Get More Attunement Slots Dark Souls 3
Can't get your magic spells to work? Dark Souls' spell system is a bit complex, but it all comes down to attuning magic. An Attunement Slot is basically like a holster to hold your ammunition in. Attunement increases maximum Focus Points, or FP, and increases the number of attunement slots the player has. The maximum number of attunement slots that can be gained via leveling is 10 (at 99). The soft cap for Attunement for FP is 35 and attunement slots is 30.
Table of Contents
Attributes | Effects |
---|---|
Vigor | Increases HP, improves frost resistance |
Attunement | Increases focus power and attunement slots |
Endurance | Increases stamina, improves lightning and bleeding resistance |
Vitality | Increases equip load, improves physical defence and poison resistance |
Stregth | Increases attack damage, improves fire resistance |
Dexterity | Increases attack damage, reduces spelling time and fall damage |
Intellengence | Increases spell damage, improves magic defence, affects pyromancy |
Faith | Increases spell damage, improves dark defence, affects pyromancy |
Luck | Increases item discovery, bleed and poison potential, improves curse reisitance |
By using a weapon which requires high strength, a single hit on the enemy will make them wince and grind a lot of HP. You will have to ugrade your equip load since you will be carrying a heavy weapon, but also our endurance due to the fact that yu tend to use more stamina in a single hit.
・Advantages
One hit is very high powered and most of the time the enemy will wince with only one hit.
Since the average number of hits on the enemy will decrease, you will have a less chance of breaking your weapon.
・Disadvantages
Not the prefered playstyle for people who cosider rolling speed because you will most likely be fighting with a slower roling speed.
Status priority
Stength > Endurance > Vigor = Vitality > Strength > Dexterity > Attunement = Faith = Intellegence
Prefered Weapon
Ultra Greatswords, Greataxes, Great Hammers, Greatbows, Greatshields
Prefered Classes
Warrior
Use manuverability and fast hits in combat to take the east amount of damage. Very good at counterattacking after parries, rolling, or using your shield against enemy attacks.
・Advantages
Use parry, shield splitter, kick and other shield bash moves with your speed advantage and gain superiority over combat. For people who prefer standard play.
・Disadvantages
You have a higher chance of being conterattcked since you will have to get more hits on enemies.
Aslo most of the weapons have a lower durability, you will have a higher chance of breaking your weapon.
Status priority
Dexterity > Endurance > Vitality = Vigor >> Attunement = Faith = Intellegence
Prefered Weapon
Daggers, Curved Swords, Katana, Spears, Bows
Prefered Classes
Mercenary
Increase both Strengh and Dexterity to be able to use many kinds of weapons and eventually being able to match your weapon that works best with a specific enemy or map.
・Advantage
You will be able to wield useful weapons such as straight swords, greatswords,halberds and so on. Since the attack motions on each weapon is simple, not only beginners but experts also prefer this playstyle.
・Disadvantages
You will have to face will a lower fire power compared to the 2 styles listed above, and wont be able to use weapons which needs excessive requirements.
Status priority
Strength = Dexterity > Endurance = Vitality > Vigor > Attunement = Faith = Intellgence
Prefered Weapon
Straight Sword, Greatsword, Halberds
Prefered Classes
Knight
The only thing that is important in this playing type is how many times you can cast spells, so you will mainly have to inprove your attunement. Also inprove your intellegence since it will boost your spells power.
・Advantages
You will be able to play like no other playstyle. Using different spells, you will be able to take out enemies from range, and also enemies wielding shields.
・Disadvantages
There is a high chance of your enemies dodging your attack since you will have to spend some time casting spells. Also since you wont be able to improve your vigor and endurance, a single miss cant lead to your death.
Status priority
Intellegence > Attunement > Dexterity = Vitality > Vigor > Strength >>> Faith
Prefered Weapon
Magic based weapons
Prefered Classes
Sorcerer
Improving mainly faith, use weapons which has a faith bonus. But also improve strength and dexterity as well as endurance and vitality. This style will have the most average stats overall.
・Advantages
The biggest difference from the other playstyle is that you will be able to heal yourself using miracle, saving your estus flask for when you really need it. Good for exploring maps.
・Disadvantages
The offencive miracles have a low damage, and you will have a hard time dealing with tougher enemies.
