increase innate Fire Attack Bonus, either Intelligence, Faith or both need to be leveled up.

The cap for Fire Bonus is affected by the total number of points in Intelligence and Faith. This means that a player with 50 Intelligence and 10 Faith will have the same Fire Bonus as one with 10 Intelligence and 50 Faith or one with 30 in both, as they all have 60 total points.

Fire WeaponsEdit

Icon DaSII FireAtkWpn
The following is a list of weapons and shields that bear an innate Fire Damage effect. For information as to how these weapons are effected by Fire infusions, see this section.

Boosting Fire DamageEdit

The Fire Clutch Ring can grant a bonus to Fire Attack when worn. The bonus granted from the ring can boost the Fire Attack value for both Pyromancies (via the Pyromancy Flame) and Fire weapons, but reduced physical defenses. The Fire bonus amount can vary depending on the Fire weapon is equipped, be it innate Fire, infused Fire or both.

Ring Bonus
Fire Clutch Ring

Fire Clutch RingEdit

Ring depicting a hand grasping a stone. Increases fire attack, but reduces physical defense. The origin of this ring is unknown, but its design suggests one of the darker deities. Effective use of this ring requires skill on the part of the wearer.

Variable - see page
Penal Handcuffs

Penal HandcuffsEdit

Hand restraints of the Lost Sinner. Increases the power of pyromancy. A device used to restrict use of the hands. By now no one knows who this was used to punish, or for what reason.

~7.5% boost to Pyromancies

Fire Augmentation and ConsumablesEdit

Most weapons can be given the ability to deal Fire Damage temporarily through the use of the Flame Weapon pyromancy or Charcoal Pine Resin.

The damage of both of these buffs does not scale with the Fire Attack Bonus, rather applies a flat bonus based on the weapon's original Fire Damage (WoFD), if any. If the weapon bears an innate Fire effect, the Fire damage value is boosted. The duration of both buffs is 90 seconds, and not dependent on any stat. Applying Fire buffs result in the weapon taking on an orange glow.

Unlike weapon buffs, the damage Firebombs and Black Firebombs deal scale based on the Fire Attack Bonus value. They can be purchased from Merchant Hag Melentia and Magerold of Lanafir respectively, for 200 or 300 souls each.

Arrows and Bolts laced with Fire deals a flat Fire Damage value, plus their physical damage. Arrows and Bolts can be purchased from Weaponsmith Ornifex, while Great Arrows can be purchased Royal Sorcerer Navlaan.

Buffs Damage
Flame Weapon

Flame WeaponEdit

Pyromancy that imbues weapon in other hand with fire. Adds fire damage to the types of damage the weapon already inflicts. Pyromancy and sorcery are said to be like oil and water, but in fact their origins can be traced to a common source.

[(WoFD + 50) x 1.30]
Charcoal Pine Resin II

Charcoal Pine ResinEdit

Black charcoal-like pine resin. Applies fire to right-hand weapon. The affected weapon inflicts fire damage for a short time. Particularly effective against enemies vulnerable to fire, such as Undead or beasts.

[(WoFD + 50) x 1.30]
Items Damage
Firebomb II

FirebombEdit

Bisque urn filled with black powder. Explodes, inflicting fire damage. Though this urn is a crude and commonplace weapon, it owes its continued usage to its simplicity and effectiveness in a variety of situations.

[(200 + 1.30) x Fire BNS]
Black Firebomb II

Black FirebombEdit

Bisque urn filled with black powder. Explodes, inflicting great fire damage. Utilizes a powerful explosive developed in the fallen Kingdom of Forossa. Black firebombs can cause harm to their owners when misused, and Forossa law defined stringent standard for their safe storage.

[(240 + 1.50) x Fire BNS]
Ammo Damage
Fire Greatarrow

Fire GreatarrowEdit

Greatarrows imbued with fire. Tipped with Charcoal Pine Resin. Weapons fortified with fire are effective against foes vulnerable to fire, such as Undead or beasts. If you require magic but have learned none yourself, these will serve you well.

200
Fire Bolt

Fire BoltEdit

Bolt imbued with fire. Tipped with Charcoal Pine Resin. Weapons fortified with fire are effective against foes vulnerable to fire, such as Undead or beasts.

160
Fire Arrow II

Fire ArrowEdit

The heads of these arrows have been coated in pine resin, allowing them to inflict fire damage. Fire arrows are widely used throughout Drangleic as a simple and effective way to handle fire.

160

Fire DefenseEdit

Fire Defense (abbreviated as Fire DEF in-game) governs how robust the player is against Fire based attacks.

Innate DefenseEdit

Icon DaSII Player FireDef
Innate Fire Defense describes the value of the players Fire Defense when not influenced by any outside factors, such as armor, spells or consumables. A hidden Fire Defense stat of 100 points is always granted, regardless of character class. Fire Defense can be increased incrementally through leveling either Intelligence or Faith. The Fire Defense value is determined by a total of the two stats. For example, if both skills total up to 50, Fire Defense will be set to 145 points. Innate Fire Defense caps at 200 points, when both stats are at 99.

