Dark Souls 3 Magie Slots

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Equip Slot Manipulation is a glitch in Dark Souls which allows you to equip items in different equipment slots than normally possible. Sometimes this will result in the item being turned into an entirely new item that the player may not actually possess yet. It was discovered in February 2018 by Flex.

Dark Souls III is an action role-playing video game developed by FromSoftware and published by Bandai Namco Entertainment for PlayStation 4, Xbox One, and Microsoft Windows. The fourth installment of the Souls series and the final installment of the Dark Souls trilogy, the game was released in Japan in March 2016 and worldwide a month later. 18+ New eligible UK players only. Select Casino offer on sign-up and deposit. 4 deposits of £10, £20, £50, £100 matched with a Dark Souls 3 Magie Slots bonus cash offer of same value (14 day expiry). 35x real money cash wagering (within Dark Souls 3 Magie SlotsDark Souls 3 Magie Slots bonus cash offer of same value (14 day expiry).

There is a total of 22 Magic Spells available in Demon's Souls. Magic Spells are affected by Magic Power, which increase their efficiency. In order to equip Magic Spells players will need to have enough Magic Slots which are provided by Intelligence. 40 Intelligence points provides a maximum of six Magic slots.

Procedure

In order to use this glitch, you first need to overload your inventory past the weight limit. The weight limit is a leftover mechanic from Demon's Souls, preventing any items from being picked up past the weight limit. In Dark Souls the limit equals 10 000 units. The best way to cross the weight limit is to buy 999 of a single weapon or armor piece via Quantity Storage. A good example would be buying 999 of the Pike from Andre since it weighs 10 units, is cheap and quickly accessible.

Once your inventory is overloaded, you need to follow these steps:


0: Have at least one ring equipped that is not the Ring of Favour and Protection.

1: Choose the equipment slot you want equip the item into. Then check the Pointer Chart below and see which other slot points towards the slot you have chosen. For example if you want to equip an item into the primary right hand slot (index 0), the slot that points towards it is the secondary right hand slot (index 1). This pointer slot is what you need for the next step.

2: Go to your equipment screen and enter the slot of the items you want to use for this glitch. For example if you want to turn a consumable into a ring, you need to open a consumable slot. You can close the menu now for most equip manipulations, but for some you want to keep the menu open at this point. Keeping the menu open will allow you to equip any items from the list into the new equipment slot, whereas closing the menu will be more restricted, for example you can't turn weapons into armor if you close the menu. More info in Equipping Any Item In Any Slot.

3: Execute any action that prevents you from going into an equipment slot, for example attacking or using an item. If you still have the menu open from step 2, you can fall off a ledge for example instead. Then during that action or fall press A on the pointer slot from step 1. This will on the surface do nothing, which is supposed to happen. Do not close the menu yet.

4: Now try to unequip one of the rings you have equipped. A messagebox saying '?Dialog?' should appear. Confirm the messagebox and the game will bring up the inventory equipment list for the slot you've chosen earlier in step 2 with the item list from the slot you selected in step 1.

5: Equipping items from the list now will either result in the same item being assigned to the slot, or an empty item, or, if the ID of the item you are trying to equip corresponds to the ID of an item from the other category, you will equip an entirely different item instead. The possible item conversion can be seen in the Item Tables section below.

Pointer Chart

Equipping Any Item In Any Slot

As mentioned in Procedure, in order to be able to equip any item in any slot, the equipment menu has to stay opened during the entire process of ESM. If the menu is closed, the choice of possible equip manipulations is somewhat limited. For example trying to equip weapons into the armor slot that have a corresponding armor ID will fail due to the weapons with valid IDs simply not being listed as options. Staying in the menu keeps all options available to the player. This also allows to equip weapons into ammunition slots and they will be properly displayed on the back of the character since arrows/bolts are considered the same item type as weapons. Weapons will not be of any particular use in that slot but may be appealing fashion options as they do not incur any equip load when equipped there.