How To Get More Attunement Slots Dark Souls 3
Status priority
Faith > Attunement > Vigor = Endurance > Dexterity = Strength = Vitality >> Intellegence
Prefered Weapon
Mace, Staright Sword, Sacred Chimes
Prefered Classes
Cleric
Like the soceries type, the number of pyromancies you can cast will be the most important factor so it is best to improve attunement. Also improving dexterity will make your casting time faster gaining advantage on the battlefield.
・Advantages
Unlike other magics, there is less need for faith and intellgence, so you can use more souls on attunement. But that does not mean that you dont need faith and intellgence, so be sure to improve them for the least amount necessary. Unlike other magic types, you can use physical weapons, being able to switch between magic and physical attacks.
・Disadvantages
Compared to soceries, the magics damage of this particular play style is lower. Same thing can be said for physical weapons. You have to improve all stats except luck to hve this play stlyes maximum effiencies.
Status priority
Attunement > Dexterity = Intellgence = Faith > Endurance > Viral > Vitality > Strength
Prefered Weapon
Curved Swords, Daggers, Flames
Prefered Classes
Assassin, Pyromancer
In depth explanation of all the Dark Souls 3 player stats so you can make the right choice in your character’s build! Details the best use of stats, what the soft and hard caps of each stat are, and gives some build ideas. Don’t make the mistake of wasting stat points on useless attributes.
Each stat is explained in detail and includes the soft and hard cap for the stat. The soft cap is where you will start seeing diminishing returns (less benefit) and is set at 40 for most stats. For example on Endurance with a soft cap of 40, raising the stat to 41 or higher will start to give you less Stamina per point. In some cases you would be better off raising a different stat instead.
We’ll have a lot more Dark Souls III builds, guides, and other information coming out so check out our other articles and be sure to come back soon!
Vigor:
- HP (Hit Points)
- Frost resistance
- Physical resistance (+1 resist per point in all physical types)
- Gradual Soft Cap to 27? (needs verification) / Medium Cap: 50 / Hard Cap: 99
- up to 27: gradually lowers from about 45 to 30 HP per stat point in vigor / 27+: 19 HP per point (?) / 50-99: +5 HP per point (?)
Vigor determines how much health your character has. It is hugely important for every class and build and should not be overlooked. At absolutely minimum, every character will probably want to invest at least enough points to reach 20 stat points in Vigor. It can mean the difference between surviving a stunlock / stagger combo that catches you. Also increases Frost Resistance as a secondary defensive effect.
Note: Currently we are working on verify specifics. It appears the 1.03 patch adjusted stats so some of the information available elsewhere is inaccurate. I can confirm that on patch 1.03 (retail release with Day 1 patch), this is true:
- Vigor stat from 19 up to 20: + 41 HP (764 total HP)
- Vigor stat from 20 up to 21: +40 HP (804 HP)
- Vigor stat from 21 up to 22: +38 HP (842 HP)
- Based on this it appears to be correct Vigor has a gradual soft cap. I will update when it is verified if there is a major point of diminishing returns.
Attunement
- Spell Slots
- Focus Power (FP)
In Dark Souls 3, similarly to Dark Souls 2, attunement is a stat that is important for Sorcerers, Clerics, and Pyromancers. Melee focused builds will likely also want enough for 1 or 2 attunement slots in order to enchant their weapons or use other minor spells. Each slot is one more spell you are allowed to “equip”. Focus Power, or FP is used to cast magic and perform Weapon Arts. It is the blue bar in the HUD. FP does not regenerate, but can be refilled by using the Ashen Estus Flask.
- Attunement Stat / Spell Slots Given:
- 10 – 13 – 1 slot
- 14 – 17 – 2 slots
- 18 – 23 – 3 slots
- 24 – 29 – 4 slots
- 30 – 39 – 5 slots
- 40 – 49 – 6 slots
- 50 – 7 slots
- 60 – 8 slots
- 99 – 10 slots
Endurance
- Stamina
- Lightning and Bleeding Resistance
- Soft Cap: 40 / Hard Cap: 99
Dark Souls 3 How To Get More Attunement Slots
Endurance primarily determines how much stamina you have in Dark Souls III. More stamina means you can dodge, block, run, or attack more before you need to wait for your stamina bar to refill. Almost no character will ever want to go over 40 Endurance attribute points in their build, and most will want to use considerably less. If you were to really max endurance the main real-world benefit you would get would be that you could possibly block some heavy boss attacks without being staggered if you used a high stability and damage absorbtion shield. The other use would be being able to spam attack combos for longer, but that’s not normally helpful with how PvP or PvE ends up working due to knock downs and dodge-rolls (you usually have time for your stamina to refill.)
