In-Game Description
Sorcery developed by Big Hat Logan.
Fire homing soulmass.
Life originates in the soul; no wonder the
soulmass draws toward it. This sorcery is a
window into seeker Logan's methods.
Availability
- Sold by Griggs of Vinheim to characters with an Intelligence of 10 or higher and only after Big Hat Logan leaves Firelink Shrine.
- Sold by Big Hat Logan to characters with an Intelligence of 15 or higher in Firelink Shrine.
- Sold by Big Hat Logan in The Duke's Archives without any Intelligence requirements.
General Information
MagAdj Modifier | Uses | Duration | Dex Reduction | Stats Needed | Slot Cost | NPC Trainer | Training Cost |
---|---|---|---|---|---|---|---|
0/0.95/0/0 | 10 | 120 seconds | 5 frames | 18 Int | 1 Attunement Slot | Griggs of Vinheim Big Hat Logan |
20,000 Souls |
- Will not target enemies until they are approximately 10 units away from the player, or while the player is facing away or in some specific animations.
- The activation range can be reduced if the targeted enemy has a stealth boost Status effect which makes the enemy harder to see. (Such as the Ring of fog or casting Hidden body.)
- Shares casting animation with multiple spells, these being: Soul Arrow, Great Soul Arrow, Homing Soulmass, Homing Crystal Soulmass, Soul Spear, Crystal Soul Spear, Aural Decoy, Dark Bead.
- Like all homing spells, when playing with other players, the firing behavior is calculated on each machine separately, though the actual hit only matters on the side of the person casting them. Differences in relative rotation, position or animation can lead to "desync", where some players will see orbs firing, without them firing on the caster's screen, leading to them appearing to deal no damage, or not seeing orbs firing when they do deal damage.
- Like all homing spells, it is possible online to "precast" this spell before another player enters your world. Casting a spell before the player loads in will not load the already active spell, leading to invisible orbs.
- Depending on the caster's intelligence stat, they will be able to shoot between two to five soulmasses. This following table shows how many intelligence level are needed for each additional soulmass.
Intelligence | Number of Projectiles |
---|---|
18 | 2 |
19 | 3 |
25 | 4 |
31 | 5 |
Key
MagAdj Modifier: |
The Magic Adjustment Modifier stat dictates how much damage the spell does. The Damage stats for a weapon are W / X / Y / Z:
Certain enemies are weak or strong against different damage types. |
Uses: | The number of times a spell can be used before having to refill it by sitting at a bonfire. Having found and attuned multiple of the same spell will multiply the number of times it can be used. Some spells will reduce the counter my more than 1 with each cast. |
Duration: | The duration casted buffs, lingering or the player following attacks last. Can be extended with the Lingering Dragoncrest Ring. |
Slot Cost: | The number of attunement slots necessary to attune one instance of a spell. |
Stats Needed: | The Stats Needed determines how high various Stats must be in order to cast a spell. One also needs to be able to wield the catalyst used. Pyromancies do not require any stats, Sorceries require a minimum Intelligence, Miracles require a minimum Faith. |
Dex Reduction: | The number of frames by which the startup of a spell is shortened at 45 dexterity, see Casting Speed. |
NPC Trainer, Training Cost: |
The NPC who can teach the player the spell for the Training Cost. |