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ASHENBORNEELDEN RING REFERENCE

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Game data · App / Regulation 1.17
Mantle of Thorns iconSorcery

Spells · Sorcery

Mantle of Thorns

Adds 87 physical attack power to a qualifying body contact. This is attack power before the contact's damage calculation and target defenses, so it does not guarantee 87 HP damage. Compatible pieces add their contributions when the actual contact matches their native body-part mask. It does not add this value to ordinary weapon AR, create a hit when the roll misses or make one roll connect a fixed number of times. Lasts 30 seconds before a supported spell-duration extension. Its self-inflicted blood-loss buildup is a separate activation effect.

FP cost9
Memory slots1
Requires20Fai

Reference values

Type
Sorcery
FP cost
9
Memory slots
1
Stamina cost
22
Requires
20Fai
Spell school
Thorn sorceries

Effects

Adds 87 physical attack power to a qualifying body contact. This is attack power before the contact's damage calculation and target defenses, so it does not guarantee 87 HP damage. Compatible pieces add their contributions when the actual contact matches their native body-part mask. It does not add this value to ordinary weapon AR, create a hit when the roll misses or make one roll connect a fixed number of times. Lasts 30 seconds before a supported spell-duration extension. Its self-inflicted blood-loss buildup is a separate activation effect.

Costs 50 HP for the confirmed cast. This is separate from its FP cost and self-inflicted blood-loss buildup. Healing modifiers do not reduce this HP cost. A chained cast needs its own confirmed casting event.

Adds 25 blood-loss buildup to you once per confirmed cast, separately from the spell's HP and FP costs. Your current bleed meter and Robustness threshold determine whether it triggers hemorrhage. A proc removes 15% of your maximum HP plus 100 HP. Enemy contacts do not charge this casting penalty again.

Technical details

Body Contact Physical Attack Power

Adds 87 physical attack power to a qualifying body contact. This is attack power before the contact's damage calculation and target defenses, so it does not guarantee 87 HP damage. Compatible pieces add their contributions when the actual contact matches their native body-part mask. It does not add this value to ordinary weapon AR, create a hit when the roll misses or make one roll connect a fixed number of times. Lasts 30 seconds before a supported spell-duration extension. Its self-inflicted blood-loss buildup is a separate activation effect.

  • attribute: Body Contact Physical Attack Power
  • duration: 30
  • model: additive
  • type: positive
  • value: 87

Health Points

Costs 50 HP for the confirmed cast. This is separate from its FP cost and self-inflicted blood-loss buildup. Healing modifiers do not reduce this HP cost. A chained cast needs its own confirmed casting event.

  • activation: once
  • attribute: Health Points
  • model: additive
  • type: negative
  • value: -50

Bleed Buildup

Adds 25 blood-loss buildup to you once per confirmed cast, separately from the spell's HP and FP costs. Your current bleed meter and Robustness threshold determine whether it triggers hemorrhage. A proc removes 15% of your maximum HP plus 100 HP. Enemy contacts do not charge this casting penalty again.

  • activation: once
  • attribute: Bleed Buildup
  • model: additive
  • target: self
  • type: negative
  • value: 25

In-game description

Sorcery of those who abandoned the practice of incantations after devout faith rewarded them with only despair.

The caster wounds their own flesh using impenetrable thorns grown from the Scadutree, which then cover the body entirely.

Once covered, dodge rolls will damage enemies.

The image of the misshapen Scadutree is an edict:

Spurn all that exists. Wound all that exists.

For we have been abandoned.

