Traveling Merchant Hat
traveling merchant hat

In-Game Description

Hat worn by merchants from Lanafir,
where blue represents knowledge.
Wearing this increases item discovery.

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.

Effect: Raises item discovery

Availability

General Information

Name Physical Defense Elemental Defense Resistance Poise Durability Weight Attributes Required Physical DEF Bonus
Traveling Merchant Hat 25/27/24/24 7/8/8/7 9/10/0/0 0 60 2.6 -/-/-/- D

Upgrades

Requires Titanite.

Name Physical Defense Elemental Defense Resistance Materials Cost Souls Cost
Traveling Merchant Hat +0 25/27/24/24 7/8/8/7 9/10/0/0 N/A N/A
Traveling Merchant Hat +1 27/29/26/26 7/8/8/7 9/11/0/0 1x Titanite Shard 130
Traveling Merchant Hat +2 30/32/28/28 8/9/9/8 10/12/0/0 2x Titanite Shard 160
Traveling Merchant Hat +3 32/34/31/31 9/10/10/9 11/13/0/0 3x Titanite Shard 190
Traveling Merchant Hat +4 35/37/33/33 9/10/11/9 12/14/0/0 1x Large Titanite Shard 250
Traveling Merchant Hat +5 37/40/36/36 10/11/12/10 13/15/0/0 2x Large Titanite Shard 290
Traveling Merchant Hat +6 40/42/38/38 11/12/13/11 14/16/0/0 3x Large Titanite Shard 320
Traveling Merchant Hat +7 42/45/40/40 11/12/14/11 15/17/0/0 1x Titanite Chunk 380
Traveling Merchant Hat +8 45/47/43/43 12/13/15/12 16/18/0/0 2x Titanite Chunk 410
Traveling Merchant Hat +9 47/50/45/45 13/14/16/13 17/19/0/0 3x Titanite Chunk 440
Traveling Merchant Hat +10 50/53/48/48 14/15/17/14 18/20/0/0 1x Titanite Slab 500

Key

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:
  • W is base Physical DEF
  • X is defense vs. striking attacks
  • Y is defense vs. slashing attacks
  • Z is is defense vs. thrusting attacks
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:
  • W is defense vs. magic attacks
  • X is defense vs. fire attacks
  • Y is defense vs. lightning attacks
  • Z is defense vs. dark attacks
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.
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