Dedicated to digging into the game's lore. Bring your thinking caps.
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#1
This is the index. This is not the actual post. The posts for such facts will be underneath this index. This will give a reference to what it is that the subject will focus on. Like I said, the subject will be posted around 11PM.

Introduction - 0.00
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Basic Weapon Classes - 1.00
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Magics of Dark Souls - 2.00
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Shields - 3.00
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Weapons Qualifications - 4.00
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Magic Qualifications - 5.00
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  • Ranged Sorcery - 5.01
  • The Buffers of Weapons - 5.02
  • Pyromancy and Miracle Hinderers - 5.03
  • Chaos vs Flame Pyromancies - 5.04
  • Sounds and Illusions - 5.05
  • Healing Miracles - 5.06
  • Offensive Miracle - 5.07
  • Buffers of Magic - 5.08
  • Whips and Combustions - 5.09
  • Dragon Magics and their Usage - 5.10

Armors of Wanderers - 6.00
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  • Armor Weights - 6.01
  • Resistance and Poise - 6.02
  • Armor Attributes - 6.03

Items and Ammunition - 7.00
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  • Bombs and Knives - 6.01
  • Munition of Quality - 6.02
  • Physical Buffs - 6.03
Last edited by Anonymous on Tue Feb 28, 2012 4:43 am, edited 13 times in total.

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#2
Greetings

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Welcome. This thread is based on the fact of different weapon types, different magics and usage of the world. As it were, this thread is to clarify different diversities of items for users to use for their own speculation of choice in future builds, as well as current ones. These facts will help you in many situations, if you are able to use skill and comfort for the things you use for such times. As it were, these different types are all set to different criteria within the world of Dark Souls, and have their own weaknesses and strengths, despite if you see them or not. They all do, and they are all a usage of such means when the times come.

As it were, and Introduction is not what you look for. Instead, you look more for the information of such weapons and things when combat is concerned. So...

enjoy

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Last edited by Anonymous on Fri Feb 10, 2012 7:13 am, edited 1 time in total.

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#3
As it were, their are different classes and clarifications of different weapons. Before you can go into the world as a champion, understanding of the tools of destruction and sometimes peace needs all a basic understanding, as well as their qualities and weaknesses to be understood for the right tools for the right job.

Some experts solely use a weapon that has a good amount of qualities that are easily seen, however their are also other weapons that can eaisly counter such weapons at times. The players must understand such clarifications, and aim for the sucess required of becoming the Champion of Destruction, with the usage of the Raw.
Last edited by Anonymous on Fri Feb 10, 2012 7:13 am, edited 1 time in total.

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#4
Straight Swords; One of the Common Weapons of Enemies that we see within game... if the enemies can hold weapons, of course. These swords are usually set in the scaling of a balance between dexterity and strength, although the straight swords also have a few that are more towards the dexterity side than strength. These swords are mostly slashing weapons, with usually the R2 Two-handed attack being a thrust like a rapier sword, and is a slashing attack usually similar to that of normal curved swords. The Base Damage for most of the weapons is low, however the scaling is usually superior to most other classes with its balancemnt.

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When it comes to scaling, these Straight Swords are known to not increase to over C-Rankings for most of the Normal Swords, however the few that are scaled towards dexterity more usually are more based on such scaling to increase in dexterity. The Balder Side Sword and the Silver Knight Sword are both examples of such things, aiming more towards dexterity than strength. However, the Balder Side Sword is more towards a better scaling than the Silver Knight Sword, but the base between the two is over-sized by the Silver Sword. Only a few weapons do not follow this trend of C-Scalings or over-dexterity swords. Two of them are the broken swords, in which the broken sword has better base and scaling compared to that of the Hilt Sword. The Barbed Sword is based on a D-ranked scaling over the plate, however it is the only straight sword with a Bleed Effect. The last is the Drake Sword, in which has no scaling, but the base damage oversize the concept in early game plays. Even so, the Drake Sword's capability to use a 'shock crack' with two-handed R2 Attack makes this sword being a special magic weapon. Their are no Swords that have no special effects of damage, other than the Bleeding affect of the Barbed Sword, as well as the Divine quality of the Astora's Straight Sword.

