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Funny Elden Ring moments. For moments from the manga adaptation, see here.


  • The game is mostly serious, but some bosses are a bit on the goofier side.
    • Mad Pumpkin Head is good for a laugh, being a tall warrior with a flail that wears a pumpkin-shaped helmet. Aggravate him enough, and he'll forgo his weapon in favor of headbutting you flat into the ground with his unusual headgear.
    • One recurring boss later on is a skeleton in a phantom boat with a massive alpine horn he uses to 1: summon other skeletons, 2: perform melee strikes, and 3: cast magic. It's basically the "DOOT" meme as a boss. He's also prone to making his boat rear up for an AoE Ground Pound, meaning he basically weaponizes popping a wheelie against you... in a boat. Oh, and it's called Tibia Mariner, if you find that inherently funny.
    • Godskin Nobles are basically just swordsmen wearing an inflatable sumo suit made of (divine) human skin. It’s simultaneously disgusting, terrifying, and hilarious, especially when they inflate it to roll around the room or pop it to fly like a deflating balloon.
    • Erdtree Burial Watchdogs are imposing stone golems with a very limited ability to move. Once you get over the difficulty, its stilted movements look like a badly animated cartoon, from the silly walk on hind legs, head shaking like a bobblehead, to the tendency to just freeze up and levitate after you. Oh, and it's clearly modelled after a cat.
      • Even funnier, you can turn the Dual Boss in the Minor Erdtree Catacombs featuring two Watchdogs into an absolute joke by throwing a handful of crystal darts at one of them until it visibly "malfunctions" and the Watchdogs start fighting each other instead of you, making it easy to finish off the survivor.
  • Some of the basic enemies are humorously odd.
    • At Leyndell, you'll come across Oracle Envoys, bizarre enemies that look like snowmen with trumpets. They attack with magic produced by playing their horns, and the only way they move is by spinning around. One in particular is content to do nothing but spin around a balcony and back, even if you get in its way.
    • The guardians of the various Gaols are magnetic balls stuck together to make worms. One of their attacks is to form a right angle and rotate rapidly. It’s as ludicrous as it sounds.
      • Others are stacked like billiard balls and explosively detonate to try and kill you if you get too close.
    • Nokstrella contains giant silver balls that are seen rolling at high speed down staircases and across bridges. Thinking they're just traps, one is likely to try and sidestep the slower ones to make it across the bridges. It's then that they'll realize that the ball will stop, doing its best approximation of a Death Glare, and attack by rolling at them at high, but controlled, velocities. They are not only sentient, but actively hostile. Some of them ambush you from the ceilings of enclosed rooms, but they're too big to fit in the doorway!
    • Godrick gave some of his trained war falcons beak-mounted rudimentary shotguns.
    • Goats can roll. As in, they curl up and roll away to escape you. It's simultaneously adorable and a baffling sight.
      • In one area of the Altus Plateau, you can find lightning goats, and their roll actually hurts you. And you can obtain this roll as an Ash of War, and you bleat just like them if you use it yourself!
      • It gets even better. Some players speculate that the goats are a tongue-in-cheek dig at newbie Souls players. What do most newbies do when threatened by something that can kill them easily? The goats are panic rolling.
    • Gargantuan anatomically accurate lobsters... that can easily kill the Tarnished and are tougher than some bosses.
      • While we're at it, the Giant Enemy Crab from Dark Souls III also makes a return. Already silly enough, but it actually packs a new move designed to trick people familiar with it's previous iteration. Previously, when it reared up to slam down, the player could move in and strike at the crabs underside for a free critical hit. So, when players attempt the same feat this time... they get rewarded with about a ton of crab crashing down on them. Welcome to the Lands Between, where even the crabs learn new tricks.
    • Snail-snake skeletons that turn into wheels and roll at you.
    • Snail-snake necromancers.
    • Giant fingercreepers are terrifying spider-hand monsters until they lift the middle finger to cast ranged magic if you're too evasive. Not nearly as funny when you get hit, since it stuns you and leaves you vulnerable to being smacked around.
    • Some skeletons outside of Leyndell will fly through the air at you while T-posing and start breathing blackflame on you. On its own this is just surreal, but there are so many memes of ominously floating T-posing entities on the internet it's hard to not also find it hilarious.
    • In the swamps near the Lakes of Liurnia, you can run into decrepit hunchbacks. When they see you, they start ringing the bells they carry. At first you may wonder what effect that has... and then you see the fireballs coming at you.
