Dark Souls Stamina Calculator

Optimize your stamina pool and recovery for combat efficiency

Softcap at 40

Recovery Boosts

Action Costs

Stamina Analysis

Max Stamina:160
Recovery Rate:45.0/sec
Attacks per Full Bar:5
Rolls per Full Bar:8
Full Recovery Time:3.56s
Time to Recover 1 Attack:0.67s

Note: Stamina stops at 160 after 40 END. Points after 40 only give 1 stamina each instead of 2.

What Is Stamina in Dark Souls?

Stamina is one of the most critical combat resources in Dark Souls. Unlike health, which absorbs punishment, stamina fuels every offensive and defensive action you take: swinging weapons, rolling to evade attacks, parrying, kicking, and raising your shield to block all consume stamina. When your stamina bar hits zero, you are locked out of all these actions until it regenerates — a moment that can cost you your life in a challenging boss fight or PvP duel.

The stamina bar appears as a green bar beneath the health bar on your HUD. It depletes instantly on action and regenerates continuously at a fixed rate per second, modified by your equipment and stat investment. Understanding how stamina works is foundational to building an effective character, whether you prefer fast-rolling dexterity builds, heavy-weapon strength builds, or shield-focused tank playstyles.

Because stamina regeneration begins the moment you stop acting (and even continues while you walk), skilled players learn to pace their attacks and rolls to avoid running dry at a critical moment. This Dark Souls stamina calculator lets you plug in your Endurance stat, your equipped items, and your equip load to instantly see your maximum stamina pool, effective recovery rate, and how many consecutive actions you can chain together before exhausting the bar.

Managing stamina separates new players from veterans. A player who times a three-hit combo and a roll at the exact moment stamina allows is far deadlier than one swinging blindly until the bar empties. Use this calculator to optimize your build before you invest precious souls in leveling Endurance or farming key items like the Cloranthy Ring.

Dark Souls Stamina Formula

The stamina formula in Dark Souls 1 follows a two-segment curve based on the Endurance stat. Endurance has a well-known softcap at 40 — each point below or at 40 grants 2 stamina, while each point above 40 grants only 1 stamina. This means investing heavily past 40 Endurance yields diminishing returns, and most optimized builds cap Endurance at exactly 40.

Recovery rate starts at a flat 45 stamina per second and is then scaled by any applicable equipment multipliers, followed by an equip load penalty if you are over 50% burden. The multipliers from the Grass Crest Shield, Mask of the Child, Cloranthy Ring, and Green Blossom all stack multiplicatively — meaning each bonus is applied on top of the previous result, not simply summed.

The equip load penalty applies after all recovery bonuses are calculated. Staying under 50% load (fast roll) preserves your full recovery rate. Exceeding 50% but remaining under 100% imposes a 10% penalty (×0.9). Exceeding 100% (over-burdened) reduces recovery by 30% (×0.7) and prevents rolling entirely.

Max Stamina & Recovery Rate Formulas

MaxStamina = (END ≤ 40) ? 80 + END×2 : 160 + (END−40) | RecoveryRate = 45 × [equipment multipliers] × [load penalty]

Where:

  • END= Endurance stat (8–99)
  • 80 + END×2= Formula for Endurance 1–40 (max 160 at END 40)
  • 160 + (END−40)= Formula for Endurance 41–99 (each point = +1 stamina)
  • 45= Base stamina recovery rate in stamina per second
  • ×1.2= Grass Crest Shield multiplier (+20% recovery)
  • ×1.15= Mask of the Child multiplier (+15% recovery)
  • ×1.2 / ×1.25= Cloranthy Ring / Cloranthy Ring +1 multiplier
  • ×1.4= Green Blossom consumable multiplier (+40% recovery)
  • ×0.9= Equip load penalty when burden is 51–100%
  • ×0.7= Equip load penalty when burden exceeds 100%

Endurance Softcap and Leveling Strategy

The Endurance softcap at 40 is one of the most well-understood mechanics in Dark Souls character optimization. From level 8 (the starting minimum) to level 40, every single point in Endurance provides exactly 2 stamina. That means the jump from 8 to 40 Endurance takes you from 96 stamina to 160 stamina — a gain of 64 points for 32 levels invested.

