In-Game Description
Elementary sorcery.
Fire a soul arrow.
Soul arrows inflict magic damage, making them
effective against iron armor, tough scales,
and other physically resilient materials.
Availability
- Sorcerer starting sorcery
- Sold by Griggs of Vinheim to characters with an Intelligence of 10 or higher in Firelink Shrine for 1,000 Souls.
- Sold by Rickert of Vinheim to characters with an Intelligence of 15 or higher in New Londo Ruins for 1,000 Souls.
- Sold by Big Hat Logan to characters with an Intelligence of 15 or higher in Firelink Shrine for 1,000 Souls.
- Sold by Big Hat Logan in The Duke's Archives without an Intelligence requirement for 1,000 Souls.
General Information
MagAdj Modifier | Uses | Duration | Dex Reduction | Stats Needed | Slot Cost | NPC Trainer | Training Cost |
---|---|---|---|---|---|---|---|
0/1.1/0/0 | 20 | - | 5 frames | 10 Int | 1 Attunement Slot | Griggs of Vinheim Rickert of Vinheim Big Hat Logan |
1,000 Souls 2,000 Souls 1,000 Souls |
- Shoots a projectile in the direction the players faces. 20 ingame units range. Has a slight homing effect on locked-on enemies.
- Is in a family of spells consisting of: Soul Arrow, Great Soul Arrow, Heavy Soul Arrow, Great Heavy Soul Arrow.
- 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
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. |