  • Players familiar with Penetrator, Ceaseless Discharge, and Living Failures will expect at least one intimidating enemy/boss with an extremely goofy name. They were probably not expecting "The Loathsome Dung Eater" as early as the opening cutscene. To name a few others:
  • Among the many weapons you can find, some are really goofy:
    • The Ringed Finger is a hammer-type weapon that is the severed finger of one of those giant crawling hand enemies. Its weapon art causes the finger to double in size and then flick the enemy. When in doubt, you can literally "try finger" on an enemy's "but hole" for a sizable amount of damage.
    • Ghiza's Wheel is a colossal bladed wheel on a pole. Its unique ability lets you spin this wheel and drive it at an enemy, stunlocking them (if they have poor poise) and constantly building up bleed on them as long as you have FP to burn. It's essentially the Whirligig Saw from Bloodborne and shares the same "pizza cutter" nickname.
    • The Ruins Greatsword falls into a very loose definition of "sword", as it's a fragment of a ruin repurposed into a weapon.
    • You can obtain the Envoy Horns for yourself by killing the Oracle Envoys. Now you, too, can weaponize the doots as projectiles to pick off enemies with!
    • The Jar Cannon is one of the two ballistae in the game, using explosives to fire greatbolts. Its item description states that it was supplied to troops to help besiege Volcano Manor during the Shattering. However, the brass quickly learned that since it was so experimental, no soldier actually knew how to use it. Even better, it resembles a weaponized flower vase!
    • All of these are the weapon’s Ash of War skill, which requires that you have the stat requirements in order to perform the skill. What happens if you don’t? The Tarnished still dramatically raises their weapon...and nothing happens.
  • People tried to play volleyball with the Tree Sentinel as far as back as the Network Test. Results were mixed.
  • At the very beginning of the game, as the Tarnished emerges from the first chamber in the game, there's a wooden platform that juts out into the abyss, clearly nudging the player toward jumping off the edge a la Assassin's Creed and the Leap of Faith. There's a staircase off to the right hidden just out of sight, but it's designed clearly to get the player to jump off into the wild blue yonder to teach them not to trust what they have to offer. Players are known to leave messages encouraging players to jump here as well.
  • Varre's the first standard NPC players are likely to meet. Rather than give them a warm welcome to the world and outline their objective, he promptly calls the Tarnished out for being "maidenless", and likely to perish in obscurity. It makes sense in the context of the world, but long-time FromSoftware players may see it as a self-aware nod to the frequent usage of "level-up ladies" in their games, and the way it's worded is especially funny. After Godrick is felled, Varre leaves his post and places down a message that appears to be an advertisement for maidenless Tarnished, painting him as unnecessarily obsessed with the concept (though when you meet him there, he just wants to convert you to the Bloody Fingers).
    "Find yourself maidenless? Off to Liurnia with you, then!"
  • The Regal Ancestor Spirit is a giant, spiritually-empowered elk or goat spirit. Most of its fight shows off how majestic and powerful the spirit is. Except it also has a rolling attack, nearly identical to the basic goats. If that wasn't goofy enough, the Spirit has another attack where it rears up onto his hind legs, and repeatedly tries to hop on you for damage.
  • In a classic bit of From Software trolling, when you enter the boss of the tutorial, you get the epic music, health bar, and a name for the opponent... that you promptly kill in a couple of hits because it's just a soldier enemy. Then, when you enter the open world, the first "enemy" that you are likely to encounter is the Tree Sentinel, a full-on boss. That's right, there's a basic enemy where you'd expect a boss and a boss where you'd expect a basic enemy.
    • Now, you may have played a Souls game or two and thought the Tree Sentinel looked suspicious. Perhaps you decided to try that little path off to the left instead. There's a Troll down there. And it's just strong enough that you may assume that is the actual Beef Gate and the Sentinel isn't aaaaaand
    • Go east? The first ruins you find has a transporter chest that transports the Tarnished right into the middle of Caelid. Ignore the ruins and explore the rest of the lake? A dragon will appear if you get close to a group of nobles. Go south, and you'll have to navigate a bunch of of gargoyles, horsemen patrolling the roads, and then eventually reach a bridge guarded by a squad of soldiers backed up by a giant explosive-launching ballista. Go really far east to loop all the way around to Stormveil, and you'll encounter multiple trolls, a horde of demihumans, the Tibia Mariner, a Pumpkin Head, and if you pick the wrong direction you'll end up in Caelid. Every direction except the way the game expects you to go is full of dangers that will easily kill a low-leveled Tarnished.
