character creation 101

This is a quick beginner's overview of weapon classes & starting jobs, with the intention of providing inspiration on how to build your characters.

Don't feel like these choices are set in stone -- more options will reveal themselves to you as you play, which will help motivate further character & build development. There is also a respec system unlocked fairly early in your journey. Discovery & growth are a big part of these games! Embrace it!

Now, let's get started!

weapon classes

Builds in ELDEN RING do not follow a standard class growth system ( eg. unlocking pre-determined skills & other milestones ). Instead, they're motivated by player wants & creativity, where a desire to use certain items, weapons, or armor pieces will determine how you develop your character. I find the flexibility afforded here is akin to building a character for a TTRPG, which may be a helpful frame of mind to be in when starting on your own.

Below is a list of arguably the most important part of your kit: weapons. You'll find a large variety within each category ( and can even customize them to further suit your build's vision ) so don't necessarily focus on what classes or stats they may traditionally lend themselves to -- instead, think about what options look exciting to use. Do they inspire a certain aspect for your character? Does the size & speed suit your play style? Does it look cool? Etc ...

shields

Shields are a staple for the series. Although not a necessary component for every build, they are a relief to have if you find yourself up against frustrating or overwhelming foes. Typically one equips them in the off-hand to compliment the main-hand weapon, and they can be raised to block damage or used to parry foes & create openings for critical hits.

They come in 3 flavors: small shields, medium shields, and great shields. Small shields tend to be used for specialty cases or parrying, while great shields are the best at blocking damage. Medium provide a compromise between the two & can be happily used over the entire game.

straight swords

Your standard slashing weapon, dealing reliable damage with comfortable movesets. They come in 4 flavors: daggers, standard swords, greatswords, and colossal swords.

Daggers are good for critical hits, while great & colossal swords are well suited for breaking enemy poise or dealing with crowds, thanks to their heft & size. The range in length for straight swords makes them a decent, well-rounded pick for most.

thrusting swords

A good weapon for piercing through heavily armored opponents' defenses, often paired with lunging attacks for closing distance or making quick escapes. Their moveset requires accuracy from its user, however, as they do not swing in an arc like a straight sword.

They come in 2 flavors: standard thrusting swords and heavy thrusting swords, which vary in speed & range.

curved swords

Faster than a straight sword, curved swords are an excellent option for those who enjoy the straight sword's slashing moveset but want less heft & more speed.

They come in 2 flavors: curved swords and curved greatswords. As usual, the greatsword variety offers more range & stopping power.

axes

Axes are shorter range & heavier than straight swords, but have similar slash-based movesets. They often come pre-baked with brutal special moves that buff their user's attack power or speed.

They come in 2 flavors: axes and greataxes.

hammers

Heavier still, hammers are the ultimate pick for those who want to use gravity's power to floor adversaries, particularly those with shields & difficult to break defenses. They tend to be slow to make up for their stopping power.

They come in 2 flavors: hammers and great hammers. Their great form lacks the range of greatswords & other large types of weapons, but is unmatched in its ability to poise break.

spears

Spears are a type of thrusting weapon that excels at closing distance & providing cover for its wielder. They are slower than thrusting swords, but have the added abilities of being able to be used with a shield raised, and having enough reach to work well on horseback.

There are 3 flavors: spears, great spears, and halberds. Halberds are a hybrid type & can be swung in an arc like many other weapons, while maintaining the spear's pierce attacks & defensive capabilities.

bows

Bow's are the game's primary physical ranged damage option. Although somewhat fiddly to learn, they provide exceptional advantage to one's kit, allowing for increased damage through headshots & a highly reliable way to inflict multiple status effects. They require ammunition, which can be crafted or purchased, so it is recommended to stock up & keep an offhand weapon at the ready in case you run out.

There are 3 flavors: bows, light bows, and great bows. Light bows grant the best mobility, allowing one to quickly fire arrows out of backsteps, rolls, and jumps, while great bows allow firing only from standing position in exchange for heavy firepower. Standard bows are a middle ground between the two, which can be fired from the air but not out of dodges.

crossbow

Another ranged option, crossbows fire quickly but must be pre-loaded like a gun. They use bolts instead of arrows, but otherwise function similarly to bows in that they are terrific long-distance status effect machines. They also do not have scaling, which means their damage output depends entirely the weapon itself & not the wielder's stats.

They come in 2 flavors: crossbows and ballistas. Ballistas are the heavy option & cannot be fired mid-air.

colossal weapons

The catch-all category for non-sword colossal-sized weapons, these beasts do a variety of damage types. Their range & power make them the absolute best choice for those wishing to poise break & inflict massive damage, but their sluggish movesets mean one needs to be prepared to take a hit, as each swing leaves you vulnerable. Colossal weapons also provide the user buffed poise, meaning their attacks will not be as easily interrupted as they would with a less bulky choice.

