![]()### In-Game Description
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*Ancient sorcery of the lost land of Oolacile.*
*Turns right weapon invisible.*
*Not a simple augmentation, making it
dependent on the skill of its caster.
An example of the capacity of Oolacile
sorceries to control light.*
### Availability
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- Sold by Dusk of Oolacile in Darkroot Basin for 2,000 souls and Elizabeth in Oolacile Sanctuary for 2,000 souls after Dusk is taken to Oolacile.
### General Information
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MagAdj Modifier | Uses | Duration | Dex Reduction | Stats Needed | Slot Cost | NPC Trainer | Training Cost |
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0/0/0/0 | 3 | 60 seconds | 0 frames | 14 Int | 1 Attunement Slot | Dusk of Oolacile / Elizabeth | 2,000 Souls |
- Makes weapon turn invisible. If the weapon has a sheath, the sheath will remain visible.
- Counts as weapon buff. Can only be used on enchantable weapons and cannot stack with these items/spells:
Charcoal Pine Resin, Crystal Magic Weapon, Darkmoon Blade, Gold Pine Resin, Great Magic Weapon, Magic Weapon, Rotten Pine Resin, Sunlight Blade,
### Bug Notes
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- Whips don't stay invisible due to a bug that causes the particle effects of Hidden Weapon to appear every time you attack. This bug persists across all versions of the game: **Video**
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### Key
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**MagAdj Modifier:** | The Magic Adjustment Modifier stat dictates how much damage the spell does. The Damage stats for a weapon are W / X / Y / Z:
- W is Physical Damage
- X is Magical Damage
- Y is Fire Damage
- Z is Lightning Damage
Certain enemies are weak or strong against different damage types.
|
**Uses:** | The number of times a spell can be used before having to refill it by sitting at a bonfire. Having found and attuned multiple of the same spell will multiply the number of times it can be used. Some spells will reduce the counter my more than 1 with each cast. |
**Duration:** | The duration casted buffs, lingering or the player following attacks last. Can be extended with the Lingering Dragoncrest Ring. |
**Slot Cost:** | The number of attunement slots necessary to attune one instance of a spell. |
**Stats Needed:** | The Stats Needed determines how high various Stats must be in order to cast a spell. One also needs to be able to wield the catalyst used. Pyromancies do not require any stats, Sorceries require a minimum Intelligence, Miracles require a minimum Faith. |
**Dex Reduction:** | The number of frames by which the startup of a spell is shortened at 45 dexterity, see Casting Speed. |
**NPC Trainer,
Training Cost:** | The NPC who can teach the player the spell for the Training Cost. |