Where to find

Ulcerated Tree Spirit in drained Church District

Scadu Altus

Starting Site of Grace: Sunken Chapel

Before you go

  • To enter the Realm of Shadow, defeat Starscourge Radahn and Mohg, Lord of Blood, then touch the withered arm in Mohg's arena at Mohgwyn Palace.
  1. From Highroad Cross in Scadu Altus, follow the road east to Moorth Ruins and activate the grace beside the cross.
  2. Pass through the large stone arch east-southeast of the grace. At the house ahead, turn left toward the leaning tower. Avoid the large open shaft behind the house, which is too deep for a direct drop.
  3. Find the smaller gap between the broken building and the rock wall in front of the leaning tower. Drop onto the balcony-like ledge, turn right past the dogs and follow the cave inward.
  4. In the open chamber at the end, take the back-left ledges down onto the lower roof. Look for the small shrine guarded by three Inquisitors and collect Golden Arcs from the chest inside.
  5. To continue east, drop from the lower roof to the ground and take the cave beside the building on the left. Follow it to the long ladder and climb out of the well at Bonny Village grace.
  6. Go east through Bonny Village, watching for the large cleaver-wielding villagers, and cross the two suspension bridges. The second brings you to Bridge Leading to the Village grace.
  7. Follow the road north through the woods to Church District Highroad grace. Take the northwestern road through the entrance tunnel and activate Church District Entrance inside Shadow Keep. This eastern entrance leads to the flooded district, rather than the main-gate Hippopotamus arena.
  8. Jump from the entrance ledge onto the first roof below. Follow its northwestern edge and jump from the raised roof section to the stone wall opposite, rather than taking the southwestern log platforms toward different loot.
  9. Follow the wall around and climb its northeastern rise. Jump to the next roof northwest, where a Fire Knight patrols. Clear it or make enough room to continue safely.
  10. Cross toward the next large church and jump onto the sloping stone support on your left. Walk southwest up that support to the high roof, then use the broken roof opening to drop onto the central beam below.
  11. Follow the beam to the adjoining upper corridor and drop through the opening in its floor onto the raised church passage. Stay above the water and continue northwest; the Prayer Room door is a separate side destination.
  12. Pass the small side room holding a Rune of an Unsung Hero and continue into the corridor patrolled by two Fire Knights. The first left exit leads toward the drainage wheel, while the later left exit leads to the Storehouse lift.
  13. Take the first left exit and cross the small bridge outside. Clear the bats, go up the steps and jump the narrow gap in the walkway before the tall lamp.
  14. Climb the ladder to the large wheel and operate it from the side to drain the district. This permanently opens the lower ground for the current journey.
  15. Climb back down and use the nearby doorway and lower platforms to descend to the exposed ground. Enter the small chapel nearby and activate Sunken Chapel grace.
  16. From Sunken Chapel, go northeast toward the large withered tree in the northern part of the drained district.
  17. Approach the withered tree to trigger its Ulcerated Tree Spirit and defeat it for Mantle of Thorns. The other tree spirit in the district gives a different reward.

Notes

  • Requires 20 Faith and one memory slot and is cast with a glintstone staff. It costs 9 FP and 50 HP, adds 25 blood loss buildup to you on casting, and lasts 30 seconds.
  • The thorns make your dodge rolls damage enemies they touch. Their added physical attack power is a fixed 87 before the target's defenses, so the enemy does not automatically lose 87 HP with every roll. This is different from the magic damage of the three offensive thorn spells.
  • A stronger casting staff does not raise that fixed rolling damage. Staff of the Guilty and Alberich's thorn-sorcery bonuses do not strengthen this buff, despite its thorn theme.
  • It can be used alongside Briar armor's contact damage. You do not need that outfit for the sorcery to work, and wearing it does not remove the spell's FP and health costs.
  • The buff does not improve your dodge invulnerability or make it safe to roll into every attack. Use the extra contact damage while dodging normally, especially against an enemy with very little health remaining.
  • The specific Tree Spirit near the withered tree in the drained Church District awards this spell. The other Tree Spirit has a different reward; neither is the Scadutree Avatar boss below the keep.
  • The 25 Blood Loss buildup belongs to the casting cost applied to you. It is not a promise of 25 enemy buildup with each roll, and repeatedly casting while your own meter is high can trigger Blood Loss.