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ASHENBORNEELDEN RING REFERENCE

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Game data · App / Regulation 1.17
Messmer's Orb iconIncantation

Spells · Incantation

Messmer's Orb

Requires 60 Faith, two memory slots and a sacred seal. A cast costs 31 FP, whether released normally or fully charged.

FP cost31
Memory slots2
Requires60Fai

Reference values

Type
Incantation
FP cost
31
Memory slots
2
Stamina cost
43
Additional stamina cost
13
Hold action
Charge
Damage types
fire
Requires
60Fai
Spell school
Messmer's flame incantations

In-game description

An incantation of Messmer the Impaler.

Summons Messmer's flame to form a giant floating orb. The orb soars toward a foe, crashes into the earth, and explodes after a brief delay.

Charging enhances potency.

Messmer despised his own fire. Time and time again he hoped to rid himself of it, but ever did it burn.

Where to find

Shadow Keep, Dark Chamber

Scadu Altus

Starting Site of Grace: Dark Chamber Entrance

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.
  • Defeat Messmer the Impaler.
  • Keep the Remembrance of the Impaler.
  1. Enter the Realm of Shadow after defeating Starscourge Radahn and Mohg, Lord of Blood, by touching the withered arm in Mohg's arena.
  2. 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.
  3. Defeat Golden Hippopotamus in the plaza. This is the front-door route; the flooded Church District provides a different way into the keep.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Open the doors, climb the stairs and activate Dark Chamber Entrance grace. Messmer is through the nearby double doors.
  15. 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.
  16. Return to Enia in the room behind Roundtable Hold's main table. Choose the remembrance exchange and trade Remembrance of the Impaler for Messmer's Orb, the incantation, rather than Spear of the Impaler.
  17. If you want both rewards in this journey, use an eligible remembrance-duplication coffin or mausoleum and exchange the second copy for the other reward. The incantation itself can only be claimed once in a journey.

Notes

  • Requires 60 Faith, two memory slots and a sacred seal. A cast costs 31 FP, whether released normally or fully charged.
  • Carries you forward inside the orb, dealing Fire damage on contact before the larger delayed explosion. It moves your character into danger rather than simply firing a ball while you remain behind.
  • Damage uses your casting seal's Incant Scaling. Faith is the spell requirement; any other attribute helps only if the casting seal actually uses it, rather than because this spell has its own Dexterity or Arcane scaling.
  • Charging strengthens both the contact damage and the final explosion. The final blast also deals more stance damage when charged, but the long windup and approach give enemies time to interrupt you.
  • Start with room in front of you. Casting directly beside a small enemy can carry you past it, while a larger target is easier to keep inside the contact path and final blast. Being airborne does not make you invulnerable.
  • Do not count every listed contact component as a guaranteed hit. Enemy size, movement and your landing position determine how much of the cast actually connects.
  • Fire Knight's Seal gives a 15% bonus while held in an active hand, including when you cast with another seal. Two active copies multiply to 32.25%; upgrading the casting seal improves its scaling separately.
  • Messmer's Helm adds 3% to this incantation, and regular Fire Knight Armor adds 5%. The altered chest loses its spell bonus, while both versions of Messmer's Helm keep theirs.
  • Godfrey Icon strengthens the charged cast by 15%. Shard of Alexander strengthens weapon skills instead, so it does not boost this memorized spell.
  • Obtained by exchanging Remembrance of the Impaler for the incantation. The spear is the alternative reward; simply buying Messmer's armor does not teach this spell.