When it comes to One-Handed Attacks, an almost 180 degree attack of a slashing attack is seen with an R1 and R2 attack. The Two-Handed Attack is that of a usual Katana Attack in an R2 Move, in which it slashes upwards and downwards, removing the moveset of a slashing attack of AOE to a more direct attack. As usual, weapons that are Two Handed multiplies the Damage Count, despite how the stats on the Player usually does not show the true amount of damage, and it also increases the strength by a tad, in which helps with the scaling sometimes as well in low-leveled strength classes. The sword is good for diversity of attacks, with the attacks being usually fast and quick, with the attacks being that of a short AOE attack against multiple foes infront of the character, while the R2 moves are mostly based on single targeted enemies. However, if you require a shield for most foes, the Straight Sword is that of usually an R1 attack, removing damage for a longer sweep, and a good shielding compared to blocking with R2.

The Straight Swords are usually not chosen as weapons due for their usual common short range compared to other weapons, although its weapon class is based on full out balance. These swords, however, are more easily resisted by armors of many kinds, from medium to heavy armor. In a sense, light armor enemies are more weaker to use enemies. These Swords also do not have the quality of Poise, in which these swords can not stun enemies with ease compared to many, with most enemies needed a good amount of hits to cause such stuttering.
Last edited by Anonymous on Fri Feb 10, 2012 7:15 am, edited 1 time in total.

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#5
Curved Swords; Their are two qualifications when it comes to Curved Swords: The Normal Medieval Kinds, and the Brittle and yet Hard Katanas. Both swords are very smooth, when it comes to their movesets, usually attacking with a sort of elegance and speed compared to many other weapons. When used, these weapons are very similar to that of a Straight Sword. However, different qualifications make them different. These Katanas and Curved Swords are more less damaging towards Heavy Armored Beings, and more are aimed to light no bare beings, enemies with bare or cloth armor for the most parts. These weapons are also entirely based upon the basis of Dexterity Scaling, and less on Strength. Only the Washing Pole, a Greatsword Katana in its own rights as a long thread sword, which is balanced in a D-Scale Ranking for both Strenght and Dexterity. As well, the Jagged Ghost Blade has barely any scaling, residing to only an E-ranked Strength Scaling.

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Compared to the Katanas, the Curved Swords are based mostly on the attacks of similar quality of a fusion of a Dagger and a Sword. Usually, the length of these weapons are between the two. As well, if a weapon is put into their left hand, the blocking mechanic is replaced with a parry similar to that of a parry, which is longer effect compared to that of a shield, while keeping also a swinging effect. As it were, special curved swords such as the Furysword does fire damage, and the Jagged Ghost Blade has a bleeding effect. Even more so, the Shotel has a special R2 attack that allows the weapon of ignore blocks. As it were, these weapons are less of a variety compared to their longer, straight types of weaponry. These Swords are more or less replaces base damage (due to the resisted effect compared to straight swords) with rapid speed, allowing them to swing with a good succession, with less endurance being eaten up compared to other swords and other heavy weapons. These Curved Swords are a very elegant weapon choice, in a sense, meant for players who want to be more of a rapid pest, than a hard-hitting boar.

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The Katanas, like the Curved Swords, have similar qualities to them. However, a few qualifications to these weapons are more so easily seen. These Katanas all have a bleeding effect. Their length of these swords are more towards a normal sword, and most of them longer than a good amount of straight swords, sometimes close to being a greatsword, for the Washing Pole of course. These weapons are also more brittle than other weapons, with less Duration than other weapons. Very breakable if not repaired, these swords are also commonly fast as a Curved Sword. Their is a special sword, the Chaos Blade, which has a greater base damage, is known as a Demon Weapon, and is upgraded VIA Demon Titanites. As it were, the sword also does a tad amount of damage to the player, hence the chaos aspect to it. These Katanas need special care, and their speed and length are extremely well. of course, all but the washing pole has no scaling towards strength, just solely dexterity, so later games other curved swords trump them VIA scaling. However, their starting base damage is a tad greater than that of other swords, which makes these swords easily likable early to mid game, until players increase scaling to other things VIA leveling. These weapons are the most loved, and the most infamous, compared to all other weapons, excluding a few.

