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sorcerers_staff.png

Sorcerer's Staff

icon-wp_physicalAttack.png
60 physical_defense-shield-icon.jpg 25
icon-magicbonus.png
-
magic_defense-shield-icon.jpg
20
icon-firebonus.png
-
fire_defense-shield-icon.jpg
10
icon-lightningbonus.png
- lightning_defense-shield-icon.jpg 10
icon-darkbonus.png
-
icon_weight.png
15
critical.png
100 icon-wp_stability.png 10
icon_weight.png 2.0
icon-durabilitiy.png
50
Aux None 100
Requirements & Bonus
icon-strength_22.png
icon-dexterity_22.png
icon-intelligence_22.png
icon-faith_22.png
E - B -
6
-
10
-
weapon_type-icon.jpg Staves damage_type-icon.jpg Strike
skill-icon.jpg Steady Chant icon_fp_cost.png 7  (-/-)

Sorcerer's Staff is a Weapon in Dark Souls 3.



Staff used to cast sorceries. A common catalyst given to sorcerers of the Vinheim Dragon School.

Equip a catalyst to use sorceries. Sorceries must be attuned at a bonfire before use.

Skill: Steady Chant
Boost the strength of sorceries for a very short period. Works while equipped in either hand.



Notes and Tips:

  • Cannot be Infused or Buffed.
  • Reinforced with Titanite.
  • At 60 INT it has a spellbuff of 226.



Location/Where to Find

  • Starting equipment for the Sorcerer and Assassin
  • Dropped by Undead Mages after the Halfway Fortess bonfire at Road of Sacrifices.
  • Can be bought from the Shrine Handmaid in Firelink Shrine




Youtube Moveset and Location Videos:

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  • ??
  • ??

 


 

Sorcerer's Staff Upgrade Table

Requires 900 souls and 12 Titanite Shards to + 3; 1350 souls and 12 Large Titanite Shards to + 6; 1800 souls and 12 Titanite Chunks to + 9; ?? souls and ?? ore to + ??

  Attack ValuesBonus Parameter Bonus Auxiliary Effects Damage Reduction (%)
Name
icon-wp_physicalAttack.png
icon-magicbonus.png
icon-firebonus.png
icon-lightningbonus.png
icon-darkbonus.png
Strength Bonus
Dexterity Bonus
Intelligence Bonus
Faith Bonus
icon-wp_poisonbld.png
frost.png
icon-wp_bleed.png
icon-wp_physicaldef.png
icon-wp_magicdef.png
icon-wp_firedef.png
icon-wp_lightningdef.png
icon-wp_darkdef.png
Regular 60 - - - - E - B - - - - 25 20 10 10 15
Regular +1 67 - - - - D - A - - - - 25 20 10 10 15
Regular +2 75 - - - - D - A - - - 25 20 10 10 15
Regular +3 82 - - - - D - A - - - - 25 20 10 10 15
Regular +4 90 - - - - D - A - - - - 25 20 10 10 15
Regular +5 97 - - - - D - A - - - - 25 20 10 10 15
Regular +6 105 - - - - D - A - - - - 25 20 10 10 15
Regular +7 112 - - - - D - A - - - - 25 20 10 10 15
Regular +8 120 - - - - D - A - - - - 25 20 10 10 15
Regular +9 127 - - - - D - A - - - - 25 20 10 10 15
Regular +10 135 - - - - D - A - - - - 25 20 10 10 15

 




Table Key

 

Requirement Parameter Bonus Attack Values Damage Reduction % Auxiliary Effects Others
icon-strength_22.png Strength
icon-strength_22.png Strength
icon-wp_physicalAttack.png Physical  Physical icon-wp_bleed.png Bleeding  Durability
icon-dexterity_22.png Dexterity
icon-dexterity_22.png Dexterity
icon-magicbonus.png Magic  Magic icon-wp_poisonbld.png Poison

 Weight

icon-intelligence_22.png Intelligence
icon-intelligence_22.png Intelligence
icon-firebonus.png Fire  Fire Frost Frost  
icon-faith_22.png Faith
icon-faith_22.png Faith
icon-lightningbonus.png Lightning  Lightning  Curse  
    icon-darkbonus.png Dark  Dark    
    Critical Critical
 Stability
   
