Reference values
- Type
- Ashes of War
- Default affinity
- Occult
- FP cost
- 14 FP
- Skill
- Lifesteal Fist
About this Ash of War
A successful grab costs 14 FP and restores 30% of your maximum HP over the full drain: three 5% heals and a final 15%. Ordinary weapon punches do not gain this healing.
The opening costs 15 stamina and needs an eligible humanoid target. Omens and Crucible Knights can be grabbed, but ordinary animals and most large bosses cannot.
Against an ineligible target the opening punch can still deal damage without the drain animation or healing. Missing the grab is not a way to recover HP.
Technical details
- Skill ID
- 205
- Default affinity
- Occult
- Armament categories
- Fist, Claw, Hand-to-Hand, Beast Claw
- Recorded affinities
- Standard, Heavy, Keen, Quality, Poison, Blood, Occult
- useMagicPoint_L2
- 14
In-game description
This Ash of War grants an armament the Occult affinity and the following skill:
"Lifesteal Fist: Skill that demonstrates mastery of the art of controlling vital energies.
A slow, controlled punch with an energy-infused fist that renders foes unconscious and steals their HP. Only effective against foes of human build."
Usable on fists and claws.
Where to find
Scarab northwest of Astray from Caelid Highway North
Caelid
Starting Site of Grace: Astray from Caelid Highway North
- Follow the western Caelid road south from Smoldering Wall to Astray from Caelid Highway North.
- Head northwest from the grace along the open ground beside the highway. Look for the scarab rolling near the road rather than descending into the swamp.
- Kill it before it escapes to receive Lifesteal Fist. Ensha's invasion and the Clinging Bone are separate acquisitions.
Notes
- A successful grab costs 14 FP and restores 30% of your maximum HP over the full drain: three 5% heals and a final 15%. Ordinary weapon punches do not gain this healing.
- The opening costs 15 stamina and needs an eligible humanoid target. Omens and Crucible Knights can be grabbed, but ordinary animals and most large bosses cannot.
- Against an ineligible target the opening punch can still deal damage without the drain animation or healing. Missing the grab is not a way to recover HP.
- Uses a portion of the weapon's attack power plus an independent Magic addition. That extra Magic improves through Arcane and weapon upgrades rather than Intelligence.
- The full grab repeats its damaging contacts. A weapon with a compatible Physical affinity can add a Magic grease or Scholar's Armament coating to those contacts; Occult affinity gives up ordinary coating compatibility.
- Arcane investment and a Magic coating are different approaches rather than automatic extra bonuses that every affinity can combine. Clinging Bone has stronger native Arcane scaling but cannot use the coating option.
- The attack carries no ordinary weapon status buildup. Equipping Blood claws does not make each grab contact apply their listed Blood Loss.
- Shard of Alexander improves the skill. Dagger Talisman has a special interaction with the grab, but other critical rewards such as Assassin's Cerulean Dagger and Blade of Mercy do not automatically activate.
- The grab can build consecutive-hit effects. It is not a charged skill, so Godfrey Icon does not apply.
- The Physical contact is Standard rather than Pierce, despite the forward punch. Its ordinary weapon class does not make Spear Talisman apply to this particular attack.
- The startup is slow and short-ranged. Choose a target recovery window instead of expecting the grab to protect you before it connects.
- Compatible weapon classes: Fist, Claw, Hand-to-Hand, Beast Claw. A weapon with a fixed skill cannot use this Ash of War.
- Its default affinity is Occult. The supported choices are Standard, Heavy, Keen, Quality, Poison, Blood and Occult; the appropriate whetblade is needed for additional options.