Accessing Spells, Keys or other non-consumable Goods

In order to equip all possible Goods the player carries right now in any given slot (i.e. Keys, Spells, ...) and not only consumables, the player has to essentially perform ESM twice in a row. Follow these steps:


1: Open a consumable list in your equipment screen, close the menu.

2: Perform ESM as normal by trying to equip a consumable in your second ring slot (that means your pointer slot will be the head piece armor slot, see the pointer chart), but do not actually equip the consumable.

3: After bringing up the list that allows you to equip the consumable, close it again, but now do not close the menu.

4: Perform ESM now again without closing the menu. Now you can choose whatever slot you want to equip any consumable into.


This allows you to equip Keys for example in your arrow slot, or Spells in armor slots, some of which will correspond to other hairstyles, essentially allowing you to change your hairstyle.

Discovered by: Androv


Items equipped as Ammo and their corresponding model types

If an item is equipped as ammunition, then different items will actually result in different arrow/bolt models being shown when drawing the bow/crossbow.

The following table lists all arrow and bolt types and their corresponding IDs:

IDArrowIDBolt
2000000Standard Arrow2100000Standard Bolt
2001000Large Arrow2101000Heavy Bolt
2002000Feather Arrow2102000Sniper Bolt
2003000Fire Arrow2103000Wood Bolt
2004000Poison Arrow2104000Lightning Bolt
2005000Moonlight Arrow
2006000Wooden Arrow
2007000Dragonslayer Arrow
2008000Gough's Greatarrow
2009000Arrow2109000Bolt

In order to figure out which item will result in what ammo model, the item ID and ammo ID have to be taken into account. The formula for the corresponding arrow type is as follows:

AmmoID = (ItemID % 10000) - (ItemID % 1000)

This results in a 4 digit ID telling you which arrow/bolt model the game will display. The 4 digit ID for each arrow/bolt has been highlighted in the table above. If there is no matching ammo type, the game will simply not display any model.

Note, that firing an item other than the intended arrow/bolts will result in no projectile actually being fired. The model being discussed here is simply the model displayed when drawing the bow/crossbow with the item equipped as ammunition.

Slots


Example: The Gargoyle's Halberd has a corresponding ID of 1103000. Inputting it into the formula above gives us the 4 digit ID 3000. The corresponding arrow type is the Fire Arrow and the corresponding bolt type is the Wood Bolt, so those will be displayed when the Gargoyle's Halberd is equipped into an ammo slot and being shot with a bow/crossbow. The same is true for any upgraded versions of the Gargoyle's Halberd. For example, the Lightning Gargoyle's Halberd has an ID of 1103200. Via the formula this still results in a 4 digit ID of 3000, giving it the same arrow/bolt types.

Discovered by: HotPocketRemix

Stale Indexes

Another use of ESM is causing what is called a Stale Index. For each consumable item equipped in your hotbar the game saves the corresponding index of the item in your inventory. So for example your inventory might have 100 items and the consumable might be the 50th item in your inventory. So when the consumable is equipped in the hotbar the game saves the index 50 for that particular hotbar slot. Then the game reads out the item ID of the item using that index to know which item you have put in the slot.

Under normal circumstances, should the item be used up by the player, the game will check the hotbar if it has been equipped there, and if yes, clears that hotbar slot's inventory index. However, the game only checks for the first occurrence of an item in the hotbar and does not check for other occurrences, as it is normally not possible to equip the same item twice or more in the hotbar. But ESM allows you to do just that with the following procedure:


1: Equip any consumable (ideally a throwaway one as you will use it up) in the hair slot using the instructions in Procedure.

2: Equip the same consumable in your hotbar slots. You will find that unlike normal, you can equip the item in the hotbar as often as you want without it being removed from the other slot(s).

3: Use up the consumable. The first occurrence of it in the hotbar will be cleared, but all the others remain.