As it were, the Curved Swords are usually more obscure than the Katanas, despite in later games the Curved Swords have a better quality to it later in game. As it were, many Curved Swords replaces a kick with a slash and then blackflip, adding more dmaage and less stun. It combines a roll and an attack, allowing better combat that a kick, which is more used to disarm shielded and bare to medium cladded enemies. Take note, that it does not do as much damage than a normal attack, and it does not stun as well to heavy and shielded enemies. Be warned skill is required for curved swords when combat includes the heavy, which is very popular in PvP.
Last edited by Anonymous on Fri Feb 10, 2012 7:18 am, edited 2 times in total.

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#6
Rapiers; A Third Qualification of Swords. However, unlike other swords, it is a crossbreed between a spear and a straight sword. These Swords replace a slashing motivation with a more piercing attack. More aimed towards the killing of Heavy and Medium cladded enemies, these swords remove base damage and less scaling with the ability to allow players to do more damage against enemies, even if they have a physical resistance towards normal weapons, since most armors are less resistant to piercing weapons. Their scaling is more based to Dexterity, similar to that of curved swords, however their scaling is usually seen as 'poor'.

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Only having a few amount of weapons, each has their own qualities and faults. All they share is the thrusting attack, similar to spears. This allows shield wielders to hide behind shields and use the sword, allowing such players more diversity of combat. As it were, the Kick is also replaced as well, with a trusting slash, and the a backstep away from them. Similar to that of a normal curved sword, these Rapier are more based on heavy enemies than light, which makes them the opposite ends of the poles, despite being both dexterity based weapons. As it were, the rapier has no slash, excluding the Estoc, which has an R2 attack that allows a slash, in case enemies surround the user of such a weapon. The lengths of each weapons of normal quality scale from a normal dagger to a longsword. As it were, the normal rapier and the dagger rapier, the mail breaker, both are similar to daggers, in the sense that both have a critical hit bonus, which allows such diversities of weapons for the thief-liked classes, in the sense that the sword can replace the slashing daggers.

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All three of the normal weapons are based on a D-ranked strength, and a C-ranked Dexterity at the start. However, the two special weapons, the Knight Lord's Rapier, as well as the Pardoner's Rapier, Velka's, are more based on different scaling, with Ricards based more on dexterity than strength, and the Velka's more so to Intelligence. As it were, no weapons start with a base damage over 80, however most weapons can reach to about 150-160 base damage, as well as the contribution of scale damage with dexterity. As it were, like spears, most of these swords are based on thrusting attacks, despite any attacking process. The only exception is the Estoc.

These Swords are very used for enemies of heavy cladded armor, and is more appealing as a substitute of a dagger, despite how the daggers and the rapiers have little qualities, other than the critical hits and the one rapier being the length of a dagger, qualifying it as a Hybrid of a Dagger and a Rapier. These Swords have more of a diversity of attacks, and is more usable without a shield, than the reluctive long spear. Unlike the spear, these weapons are also more faster when it comes to attacking without blocking. Their ability to be used at the left hand is exceptional, as the Rapier can parry as well as a curved sword, with their own animation of slapping weapons away. Of course, the parrying mechanic for the rapier is shorter, and must be times precise, but it has a good feeling for any who want it on their left hand a melee weapon instead of a shield or some other weapon of choice.
Last edited by Anonymous on Fri Feb 10, 2012 7:20 am, edited 1 time in total.

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#7
Spears; Weapons that substitute speed that the fact that it has a good set of length. As it were, like rapiers, they are all based on mostly Dexterity scaling than strength, however two of them, the Trident and the Horn Spear, are based on intelligence, with the Trident only having scaling to dexterity and strength as well. The Dragonslayer Spear is also based on faith, due to its knightly quality to it.