After Endurance 40, the return shrinks to 1 stamina per level. Pushing from 40 to 99 would give 59 additional stamina (for a maximum of 219 at 99 Endurance), but at the cost of 59 soul levels that could otherwise fund Vitality, Strength, Dexterity, or magic stats. For the vast majority of builds, stopping at 40 Endurance is the correct choice.

There are niche exceptions: ultra-heavy greatshield builds or players running the heaviest armor sets in the game may want slightly more stamina cushion. However, most competitive players agree that 40 is the optimal ceiling unless you are chasing a very specific playstyle.

The calculator highlights the softcap with a note in the UI. When you slide Endurance past 40, you will see your stamina gains slow dramatically. This visual feedback makes it easy to identify the diminishing return in real time and confirm that your intended build is allocating levels efficiently.

Recovery-Boosting Equipment and Items

Dark Souls offers several ways to accelerate your stamina recovery rate beyond the base 45 per second. These bonuses stack multiplicatively, so combining multiple sources produces a compounding effect. Here is a breakdown of every recovery modifier the calculator supports:

Item / Equipment Multiplier Notes
Grass Crest Shield ×1.20 (+20%) Effect applies even when on your back (two-handing)
Mask of the Child ×1.15 (+15%) Part of the Pinwheel armor set
Cloranthy Ring ×1.20 (+20%) Farmable from the Darkroot Garden
Cloranthy Ring +1 ×1.25 (+25%) Dark Souls 2 / remaster variant — stronger version
Green Blossom ×1.40 (+40%) Consumable item; effect lasts ~60 seconds

The Grass Crest Shield is especially notable because its stamina recovery bonus works even when the shield is equipped in the off-hand slot and not actively held up — you can two-hand your main weapon while still benefiting from the recovery boost. This makes it a staple in virtually every fast-attacking build and is a go-to recommendation for beginners and veterans alike.

Stacking all four simultaneously (Grass Crest Shield + Mask of the Child + Cloranthy Ring +1 + Green Blossom) produces a recovery rate of approximately 45 × 1.20 × 1.15 × 1.25 × 1.40 ≈ 108.5 stamina per second, which is more than double the unmodified rate. At that speed, a full 160-stamina bar refills in under 1.5 seconds.

Equip Load, Rolling, and Stamina Recovery Penalties

Your equip load percentage directly affects both your roll speed and your stamina recovery rate. Dark Souls uses three rolling thresholds based on your burden percentage — the ratio of total equipment weight to your maximum carry weight (determined by Vitality):

  • 0–25% burden: Fast roll (the best dodge window in the game)
  • 25–50% burden: Medium roll (slightly shorter dodge distance, no stamina penalty)
  • 50–100% burden: Fat roll (noticeably shorter dodge, −10% recovery penalty)
  • 100%+ burden: No roll at all, movement slowed, −30% recovery penalty

The calculator applies the equip load penalty to your already-modified recovery rate, meaning it compounds with equipment bonuses. For example, if your equipment boosts recovery to 70 per second but you are at 70% burden, the effective rate becomes 70 × 0.9 = 63 per second.

Staying under 25% burden (fast roll) is a common PvP strategy because the extended dodge roll has significantly more invincibility frames, making it much harder for opponents to hit you. Many experienced players build around this, sacrificing heavier armor for the agility advantage. This calculator helps you experiment with armor loadouts to see where on the burden spectrum your build lands without having to load into the game and check manually.

If your build is sitting at 55–60% burden and you want to cross back below 50%, consider swapping to lighter armor pieces, removing a heavy ring, or investing more souls into Vitality to raise your maximum carry weight. Sometimes a difference of just one or two equipment weight points separates medium and fat roll.

Combat Efficiency: Attacks, Rolls, and Timing

The calculator provides two derived metrics that directly inform combat decision-making: attacks per full bar and rolls per full bar. These tell you exactly how many consecutive actions you can take before your stamina is completely exhausted — assuming you start the fight with a full bar and take no hits or blocking penalties.

For weapons with high stamina consumption (like ultra greatswords or greataxes, which can cost 50+ stamina per swing), a 160-stamina build at endurance 40 might only chain 3 swings before needing a pause. Lighter weapons with 20–25 stamina cost per swing allow 6–8 consecutive hits. Knowing this number helps you count your swings in muscle memory rather than watching the bar.