Unlike many of the other weapon types, colossal weapons almost universally require their wielders to have high a STR stat.

katana

Another mid-range slashing sword, although these benefit from their unique moveset, fast combos, and a baked-in ability to cause Blood Loss, a massively powerful status effect that removes a hefty percentage of an enemy's health.

twinblade

Despite their length, twinblades have an effectively short range, as their true ability shines when wielded in both hands at its center. However, unlike other shorter weapons, the twinblade has both a high combo count & a wide area of effect with its swings, meaning you can cover more ground. This also makes it a fine choice for inflicting close-range status effects or breaking through poise.

reaper

Although slow, reapers make up for their speed in terms of their range. The perpendicular blade & long handle means they can swing behind enemy defenses, making brick wall shield users a non-issue.

Most reapers also come with built-in bleed effects, but their slow speed makes it difficult to successfully proc Blood Loss.

flail

A unique short-range weapon that demands precision from its wielder, as only damage done by its flailing heads is significant; grazing hits by the handle will provide little input. They're a great pick for people who like jump attacks, then, as the heads are more likely to connect with impact from an aerial assault. They also are one of the very few categories of weapon that cannot be parried.

whip

Whips have another unique moveset, which does little poise damage but has excellent range. If dual-wielded in both hands, whips can be used to overwhelm adversaries from a distance; in a single hand, they can provide quick support for heavier & slower main-hand weapons, keeping damage flowing.

This is one of the few weapons where, if wielded in the main hand, you cannot perform a critical hit on a poise-broken enemy. It cannot be parried, however, much like the flail.

fist

One of the game's Paired weapons. When two-handing, characters will split the weapon between their two hands rather than wielding a singular weapon with both. While these require very intimate attack distances, they also have some of the fastest movesets in the game & can be combined with various movement skills to keep their wielders out of danger.

claws

Another paired weapon, claws are a devestating choice for those who want an alternate damage type to the more blunt / strike-focused fists. Claws often have bleed & are another incredible choice for builds focused on status effects, or moving in & out of danger quick.

staves

One of two magical implements, staves are used to cast Sorceries, and as they are typically wielded in the off-hand, they do not come with a special attack like most other weapons. Most staves either boost a certain school of Sorcery, or imbue its wielder with another unique magic-focused buff.

There are 10 different schools of Sorcery, with 1 additional school added in the DLC. Sorcercies by and large deal magic damage ( with a few exceptions ) for its offensive library of spells; there also exists a small array of defensive options, such as magic shields or sources of light. Most spells are mid to far range, but some close offensive options exist as well, meaning spellcasters can be well equipped for nearly any situation.

seals

Seals are the second category of magical implement & behave the same as staves do, but for Incantations, or holy spells. While Sorceries deal almost entirely magic damage, Incantations deal a wide array of elemental damage, as well as housing their own wide array of buffs & debuffs. Range varies between close, mid, and far, just like Sorceries.

There are 11 different schools of Incantations, with 3 additional schools added in the DLC.

dlc weapons

The DLC introduces 8 additional weapon types, which both build off of the core game spread ( eg. Great Katanas, Light Greatswords ) as well as introduce entirely new movesets & tools ( Perfume Bottles, Hand-to-Hand ). They are all incredibly good, but are not part of this guide's scope, as they are all late game or NG+ builds.

additional gear

You will find various other equipment to help sculpt your build besides weapons, although they are less of a commitment as they do not require upgrades ( don't worry about this for now ). To keep this guide simple, I'll only briefly touch on what these are, as you'll learn more as you play.

Armor is the obvious one. It comes in 4 pieces ( Head, Arm, Chest, Leg ) and can be mixed & matched 'til your heart's content. Equip load is the primary concern regarding armor, as it compounds with your weapon(s)'s weight & can affect your movement speed in detrimental ways -- if you'd prefer a more responsive dodge, for example, remember to always keep your Equip Load on the lighter side. I tend to wear armor that prioritizes fashion 99% of the time, with a few choice encounters forcing me to actually strategize fits; you will find a comperable balance that works for you & your character with time.

Talismans and Crystal Tears are two different equips that functionally allow you to refine your build at will. Talismans you wear on your person, while Crystal Tears you can mix & sip in a special potion. They provide buffs covering all aspects of gameplay -- from increasing specific defenses, to raising stats, to tactfully blowing yourself up, to negating damage entirely -- and are an utterly invaluable tool in your arsenal. You can eventually wear a max of 4 Talismans & mix 2 Crystal Tears at a time.

