Key takeaways
The encounter is short in structure but unusually variable because its three opponents use player-style builds.
- Fight three separate duels The red signs summon three warriors individually. Do not plan for a normal boss phase sequence; prepare to identify and counter each build as it appears.
- Keep the fight away from the cliff Use the open ground around Great-Jar and avoid backing toward the ravine. A fall or cramped position can end an otherwise winning duel.
- Adapt to the generated build The warriors can present melee, shield, ranged, magic, incantation, and status-pressure threats. A single rigid tactic is less reliable than spacing and quick testing of the opponent’s range.
- The reward is an equip-load upgrade Great-Jar’s Arsenal increases maximum equip load, making it valuable when a build is close to a heavier load threshold or needs to carry multiple weapons.
Great-Jar’s Warriors overview
Great-Jar’s Warriors are three hostile NPC phantoms summoned from red signs outside Great-Jar in northern Caelid. They are fought one at a time rather than as a simultaneous group, but each phantom uses a different player-style build, so the encounter can change considerably between attempts.
The challenge begins after reaching the isolated area where Great-Jar stands. The arena is reached through northern Caelid, typically by crossing the ravine route associated with the nearby Minor Erdtree and dealing with the hostile creatures guarding the approach. Once outside Great-Jar, interact with the red summon signs on the ground to call the warriors into the world. The signs represent three separate duels, and the encounter does not function like a conventional boss with one fixed moveset or a single health bar.
Each warrior is built around a different combat style. One may pressure the player with close-range weapons, another may use a shield or heavier equipment, and another may rely on spells, incantations, bows, or status effects. Their exact equipment and behavior are not fully fixed in the way a normal named boss’s attacks are, because the encounter imitates player characters. Treat every summon as a separate duel and identify its range, defensive habits, and dangerous attack before committing to a long exchange.
The practical objective is to defeat all three red-summoned warriors without losing the encounter. The safest approach is to summon one warrior, pull it away from the other signs, and fight in the open area around Great-Jar rather than allowing the duel to become a cramped exchange near the cliffside. Ranged attacks, status effects, guard counters, and attacks that punish healing can all be useful, but the best choice depends on the build generated for that attempt.
The reward is Great-Jar’s Arsenal, an important equip-load talisman for characters who want to wear heavier armor or carry several large weapons without entering a heavier load category. The challenge is optional and is not required to complete Elden Ring’s main story, but the reward can materially improve equipment flexibility for melee builds. Because the warriors are variable NPC opponents rather than a scripted boss with a reliable phase transition, preparation and adaptation matter more than memorizing a fixed attack sequence.
Encounter progression
- 1Northern Caelid approachlocationTravel through the route leading to Great-Jar and establish a safe position before using the signs.
- 2First warriorencounterSummon one red phantom and learn its build before spending resources.
- 3Second warriorencounterRepeat the duel after the first victory; change tactics if the next build has a different range.
- 4Third warriorencounterDefeat the final red phantom to complete the challenge.
- 5Great-Jar’s ArsenalrewardCollect the talisman awarded after all three victories.
The challenge advances through three individual summons, followed by the reward from Great-Jar.
Requirements
No character level or quest prerequisite is required by the encounter itself, but the route to Great-Jar is dangerous and the reward is most useful for equipment-heavy builds.
- RequiredReach Great-Jar in northern CaelidThe player must access the isolated arena outside Great-Jar before the red summon signs can be used.
- RecommendedA reliable single-target damage optionEach summon is fought alone, so a weapon, spell, or skill that can consistently punish one humanoid target is preferable to a slow area-only setup.
- RecommendedA plan for variable buildsCarry enough flexibility to respond to melee pressure, shields, ranged attacks, spells, incantations, or status effects if the generated warriors use them.
- RecommendedA safe healing windowHealing should be done only after creating distance or exploiting a recovery animation, because player-style NPCs can close space quickly.
Encounter phasesSpoilers
- 1Varies by summoned build; no fixed shared health pool.
Three separate warrior duels
Starts: Interact with a red summon sign outside Great-Jar.
Each red sign produces one hostile NPC phantom. The warrior may use a player-style melee, ranged, spellcasting, shield, or status-oriented setup, so the phase is defined by adaptation rather than a scripted moveset.
- Close-range weapon pressureTell The phantom advances into weapon range and may chain ordinary attacks or a skill.Answer Maintain enough distance to recognize the first swing, punish the recovery, and avoid trading repeatedly if the enemy has heavier reach.
- Shielded advanceTell The warrior keeps a shield raised while approaching or waits for the player to attack into guard.Answer Use guard-counter timing, a kick or shield-piercing option where available, or attack after the shield user commits to a movement or skill.
- Ranged or spell pressureTell The phantom creates distance and begins an animation for a projectile, bow shot, spell, or incantation.Answer Break line of sight with the arena terrain, strafe rather than retreat in a straight line, and close the distance during the recovery after the cast or shot.