    • Said "intended path" isn't any better: Gatefront Ruins pits you against another Troll backed up by archers; Stormhill has both Godrick Soldiers as well as packs of wolves somehow falling from the sky; and the entrance to Castleward Tunnel is guarded by a battalion of Soldiers armed with a giant, explosive arrow-firing ballista. To say nothing of who is waiting on the other side of the Tunnel…
    • In the Consecrated Snowfield, you can find a few Nobles trying to dig one of their fellows out of the snow. Kill them… and a souped-up Runebear spawns, all angry and ready to tear you apart. You can defeat it to get a Larval Tear, but it's going to be very difficult.
    • Along the road between Stormhill and Castle Mourne (northeast of the Angheel Lake South bonfire), one of the salvagers (the one at the top of the short cliff) is a "were-bear". If you kill him, he transforms into a giant Runebear. Cue Yakkety Sax as you run the hell away.
  • There's nothing preventing enemies from being baited into a deadly fall. This includes bosses too. "Enemy Felled" indeed!
  • Magic is stereotypically graceful and refined. So there is something deeply amusing that one of the magical traps you find in the local magic academy involves opening a massive portal to roll a giant boulder down a ramp. You can even bait a miniboss into this trap!
    • Or the Gavel spell type wielded by battlemages, which, when used, essentially creates a comically huge Looney Tunes-looking hammer they whack you over the head with. You can obtain this spell, the Gavel of Haima, yourself; it rapidly proves to be a case of Lethal Harmless Powers, as you can stagger even Crucible Knights with it.
  • In any of the game's numerous mines, you'll usually find miners diligently picking away at ores or stones in the walls. Normally, they don't attack the player unless you hit them first… or steal the ores from under their noses. You can almost hear the exasperation and anger as the miner turns to try and whack you with their tool.
  • There's a certain type of amusement to be had from finding a bugle-toting enemy and smacking them with a weapon, mid-toot. Of course, once you realize this doesn't actually stop the alarm if they get even the tiniest noise out, it may stop being funny.
  • One of the first Spirit Ashes a player is likely to get is the Wandering Noble Ashes. The name sounds impressive, as is the fact that it summons five at once… except players who use it without further examination will quickly discover that "nobles" are the game's equivalent to Hollows, and are as slow and dumb as that suggests, though they can still be effective out of sheer numbers.
    • Another one is the Noble Sorcerer by himself. The description says that he joined the Raya Lucaria Academy to learn sorcery, but was only able to master Glintstone Pebble, the weakest and most basic sorcery in the game.
    • Another one of the Spirit Ashes summons three little living jars. What's it called? Soldjars of Fortune. And apparently this is not a joke exclusive to the English localization, as in just about every language the game is translated in, the name of these Ashes is some manner of pun or a similar wordplay gag.
    • Another one is some giant rats, but it’s completely free; it costs no FP or HP to use, meaning it's the only ash with zero downsides. Upgrading it adds more rats and is also completely free (aside from the upgrade materials). Now you can give the enemies a taste of Goddamned Rats! The one downside is that they don't spawn next to you when summoned, but rather next to the stake that indicates summoning is possible in the area, so you may have to kite the enemies/boss over to them if you want them to help out. Which could be a problem in some areas like ruins where you don't know where the hell the stake even is.
    • Then there's the Jarwright, a naked man with a jar on his head, who assists the Tarnished by tossing explosive pots at the enemy.
    • The very first one most players will get (the one Roderika gives you when you meet her) is a jellyfish.
  • The expected appearance of Patches is given some fun twists this time around:
    • He first appears in an early-game cavern where, after getting to the fog gate, absolutely nothing is in the room. The player can freely open the chest in there, only to discover simple clothes. Then a familiar voice calls them out for stealing his stuff, and begins attacking.
    • Patches is considered a boss fight in this game, complete with a long health bar and a potentially troublesome coward's fighting style (spear and shield with stance-breaking kicks), despite still not being much in a straight fight. After beating the tar out of him for a bit, he starts begging for mercy like usual, and following a brief pause in attacking, the grandiose boss victory message appears in an almost farcical way.
    • Should you kill him, he utters some words that hadn't yet appeared in the series:
    "Well... It was bound to happen some day... What a shit show..."
