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DS1 classes concept art

Concept art of all classes available in Dark Souls

For other uses, see Classes (disambiguation).

Classes are an aspect of gameplay in Dark Souls and a part of Character Creation.

The player's beginning class can differ in terms of Soul Level and statistics. However, classes matter very little after the first few levels of the game, and the player will ultimately be able to level their character into any type of build, meaning there is no "wrong" class to choose.

Beyond stats, classes determine the starting weapon, shield and armor of the player, as well as extra items in some cases.

Starting stats[]

Class Level
Lvl
Vitality
Vit
Attunement
Att
Endurance
End
Strength
Str
Dexterity
Dex

Res
Intelligence
Int
Faith
Fth
Total
Warrior 4 11 8 12 13 13 11 9 9 86
Knight 5 14 10 10 11 11 10 9 11 86
Wanderer 3 10 11 10 10 14 12 11 8 86
Thief 5 9 11 9 9 15 10 12 11 86
Bandit 4 12 8 14 14 9 11 8 10 86
Hunter 4 11 9 11 12 14 11 9 9 86
Sorcerer 3 8 15 8 9 11 8 15 8 82
Pyromancer 1 10 12 11 12 9 12 10 8 84
Cleric 2 11 11 9 12 8 11 8 14 84
Deprived 6 11 11 11 11 11 11 11 11 88

Classes[]

Warrior[]

Warriors are weapon experts with great Strength and Dexterity.

Starting equipment:


Knight[]

Knights have high Health. They are heavily armored and hard to knock down.

Starting equipment:


Wanderer[]

Wanderers are dexterous, Scimitar wielding characters.

Starting equipment:


Thief[]

Thieves come equipped with the Master Key, have very high starting Dexterity and are equipped with the Bandit's Knife, making them excel at critical hits.

Starting equipment:


Bandit[]

Bandits have high Strength and wield heavy Battle Axes.

Starting equipment:


Hunter[]

Hunters have high Dexterity and are skilled in both ranged and melee combat.

Starting equipment:


Sorcerer[]

Sorcerers have very high Intelligence and cast sorceries learned at the Vinheim Dragon School.

Starting spell: Soul Arrow

Starting equipment:


Pyromancer[]

Pyromancers from the Great Swamp. They cast pyromancy and wield small Hand Axes.

Starting spell: Fireball

Starting equipment:


Cleric[]

Clerics cast healing miracles and wield Maces.

Starting spell: Heal

Starting equipment:


Deprived[]

The Deprived come equipped with nothing but a Club and an old wooden Plank Shield, but have all stats at 11 which makes them a flexible and adaptable class despite starting out with poor equipment.

Starting equipment:

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