History VideoGame / DarkSouls

7th Feb '18 9:38:58 PM Azaram
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** In ''VideoGame/DarkSoulsI'' the Chosen Undead can become one by joining the Path of the Dragon covenant and using the Dragon Stones. By becoming a dragon, the Chosen Undead receives a pair of claws for unarmed combat, as well as the ability to breath fire and a roar that can stagger their foes. However, in order to turn back into a human, they have to die either as a phantom, which turns them back into a human, or to die in their own world, which turns them into a hollow.
** In ''VideoGame/DarkSoulsII'', the Dragon Remnants covenant achieves similar results. Unlike the previous installment, the dragon form resembles a suit of light armor, but you still can breath fire and roar.

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** In ''VideoGame/DarkSoulsI'' the Chosen Undead can become one by joining the Path of the Dragon covenant and using the Dragon Stones. By becoming a dragon, the Chosen Undead receives a pair of claws for unarmed combat, as well as the ability to breath breathe fire and a roar that can stagger their foes. However, in order to turn back into a human, they have to die either as a phantom, which turns them back into a human, or to die in their own world, which turns them into a hollow.
** In ''VideoGame/DarkSoulsII'', the Dragon Remnants covenant achieves similar results. Unlike the previous installment, the dragon form resembles a suit of light armor, but you still can breath breathe fire and roar.
26th Jan '18 4:49:38 AM Juicehead_Baby
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Added DiffLines:

* DarkSkinnedBlond: According to the character creation screen, silver hair is common among the Catarinans, who are Black.
18th Jan '18 6:25:25 PM ArcaneAzmadi
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* SoulPoweredEngine: Pyromancy and sorcery. A pyromancer's flame grows by being fed souls, and sorcery spells are often soul-themed.

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* SoulPoweredEngine: Pyromancy and sorcery. A pyromancer's flame grows by being fed souls, and sorcery spells are often soul-themed. While this [[GameplayAndStorySegregation isn't represented in-game at all]], it's played straighter with Hexes from DSII, some of which consume your souls with every cast, but in exchange are ''extremely'' powerful.
18th Jan '18 6:16:45 PM ArcaneAzmadi
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* DeathIsCheap: Unlike ''VideoGame/DemonsSouls'', coming back to life (regaining humanity) in the first game is not only more common, but the item to restore it is no longer dropped rarely by a single, and very hard, enemy. Also, death no longer takes away half of your health (unless you get cursed), meaning death, while still hefty, comes much cheaper than in ''Demon's Souls''. The health penalty comes back slightly in ''DarkSoulsII'', with your maximum health being slowly lowered with each death until you restore your humanity, while it makes a comeback in full in ''VideoGame/DarkSoulsIII'' where dying lops off a good 40% of your maximum health until you use an Ember to restore it (although DSIII may have been balanced around being in Unkindled form rather than Lord of Cinder form).



* TrialAndErrorGameplay:
** The whole game is learning how long you can go without dying to a hazardous area or a boss, and what mistakes to avoid whenever you do wind up as a smear on the wall.
** Unlike ''VideoGame/DemonsSouls'', coming back to life, humanity in this game, is not only more common, but the item to restore it is no longer dropped rarely by a single, and very hard, enemy. Also, death no longer takes away half of your health without curse, meaning death, while still heafty, comes much cheaper than in ''Demon's Souls''. The health penalty comes back slightly in ''DarkSoulsII'', with your maximum health being slowly lowered with each death until you restore your humanity, while it makes a comeback in full in ''VideoGame/DarkSoulsIII'' where dying lops off a good 40% of your maximum health until you use an Ember to restore it

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* TrialAndErrorGameplay:
**
TrialAndErrorGameplay: The whole game is learning how long you can go without dying to a hazardous area or a boss, and what mistakes to avoid whenever you do wind up as a smear on the wall.
** Unlike ''VideoGame/DemonsSouls'', coming back to life, humanity in this game, is not only more common, but the item to restore it is no longer dropped rarely by a single, and very hard, enemy. Also, death no longer takes away half of your health without curse, meaning death, while still heafty, comes much cheaper than in ''Demon's Souls''. The health penalty comes back slightly in ''DarkSoulsII'', with your maximum health being slowly lowered with each death until you restore your humanity, while it makes a comeback in full in ''VideoGame/DarkSoulsIII'' where dying lops off a good 40% of your maximum health until you use an Ember to restore it
wall.
12th Jan '18 3:40:47 PM Zaptech
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See also ''{{VideoGame/Bloodborne}}'', another FROM title with similar themes and gameplay, and ''VideoGame/SaltAndSanctuary'', a 2D {{Metroidvania}} inspired by the series.