- Status-effect pressureTell The build may repeatedly apply a status effect through weapons, projectiles, or spells.Answer Do not remain in the effect’s range for a prolonged exchange; interrupt the setup, disengage to reset buildup, and use resistance or cures when appropriate.
- Summon only one warrior at a time and reposition toward the open ground before beginning the duel.
- Test the opponent’s range and defenses with a low-risk attack before committing a long skill animation.
- After a victory, replenish resources and reassess your equipment before starting the next sign.
How to beat Great-Jar’s WarriorsSpoilers
- LocationThe arena outside Great-Jar in northern Caelid
- HealthVariable; each warrior is a player-style summoned NPC rather than a boss with one fixed health value.
Begin each duel in the open area and avoid standing directly beside the ravine. Observe whether the warrior wants to close, hold a shield, cast, shoot, or apply a status effect. Against melee builds, bait one attack and punish the recovery instead of trading through the full chain. Against ranged builds, use terrain and diagonal movement to approach, then attack after the projectile or spell animation. Against shield users, avoid repeatedly hitting the guard; use a guard counter, shield-piercing attack, kick, or a safer punish after the enemy lowers the shield. Against status pressure, disengage before buildup becomes critical and return only when the enemy’s attack has ended.
Weaknesses
- The warriors can be punished during recovery animations after attacks, shield commitments, casts, and long weapon skills.
- Their humanoid behavior makes spacing, stagger pressure, and well-timed back attacks useful when the individual build allows it.
Rewards
- Great-Jar’s Arsenal
StrategySpoilers
- 01
Reach the red summon signs beside Great-Jar.
Reach Great-Jar’s arenaTravel through northern Caelid to the isolated area where Great-Jar stands. The route is exposed and the surrounding terrain includes a ravine, so arrive with enough healing and avoid beginning the challenge while already under pressure from nearby enemies.
Location: Northern Caelid, outside Great-Jar
TipBefore interacting with a sign, orient yourself toward the open arena so the first duel does not begin with your back to the drop.
Watch outA fall into the ravine ends the attempt immediately, even if the summoned warrior has taken substantial damage.
- 02
Summon and defeat the first warrior.
Activate the first red summon signInteract with one of the red signs outside Great-Jar to summon the first warrior. The opponent is a hostile NPC phantom whose weapon, defenses, and ranged options may differ from another attempt, so avoid spending your strongest resource until you have seen its opening behavior.
Location: Arena outside Great-Jar
TipUse a short attack or controlled approach to learn whether the phantom immediately rushes, holds a shield, or creates distance.
Watch outDo not chase a retreating ranged warrior toward the cliff edge; turn the duel back toward the central open ground.
- 03
Reduce the first phantom’s health to zero.
Punish the first warrior’s recoveryFight according to the build that appears rather than assuming all three opponents use the same tactics. Bait a committed swing, cast, or shield action, then attack during its recovery; if the warrior applies status pressure, disengage before the buildup becomes dangerous.
Location: Arena outside Great-Jar
TipA patient single punish is safer than trading with a player-style NPC that has a faster weapon or better reach.
Watch outHealing in front of the phantom can be interrupted by a quick approach or ranged attack, so create distance or use terrain first.
- 04
Summon and defeat the second warrior.
Summon the second warriorAfter the first victory, use the next red summon sign outside Great-Jar. Treat the second duel as a new matchup: the generated build may have a different range, damage rhythm, shield, or spell selection from the first warrior.
Location: Arena outside Great-Jar
TipTake a moment to restore health and resources before activating the sign, then change your spacing plan if the first opponent encouraged close combat and the second does not.
Watch outStarting the next duel while low on healing or without your preferred weapon buff makes the variable matchup less forgiving.
- 05
Reduce the second phantom’s health to zero.
Defeat the second warriorKeep the second phantom in the open and respond to its primary threat. Close-range builds are best handled through recovery punishes, while spellcasting or bow-oriented builds should be pressured through line-of-sight breaks and an approach during their attack animation.
Location: Arena outside Great-Jar
TipDo not assume that a warrior who appears passive is harmless; wait for the attack tell, then punish the end of the animation rather than running into its prepared defense.
Watch outRepeatedly attacking a raised shield or standing in front of a charged ranged attack can turn a winning duel into a trade the player cannot afford.
- 06
Summon the third warrior.
Summon the final warriorInteract with the remaining red summon sign after the second victory. This is still a separate duel, not a three-enemy encounter, but the last build can be the least convenient matchup for the equipment currently equipped.
Location: Arena outside Great-Jar
TipUse the interval before the final summon to equip the damage type, shield, ranged tool, or resistance that best answers what the first two duels revealed.
Watch outDo not leave the area assuming the reward has been granted; the challenge is incomplete until the final summoned warrior is defeated.
- 07
Defeat all three Great-Jar’s Warriors.
Defeat the final warriorUse the same open-ground strategy and finish the third phantom without allowing the fight to drift toward the ravine. Once the final warrior falls, the encounter is complete and Great-Jar’s reward becomes available.
