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For other uses, see Classes (disambiguation).

Classes determine the starting equipment and stats of the player in Dark Souls II.

Classes[]

Starting attributes[]

Class Level Icon DaSII Vigor.png Endurance Vitality Attunement Strength Dexterity Icon DaSII Adaptability.png Intelligence Faith
Warrior 12 7 6 6 5 15 11 5 5 5
Knight 13 12 6 7 4 11 8 9 3 6
Swordsman 12 4 8 4 6 9 16 6 7 5
Bandit 11 9 7 11 2 9 14 3 1 8
Cleric 14 10 3 8 10 11 5 4 4 12
Sorcerer 11 5 6 5 12 3 7 8 14 4
Explorer 10 7 6 9 7 6 6 12 5 5
Deprived 1 6 6 6 6 6 6 6 6 6

Icon DaSII Vigor.png Vigor increases maximum health.

Icon DaSII Endurance.png Endurance determines overall stamina.

Icon DaSII Vitality.png Vitality controls maximum equipment load.

Icon DaSII Attunement.png Attunement governs the number of spells that can be attuned, and boosts spell uses and spell-casting speed.

Icon DaSII Strength.png Strength boosts strength weapon attack and allows use of heavier weapons.

Icon DaSII Dexterity.png Dexterity boosts dexterity weapon attack, allows use of technical weapons, and increases potency of Poisons and Bleed effects.

Icon DaSII Adaptability.png Adaptability increases movement speed, evasion, and various resistances.

Icon DaSII Intelligence.png Intelligence is required for sorcery and hexes, and increases magic, fire, and dark attack and defense.

Icon DaSII Faith.png Faith is required for miracles and hexes, and increases lightning, fire, and dark attack and defense.

Descriptions and starting equipment[]

Warrior

Battle-scarred warrior. High strength, dexterity. Skilled with weapons.

Knight

Travelling Knight. High HP and adaptability. Tough to take down.

Swordsman

Finely skilled swordsman. Fights gracefully with strong weapons in both hands.

Bandit

A merciless outlaw. High dexterity, skilled with bows; fights well at various ranges.

Cleric

Cleric on pilgrimage. High faith and miracles guide the way.

Sorcerer

Knowledgeable sorcerer. Casts sorceries with high intelligence and attunement.

Deprived
Unclothed, origin unknown. Has nothing to fight with, except life-affirming flesh.

Beta[]

The selectable classes of the 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[]

Class Level Vigor Endurance Vitality Attunement Strength Dexterity Resistance Agility Intelligence Faith
Soldier 21 10 9 11 8 12 16 8 10 8 8
Warrior 21 11 10 13 8 16 8 10 8 8 8
Sorcerer 29 8 8 8 16 8 8 8 8 20 16
Temple Knight 23 9 8 8 12 12 11 8 8 10 16
Dual Swordsman 21 8 10 8 8 14 17 8 11 8 8
Hunter 21 11 12 8 8 11 18 8 8 8 8

Vigor Vigor increases maximum health.

Endurance Endurance determines overall stamina.

Vitality Vitality controls maximum equipment load.

Attunement Attunement governs the number of spells that can be attuned and boosts spell-casting speed.

Strength Strength boosts strength weapon attack and allows use of heavier weapons.

Dexterity Dexterity boosts dexterity weapon attack and allows use of technical weapons. Dexterity also increases potency of Poisons and Bleed effects.

Resistance Resistance increases character's defense. Resistance also increases special defense against bleed attacks, poison attacks and increases guard break limit.

Agility Agility increases character movement speed, evasion, and increases proficiency at disarming traps.

Intelligence Intelligence is required for sorcery and other spells, and increases magic and fire attack and defense.

Faith Faith is required for miracles and other spells, and increases dark and lightning based attack and defense.

Starting equipment[]

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