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See also ''{{VideoGame/Bloodborne}}'', another FROM title with similar themes and gameplay, and ''VideoGame/SaltAndSanctuary'', a 2D {{Metroidvania}} inspired by the series, and ''Videogame/TheSurge'', a science fiction take on the series.
6th Jan '18 4:09:35 AM DragonQuestZ
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*** The Black Knight weapons (Sword, Greatsword, Halberd, and Greataxe) take these up a notch: they're even slower than most other two-handers and can't be upgraded to do elemental damage, relying solely on their physical damage, they weigh a ton, and their damage scaling is average, making them seem like infinity-1 swords... but they deal ridiculous amounts of damage (to the point that most mooks and some bosses can be killed in 1 or 2 hits), can break just about any enemies' block in 2 hits, will stagger most enemies and some bosses (including Havel the Rock in the first game, who has a ridiculous amount of poise), AND do 20% extra damage to demons (one of the more prevalent type of boss and mini-boss). Once you get used to how slow they are and how vulnerable they leave you, many bosses can be slaughtered by just tanking hits until you get close enough to wail on them.

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*** The Black Knight weapons (Sword, Greatsword, Halberd, and Greataxe) take these up a notch: they're even slower than most other two-handers and two-handers, they weigh a ton, their damage scaling is average (and in the first game can't be upgraded to do elemental damage, relying solely on their physical damage, they weigh a ton, and their damage scaling is average, making them seem like infinity-1 swords... damage), but they deal ridiculous amounts of damage (to the point that most mooks and some bosses can be killed in 1 or 2 hits), can break just about any enemies' block in 2 hits, will stagger most enemies and some bosses (including Havel the Rock in the first game, who has a ridiculous amount of poise), AND do 20% extra damage to demons (one of the more prevalent type of boss and mini-boss). Once you get used to how slow they are and how vulnerable they leave you, many bosses can be slaughtered by just tanking hits until you get close enough to wail on them.



* DiscOneNuke: The [[{{BFS}} Drake Sword]] can be obtained very early in the game -- [[GuideDangIt if you know how]] -- and does disproportionately high damage for its level. As with everything in this game, though, there's a downside: it gets outclassed in the second half of the game, when the player has the stats to benefit from superior customized weapons.

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* DiscOneNuke: The [[{{BFS}} Drake Sword]] can be obtained games tend to leave a handful of very powerful weapons to the players early in the game -- [[GuideDangIt if you know how]] -- and does disproportionately high damage for its level. As with everything in this game, though, there's a downside: it gets outclassed in the second half of the game, when the player has the stats to benefit from superior customized weapons.on.
6th Jan '18 4:01:38 AM DragonQuestZ
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%%* AntidoteEffect:

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%%* AntidoteEffect:* AntidoteEffect: If the player character has enough health or healing, one can just wait out a poison effect. Yet there are situations where a poison moss is necessary.



** In ''VideoGame/DarkSoulsI'', armor is much better than it was in ''Demon's Souls''. The armor's damage resistances can be increased by upgrades, so they don't end up being irrelevant compared to unarmored defense (which increases with level) and enemy damage (which increases as the game progresses). Heavier armor started granting Poise, a stat that [[ImmuneToFlinching resisted being stunned or interrupted by enemy attacks]]. Equipment Load is very easy to get as it's still increased by [[OneStatToRuleThemAll the same stat that governs Stamina]], plus some percentage-based boosts from rings. In [=PvE=], the heaviest armor prevents stunlock and decreases damage so much that even bosses lose to you simply because ''you can kill them faster'' even if you barely try to block or dodge attacks. Poise became a large part of the [=PvP=] metagame. Many try to get a specific value to protect against certain weapons. [[{{Whoring}} Raising Equipment Load extremely high]] to get [[LightningBruiser heavy armor and unhindered movement]] is extremely common, resulting in the [[MemeticMutation infamous]] "Giantdad" and "Haveldad" builds.