Vitality
- Equipment Load
- Poison Resistance
- Physical Defense
- Soft Cap: 40 / Hard Cap: 99 (after 40 you gain less physical defense per point)
- +1 weight / burden per stat point in Vitality up to 99
Although it may be slightly confusing, Vitality does not affect your HP. In many games Vitality is basically synonymous with hit points, but here it mostly affects your Equip Load, which affects how much armor and weapon weight you can use. For example if you plan to build a heavily armored tank, Vitality will be a primary stat for you. In a roundabout way it also affects your roll speed, since your roll speed is based on how much of your Equip Load is used.
Equip Load / Weight Important Note: The cutoff for a “fast” roll is 70% equip load. You can see your equip weight and percentage on the character stats screen. Most characters will want to stay below 70% equip load in order to have a good roll speed and distance. From information available it appears there is a tiny advantage to going even lighter — you get slightly more distance with your roll at light equip weights. However so far most sources agree it is almost negligible and that being right at 70% equipment burden is the ideal weight.
Strength
- Increases damage with strength scaling weapons (clubs, hammers, axes, etc)
- Attack Strength
- Fire Resistance
- Increases Defense
- Soft Cap: 40 / Mid Cap: 60 / Hard Cap: 99
Strength is important for using heavy weapons and other equipment like heavy greatshields (to meet the minimum stat requirements). It also will increase damage on any weapon that scales off of strength.
Dexterity
- Increases damage with dexterity scaling weapons (finesse weapons like daggers and light swords)
- Reduces spellcasting time
- Reduces damage from falling
- Soft Cap: 40 / Mid Cap: 60 / Hard Cap: 99
Dexterity is the main damage stat for characters using lighter, faster, and “advanced” weapons in DS3. This can include daggers, bows, light swords like scimitars and other weapons – mostly light, fast, or ranged. It also reduces spellcasting time so it might be a consideration for hybrid melee / caster builds like dex and faith or dex and intelligence.
Intelligence
- Increases sorcery spell damage
- Required to meet minimum stats to cast some spells
- Increases damage with intelligence scaling weapons (which are somewhat rare)
- Magic Defense
- Also affects pyromancy
- Soft Cap: 40 / Mid Cap: 60 / Hard Cap: 99
Intelligence is the main attribute for sorcerers in combination with attunement. (Not to be confused with miracles, which instead rely on Faith for damage). Faith and intelligence are some of the few stats that don’t have sharp caps on their benefits, so take the 40 / 60 caps as a general guideline. For example a primary sorcerer will likely benefit quite a bit going up to at least 60 points in intelligence.
Faith
- Increases miracle damage and effectiveness
- Required to meet minimum stats to cast some miracles
- Increases damage with Faith scaling weapons (which are somewhat rare)
- Increases Dark Defense
- Pyromancy spells
- Soft Cap: 40 / Mid Cap: 60 / Hard Cap: 99
Faith is the main attribute for clerics, who cast miracles. Miracles can heal, do damage, and create other effects. It also affects damage and effectiveness of Pyromancy. Faith and intelligence are some of the few stats that don’t have sharp caps on their benefits, so take the 40 / 60 caps as a general guideline.
Luck
- Item Discovery boost
- Increase Bleed Resist and Damage
- Increase Poison Resist and Poison
- Increase Curse Resist
- Soft Cap: 40 / Medium Cap: 60 / Hard Cap: 99
Luck is probably the least popular (worst) stat as of writing this. It really does not help you much in combat in most situations. It may be that some creative players work out a way to make a build based around luck, but most players would be better off not wasting stats in luck.
Example builds
Most players are agreeing that SL120 OR SL 125 (Soul Level 125) is the end game level for PvP. This is an important consideration because Dark Souls 3 matchmaking matches you up with people in a small range of your level. Hence if you want to find people to play with, you should consider shooting for level 125 as your end-game.
The best starting classes are probably the Knight, Warrior, or Pyromancer because they have the lowest amount of luck and it is generally considered a wasted stat point. Note this does not take into consideration starting gear or early game builds, but after around 10 level ups and a few hours of play your starting class makes little difference.
Standard Versatile Melee Fighter (Start as Knight)
40 Str / 40 Dex / 20 End / 40 Vit / 40 Vig
This gives you high damage on strength and dex scaling weapons, the ability to use some decent armor, and a solid chunk of HP to fight with.
Cleric (Start as Herald)
40 Dex / 40 Faith / 25 Vigor / 25 Attunement / 25 Endurance / 15 Vitality