Location: Arena outside Great-Jar
TipIf the final build is defensive, prioritize safe guard breaks or recovery attacks instead of repeatedly bouncing attacks off its shield.
Watch outDying before the final victory forfeits the current attempt and requires the challenge to be repeated, although the encounter’s individual summon behavior can vary.
- 08
Claim the reward and equip it from the Equipment menu if its load increase benefits the build.
Collect Great-Jar’s ArsenalAfter all three warriors have been defeated, obtain Great-Jar’s Arsenal from the encounter. It is a talisman placed in a talisman slot and increases maximum equip load, making it useful for heavy armor, large weapons, or equipment combinations near a load threshold.
Location: Great-Jar’s arena
TipCompare the resulting equip-load category after equipping the talisman; its value is greatest when it changes the build’s movement or allows a desired heavier setup.
Watch outThe reward is tied to completing all three duels, not merely reaching Great-Jar or defeating one favored summon.
Pre-fight checklist
- Reach the open arena outside Great-Jar before activating a summon sign.Start with the ravine behind or well away from your intended retreat path.
- Prepare a dependable single-target weapon or spell.The encounter is three individual duels, so consistent damage matters more than broad area coverage.
- Keep a ranged option available.It can punish casting, force a defensive response, or help answer a warrior that refuses close combat.Optional
- Carry a response to shield use.A guard counter, kick, shield-piercing attack, or patience for recovery windows is preferable to repeated attacks into guard.Optional
- Bring healing and status-management supplies.The generated builds may pressure health through melee, ranged attacks, spells, incantations, or status buildup.
- Leave room to change equipment between duels.The second and third warriors may require a different approach from the first.Optional
Weaknesses and damage
Strengths
- The warriors can use varied player-style builds, making their threat profile difficult to predict before the summon appears.
- Humanoid NPC behavior allows them to be punished after committed attacks, casts, shield actions, and long skills.
- A ranged or status-oriented build can force the player to fight outside their preferred distance.
Weaknesses
- They do not share one fixed boss moveset, so a strategy that works against one generated warrior may be poor against the next.
- Shield users reduce the value of repeated ordinary attacks into guard; use a guard-breaking answer or wait for a safer opening.
- Ranged and spellcasting builds are vulnerable to line-of-sight management and pressure during recovery, but approaching carelessly exposes the player to projectiles or spells.
Best uses
- Great-Jar’s Arsenal is best used by characters that want heavier armor, multiple large weapons, or a larger equipment load without accepting a heavier movement category.
- The challenge is worth prioritizing when the player’s current loadout is just above a preferred equip-load threshold; it is less urgent for light builds that already have ample load capacity.
Failure conditionsSpoilers
- The player dies during a duelThe current attempt fails and the warriors must be challenged again. Defeating one or two does not award the talisman until all three have been completed.
- The player falls into the ravineThe arena borders a dangerous drop. Maintain an inward-facing retreat route and avoid chasing a ranged phantom toward the edge.
- The player starts the next summon without recoveringThe following warrior can use a different build and punish depleted healing, focus, or stamina. Reassess and restore resources between duels.
- The player repeatedly attacks a guarded warriorShielded builds can turn careless pressure into blocked hits and counterattacks. Stop the sequence and use a guard-breaking option or wait for the shield to lower.
On failure
The encounters are consecutive individual summons, so approach each sign as a fresh matchup and do not assume the next warrior will behave like the previous one.
Rewards and dropsSpoilers
- Great-Jar’s ArsenalA talisman awarded after defeating all three Great-Jar’s Warriors. When equipped in a talisman slot, it increases maximum equip load, which can let the player carry heavier armor or weapons while preserving a preferred movement category.
LoreSpoilers
Great-Jar’s Warriors are presented as a trial associated with Great-Jar rather than as a conventional named boss with a personal story and scripted dialogue. The red summon signs turn the space outside the enormous jar into a proving ground: the player demonstrates combat ability by overcoming three hostile warriors before receiving Great-Jar’s Arsenal.
The unusual design reflects the game’s broader use of player-like combatants. Instead of revealing a fixed biography through a long encounter sequence, the challenge expresses its theme through variation in equipment and combat style. The warriors function as anonymous tests of adaptability, while the talisman reward connects the trial to the physical image of Great-Jar and the strength implied by carrying an exceptional burden.
Encounter entities
Trivia
- The three opponents are unusual because they are generated as player-style NPC builds rather than functioning as a single fixed boss with a stable weapon set.
- The challenge is commonly remembered as a Great-Jar trial even though the combat itself is performed against the three summoned warriors outside the jar.
- Great-Jar’s Arsenal makes the encounter relevant to equipment planning, not only to players seeking a combat test: its maximum-equip-load benefit can affect armor and weapon choices across the rest of the game.
Relationships
encounter
- Great-JarAssociated characterGreat-Jar stands at the arena where the three warriors are summoned.
items
- Great-Jar’s ArsenalRewardTalisman awarded after all three Great-Jar’s Warriors are defeated.