    • Returning to the cave shows that Patches has not only set up shop, but placed another chest in the room, supposedly only for his most treasured customer. There's nothing stopping the player from opening the chest… which is naturally a trapped chest that warps you into the middle of the woods, right next to a runebear. Given that the player already had to steal from him to get this far, it's perhaps a bit more justified than his usual traps.
    • Here's a fun interaction: try attacking Patches after initially sparing him until he aggroes. After some monologuing, he says he'll forgive you if you grovel, which sounds like generic battle chatter right up until the game immediately gives you the "Extreme Repentance" gesture, literally allowing you to grovel. Should you use said gesture before he can interrupt you, he'll oblige and stop attacking! The sheer fact that Patches, of all people, is a man of his word is amusing, in and of itself. Considering your character easily forgives him first, this just goes to show he's at least got some integrity left in him.
    • Once again, Patches writes his own item descriptions; the Leather Armor (which he wears) description calls it the attire of a "savvy soldier" and states that "Many admire the wearer of this armor for his chivalrous and forthright spirit."
    • You can summon him to help fight Starscourge Radahn, only for him to promptly bail the fuck out of your session the moment he shows up. Considering the boss, and the fact that Patches wasn't even present at the festival grounds earlier, who could blame the guy?
    • Yet again, Patches can get up to his oldest trick. Up the way to Volcano Manor, you can find a message from him promising riches if you follow a nearby trail of Rainbow Stones. Follow the trail to the end... and he sneaks up behind you and kicks you down a cliff into a Basilisk-filled ravine, mocking you for being gullible in the process. Old habits die hard, eh?
    • After completing the Volcano Manor and meeting him again at the Shaded Castle, you can find Patches again right in Murkwater Cave. (Yes, he's not dead.) If you enter his room, you're treated with the exact same sight, with the exact same sequence of events once you open his chest (which now has an even more worthless Glass Shard in place of the clothes). This time, though, he recognizes you from the first round, cowers for a few seconds, and your reward for all sparing him is his squat, and permanent access to Patches' Emporium!
  • One of the starting gifts is two Stonesword Keys. Immediately after the tutorial, you find a Stonesword lock imp statue that requires two of them, so of course you're going to use them right away. You will very quickly regret this decision.
    • The main gimmick of a Hero Grave (yes, there are more of these) is the giant mechanical stone chariot that follows you constantly. It's like someone at Fromsoft watched Caligula and the first Indiana Jones movie and decided to combine the boulder with the execution wall. And if the player thinks they're safe once they get past it the first time? It turns and runs them down. When the player thinks they've figured the thing out, it will trap them in an unwinnable scenario only a floor down that you can only get around by tricking the chariot and jumping out the window. It's as comically silly as it sounds, especially when you can use the thing to mow down your enemies — including a hyper-aggressive mini-boss! Alternatively, you can destroy the chariot by getting to a certain point and shooting down pots from the ceiling, which will fall on its head and completely trash it.
  • A chest in Stormveil Castle contains the Mimic Veil, a reusable item that transforms you into a prop (such as a bush or crate), and the disguise only breaks when you do anything other than move. Enemies are less likely to notice you unless you actually get up in their face, so it's easier to set up a backstab. Essentially, you get to play Prop Hunt!
    • The Mimic Veil has even more amusing in PvP if you can get your companions to disguise themselves to set up an ambush! Invaders won't be able to notice unless the disguises are really obvious, because they cannot lock on to disguised companions.
      • It's even more hilarious if you read the item description and listen to Kenneth Haight. In lore, Godrick the Grafted escaped Morgott's wrath by giving up on his siege, and it's said that Godrick "hid himself amongst the womenfolk" while giving up his siege. The Mimic Veil is implied to be Godrick's dress that he used to escape Leyndell. Keep in mind Godrick is a giant multi-armed abomination. Not only did Godrick wear this while running away, presumedly grafted, you basically stole Godrick's women clothing!
  • After winning your vicious battle with Godrick the Grafted, the gatekeeper who helped you enter the castle will be found repeatedly stomping on the head of Godrick's corpse, angrily ranting and cursing him out over all the mistreatment he endured while in service to him.