    Spell Buff Spell Buff
     
     Range      

Parameter Bonus: Strength, Dexterity,Magic, Fire, Lightning and Dark bonuses - The scaling multiplier applied to the [Attack: stat]. Scaling quality is from highest to lowest as follows: S/A/B/C/D/E.The higher the player's [Str, Dex, Mag, Fire, Light] stat, the higher the [Attack Bonus: Stat] is (found on the player status screen). The higher the scaling letter, the higher the percent multiplier applied to the [Attack: Stat].This resulting bonus damage is added to the base physical damage of the weapon and is shown in the equipment screen in blue numbers as a "+ X". 
Durability: The weapon's HP, when the durability hits 0, the effectiveness of its attacks become weakened to the point of almost uselessness. When an items durability is low, a message will come up saying "Weapon At Risk!" at this point the weapon does not perform at it's best.
Weight: How much the item weights when equipped. 
Stability: How well the player keeps stance after being hit
Attack Type: Defines what kind of swing set the weapon has: Regular(R), Thrust(T), Slash(Sl), Strike(St)



|  Atonement  | |  Blessed Weapon  | |  Bountiful Light  | |  Bountiful Sunlight  | |  Caressing Tears  | |  Dark Blade  | |  Darkmoon Blade  | |  Dead Again  | |  Deep Protection  | |  Divine Pillars of Light  | |  Dorhy's Gnawing  | |  Emit Force  | |  Force  | |  Gnaw  | |  Great Heal  | |  Great Magic Barrier  | |  Heal  | |  Heal Aid  | |  Homeward  | |  Lightning Arrow  | |  Lightning Blade  | |  Lightning Spear  | |  Lightning Stake  | |  Lightning Storm  | |  Magic Barrier  | |  Med Heal  | |  Projected Heal  | |  Replenishment  | |  Sacred Oath  | |  Sunlight Spear  | |  Tears of Denial  | |  Vow of Silence  | |  Way of White Corona  | |  Wrath of the Gods  |



    • Categorizing12 Jun 2016 05:47  

      I definitely feel as though there should be a different section for catalysts, other than "weapon" it would make navigating the catalyst much easier...

      • stats for +10 sorcerers staff25 May 2016 10:33  

        physical 135<br/>magic 0<br/>fire 0<br/>lightning 0<br/>dark 0<br/><br/>scaling:<br/>STR D<br/>DEX -<br/>INT A<br/>FTH -<br/><br/>Auxiliary effects:<br/><br/>Poison -<br/>Frost -<br/>Bleed -<br/><br/>Damage reduction %:<br/>Physcial 25.0<br/>Magic 20.0<br/>Fire 10.0<br/>Lightning 10.0<br/>Dark 15.0<br/>

        • Upgrade observations Sorcerer VS Heretic15 Apr 2016 09:24  

          Leveling up my Sorcerer Staff and Heretic Staff to do some experimenting showed me something interesting. At Int30 and with +4 staves, magic buff is 137 for Sorcerer and 134 for Heretic. I tried casting a variety of spells at the same mob, noting that indeed, my Sorcerer Staff flat out-damage my Heretic Staff at this point.<br/><br/>This leads me to a few conclusions:<br/>- Magic Buff shown is the TOTAL after scaling for your character. This explains why people have conflicting reports on what the base Magic Buff is on various staves.<br/>- A Scaling is apparently not always the same. This is not new in Souls games, but clearly, higher Int investment result in different pay-off, even if both say "A" scaling<br/>- Staves with high base modifiers are good for dabblers, staves with lower base but higher scaling is best for dedicated casters (30+ int). Think of it as the "Raw" of staves.<br/><br/>Beyond this, I noticed that the Sorcerer staff consumes noticeably less stamina when casting big spell than the Heretic Staff, meaning you will get off more casts too. Did not see a clear difference in casting speed at Dex15+Sage Ring

          • Upgrading Staff15 Apr 2016 01:30  

            There seem to be a lot of people saying Spell Buff increases with upgrades, but in my own testing Spell Buff did not change for me from 0 to +1. I even tested Soul Arrows on the hollows outside Firelink and before and after upgrade I did 93 damage every time. This was done as a Sorcerer with starting Intelligence. It's possible you need to upgrade it further to see a difference in Spell Buff, but again, everyone seems to be saying something different. Maybe some people aren't understanding that while the INT scaling does go up, that only applies to using the staff as a melee weapon (unlike in DS2 where scaling on spell catalysts did apply to spell damage).

            • A column needs to be added for spell buff13 Apr 2016 21:39  

              Spell buff does increase with reinforcement, I have a sorcerer's staff +1 and my spell buff is now 105 up from 100. However i'm looking to increase to +2 and the game is not showing another increase in spell buff, only an increase in the physical strike damage of the weapon. I imagine that i would get another increase to spell buff at a higher reinforcement. I would really like to see this information on the wiki.

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