Now you have what is referred to as a Stale Index for every remaining hotbar slot which also contained the item. The item has been removed from the inventory and its place in the inventory has been cleared up. Following the example above, this means that the index 50 in your inventory is simply empty and does not contain any item as the game does not reorder the inventory indexes internally at all. The indexes of the remaining hotbar slots are therefore stale. This results in the game trying to read out an invalid item for the remaining hotbar slots. Each one will show ?GoodsName? as its name since that is the default placeholder name for an invalid item. The interesting part now is that if another item is picked up or bought, it will fill up the stale index in the inventory. As the hotbar slots still simply read out the 50th index, they will show the info of the new item. The info will not be properly displayed for all items such as weapons, but most will show up. The new item will not be usable though, which means it's not a particularly useful glitch as of right now.

Discovered by: Kahmul, TKGP

Item Tables

Consumables <-> Rings Table
IDConsumableDirectionRing
100White Sign Soapstone<-->Havel's Ring
101Red Sign Soapstone<-->Red Tearstone Ring
102Red Eye Orb<-->Darkmoon Blade Covenant Ring
103Black Separation Crystal<-->Cat Covenant Ring
106Orange Guidance Soapstone<-->Thunder Stoneplate Ring
108Book of the Guilty<-->Speckled Stoneplate Ring
109Eye of Death<-->Bloodbite Ring
111Cracked Red Eye Orb<-->Tiny Being's Ring
113Blue Eye Orb<-->Cursebite Ring
114Dragon Eye<-->White Seance Ring
115Black Eye Orb<-->Bellowing Dragoncrest Ring
116Black Eye Orb<-->Dusk Crown Ring
117Darksign<-->Hornet Ring
Armor <-> Weapons Table

The weapons to armor conversion is only possible if the equipment menu stays open during the entire ESM process.

IDArmorDirectionWeapon
100000Helm of Favor<-->Dagger
101000Embraced Armor of Favor<-->Parrying Dagger
102000Gauntlets of Favor<-->Ghost Blade
103000Leggings of Favor<-->Bandit's Knife
200000Helm of Thorns<-->Shortsword
201000Armor of Thorns<-->Longsword
202000Gauntlets of Thorns<-->Broadsword
203000Leggings of Thorns<-->Broken Straight Sword
210000Standard Helm<-->Darksword
211000Hard Leather Armor<-->Drake Sword
212000Hard Leather Gauntlets<-->Straight Sword Hilt
300000Thief Mask<-->Bastard Sword
301000Black Leather Armor<-->Claymore
302000Black Leather Gloves<-->Man-serpent Greatsword
303000Black Leather Boots<-->Flamberge
310000Priest's Hat<-->Black Knight Sword
311000Holy Robe<-->Greatsword of Artorias
312000Traveling Gloves<-->Greatsword of Artorias
350000Elite Knight Helm<-->Zweihander
351000Elite Knight Armor<-->Greatsword
352000Elite Knight Gauntlets<-->Demon Great Machete
400000Dingy Hood<-->Scimitar
401000Dingy Robe<-->Falchion
402000Dingy Gloves<-->Shotel
403000Blood-Stained Skirt<-->Jagged Ghost Blade
450000Brass Helm<-->Server
451000Brass Armor<-->Murakumo
453000Brass Leggings<-->Gravelord Sword
500000Hollow Thief's Hood<-->Uchigatana
501000Hollow Thief's Leather Armor<-->Washing Pole
503000Hollow Thief's Tights<-->Chaos Blade
600000Mask of the Mother<-->Mail Breaker
700000-<-->Hand Axe
701000-<-->Battle Axe
702000-<-->Crescent Axe
703000-<-->Butcher Knife
900000Head<-->Fists
901000Body<-->Caestus
902000Arms<-->Claw
903000Legs<-->Dragon Bone Fist
1000000Dragon Head<-->Spear
1001000Dragon Body<-->Winged Spear
1002000Dragon Arms<-->Partizan
1003000Dragon Legs<-->Demon's Spear
Goods -> Hair Table
IDGoodDirectionHair
1000Titanite Shard-->Shaved (Male)
1100Red Titanite Slab-->Receding
2100Master Key-->Male 12
2200--->Male 13
2500Lord Soul (Nito)-->Male 16
2600Weapon Smithbox-->Male 17
3000Soul Arrow-->Shaved (Female)
3100Magic Weapon-->Very Short
3300Magic Shield-->Straight A
3400Hidden Weapon-->Straight B
3500Cast Light-->Ponytail A
3600Resist Curse-->Ponytail B
3700White Dragon Breath-->Pigtails
4000Fireball-->Female 11
4100Combustion-->Female 12
4200Poison Mist-->Female 13
4300Iron Flesh-->Female 14
4400Power Within-->Female 15
4500Great Chaos Fireball-->Female 16
5000Heal-->Travel Hairstyle