Fire Defense CapEdit

Total Fire Defense is capped at 890 points. Combined with the hidden stat of 100 points, Fire Defense can reach a maximum of 990 points. Since 1000 points of any magical or elemental defense equals immunity, Fire Damage cannot be completely nullified, with the exception of blocking with a shield. For information on how to achieve this cap, see this section.

Armor and ShieldsEdit

Icon DaSII FireRed
Various armor pieces grant varying levels of Fire Defense. The following armor table shows the armor pieces which grant the highest possible Fire Defense, for each body part. Curiously, Dragon Tooth is unique in that it provides an additional 50 points of resistance to Fire when wielded. One can be wielded in each hand to provided twice the resistance.

Shields will only block Fire attacks if the player is actively blocking. Merely equipping the shield does not count towards defense. The Fire defense value on shields is expressed as a percentage in-game, as opposed to points on armor. The following shields table shows all shields that grant at least 75% reduction.

Armor Defense
Pharros Mask +10 14 + 100
Hexer's Robes +5 110
Penal Handcuffs +5 53
Hexer's Boots +5 85
Total 362
Shield Reduction Notes
Gyrm Greatshield 100% Provides complete immunity to Fire and Physical Damage
Greatshield of Glory 90% Provides complete immunity to Fire Damage if infused with Fire
Rebel's Greatshield 90% Provides complete immunity to Fire Damage if infused with Fire
Rampart Golem Shield (CotIK) 90% Provides complete immunity to Fire Damage if infused with Fire
Phoenix Parma 90% Provides complete immunity to Fire Damage if infused with Fire
Watchdragon Parma 90% Provides complete immunity to Fire Damage if infused with Fire
Sanctum Shield (CotSK) 85% -
King's Shield 85% -
Cursed Bone Shield 85% -
Havel's Greatshield 80% -
Pursuer's Greatshield 80% -
Cleric's Small Shield 75% -
Cleric's Parma 75% -

WaterEdit

Fire Defense can be increased by 300 points if the player is soaked wet or standing in water. Being wet is a status effect that lasts for a few moments, depending on how much water the player is covered in. It can occur by simply stepping in water, rolling through pots of water pots or by wearing the Pharros Mask which has a special effect that constantly soaks the player.

Items and SpellsEdit

Certain defensive spells can increase Fire Defense, with varying results, but they cannot be stacked with each other. Only one spell can be active at a time. Small Orange Burrs are consumable items that can be purchased from Rosabeth of Melfia for 1200 souls each. Small Orange Burrs cannot be stacked with any of the defensive spells either. Consuming a Small Orange Burr will remove the Fire Defense provided by the spell, and apply the Small Orange Burr defense value.

Spell Defense
Flash Sweat II

Flash SweatEdit

A pyromancy that internalizes the power of flame. Sweat profusely, reducing fire damage. Most useful when facing other flame-manipulating pyromancers. Just don't take the looks you get personally.

300
Great Magic Barrier II

Great Magic BarrierEdit

Superior miracle to Magic Barrier. Increases resistance to magic, lightning, fire and dark.

250
Iron Flesh II

Iron FleshEdit

A pyromancy that internalizes the power of flame. Turns the body into iron, increasing defense and resistance. As one might guess, the rock-solid flesh enabled by this spell dramatically slows movement. Guaranteed to cause trouble if used at an inopportune moment.

200
Magic Barrier II

Magic BarrierEdit

A miracle encasing the body in a magic barrier. Increases resistance to magic, lightning, fire and dark. This miracle is said to shield its caster with the Rock's armor, and was common amongst the wizard knights of Mirrah.

150
Item Defense
Small Orange Burr

Small Orange BurrEdit

A small orange burr. Temporarily boosts fire defense. These burrs bloom magnificently on a shrub every few years, their color and effect determined by soil quality and recent weather. Known to have been used in rituals long ago.

150

RingsEdit

Only two rings provide Fire Defense. Both can be worn together, granting a maximum of 270 Fire Defense, at the highest item level. Like all other rings, duplicate rings cannot be worn simultaneously.

Ring Defense
Ring Flame Quartz Ring

Flame Quartz RingEdit

A ring bestowed upon students of a certain standard at the Melfian Magic Academy. Its fire-based quartz increases fire defense.

50/75/100/150
Ring Dispelling Ring

Dispelling RingEdit

A protective ring set with gemstones of four different colors. Increases the wearer's resistance to magic, lightning, fire and dark.

60/120

OtherEdit

Dragon Tooth is unique in that it provides an additional 50 points of resistance to Fire when wielded. One can be wielded in each hand to provided twice the resistance.

Weapon Defense
Dragon Tooth II a

Dragon ToothEdit

A giant dragon tooth used as a great hammer. As solid as a boulder, this tooth is said to be taken from a dragon, but the truth of this claim is unclear. What is certain is that it bears some mystical power, and its wielder gains resistance to magic and fire.

50

Lowering DefenseEdit

An overall Fire Defense penalty can be incurred by equipping certain weapons:

Weapon Defense
Blue Dagger a

Blue DaggerEdit

Dagger used by fume sorcerers when a battle draws too close for comfort. An ordinary-looking dagger laced with a spell-strengthening force.

