Gloves worn by merchants from Lanafir.
Lanafir is the farthest land to the south
and follows a strict edict of isolationism. The
rare visitor from Lanafir is always a little odd.
Part of the Traveling Merchant Set.
|Name||Physical Defense||Elemental Defense||Resistance||Poise||Durability||Weight||Attributes Required||Physical DEF Bonus|
|Traveling Merchant Gloves||37/39/35/35||10/11/12/10||13/14/0/0||0||60||3.8||-/-/-/-||D|
|Name||Physical Defense||Elemental Defense||Resistance||Materials Cost||Souls Cost|
|Travelling Merchant Gloves +0||37/39/35/35||10/11/12/10||13/14/0/0||N/A||N/A|
|Travelling Merchant Gloves +1||40/42/38/38||11/12/13/11||14/15/0/0||1x Titanite Shard||150|
|Travelling Merchant Gloves +2||44/46/42/42||12/13/14/12||15/17/0/0||2x Titanite Shard||180|
|Travelling Merchant Gloves +3||47/50/45/45||13/14/15/13||16/18/0/0||3x Titanite Shard||220|
|Travelling Merchant Gloves +4||51/54/49/49||14/15/16/14||18/20/0/0||1x Large Titanite Shard||290|
|Travelling Merchant Gloves +5||55/58/53/53||15/17/18/15||19/21/0/0||2x Large Titanite Shard||330|
|Travelling Merchant Gloves +6||58/62/56/56||16/18/19/16||20/23/0/0||3x Large Titanite Shard||360|
|Travelling Merchant Gloves +7||62/66/60/60||17/19/20/17||22/24/0/0||1x Titanite Chunk||440|
|Travelling Merchant Gloves +8||65/70/63/63||18/20/21/18||23/26/0/0||2x Titanite Chunk||470|
|Travelling Merchant Gloves +9||69/74/67/67||19/21/22/19||24/27/0/0||3x Titanite Chunk||510|
|Travelling Merchant Gloves +10||73/78/71/71||21/23/24/21||26/29/0/0||1x Titanite Slab||580|
|Physical Defense:||The Physical Defense attribute dictates how resilient the piece of armor is to a certain physical damage type.
The physical stats for a piece of armor are W / X / Y / Z:
|Elemental Defense:||The Elemental Defense attribute dictates how resilient the piece of armor is to a certain elemental damage type.
The magical stats for a piece of armor are W / X / Y / Z:
|Resistance:||The Resistance dictate how resilient the piece of armor is to status ailments.
The properties for a piece of armor are W / X / Y / Z:
|Poise:||Dictates how resilient the piece of armor is to hitstun. A higher poise gives a greater chance that the player will not be interrupted or staggered when hit.|
|Durability:||The durability of the armor. The effectiveness of the armor will severely deteriorate when the durability falls below a certain threshold, and the armor will become unusable and need to be repaired by a blacksmith once it reaches 0. Durability deterioration that does not reach 0 will be automatically repaired upon resting at a bonfire.|
|Weight:||The weight of the piece of armor. Note that equipping over certain amounts of your equip burden may alter movement and roll speed, as well as other factors when playing the game.|
|Attribute Requirements:||Determines how high certain attributes must be in order to wear the armor effectively. Most pieces of armor do not have any such requirements.
The required attributes are W / X / Y / Z:
|Physical DEF Bonus:||The influence of the character's Physical DEF stat on the effectiveness of armor worn.
The possible ratings (from greatest bonus to least bonus) are: S, A, B, C, D, E.