External Resources

  • Tutorial by TKGPYT on YouTube
Retrieved from 'https://wiki.speedsouls.com/index.php?title=darksouls:Equip_Slot_Manipulation&oldid=14162'
Oct 24, 2016

Do you want to be able to take on full blasts of Crystal Soul Spear, and Soul Stream without a flinch?! Do you want to invade one against three Ultra Greatsword wielding scrubs, having them hammer away, without breaking guard?! Do you want to be able to take on the full aggro of Bosses, defending the weak and innocent souls, without losing a point of HP or Stamina?!!!
Then let's talk Tank.

Why Tank?


Most builds in Dark Souls 3 revolve around quick rolling and high Damage-Per-Second. The focus relies heavily on timing. Unlike its predecessors, in DS 3.
  • Poise heavily linked to attack animations.
  • Armor is weakened and un-upgradable.
  • Bosses/enemies are quicker, and far more aggresive.
  • Enemies are (generally) a lot less predictable.

Alternative builds are much more difficult to manage, early on, leaving many to return to the 'tried and true'. But a Tank build is still incredibly viable, and in the long run will make Dark Souls 3 a walk in the part.
Reasons to Tank:
  • Less dodging or worring about iframes.
  • Less focus on timing.
  • Invincible while shield is up and buffed (60-84 seconds at a time).
  • Can withstand more damage.
  • Can recoup better from mistakes.
  • Excellent for assisting in Boss Battles.
  • Excellent for backstabs.
  • In PvP, players will often exhaust themselves trying to break your guard. Easy punishment.

Weaknesses of Tank:
  • PvP duels can take much longer.
  • Bleed builds can break through your Tank defense.
  • Certain weapons, including those with shield piercing or area of effect, can still get through.
  • You must be wise in when to let down your guard.

Attribute Guide


Strength: 50. Not a point more. Not a point less. The most important aspect of Strength, in allowing you to carry the Tankiest shield.
Intelligence: 10. Not a point more. Not a point less. This will allow you to use 'Magic Shield'.
Vitality: At least 40 , probably more. Vitality adds both to your physical defense, as well as your equipment load. Your Tanky shield is heavy, your strength weapon will mostly likely be heavy too. Any equipment load left over will be taken up by your Tankiest armor
Vigor: 27-36. A little underpowered, but still important. Remember that your estus flask at max will only heal for 600HP. A large health pool is mainly required to give you a few extra hits before chugging. In total, a chugging Tank can endure 7000 damage at Vigor 27, but only 7157 at Vigor 36. Beyond Vigor 36, the returnes drastically diminish. But with a range of between 27 and 36, you should be able to take a number of direct heavy hits without dying.
Attunement: 10-18. You want at least one slot for your shield. The extra will allow you to cast for a couple extra buffs. Deep Protection and Sacred Oath will give you an extra 15% damage, and extra 15% damage reduction, additional stamina, and additional resistance. Well worth the investment, in certain situations.
Faith: 0-30. Depends on which spells you hope to use, and what levels you have to spare. Often beneficial over extra vitality/vigor.
Endurance: 20+/-. This determines for a Tank how many swings you'll get in, once your opponent has exhausted their stamina. Ideally, adjust according to the stamina requirements of your favorite weapon. 20 will get you in three swings of the heavier weapons.
Dexterity: 0-25. Around 10 is the basic requirement for most Tank weapons. A higher dexterity can be useful, in allowing you to use less Tanky weapons in exchange for Tankier armor.
Luck: 0. 'Where we're going, we don't need luck.' The only instances where this stat miiight be useful for TANK is with Anri's Straight Sword, or the spiked mace. But there are plenty of better alternatives.

