Mind Flayer

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Mind Flayer

General Information[edit]

Location Tower of Latria: 3-1, 3-2, 3-3
Description Bipedal Spellcaster with a bell
Souls White: 945 Neutral: 947 Black: ??
HP White: ?? Neutral: ?? Black: ??


Attack Type Attack Name Damage Type
Ranged Soul Ray Magic
Special Paralysis (ranged) N/A
Special AoE (melee) Magic

Attack Patterns[edit]

  • At close range - release a green energy ball which causes paralysis, followed by a tentacle stab for heavy damage.
  • At long range - cast a powerful Soul Ray spell
  • Casts a sonic boom for heavy damage. This is not proximity dependant, but does tend to follow a tentacle stab.

Note: They also come in a dreaded Black Phantom variety. This super-charged form fights the same, but does more damage.


  • They're easy to spot as they glow and carry a distinctive bell.
  • This bell seems to alert the other guards, who will attack if they are nearby.
  • These guys tend to kill new players with magic. If you make a direct frontal attack, they will stun you with their magic.
  • Only a shield that blocks magical attacks will be effective.
  • Fighting magic with magic works fairly well; if they rush you, just keep casting from behind them and they'll drop quick enough (fire magic really messes them up).
  • You can also equip the Thief's Ring and stab them in the back for a critical strike.
  • Try using a bow at long range as well, just be ready to dodge their magic spells.

Melee Strategy[edit]

  • If you're a melee player, your best bet is to wear the [[Thief's Ring and hide behind the final pillar in their patrol route.
  • As soon as they turn round do a strong attack in their back and then get a fast attack in too.
  • As long as you hit them before they start casting they will be staggered, and you can keep attacking as long as your stamina holds out.
  • If they start casting before you hit them, roll and pray. (You can also just run up behind them when they in a narrow corridor on their patrol route, you can just just stand behind them without them being able to turn, this can give you an opportunity to position yourself to back stab and think of how you want to deal with them on the ground.).
  • Another method of taking them down quickly is to hold a heavy weapon with magic attack power in two hands and use your strong attack (R2) on them, this can take them down in two hits.
  • 3-3: You'll notice the Mind Flayers are facing forward and due to the narrow staircase you can't backstab them.
  • The best way here is to get close enough so they stop casting their Soul Ray , and start casting Paralysis attack.
  • You must stand against the inner side of the wall, and keep enough steps distance.
  • Even though their attack will hit the wall and miss, they'll still run towards you.
  • Hit them hard (R2) once, then quickly roll away to evade their barrier.
  • Preferably, if you have a large hammer (Meat Cleaver, Bramd , ..), a large axe or Dragon Bone Smasher then double-hand it, roll towards them and press R1 for almost-instant (and huge) damage, then quickly roll back.
  • Normally, after rolling away, you're close enough for them to do their paralysis attack.. but it will hit the wall again, and they'll run towards you.
  • If you have a weapon with knockdown ability, that can also be handy as you should constantly hit them down when they try to get up. The Eternal Warrior's Ring helps greatly in this process.

Alternative Melee Strategy=[edit]

  • Partially mentioned above, is to get to the range where the flayers stop casting soul ray and try to paralyze you.
  • Once they cast their paralysis spell, simply walk backward (holding backward while locked on), and the paralysis spell should dissipate without hitting you, because of it's short range.
  • At that point, the flayer will still charge at you, thinking it's spell actually hit.
  • Start a power attack as it is running at you, then keep the combo going.
  • If you wait too long to start your attack, the flayer will not stagger and will cast another spell and kill you.
  • If you cant kill the flayer in one combo, rinse and repeat as needed. Also works on BP's. Tested to NG++.

Ranged Strategy[edit]

  • Similar to melee in that you'll probably want a Thief's Ring and to be behind them.
  • Just pop out an hit them at a distance in the back.
  • Before they begin casting, the arrows should stun them for a moment, and combined with their slow turning gives plenty of time to kill them.
  • Depending on the range, you probably will not be in much danger of their paralyzing attack.

Magic Strategy[edit]

  • Flame Toss should finish a Flayer off in 2-3 hits if you have a decent magic stat (2 hits with Magic 23, first hit takes about 2/3rds of its health). Here, you want to use the ]]Thief's Ring]] to observe their path at your leisure.
  • The level is designed such that there are almost always places to hide, whether around a corner, through a door, or down a hall.
  • Use this time to lock on and time your opening strike - the first hit will generally incapacitate them long enough for you to finish them off without retaliation.
  • Consider using the Cling Ring as a safety net with low HP or magic defense.
  • They are unlikely to have time for more than one spell even if you botch the timing, but that one can be painful if you're not built to soak much damage.

Miracle Strategy[edit]

  • If you have learned the Anti Magic Field miracle, cast it around you and fight them in melee. They are unable to cast any magic, and thus are rendered helpless.

Item Drops[edit]

Fresh Spice
Old Spice

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
Mind Flayer 403000 3-1 212 428 98 98 123 98 116 71 75 75 75
Mind Flayer (Black Phantom) 403005 3-1 212 947 98 98 123 98 116 71 75 75 75
Mind Flayer (Black Phantom) 403007 3-2 212 2769 98 98 123 98 116 71 75 75 75
Mind Flayer (Black Phantom) 403008 3-3 212 2984 98 98 123 98 116 71 75 75 75

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
Attack Damage Reduction Defense Resistance
Physical Magic Fire Physical Magic Fire Physical Magic Fire Poison Plague Bleed
Mind Flayer 3-1 x1.15 x1.12 x1.32 x1.32 x1.32 - - - x1.05 x1.05 x1.05 - - -
Mind Flayer (Black Phantom) 3-1 x2.3 x1.575 x1.98 x1.98 x1.98 - - - x1.575 x1.575 x1.575 - - -
Mind Flayer (Black Phantom) 3-2 3.1 x1.875 x2.625 x2.625 x2.625 - - - x1.875 x1.875 x1.875 - - -
Mind Flayer (Black Phantom) 3-3 3.7 x1.44 x2.775 x2.775 x2.775 - - - x2.1 x2.1 x2.1 - - -


Mind Flayers are based off a concept of a Dungeons & Dragons creature of the same name. The stun magic resembles the D&D version's psychic shock that stuns prey so that they can feast on their brains. Also they bear resemblance to Cthulhu, the infamous creation of H. P. Lovecraft.