Fire Lizard

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Fire Lizard

General Information[edit]

Item Value
Location Stonefang Tunnel: 2-1, 2-2
Description Jumping fire lizard
Souls1 Pure White: 51 Neutral: ?? Pure Black: ??
HP2 Pure White: 123 Neutral: ?? Pure Black: ??
Attack Melee Fire
Special Attack Jumping Leaping fire attack
Weak to All damage types except fire

Attack Patterns[edit]

  • Will cause Fire damage if touched
  • Tend to attack in a group. Can be dangerous in a confined space
  • Lunging attack. Stretch themselves like a sling and fly forward a bit.

Strategy[edit]

Usually they are sticking on walls and not moving. But if you have a wide area, you can easily sidestep their lunging attack. Sometimes they'll end up on their back after a lunge, completely helpless. Just smack them with melee attacks when this happens until they die. Soul Arrow and Soul Ray are particularly effective against this enemy.

Item Drops[edit]

Enemy Variety Item Drops
All Meltstone (rare)

Enemy ID and Stats[edit]

The information below reflects the game's hard programmed values for enemy stats and values. However, these values don't always align precisely with values seen in game. This is due to Special Effect Multipliers (similar to NPCs) and World Tendency Multipliers.

Name ID Location HP Souls Defense Resistance
Physical Slash Blunt Thrust Magic Fire Poison Plague Bleed
Fire Lizard 312000 2-1 142 51 80 80 80 80 16 606 500 500 500

Special Effect Multipliers[edit]

Special Effect Multipliers are blanket multipliers that are applied to NPCs, including Black Phantoms. For example, if the HP multiplier is "x2", the NPC will have twice the health that the player would have if they had identical stats and equipment. The NPC's attack multipliers are applied before the damage is affected by the player's defenses and resistances. Damage received by the NPC is slightly more complicated. When the player does damage to the NPC, the raw damage is put into a formula and computed against the NPC's resistances. These resistances are multiplied by the values in the Physical/Magic/Fire Defense columns before calculation. Afterward, the remaining damage is reduced by resistances, it is then multiplied by the Damage reduction multipliers in the Physical/Magic/Fire Reduction columns. The output damage remaining is the dealt to the NPC.

Enemy Location HP Stamina
Damage
Attack Damage Reduction Defense Resistance
Physical Magic Fire Physical Magic Fire Physical Magic Fire Poison Plague Bleed
Fire Lizard 2-1 x1.05 x1.05 x1.15 x1.15 x1.15 - - x0 - - - - - -

Footnotes[edit]

  1. Souls gained are from the first run through of the game, white, neutral and black world tendency without any modifiers
  2. HP totals are from the first run through of the game, white, neutral, and black world tendency