  • The mysterious Two Fingers are built up by the Roundtable Hold members as wise and authoritative figures that have a deep connection to The Golden Order, whom you cannot even meet until you have proven yourself by earning a Great Rune. At first, you might think their name is just another overly ornate title, as the game is rife full of them. Once you earn their audience, however, you'll be met with a giant hand with literally two fingers who don't even talk directly and use who is effectively a palm reader to communicate. One can't help but laugh at how literal their name is.
    • Even better, behind the Two Fingers at the Roundtable is a small wooden chair, as if someone tried to offer it a seat that was way too small for it.
    • In the same vein, the Three Fingers, whom you meet should you opt to inherit the Frenzied Flame, is literally a palm of a hand with three giant fingers.
  • At the bottom of a very deep pit in Raya Lucaria, the Tarnished can loot a body for the Longtail Cat Talisman, which boasts that it makes the owner immune to fall damage. However, it can't prevent falling to one's death, something that the previous owner clearly learned the hard way.
  • Shortly before facing Rennala, the Tarnished has to face the Red Wolf of Radagon, a spellcasting giant wolf. Reading into the lore reveals that Radagon is Rennala's ex-husband who left her to marry Marika. She took the dog in the divorce.
  • Sorceress Sellen's questline eventually ends with helping her back to Raya Lucaria Academy, where she declares that she's overthrown the Carian royal family and taken over the Academy. She does this in the Grand Library, and indeed stands in Rennala's place... But if you snoop around the library, you can find that Rennala is just crouching behind some shelves, suggesting that Sellen's "coup" consisted of literally just shoving her out of sight and then declaring the battle won. Then again, Rennala wasn't really in a fighting mood (or a stable state of mind) after you fought her, either...
  • If you befriend Big Boggart, his commoner's mannerisms are fresh and amusing in a world where most sane characters are overly polite clerics and royalty:
    Marika's tits, you must be hungry!
  • In a slightly dark way, Rennala's only attack during the first phase of her battle involves picking up her flunkies — her students — transforming them into tombstones, and launching them at the Tarnished at high speeds.
    • The introductory cutscene of Rennala's boss fight sees your character's ankle get bitten by a scholar who's crawling on the ground. Your character will react visibly disgusted to it, but if you're wearing one of the Glintstone Crowns, its blank stare makes for an equally silly reaction.
    • Rennala's first phase can cause some unwitting deaths by Falling Chandelier of Doom. Amidst the flying books that don't hurt too much, it's hard to see that coming. In more dark humor, though, they can also smash Rennala's students!
    • The reward for defeating Rennala is amusing in its own way as well — her Remembrance can be traded in for either her sorcery staff or her signature spell. Both of them have staggeringly high Intelligence requirements (60 for the staff and 70 for the spell) that the player will still be far from reaching by the time they defeat her, even if they are doing a dedicated sorcery build. It's like the game is rubbing it in about how much better of a sorcerer she is than you.
  • A cave hidden along Seethewater River holds the very odd "Mushroom Armor" set. It adorns your character with a ridiculous amount of fungus. It's not very good for defense, but it's an armor set with the highest amount of Immunity, which makes it perfect for traversing the Lake of Rot!
  • Watching Iji at the forge: you see the giant troll with an enormous anvil take up a great hammer, and then give the sword he's working on a few tiny taps. Compared to Hewg's large powerful swings, it's anticlimactic. His warning you to stand back is just icing on the cake.
  • At a certain point in Ranni's questline, you'll find a miniature doll of her. And if you rest at a nearby Grace, you can talk to it, to no response. If you continue do so several times, Ranni eventually responds… in a way that sounds like she's both embarrassed and exasperated that you managed to find her hiding in the doll.
    "Oh? A dogged fellow, aren't we? Or is it merely thy habit, to talk to dolls? Fine...fine."
    (...)
    "The name of Ranni the Witch is already sullied by thee. I will not brook disobedience in this matter."
  • Radahn's fight is loaded with humor, from the way this powerful Demigod starts his fight by taking cheap potshots at you; to the absolutely ridiculous way he looks riding around on a horse he's way, way too huge for; to the way you can infinitely summon your own army of Mauve Shirts to get mowed down by him; to his infamous phase change comet attack; the sheer ridiculousness of the scene helps take a lot of sting out of an otherwise difficult fight.
    • The Remembrance of the Starscourge that Radahn drops when defeated states that he "wielded gravitational powers which he learned in Sellia during his younger days. All so he would never have to abandon his beloved but scrawny steed." It's hilarious and kind of adorable that Radahn went out of his way to learn powerful gravity magic not to become a better warrior, but just so he could keep his favorite horse, which the game itself admits is too small for him, without squashing the poor equine.
