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ASHENBORNEDARK SOULS REFERENCE

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Dark Souls Remastered · r39
Magic Weapon inventory iconSorceries

Sorceries

Magic Weapon

Sorceries

Requires 10 Intelligence. Uses 1 attunement slot and provides 5 charges per attuned copy before equipment modifiers.

RequiresIntelligence 10
Attunement slots1
Base uses5

Reference values

Requires
Intelligence 10
Attunement slots
1
Base uses
5
Technical details

Native values and variant identities remain separate. These fields are not a final damage prediction.

{
    "Magic:13100": {
        "refId": 1000,
        "refCategory": 2,
        "refType": 1,
        "maxQuantity": -1,
        "slotLength": 1,
        "requirementIntellect": 0,
        "requirementFaith": 0,
        "analogDexiterityMin": 20,
        "analogDexiterityMax": 45,
        "isEnchant": 1,
        "isShieldEnchant": 0
    },
    "Magic:3100": {
        "refId": 1000,
        "refCategory": 2,
        "refType": 1,
        "maxQuantity": 5,
        "slotLength": 1,
        "requirementIntellect": 10,
        "requirementFaith": 0,
        "analogDexiterityMin": 20,
        "analogDexiterityMax": 45,
        "isEnchant": 1,
        "isShieldEnchant": 0
    },
    "EquipParamGoods:3100": {
        "refId": -1,
        "weight": 0,
        "basicPrice": 0,
        "sellValue": -1,
        "behaviorId": 0,
        "replaceItemId": -1,
        "magicId": 3100,
        "maxNum": 99,
        "goodsType": 5,
        "refCategory": 0,
        "spEffectCategory": 0,
        "goodsCategory": 0,
        "goodsUseAnim": 0,
        "replaceCategory": 0,
        "isEquip": 0,
        "isConsume": 0,
        "isOnlyOne": 0,
        "isDrop": 0,
        "isDeposit": 0
    }
}

In-game description

Sorcery for casters who wield swords.
Magic augmentation: right weapon.

The power of the magic swordsmen of Vinheim
is predicated upon this and Magic Shield.
Many warriors learn sorcery just for this.

Where to find

Merchant purchase

Firelink Shrine

Cost: 3000 Souls · Stock: 1

Requirements

  • Rescue Griggs and keep him alive and friendly.
  • Have at least 10 Intelligence to open his spell shop.
  1. Buy the Residence Key from the male Undead Merchant. Unlock the Lower Burg descent near the Hellkite bridge with the Basement Key from Undead Parish.
  2. Follow the lower street to the locked house where a man calls for help. Open it with the Residence Key, free Griggs and exhaust his dialogue. Break the barrels carefully without hitting him.
  3. Return to Firelink Shrine and find him in the covered ruins. Speak to him and open his sorcery shop.
  4. Buy Magic Weapon from Griggs of Vinheim's spell inventory.

Merchant purchase

Firelink Shrine / The Duke's Archives

Cost: 3000 Souls · Stock: 1

Requirements

  • Keep Logan alive through the relevant shop stage.
  1. In Sen's Fortress, use the boulder mechanism to break the wall behind the resting serpent. Open Logan's hanging cage with the Cage Key or Master Key and speak to him.
  2. He sells his first inventory at Firelink Shrine to characters with at least 15 Intelligence. Later, find him imprisoned at the bottom of the Archives prison tower.
  3. Collect the Archive Tower Giant Cell Key in the book rooms near the library shortcut. Return to his prison, free him and visit his new book-room shop near the route to the crystal garden. His Archives shop has no Intelligence requirement to buy.
  4. Buy Magic Weapon from Big Hat Logan's spell inventory.

Notes

  • Requirements and charges: Requires 10 Intelligence. Uses 1 attunement slot and provides 5 charges per attuned copy before equipment modifiers.
  • Casting tool: Cast with a catalyst. Most catalysts gain spell power from Intelligence; the Tin Darkmoon Catalyst uses Faith, while the Oolacile Ivory Catalyst and Oolacile Catalyst have fixed Magic Adjustment. Meeting this spell's Intelligence requirement is still necessary with those exceptions.
  • Shop stock: Each listed stock is the number of spell copies in that inventory, not the number of casts. Buying a second copy can provide another charge pool if you have the slots to attune it.
  • Weapon enchantment: For 60 seconds, adds magic attack power equal to 80% of the catalyst's Magic Adjustment to a compatible right-hand weapon. Cast with the catalyst in your left hand.
  • Compatibility: Use a weapon that allows temporary enchantments. Ordinary normal-path weapons usually do, while magical or elemental conversions generally do not. Special weapons need their own compatibility check.
  • Replacement: Cannot coexist on the same weapon with resin, another weapon-enchantment spell or Hidden Weapon. It does not enchant a shield used as a right-hand weapon.