The time to recover one attack metric is equally useful: it tells you how long you must wait after a single swing for enough stamina to return for the next one. At base recovery (45/sec) with a 30-cost attack, that is 30 / 45 = 0.67 seconds. With full stamina-recovery stacking, the same attack replenishes in under 0.3 seconds — a meaningful difference in rapid exchanges.

Using this Dark Souls stamina calculator before finalizing your build means you can identify whether your planned weapon and armor combination leaves you with enough stamina buffer for a defensive roll after a combo, or whether you need to add the Grass Crest Shield or invest one more level in Endurance to feel comfortable in combat.

Worked Examples

Standard SL120 PvP Build (Endurance 40, Fast Roll)

Problem:

A PvP build has Endurance 40, equip load at 42% (fast roll range), Grass Crest Shield equipped, and Cloranthy Ring. Attack cost is 30, roll cost is 18. What are the stamina stats?

Solution Steps:

  1. 1Calculate max stamina: END = 40 ≤ 40, so MaxStamina = 80 + (40 × 2) = 80 + 80 = 160
  2. 2Apply Grass Crest Shield: 45 × 1.20 = 54.0/sec
  3. 3Apply Cloranthy Ring: 54.0 × 1.20 = 64.8/sec
  4. 4Equip load is 42% (≤ 50%), so load penalty = ×1.0 (no penalty). Final recovery rate = 64.8/sec
  5. 5Attacks per full bar: floor(160 / 30) = 5 attacks
  6. 6Rolls per full bar: floor(160 / 18) = 8 rolls
  7. 7Full recovery time: 160 / 64.8 ≈ 2.47 seconds

Result:

Max stamina 160, recovery 64.8/sec, 5 attacks or 8 rolls per full bar, full recovery in 2.47 seconds.

Heavy Tank Build (Endurance 40, Over 50% Load)

Problem:

A strength tank has Endurance 40, equip load at 75% (fat roll), and no recovery-boosting equipment. Attack cost for a greatsword is 50. What are the stamina stats?

Solution Steps:

  1. 1Calculate max stamina: END = 40, so MaxStamina = 80 + (40 × 2) = 160
  2. 2Base recovery rate = 45/sec. No equipment bonuses applied.
  3. 3Equip load is 75% (> 50%, ≤ 100%), so load penalty = ×0.9. Recovery rate = 45 × 0.9 = 40.5/sec
  4. 4Attacks per full bar: floor(160 / 50) = 3 attacks
  5. 5Full recovery time: 160 / 40.5 ≈ 3.95 seconds

Result:

Max stamina 160, recovery 40.5/sec (−10% load penalty), only 3 greatsword swings per full bar, full recovery in ~3.95 seconds.

High Endurance Niche Build (Endurance 60)

Problem:

A specialized build pushes Endurance to 60. Equip load is 30%, Mask of the Child and Green Blossom are active. Roll cost is 18. What are the stats?

Solution Steps:

  1. 1Calculate max stamina: END = 60 > 40, so MaxStamina = 160 + (60 − 40) = 160 + 20 = 180
  2. 2Apply Mask of the Child: 45 × 1.15 = 51.75/sec
  3. 3Apply Green Blossom: 51.75 × 1.40 = 72.45/sec
  4. 4Equip load is 30% (≤ 50%), so no load penalty. Final recovery rate = 72.45/sec
  5. 5Rolls per full bar: floor(180 / 18) = 10 rolls
  6. 6Full recovery time: 180 / 72.45 ≈ 2.49 seconds

Result:

Max stamina 180, recovery 72.45/sec, 10 consecutive rolls per full bar, full recovery in ~2.49 seconds.

Maximum Recovery Stack (All Bonuses Active)

Problem:

A min-maxed build at Endurance 40 equips Grass Crest Shield, Mask of the Child, Cloranthy Ring +1, and pops a Green Blossom. Equip load is 22% (fast roll). Attack cost is 25.