Consumables are what they say on the tin, but now have the benefit of being craftable. Gathered materials can be mixed together to form useful things like poison cure or bundles of arrows while out on the field, which can be a godsend if you're trapped somewhere & urgently need [ Thing ]. There's a fun variety of things you can craft in this game, but you need to find the proper cookbooks before you can make stuff.

weapon scaling & whetstones

Damage a weapon does multiplies by a factor, according to your stats. Typically this damage "scaling" pairs with what stats are required to wield a weapon, compounding the damage further & encouraging certain types of weapons to be used with a certain stat spread.

But fret not. You can alter the specifics using Ashes of War and Whetstones to fully customize your play style! For example, rapiers both naturally scale well with DEX & require DEX to wield -- using the Whetstone system, you can change that scaling to STR, INT, functionally any stat you like, but you will still need the original required stats to properly wield it.


You can swap STR and DEX here in the Attribute Scaling, but the Attributes Required will stay the same.

In some cases this means it's not really worth it to change a weapon's scaling, and there are some weapons that you cannot change period, but in general it's an incredible system for diversifying builds & playing exactly the way you wanna play!

Here is a breakdown of our stat spread, if you're curious:

job classes

When picking your starting class, it's useful to consider what your priorities are. If you're purely interested in the mechanics, then select a class whose starting gear or stats appeal to you; if you're interested in the world, then you may want to balance usefulness of the kit with what aesthetic draws you in the most. The ultimate effect of your starting class on your build is minimal, given how flexible the system is, but especially for newcomers, a well-fitting starting pick can make or break your experience!

Remember your class progression is not set in stone, also, so if you change your mind later, you aren't stuck playing a class you find unappealing. However, when you go to respec, your stats will default to whatever your starting class' stats were -- in other words, your minimum stats are set in stone.

A knight exiled from their homeland to wander. A solid, armor-clad origin.

Main Stats: Vigor, Str, Dex
Starting Gear: Straight Sword, Halberd, Medium Shield

A dual-blade wielding warrior from a nomadic tribe. An origin of exceptional technique.

Main Stats: Dex, Mind
Starting Gear: Curved Sword x2, Small Shield

A stalwart Hero, at home with a battleaxe, descended from a badlands chieftain.

Main Stats: Vigor, Endurance
Starting Gear: Axe, Medium Shield

A dangerous bandit who strikes for weak points. Excels at ranged combat with bows.

Main Stats: Arcane, Dex, Mind
Starting Gear: Dagger, Lightbow, Small Shield

A scholar who reads fate in the stars. Heir to the school of glintstone sorcery.

Main Stats: Int, Mind, Dex
Starting Gear: Straight Sword, Staff, Small Shield

A seer ostracized for inauspicious prophecies. Well versed in healing incantations.

Main Stats: Faith, Mind, Str
Starting Gear: Spear, Seal, Small Shield

A capable fighter from the distant land of reeds. Handy with Katana and Longbows.

Main Stats: Dex, Endurance
Starting Gear: Katana, Bow, Small Shield

A prisoner bound in an iron mask. Studied in glintstone sorcery, having lived among the elite prior to sentencing.

Main Stats: Int, Dex, Mind
Starting Gear: Staff, Thrusting Sword, Small Shield

A church spy adept at covert operations. Equally adept with a sword as they are with incantations.

Main Stats: Faith, Mind, Dex
Starting Gear: Straight Sword, Medium Shield, Seal

As poor, purposeless and naked as the day they were born. A nice club is all they have.

Main Stats: All Equal
Starting Gear: Hammer

character backgrounds

The character you play as in ELDEN RING is called a Tarnished, which refers to a giant diaspora of people who were expelled from The Lands Between -- the realm the game takes place in -- almost 1,000 years ago.

Below is a sampling of the backgrounds you can pick for your Tarnished in the character creator. These have no bearing on stats or ability, so consider these as guiding or complimentary flavor for who your character is.

Warrior

The most common face among the Tarnished. After all, they were all warriors once.

Northerner

A face found among the hardy people of the unforgiving north. Some say they're descended from giants.

Nightfolk

The features of those known as Nightfolk. Few in number, they were said to bleed silver long ago.

For RP purposes, you don't have to be a Tarnished ... but the game will of course consider you one for plot progression. In the final section of this guide, I'll show you some ways you can envision your character as something besides a Tarnished!

example characters

These are my own characters that I've played through the game with. I'll explain my motivation for their builds as well as a light overview of the builds themselves. I hope this will help inspire you to experiment & think of some fun characters to play through this lovely game with!

This marks the end of the guide, as well. Thank you for reading, I hope it's proven useful!! Mwah!

build 1: marlowe, shipwrecked sailor

i'm inspired by ...

the Rusted Anchor!