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As it were, like the Rapier, the spears also have a diversity of length, from the normal spear to the spears such as the Dragon Spear and the Winged Spear. However, some of these spears have a backside compared to the rapiers, in which the long spears have a noted 'minimum' range, in which case the spears can not hurt an enemy that is right in front of them (close to hugging, if it were). These spears are also thrusting, aimed towards heavily armored enemies than normal ones. Such spears include the Winged Spear. As it were, these weapons are usually to slow and direct for combat without the shield, and is mostly based on the use of a shield, with the exception of special spears such as the Dragonslayer and the Trident, which can be more so Independent of such shields, compared to normal spears.

These spears, when two-handed, are more faster and faster than normal One-Handed Attacks, which allows players without spears to become exceptionally deadly without the use of a spear, and is similar to that of a Pole Arm during this Process. As it were, these weapons can be said to be more reliable, as they do not stagger if they miss. However, their is no sweeping attack in most cases. These Spears are more based on an AOE of a straight line, and is more reliable on a narrow pathway such as a bridge than a large hallway. As it were, these spears are solely based on Thrusting Attacks, excluding the magic attack weapons. They all do physical damage, however the Trident and the Horn does magic damage, with the horn losing physical damage, and the Dragonslayer Spear having lightning damage.

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Even so, these Spears are very useful for those who can use a spear and balance endurance and timing. These spear-men are usually also hated for their combat being hardly impenetrable in closed areas, except for deflections from heavy stability weapons, and parries. These spears are easily usable, and parrying a long-thrusted spear is only parryable when in close range. As it were, making enemies unable to move around will allow the spear user better combat, as attacking while shielded is less faster than without it. However attacking while using the shield uses the same endurance as without it.
Last edited by Anonymous on Fri Feb 10, 2012 7:22 am, edited 1 time in total.

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#8
Hammers; Clubs, Picks, and also, well, hammers. As it were, these weapons are based on Strength more so, with the only weapon based with dexterity scaling is also the Warpick. As it were, these weapons are short, yet they are based on Raw Power. Unlike swords, they are able to pass by physical resistance, compared to other weapons, and these 'Hammers' are slower, yet they are able to target an enemy, and break them. They easily stun enemies, and is able to be used more efficiently to light to medium enemies. Despite being less used than other weapons, almost being obscured after early game, these weapons are mistreated and uncommon for almost any enemy and user.

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However, unlike other strength hammers, which rely on smacking enemies, the Pick weapons are more so in a thrusting attack, which removes the raw power with that of similar damage as Spears and Rapiers. These weapons are the MOST uncommon hammer weapons, although is more based on heavy enemies than normal hammers, which these hammers are very damaging with physical damage than swords and other weapons. As it were, these Hammers are very useful, and is sometimes easily very effective against heavy enemies as well, such as armored giant knights and such. These Hammers are effective in that stance. Like an axe, if the player misses the target, they stagger for a second or two, and makes the player vulnerable. As it were, the Hammers have lost that smooth attack sequence that the axes have, which makes the Hammers more based for skilled players. As it were, these weapons stagger better than axes in general, but only a tad so.

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As is, these Hammers need a special care, as their swings are usually 1-3 seconds, takes a good endurance away, and these weapons are very easily parried for intermediate parriers. These weapons have a good durability compared to many, however the weapons that have less than 200 compared to other weapons, including the reinforced club and the morning star, is able to do bleeding damage, even though their scaling is lesser than others. Their base damage between the two makes the Reinforced Club superior to the Morning Star. The Blacksmith Giants Hammer is the only weapon that does not use just physical damage, with the usage of lightning damage (due to his profession, of course). As it were, the hammers are need to be used by players of intermediate or higher quality, and thoseof little to no skill will easily die with the usage of these uncommon weapons. Be warned.
Last edited by Anonymous on Fri Feb 10, 2012 7:24 am, edited 1 time in total.

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#9
Great Hammers; Half being hammers, half being clubs and a grant, these weapons are an extreme upgrade when it comes to strength, compared to the lesser cousins. As it were, the Great Hammers remove speed with power, which counterfits most to all dexterity-based weaponry. As it were, these weapons are able to smash enemies onto the ground, and is a weapon that is usually two-handed, due to it having a larger scale of raw power when two handed, as well as sometimes a larger swing.