-200
Yorgh's Spear 2

Yorgh's SpearEdit

Spear wielded by Sir Yorgh during his invasion of the Sanctum City. After his defeat of the Sunken King, Sir Yorgh pierced Sinh, the sleeping dragon, with this spear to claim its blood.

-70

Achieving the CapEdit

Armor Defense
Hidden Fire DEF Stat 100
Penal Mask +5 50
Hexer's Robes +5 110
Penal Handcuffs +5 53
Hexer's Boots +5 85
Spells
Flash Sweat 300
Equipment
Flame Quartz Ring 150
Dispelling Ring 120
Total 968 (96.8%)

In practice, raising Fire Defense to ~990 (or 99%) is achievable by combining several pieces of gear - albeit temporarily as a spell is required. This can be useful in situations when facing enemies who deal very high levels of Fire Damage, such as the Ancient Dragon. It is also useful for safely traversing across the lava covered rocks in Iron Keep.

The table illustrates how the cap can be reached using a combination of gear with high resistance, however other methods using a combination different armor, spells or items is certainly possible.

Note that the table does not take into account the player's displayed innate Fire DEF, which is a variable (between 0 - 200) based on the Intelligence and Faith stats.

InfusionEdit

Firedrake Stone

A Firedrake Stone

Steady Hand McDuff can infuse most weapons with Fire through the use of a Firedrake Stone. Once a weapon is infused, the Fire icon (Upgrade II Fire) will be displayed next to its image in the HUD.
  • Uninfused weapons imbued with Fire gain a fixed Fire Damage value (which scales with the Fire Attack Bonus), but the base physical damage is lowered by 30%, as is the base scaling. For example, if a regular weapon that deals 100 physical damage is infused with Fire, its stats switch over to 70 physical damage and 70 Fire Damage.
  • Weapons with innate Fire Damage gain an additional Fire scaling and a 44% damage increase to Fire, but the base physical damage is lowered by 5%, as is the current scaling.
  • Shields gain additional Fire resistance while lowering other resistances.

EnemiesEdit

The following is a breakdown of Enemies and Boss information relating to Fire damage and resistance. While the Fire resistances stated for enemies are the default values, they may appear higher in-game if the enemy comes into contact with water or rain.

Enemies who deal Fire DamageEdit

Enemy Attack Type
Charred Loyce Knight Pyromancies
Desert Sorceress Pyromancies
Flame Salamander Fireball
Guardian Dragon Fire Breath
Hollow Infantry Fire Arrows
Iron Warrior Lava Stream
Jester Thomas Pyromancies
Leydia Pyromancer Pyromancies
Leydia Witch Pyromancies
Pyromancer Giant Fireball
Pretender to the Xanthous Throne Pyromancies
Boss Attack Type
Aldia, Scholar of the First Sin Pyromancies and Fire Aura
Ancient Dragon Fire Breath
Fume Knight Weapon buff
Guardian Dragon Fire Breath
Old Iron King Fire Breath, Lava Stream, Fist Pound
Sinh, the Slumbering Dragon Fire Breath
Skeleton Lords Pyromancies
Smelter Demon Weapon buff, Fire Aura, Fire AoE

Enemies Resistant to FireEdit

Enemy Resistance
Flame Salamander 100%
Lion Clan Warrior ~85%
Alonne Knight ~70%
Alonne Knight Captain ~70%
Desert Sorceress ~70%
Dragon Acolyte ~70%
Enhanced Undead ~70%
Leydia Witch ~70%
Lizardman ~70%
Suspicious Shadow ~70%
Undead Citizen ~70%
Guardian Dragon ~50%
Old Knight ~50%
Stone Knight ~50%
Boss Resistance
Ancient Dragon ~90%
Fume Knight ~90%
Old Iron King ~90%
Demon of Song ~85%
Looking Glass Knight ~85%
Smelter Demon ~85%
Flexile Sentry ~65%
Guardian Dragon ~65%
The Lost Sinner ~65%

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Enemies Weak to FireEdit

Enemy Resistance
Varangian Sailor 0%
Bonewheel Skeleton ~10%
Coal Tar ~10%
Corpse Rat ~10%
Dark Stalker ~10%
Mimic ~10%
Poison Horn Beetle ~10%
Skeleton ~10%
Basilisk ~15%
Enslaved Pig ~15%
Flexile Sentry ~15%
Forest Spirit ~15%
Giant Basilisk ~15%
Giant Undead Boar ~15%
Great Moth ~15%
Goblin ~15%
Hunting Dog ~15%
Kobold ~15%
Ogre ~15%
Parasite Spider ~15%
Parasitized Undead ~15%
Stray Hound ~15%
Undead Boar ~15%
Boss Resistance
Royal Rat Authority ~25%
Covetous Demon ~30%
Dragonrider ~30%
Executioner's Chariot ~30%
Flexile Sentry ~30%
Mytha, the Baneful Queen ~30%
Scorpioness Najka ~30%

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