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** In ''VideoGame/DarkSoulsI'', armor is much better than it was in ''Demon's Souls''. The armor's damage resistances can be increased by upgrades, so they don't end up being irrelevant compared to unarmored defense (which increases with level) and enemy damage (which increases as the game progresses). Heavier armor started granting Poise, a stat that [[ImmuneToFlinching resisted being stunned or interrupted by enemy attacks]].makes one ImmuneToFlinching when high enough. Equipment Load is very easy to get as it's still increased by [[OneStatToRuleThemAll the same stat that governs Stamina]], plus some percentage-based boosts from rings. In [=PvE=], the heaviest armor prevents stunlock and decreases damage so much that even bosses lose to you simply because ''you can kill them faster'' even if you barely try to block or dodge attacks. Poise became a large part of the [=PvP=] metagame. Many try to get a specific value to protect against certain weapons. [[{{Whoring}} Raising Equipment Load extremely high]] to get [[LightningBruiser heavy armor and unhindered movement]] is extremely common, resulting in the [[MemeticMutation infamous]] "Giantdad" and "Haveldad" builds.



* DiminishingReturnsForBalance: The higher the attribute, the less you benefit from increasing it further. Most attributes have a "soft cap" at 20 with the greatest returns up until then, then a "hard cap" at 40 where additional points after that provide minimal/no benefit. Going above 40 in a particular attribute is only recommended if the player has a specific plan or knows what he or she is doing.

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* DiminishingReturnsForBalance: The higher the attribute, the less you benefit from increasing it further. Most All attributes have a hard cap of 99, but they have two "soft cap" caps". The first is at 20 with the greatest returns up until then, then a "hard cap" at then. After that, the returns are less, but still appreciable until level 40 where additional points or 50 (which one depends on the stat and game). Any level after that provide minimal/no benefit. Going above 40 For example, in a particular attribute is only recommended if ''Dark Souls II'', every level of Vigor adds 30 HP to the player has a specific plan or knows what he or she is doing.up to level 20; 20 HP for level up to 50, and only 5 HP per level after that.



* LaserBlade: The Moonlight Greatsword is something of a magical version of this. [[http://i.imgur.com/m9C9N.jpg The actual physical blade is tiny]], about the size of a dagger. The larger blade that makes up the bulk of the weapon is a magical projection of moonlight.

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* LaserBlade: The Moonlight Greatsword is something of a magical version of this. [[http://i.imgur.com/m9C9N.jpg The actual physical blade is tiny]], tiny, about the size of a dagger. The larger blade that makes up the bulk of the weapon is a magical projection of moonlight.



* LevelGrinding: Leveling up a couple stats to to their "soft caps" of 40 or 50 isn't so bad. Leveling up most stats that high will take a lot of soul farming.



* LifeDrain: Some weapons restore a small amount of your health with every hit. As does the Ring Of The Evil Eye with every kill.
** Invoked. The Dark Hand weapon uses "The art of Lifedrain" to steal the Humanity of [=NPCs=] and other players.

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* LifeDrain: LifeDrain:
**
Some weapons restore a small amount of your health with every hit. As does the Ring Of The Evil Eye with every kill.
** Invoked. The Dark Hand weapon uses "The art of Lifedrain" to steal the Humanity of [=NPCs=] and other players.players.
** The "Ring of Evil Eyes" restores HP when you kill an enemy.