I was immediately won over by the charm of swinging a huge anchor around. With pretty basic stat requirements ( mostly just Str ) the build was pretty simple to execute ... so to make it more interesting, I started thinking about what sorts of motivations a character would have to use an old anchor to defend themselves. After looking through the default backgrounds, I decided on the concept of an anxious Tarnished whose family tended to one of the historical vessels their ancestors allegedly sailed off in when they were banished from the Lands Between; when grace eventually found her, she fled in the vessel impulsively, eventually washing on shore to these cursed lands anyway.

I gave her offhand a hearty greatshield, as well as a spear -- she can't fight, so she's using tools she knows how to use outside of combat ( like fishing spears ) to keep herself safe. This further motivated the build to be defensive & bulky over something high damaging. Wasn't my most favorite to play, but still decent!

build 2: old knight joanna

i'm inspired by ...

the dark moon greatsword!

I HAD to make a build around this iconic weapon. In this game, its description mentions it was given out by Carian princesses to their betrothed ... and since we learn the Carians basically all died in the Cuckoo Rebellion, I thought it would be interesting to make a knight who failed to protect their princess during that time.

Some other bits I used to inform their character was that there were many inert warrior jars in the area of the game where the Carians used to be -- so I figured this person may have spent their time sculpting the jars before they got engaged & formally trained as a knight. I also decided because of that, after the rebellion, they eventually settle in Jarburg -- a place of hiding for living warrior jars who fear being hunted -- to live humbly & channel their failures into protecting its inhabitants.

The build itself is quite simple. I basically only leveled Int & used various staves & swords I whetstone'd to scale with Int, until I got the DMGS. Lots & lots of fun ... but squishy!

build 3: lady aster, vengeful noble

i'm inspired by ...

the marais executioner's sword!

When I saw you could throw this weapon around Magneto-style, I was like oh man, I gotta try that out. It has quite a strange array of stat requirements, though -- Str, Int, and Arc all needed to be decently leveled before you could properly wield this thing. To my surprise, this build & character fell into place rather quickly after deciding I would start with the Prisoner class.

For her background, I picked the Numen -- an ancient race decended from Queen Marika the Eternal, who resided in the royal capitol Leyendell. Knowing that this character was royalty and a prisoner, then, I had to think up how she got where she was. I decided her family was falsely accused of treason during the Demigod War for using Sorceries in the heavily religious capitol; after busting out of jail, she swore to kill the demigods herself, despite not being called by grace ( and thus granted power to kill gods ). Arcane lends itself well to blood magic & hunting other Tarnished, so her character ended up descending into a person so overcome by the grief of losing her family & life, that she lost herself & turned into an indescriminate killing machine.

Gravity sorceries are heavy hitting & involve lobbing chunks of rock around, which felt perfect for her fighting style. I didn't end up incorporating blood magic as much as I'd like, but she was still an incredibly fun & dastardly character to run! Another squishy one though, only because I had to allocate so many points to other stats to keep her damage high enough -- in reality, I'd like to imagine her being quite a sturdy lady.

build 4: iowerth the undying

i'm inspired by ...

the fanged imp ashes!

These are one of the starting gifts you can pick at character creation. I was really delighted by them ( and in particular, how this item description implied these two imps were fond friends ) so I wanted to come up with a character who meaningfully used them.

Since you can pick up imp heads as drops, and since imps hang out in the ancient catacombs, I came up with the idea of this character being a living statue -- a burial guardian of sorts, rather than an imp proper, since I couldn't play through the game with a body type other than human. I immediately thought of Deathroot as the cause of his sudden resurrection, like it tangled his long-resting soul into one of these random crumbling statues guarding his tomb. Then I thought about the various demigods associated with undeath ( Godwyn, and then Miquella ) and decided that, during his travels, this character was purged of undeath by the demigod Miquella's innovative healing magic. He then swore himself to Miquella to repay the favor, serving as a guardian & knight of Miquella's domain, the Haligtree, until ... all those, ahem, particular events transpired ...

The build was split mostly 50/50 between Faith and Str, and with plenty of gear options available to me, I didn't have to whetstone many weapons to fit my build. I initially stuck with ancient weapons found from other stone entities like the Golems or Gargoyles, but found more story-relevant items as I got deeper into the game.

I absolutely loved this playthrough, and I ended up absolutely loving this character & his story as well. I diiiiid end up kind of forgetting about the imps ... but they served a critical building block for getting to where I did with him, so ... thank you anyway, impies!!

ELDEN RING logo taken from official website.
Items & class portrait images taken from FextraLife ELDEN RING Wiki.
Screenshots are my own.