Shields


Moaning Shield: Your primary shield, forever and ever. You can get access to it very early on, by murdering Morne. What makes this shield awesome? At +5 reinforcement, it has a stabability of the magic number 82. What's so magical about the number 82? It allows you to bring it up to 100, with a cast of magic shield. Magic shield lasts 60 seconds, increasing to 84 seconds with the Lingering Dragoncrest Ring +2. During that time, any and all attacks will be blocked without your stamina being drained so much as a tick. It's also got AMAZING resistance to all elemental damage. I have taken a full blast of Soul Stream, with less than 5% of my health lost. The nameless king's attacks are a breeze as well.
The second reason why this shield is so AWESOME, is for the help it can be in jolly Co-operation. Its special grants the same effect as the skull ring, bring boss aggro away from the puny non-tanks onto you. You can hide behind your MOANING SHIELD, while your 'special' friends slowly chip away at the bosses health.
Alternative Shields, worth mentioning:
Black Knight Shield: Farm this, as soon as you reach the Crucifixion Woods. It requires only Strength 18, and is hands down the best regular shield in the game. VERY high stabability for its requirements. Excellent resistance against fire, outclassed only by the Black Iron Greatshield. Stabability will reach 100% with Great Magic Shield, but for only 30-42 seconds, and requiring 18 intelligence.
Greatshield of GLORY: Useable at Strength 40, and with exceptional stabability (100% at +2 with magic shield). Sub-par elemental reduction. Also, it greatly reduces stamina regen. Use only is below 50 STR.
Black Iron Greatshield: Infuse with a fire gem, fully upgraded, will provide 99% fire damage reduction, while lowering the physical damage reduction to 95%. Useful, in certain circumstances.
Dragonslayer Greatshield: 100% physical reduction, 95% lightning reduction. This will make the Dragonslayer Armour and Nameless king a cakewalk. Other than that, its uses are limited.
Cathedral Knight Greatshield: Infused with deep, you have 99% dark reduction and 95% physical damage. Very situational.Dark souls 3 magie slots download
Lothric Knight Greatshield: Great against magic, but infusion does NOT bring it up to 99%.
Havel's Greatshield: Best resistances. VERY situational weapon art. Very heavy. Less stabability than the MOANING SHIELD +5. Not recommended.

Equipment Recommendations


Weapons


Weapon choice all depends on your stats and preference.
At 50 STR and 10 DEX
  • Yohrm's Great Machete +5 will give you the highest AR at 633.
  • Lorian's Greatsword, and the Dragonslayer Greataxe are excellent for non-physical damage.
  • A Heavy Broadsword +10 will bring you over 400AR. This will allow you swing quick and light, in addition to allowing for resin buffs.

Remember, you will be able to buff your weapons only through the pine bundles, and not through spells (lest your shield become un-TANKED).

Rings


  • Havel's Ring, for maximum equipment load.
  • Lingering Dragoncrest Ring for longer shield invincibility and longer self-buffs.
  • Ring of Steel Protection, for MOAR TANK.
  • The last ring in purely situational, but for the most part I go with the Chloranthy Ring.

Spells


  • Magic Shield: The only MUST. It will be able to make your MOANING SHIELD unstoppable for 60-84 seconds.
  • Deep Protection: +5% bonus to AR.
  • Sacred Oath: +10% bonus to AR and Damage Reduction. Stacks with Deep Protection.
  • Tears of Denial: Overwrites the two spells above. Still useful if your faith is before 15.
  • Gradual HP restoration spells are not recommended, as the lingering dragoncrest ring will slow down the HP per second gain (the amount gained in total will remain the same.

Lastly, for a catalyst, always use the Crystal Chime. For self buffs, and shield buffs, it doesn't matter one wit that you're missing the required stats. The chime works with both the magic shield spell, and any faith-buffs you choose.

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