Added DiffLines:

* LightingBruiser:
** Some starting builds are this, due to having high stamina, a strong weapon, and light armor.
** Many of the toughest bosses and enemies are because of their high speed and power.
9th Dec '17 5:39:54 AM Mhazard
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* ''VideoGame/DarkSouls'':

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* ''VideoGame/DarkSouls'':DraconicHumanoid:
9th Dec '17 5:39:16 AM Mhazard
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Added DiffLines:

* ''VideoGame/DarkSouls'':
** In ''VideoGame/DarkSoulsI'' the Chosen Undead can become one by joining the Path of the Dragon covenant and using the Dragon Stones. By becoming a dragon, the Chosen Undead receives a pair of claws for unarmed combat, as well as the ability to breath fire and a roar that can stagger their foes. However, in order to turn back into a human, they have to die either as a phantom, which turns them back into a human, or to die in their own world, which turns them into a hollow.
** In ''VideoGame/DarkSoulsII'', the Dragon Remnants covenant achieves similar results. Unlike the previous installment, the dragon form resembles a suit of light armor, but you still can breath fire and roar.
** In ''VideoGame/DarkSoulsIII'', the Ashen One can become one as well, with the additional Twinkling Dragon Stones for summoning the illusion of dragons. There's also Oceiros the Consumed King, who's [[spoiler:the former king of Lothric]] [[WasOnceAMan turned into a draconic humanoid]].
5th Dec '17 9:20:07 AM TheOneWhoTropes
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The series as a whole serves as a SpiritualSuccessor to FROM's UsefulNotes/PlayStation3 game ''[[VideoGame/DemonsSouls Demon's Souls]]'', and borrows many elements, including:

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The series as a whole serves as a SpiritualSuccessor to FROM's UsefulNotes/PlayStation3 game ''[[VideoGame/DemonsSouls Demon's Souls]]'', ''VideoGame/DemonsSouls'', and borrows many elements, including:



** The yellow [[http://darksouls.wikidot.com/xanthous-crown "crown"]] worn by Xanthous King Jeremiah is a direct reference to the "Monk's Head Collar", an head gear from DemonsSouls. Both are enormous pieces of clothing that are a bright yellow. The definition of the former poke fun at that fact by saying: "The crown bears high-quality cloth which is quite soft to the touch, but its bright yellow color stings the eyes, and it is clearly far too big.".

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** The yellow [[http://darksouls.wikidot.com/xanthous-crown "crown"]] worn by Xanthous King Jeremiah is a direct reference to the "Monk's Head Collar", an head gear from DemonsSouls.''VideoGame/DemonsSouls''. Both are enormous pieces of clothing that are a bright yellow. The definition of the former poke fun at that fact by saying: "The crown bears high-quality cloth which is quite soft to the touch, but its bright yellow color stings the eyes, and it is clearly far too big.".



*** In addition, said pits the player gets kicked into happen to contain [=NPC=]s that need rescuing. ''DemonsSouls'' has Saint Urbain; ''Dark Souls'' has Rhea.

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*** In addition, said pits the player gets kicked into happen to contain [=NPC=]s that need rescuing. ''DemonsSouls'' ''VideoGame/DemonsSouls'' has Saint Urbain; ''Dark Souls'' has Rhea.



** Unlike ''DemonsSouls'', coming back to life, humanity in this game, is not only more common, but the item to restore it is no longer dropped rarely by a single, and very hard, enemy. Also, death no longer takes away half of your health without curse, meaning death, while still heafty, comes much cheaper than in ''Demon's Souls''. The health penalty comes back slightly in ''DarkSoulsII'', with your maximum health being slowly lowered with each death until you restore your humanity, while it makes a comeback in full in ''VideoGame/DarkSoulsIII'' where dying lops off a good 40% of your maximum health until you use an Ember to restore it

to:

** Unlike ''DemonsSouls'', ''VideoGame/DemonsSouls'', coming back to life, humanity in this game, is not only more common, but the item to restore it is no longer dropped rarely by a single, and very hard, enemy. Also, death no longer takes away half of your health without curse, meaning death, while still heafty, comes much cheaper than in ''Demon's Souls''. The health penalty comes back slightly in ''DarkSoulsII'', with your maximum health being slowly lowered with each death until you restore your humanity, while it makes a comeback in full in ''VideoGame/DarkSoulsIII'' where dying lops off a good 40% of your maximum health until you use an Ember to restore it
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