Solution Steps:

  1. 1Max stamina: 80 + (40 × 2) = 160
  2. 2Apply Grass Crest Shield: 45 × 1.20 = 54.0/sec
  3. 3Apply Mask of the Child: 54.0 × 1.15 = 62.1/sec
  4. 4Apply Cloranthy Ring +1: 62.1 × 1.25 = 77.625/sec
  5. 5Apply Green Blossom: 77.625 × 1.40 ≈ 108.675/sec
  6. 6No load penalty (22% ≤ 50%). Recovery rate ≈ 108.7/sec
  7. 7Full recovery time: 160 / 108.675 ≈ 1.47 seconds

Result:

Max stamina 160, recovery ≈ 108.7/sec, full bar regenerated in under 1.5 seconds — more than double the unmodified speed.

Tips & Best Practices

  • Cap Endurance at 40 in most builds — the stamina gain above 40 drops from 2 per level to 1, making further investment inefficient.
  • Equip the Grass Crest Shield in your off-hand even when two-handing your main weapon to get the +20% stamina recovery for free.
  • Combine Grass Crest Shield and Cloranthy Ring for a roughly 44% combined boost to recovery rate without spending any consumables.
  • Save Green Blossom for boss fights and tough enemy encounters — its +40% recovery buff lasts around 60 seconds and can dramatically increase your damage output during that window.
  • Keep your equip load under 50% to avoid the −10% recovery penalty and maintain at least a medium roll with better invincibility frames.
  • Monitor your 'time to recover one attack' stat — at base settings, each 30-stamina attack costs about 0.67 seconds of wait time, which adds up fast in extended fights.
  • In PvP, staying under 25% burden (fast roll) is often more impactful than raising Endurance — more i-frames means fewer hits taken, preserving stamina indirectly.
  • When deciding between Endurance 35 and 40, remember that the last five levels give +10 stamina total — enough for one extra attack with a light weapon, which can close out fights.

Frequently Asked Questions

For the vast majority of builds, Endurance 40 is the optimal stopping point. Below 40, each level grants 2 stamina; above 40, each level grants only 1 stamina. Stopping at 40 lets you redirect remaining soul levels to Vitality, offensive stats, or other attributes that improve your build more efficiently than the marginal stamina gains past the softcap.
Yes. The Grass Crest Shield's stamina recovery bonus is active as long as the shield is equipped in your off-hand slot, regardless of whether you are actively blocking with it. This means you can two-hand your main weapon for the extra damage bonus while still receiving the +20% recovery boost — making it one of the most efficient utility items in the game.
Yes, all stamina recovery bonuses stack multiplicatively, not additively. Grass Crest Shield (+20%), Mask of the Child (+15%), Cloranthy Ring (+20% or +25% for the +1 version), and Green Blossom (+40%) each multiply the running total. When all four are active simultaneously, you can exceed double the base recovery rate of 45 stamina per second.
When your equip load exceeds 50% of your maximum carry weight, your stamina recovery rate is penalized by 10% (multiplied by 0.9). If you exceed 100% burden, the penalty increases to 30% (multiplied by 0.7) and you lose the ability to roll entirely. The calculator applies this penalty after all equipment bonuses are calculated, so it compounds with those multipliers.
That depends on your max stamina and the stamina cost per attack for your specific weapon. The calculator computes this for you: attacks per full bar = floor(maxStamina / attackCost). At max stamina (160 at END 40) and a typical attack cost of 30, you can chain 5 attacks. With a heavier weapon costing 50 stamina per swing, only 3 attacks are possible before the bar empties.
The maximum achievable stamina is 219, reached at Endurance 99 (160 + (99 − 40) = 219). However, this requires 59 levels above the softcap and is almost never done in practice because the gains past 40 Endurance are extremely inefficient. Most optimized builds stop at 160 stamina (Endurance 40) and invest those extra levels elsewhere.
Yes, equip load primarily determines your roll type, which affects your dodge invincibility frames and evasion range. Being under 25% burden gives you a fast roll with the best invincibility frames; 25–50% gives a medium roll; 51–100% gives a fat roll with fewer i-frames; above 100% removes rolling entirely. The stamina recovery penalty is a secondary effect — but both factors make staying under 50% burden highly desirable in most combat situations.

Sources & References

Last updated: 2026-06-05

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MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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