Increases the damage of Messmer's Flame incantations by 3% and qualifying Fire Knight skill attacks by 8%. The headpiece alone provides both bonuses; the matching clothes are not required.
These values are for this piece. Your total also depends on your other armor and active effects.
Poise & status resistance
Higher resistance lets more buildup accumulate before a status triggers.
PoiseHelps resist staggering
5
ImmunityPoison and scarlet rot
24
RobustnessBlood loss and frostbite
16
FocusSleep and madness
23
VitalityDeath blight
24
Compare head armor
The ten same-slot pieces closest in weight to Messmer's Helm (Altered). Lower weight is lighter; higher poise, negation and resistance provide more protection. Negation differences are percentage points.
Increases the damage of Messmer's Flame incantations by 3% and qualifying Fire Knight skill attacks by 8%. The headpiece alone provides both bonuses; the matching clothes are not required.
The eligible incantations are Fire Serpent, Rain of Fire and Messmer's Orb. This is a bonus to those spells, not to every Fire attack or flame incantation.
The skill bonus covers qualifying attacks from Flame Skewer, Flame Spear, Messmer's Assault and the explosion of Flare, O Serpent. It does not increase every ordinary attack made with a Fire Knight weapon.
Technical details
Armor effects
Entry 1:
attribute: Attack Power
conditions:
Entry 1: Messmer's Incantation
model: multiplicative
type: positive
value: 1.03
Entry 2:
attribute: Attack Power
conditions:
Entry 1: Fire Knight Skill
model: multiplicative
type: positive
value: 1.08
In-game description
Black helm of Messmer the Impaler, crowned with two intertwined winged serpents.
Slightly enhances incantations of Messmer's flame as well as Fire Knight skills.
The winged snakes were Messmer's constant companions.
They were there when the base serpent was sealed away behind his eye. They were there through his eternity of suffering. They will accompany him yet, in his hideous new form, born when he destroyed the grace granted by his mother. They have accepted his fate as much as he.
Where to find
Finger Reader Enia, then tailoring at a grace
Roundtable Hold
Starting Site of Grace: Table of Lost Grace
Before you go
Obtain Messmer's Helm first.
Enter the Realm of Shadow after defeating Starscourge Radahn and Mohg, Lord of Blood, by touching the withered arm in Mohg's arena.
From Highroad Cross in Scadu Altus, follow the main road north to Shadow Keep's southern gate. Ride the entrance lift and activate Shadow Keep Main Gate grace.
Defeat Golden Hippopotamus in the plaza. This is the front-door route; the flooded Church District provides a different way into the keep.
From Main Gate Plaza, leave through the west-northwest doorway, pass through the armory and climb the stairs. Continue up the wooden steps to the dining hall, where two Black Knights guard the route.
Leave the dining hall through its southeastern exit to the upper rampart. Follow the rampart past the burning boats and watch for the small Shadow Militiamen hiding beside them.
Take the stairs leading north-northeast toward the large lift, passing the Fire Knight in front of it. Ride up and activate Storehouse, First Floor grace.
Inside the storehouse, use the stairs behind the central specimen to climb through the book-lined galleries. Stay on the ascending route rather than taking the side lift toward West Rampart.
On the third-floor walkway, get past the Fire Knight and the small ambushers. Jump onto the feet of the large hanging specimen, climb along its body and jump from the head to the balcony with Storehouse, Fourth Floor grace.
Leave the fourth-floor room through its open window-door, turn left and climb the outside stairs. Follow the balcony past the bats and go back inside through the next doorway.
Follow the inner gallery around the bookshelves and climb the stairs past the Fire Knights and shadow scholars to Storehouse, Seventh Floor grace, in the room where Freyja can appear.
Leave that grace room and cross the northeastern wooden bridge. Follow the walkway to the hanging bull, then reach the lower gallery beside it and pull the lever that moves the central specimens.
From the balcony near the lever, jump onto the newly positioned wooden beam. Follow it inward, cross the raised specimen platforms and climb the next specimen's tail and back to jump from its head onto the upper balcony.
Go through the small room and back outside. Turn right, climb the stairs and cross the outer bridge toward the large closed doors. Defeat Fire Knight Kood, who guards this approach and awards Winged Serpent Helm and Flame Spear.
Open the doors, climb the stairs and activate Dark Chamber Entrance grace. Messmer is through the nearby double doors.
Defeat Messmer the Impaler, including the Base Serpent phase of the same fight. Using his kindling at the Sealing Tree is not required to buy his armor.
Return to Roundtable Hold and enter Enia's room behind the main table. Choose Receive equipment of champions and buy the armor with runes; the remembrance is used for separate rewards. The regular helm costs 10,000 runes.
Obtain Tailoring Tools from the two Demi-Human Chiefs in Coastal Cave on western Limgrave's beach if needed.
Open the chest at Church of Vows on eastern Liurnia's plateau for Golden Tailoring Tools. At a grace, alter Messmer's Helm for 500 runes; reverse the change to restore the regular appearance.
Notes
Increases the damage of Messmer's Flame incantations by 3% and qualifying Fire Knight skill attacks by 8%. The headpiece alone provides both bonuses; the matching clothes are not required.
The eligible incantations are Fire Serpent, Rain of Fire and Messmer's Orb. This is a bonus to those spells, not to every Fire attack or flame incantation.
The skill bonus covers qualifying attacks from Flame Skewer, Flame Spear, Messmer's Assault and the explosion of Flare, O Serpent. It does not increase every ordinary attack made with a Fire Knight weapon.
Winged Serpent Helm gives a larger 10% bonus to those qualifying skill attacks, but does not give this helm's 3% incantation bonus. Both occupy the head slot, so you cannot stack them together.
Can be worn with the regular Fire Knight Armor to combine the 3% and 5% spell bonuses. They multiply to an 8.15% increase for eligible incantations, before other compatible effects.
Weighs 3.3 and provides 5 poise. Both appearances keep the same two damage bonuses; altering the helm changes its hair and lowers weight and protection.
Made by altering the regular 10,000-rune helm, rather than bought as a separate appearance. The regular version weighs 3.6; this one weighs 3.3 without losing poise or its offensive effects.