    • Even your selection of allies for the fight is humorous: You can potentially summon some powerful warriors, including one in a particularly fat-looking armor, a Finger Maiden, a half-wolf warrior with a huge greatsword, a living pot that fights with its bare fists and spinning around, and Patches. Who takes one look at the boss and immediately Black Crystals out, because he wanted nothing to do with this!
  • There are a set of items called 'Prattling Pates' hidden throughout the world — stones (?) that look suspiciously like potatoes whose only description is that they emit a voice that says different lines ranging from 'Hello' and 'Thank you' to 'Wonderful' and 'Apologies.' They are ostensibly meant as a clearer communication method for coop, but since the voice is incredibly deep and mysterious and the pronunciation humorous, there is also plenty fun to be had spamming them even when playing alone.
  • On Mt. Gelmir, there was a message left by Alexander as he makes his way through the mountain. But before Patch 1.04, the initial English version was incomplete, completely changing the context and making the message much more amusing:
    "I thought this a mountain of fire, but I hardly feel a thing! I'll "
  • The first time the Tarnished enters Volcano Manor, they can find a ghostly Lordsworn Knight who served Rykard in life. He pleads for the Tarnished to kill his former master...but his tone makes it sound less like he wants to put the demigod out of his misery, and more like the knight is thoroughly done with Rykard’s shit and is asking someone to get it over with already.
  • There is a Fallingstar Beast located at the peak of Mt. Gelmir, accessed at the top of a very long ladder or through a Spiritspring jump. It's also likely to start the battle by charging at you, sending you careening off the edge to a lethal fall if you don't evade it immediately. Prime Black Comedy.
    • Given how its arena is set in a relatively-linear area compared to other open-world bosses (such as the Tree Sentinel and Agheel), you'll probably have forgotten that this boss is also optional and you can still proceed without engaging it.
  • Some large enemies don't play nice with sloped terrain, and this is most visible with Gargoyles or the Black Blade Kindred. If they land wrongly they get caught in a "landing" animation loop that makes them look like they're vigorously humping the scenery. If you stand too close you'll find that this animation loop still inflicts damage onto you, trapping you in a Cycle of Hurting that teabags you into submission and then some.
  • In Morgott's cutscene, we're shown six thrones corresponding to the main demigods we encounter in the game, with the boss himself counting down their names. The first five thrones are all of the same size – large and inhumanly tall, easily able to comfortably sit Radahn's or Godrick's massive frame – then there's Ranni's throne, which is adorably tiny. Made even better by the fact that Miquella's throne is for some reason the same size as everyone else's.
  • If you look closely at Ranni in her tower, she's sitting on a stack of books to make herself look taller.
  • At the end of Fia's questline, you fight through spirits of her champions in her boss arena. When they're all defeated, she appears and asks if you've come this far to kill her. You have the option to tell her "you want to be held", and while she's initially confused, she obliges.
  • Late in the game you can stumble upon the Spiritcaller's Cave, populated by spectral version of enemies summoned and maintained by Spiritcaller Snails. If you reach the boss chamber at the end and are playing online, you may notice several player warning messages of "trio ahead". Proceed and you'll have to fight spectral versions of the Godskin Apostle and Godskin Noble — thankfully only one after the other as opposed to both at once, which would be far worse. After the Noble goes down, the boss music continues as you await with bated breath what the game will sic on you next... and lo and behold, it's a Spiritcaller Snail that's projected the duo.
  • The Dung Eater is a very serious, very dark character. But thinking about his name and how he probably got it remains funny because of the sheer juxtaposition. This is a character who murders people and defiles their corpses, probably sexually, which places a horrible curse on their soul. But the first thing people in-universe remember about him is that he apparently ate shit at some point.
    • The Dung Eater's armour set is supposed to resemble an Omen with its horns cut off, as the Dung Eater heavily identified with the hated and mistreated creatures to the point that he considered himself an Omen born in the wrong body. However, the fact that the metal has turned brown with (hopefully) rust combined with the yellowish-white horn stumps and the lack of facial features on his helmet ends up making him look more like a walking turd with pieces of corn in it than anything else.