Although most is a striking weapon, the large club replaces such smashing attacks with swings, and the swings have more of an AOE scaling to that of other Great Hammers. As well, the poison effect it has allows those who block or have a good amount of vitality, or they heal, to be poisoned and loss HP, helping the player kill them quicker (although minuscule). All of these weapons are based off of B-ranked or higher strength only, excluding the Grant, which has a scaling of A in faith, and the two special weapons, the Dragon Tooth and the Smough Hammer, which replaces scaling with pure raw power. However, when it comes to it, weapons such as the Demon Great Hammer and the Grant does more damage when the needed scaled levels of different attributes is obtained, removing the appealing number the two raw, based weapons of such ideas. All of these weapons can slam enemies to the ground with the R2 Two-Handed Attack almost always, excluding the enemies with a heavy, heavy poise. Usually armored with Havel, Giant, or Smough Armor with the wolf ring (and the flipping ring... be warned). However these weapons can kill if a good amount of hits, usually form 1-3, hits onto an enemy, these weapons are also slow. Not as slow as the great axes, which trumps their speed and their leng in all cases of such Great Axes.

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These Great Hammers are usually favored by many who love and adore raw power, however such users are trumped by a mass of Axe wielders. However, the balanced speed of both the R1 and R2 attacks are greater than the Great Axes. As it were, Great Axes usually have a faster R1 attack than a Greta Hammer, but their R2 attacks are noted as usually extremely slow when it comes to combat, causing the player to being less efficent to Great Hammers, as usually those moves are block, or usually just moved aside. As the Great Axes focus on short, slashing attacks as the Large Club, the Great Hammer has a Direct AOE attack, which kills anything that it lands on, and around it.

These Great Hammers are more uncommon in quantity than the normal Hammers, but the quality of the two changes more so towards the favour of the greater cousin. The usage of such weapons requires patience and timing, and possibly a good amount of poise, of strategy for the player does not work in their favour.
Last edited by Anonymous on Fri Feb 10, 2012 7:26 am, edited 1 time in total.

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#10
Axes; Less Quantity compared to Hammers, however these Axes are a breed of a Pole Arm and a Hammer. Like the Hammers, they use raw striking power, used to smash enemies. However, their stunnage is less effective, but their Base Damage is seen greater than hammers, and their speed is also usually seen greater than such. However, they have a greater stagger when they miss than hammers, and these weapons have a direct AOE of 180 minus the left side a good quality amount. As it were, the Axes are also based with a balance of strength and dexterity, but more based on strength, excluding the Butcher Knife and the Gargoyle Tail. The Gargoyle Tail being that of Dexterity more than Strength, and the Butcher Knife is just Strength Scaling.

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All except the Hand Axe and Battle Axe have their own R2 Attacks, in which both the two regular axes have the same R2 attack of a downwards strike, instead of a sideways one. The Butcher Knife has a slower Strike to the ground with both hands, and the Gargoyle Tail has a spiny bendage of a strike. The Golem Axe also is different as well, using Magic. Such weapons can be easily seen as used for more open areas than hammers, as their sideways strike allows a rounder attack than the downwards strikes of hammers. As it were, users of such axes must understand that the speed and damage is sacrificed with a longer stagger, so intermediate players and over are more pulled towards this. Only the hand axe has a shorter staggering than others, with their being almost no stagger at all.

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Surprisingly, these Axes are also good for blocking, compared to hammers, with a resistance to physical damage being 55, allowing two-handed use of it allowing more resistance to attacks, before they counter attack them. As it were, the Gargoyle Tail allows resistance to Poisons, Toxins, and Bleeding by a good amount, due to its bronze quality. As it were, the Axes have barley any special qualities to them other than such, making them mostly just raw damage, as their is only physical-only damage attacks from such weapons. The usage of weapons in closed areas is bad, as they can easily hit walls and other objects, causing the player to miss and stagger. As it were, the Axes are very uncommon with quantity, but the Battle Axe is easily common early game, as wlel as the Hand Axe. Other Axes usually takes time to obtain.
Last edited by Anonymous on Fri Feb 10, 2012 7:27 am, edited 1 time in total.
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