CharactersupportingBossesOptionalHard

Great-Jar’s WarriorsOptional multi-opponent challenge guarding Great-Jar’s Arsenal

Great-Jar’s Warriors are three summoned NPC duelists encountered outside Great-Jar in northern Caelid. Defeating all three awards Great-Jar’s Arsenal, a talisman that substantially increases maximum equip load.

Role
Optional multi-opponent challenge guarding Great-Jar’s Arsenal
Status
available
Importance
supporting
Great-Jar’s Warriors
Elden Ring · character art
01

Key takeaways

The encounter is short in structure but unusually variable because its three opponents use player-style builds.

01

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.

02

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.

03

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.

04

The reward is an equip-load upgrade

increases maximum equip load, making it valuable when a build is close to a heavier load threshold or needs to carry multiple weapons.

02

Great-Jar’s Warriors overview

’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 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 , 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.

03

Encounter progression

Reach Great-JarFind the isolated arena in northern Caelid
Summon the warriorsUse the three red signs outside Great-Jar
Claim the talismanDefeat all three summoned NPCs
  1. 1Northern Caelid approachlocationTravel through the route leading to Great-Jar and establish a safe position before using the signs.
  2. 2First warriorencounterSummon one red phantom and learn its build before spending resources.
  3. 3Second warriorencounterRepeat the duel after the first victory; change tactics if the next build has a different range.
  4. 4Third warriorencounterDefeat the final red phantom to complete the challenge.
  5. 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.

04

Requirements

No character level or quest prerequisite is required by the encounter itself, but the route to is dangerous and the reward is most useful for equipment-heavy builds.

  • RequiredReach 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.
05

Encounter phases

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

06

How to beat Great-Jar’s Warriors

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

07

Strategy

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

08

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
09

Weaknesses and damage

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.
10

Failure conditions

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

11

Rewards and drops

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

12

Lore

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

13

Encounter entities

  • Great-JarStands at the challenge site in northern Caelid.
  • CaelidRegion containing the arena.
  • Great-Jar’s ArsenalReward talisman that increases maximum equip load.
15

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.
16

Frequently asked questions

Spoilers

Story spoilers ahead. This section covers the character’s later arc and outcomes.

17

Relationships

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locations

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encounter
G

Great-Jar

Associated character

Great-Jar stands at the arena where the three warriors are summoned.

items
GA

Great-Jar’s Arsenal

Reward

Talisman awarded after all three Great-Jar’s Warriors are defeated.