    • Most of the time, the Dung Eater is sitting in the Roundtable Hold in his red phantom form, and that is where the player sees him most until encountering him beneath Leyndall. Take a good look at the spot he's sitting… or rather behind where he's sitting, where he appears to be sitting on a puddle of blood. Horrifying? Maybe, but it also looks like the Dung Eater had a really awful sharting experience…
    • When the Dung Eater invades you, there's a Giant Enemy Crab in the area. Some larger enemies such as the giant crabs are capable of hurting other enemies, which includes invaders. So while it will never actually aggro onto him, it is possible to bait the crab into killing the Dung Eater for you. Especially since this particular crab can vomit clouds of Deathblight. It's rather hilarious to see this horrifically evil opponent be beaten by a crab of all things, and it's even better when you meet him again and he starts talking about how you beating him caused a lot of introspection and how you are him and so on… apparently having repressed the memories of his embarrassing death by crab.
  • Similarly to the above, it's possible to effortlessly kill Great Wyrm Theodorix by luring him over to some nearby Giant Land Octopi. And since they can both hurt each other, they actually will aggro onto each other and ignore you, so you can sit back and watch the fight, then finish off the severely wounded victor.
  • It's rather heavily implied that the only reason Vyke wasn't able to become Lord of Chaos (and thus the only reason the Lands Between aren't a burning wasteland) is because he forgot to remove his armor. And when you go meet the Three Fingers, you can't even open the door unless you're properly naked. Obvious Rule Patch, anyone?
  • While the fight against Mohg is in itself a brutal and drawn-out affair, it loses a good bit of its seriousness when the player translates the Latin and realizes he is just counting down from three before he smacks you with major blood loss. The entire exchange takes on a new light when you realize the entire ritual is basically Mohg saying "TARNISHED! I am counting to THREE!"
    • Cut dialogue reveals Mohg would have counted down from six instead of three. Why is this funny, you may ask? As they are in Latin, Mohg would have been yelling "SEX!"
  • The fact that Mogh's robes explicitly call him a "raving lunatic." Maybe he should take lessons from Patches on how to write your clothes' description.
  • To compensate for the sheer brutality of Hoarah Loux's bossfight, his unorthodox wrestling moves provide one of the most hilarious ways to die — he performs a volleyball dive that throws the Tarnished high into the air, giving you several seconds to contemplate the inevitable end.
  • While it's far into black comedy territory, D's revenge on Fia for killing his brother is morbidly hilarious. D tracks Fia down into Deeproot Depths and at the end of the quest, the player can find D gloating about Fia's death while holding his sword triumphantly over the dead body of Fia, who he bravely mutilated the corpse of after she died long before he got there.
  • The Inescapable Frenzy Incantation can lead to some humorous shenanigans for the rare bosses where you can use it on. One boss you can use it on is Sir Gideon Ofnir near the end of the game. It basically one-shots him and ends his speech early.
  • Out of the six endings, the Elden Lord endings and the Age of the Stars has the Tarnished marry either Marika or Ranni. In the Lord of Frenzied Flame Downer Ending, on the other hand, the Tarnished becomes a Humanoid Abomination and even Melina abandons them. In other words, the bad ending of the game is, in fact, the Maidenless ending.
  • If you use the Roundtable Hold site of grace, at the central table, it'll automatically snap you to certain points around the table. Some of those points have a chair overlapping with them, for some reason, causing you to enter the menu accompanied by the sound of splintering wood.
  • The spirits are mostly pretty somber, but some of them have funny things to say.
    • There's a ghost outside the Limgrave Colosseum lamenting how he came all this way to fight in the colosseum and it isn't open... presumably mirroring the players' frustrations about the Colosseums not being implemented. He was removed from the game after an update opened the Colosseums, so presumably he finally got his wish after all.
    • The Fort Laiedd spirit boasts that he'll survive and soon be back in Volcano Manor. Seems somebody Failed a Spot Check...
    • A spirit at the Shaded Castle blames the Marais family's devotion to Malenia for Elemer stealing the Marais Executioner's Sword and taking over their castle. But the way he phrases it, particularly calling Malenia "that severed harpy", makes him feel like a dad who's still angry about his son running off with a girl he didn't approve of.
  • The Lion's Paw ability that comes with the claymore consists of rolling forward, using the sword to launch yourself into the air, and performing an overhead smash with the blade, like a weaponized acrobatics routine.
  • There's something hilarious to the fact that one of the DLC bosses is two guys in an Omen costume that they visibly have to adjust during the fight.
  • Another DLC boss fights with an oversized boomerang.

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