Dark Souls - Walkthrough Part 0: Character creation and Prologue.

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Dark Souls
Game:
Dark Souls (2011)
Category:
Walkthrough
Duration: 16:30
1,449 views
7


FIRST: You are here.

PREVIOUS: Ain't none.

NEXT: Undead Asylum
http://www.youtube.com/watch?v=5PL4MRtJ10k

GUIDES: http://darksoulswiki.wikispaces.com/
MORE GUIDES: http://darksouls.wikidot.com/
MAPS: http://www.kouryakubo.com/darksouls_en/index.html

PLAN YOUR CHARACTER:
http://mugenmonkey.com/darksouls/


Was going to be higher quality, but stuff messed up and it got annoying real fast.

The real description comes later.
For the most part, I will offer both my own opinion and advice, mixed with more cold facts so you too can beat this game like a smartass.

GIFTS:
Binoculars: Zoom in with bows. Can be gotten at Firelink for free.
Black Firebomb: Gotten from merchants, onyl for Asylum Demon's weapon.
Divine Blessing: Not that great, gotten from Merchants.
Master Key: Gotten from merchant/Thief class. Opens handy doors.
Old Witch Ring: Talk to a certain person. Doesn't give anything useful.
Pendant: Doesn't do anything at all.
Tiny Being Ring: +5% Max HP. Not great.
Twin Humanity: Gotten anywhere, terrible.

Stick with Master Key or Firebomb.

CLASSES:
Pick whatever fits your stat needs. Equipment is easier to replace than incorrectly spent levels, especially later on.
http://darksoulswiki.wikispaces.com/Classes
http://darksouls.wikidot.com/classes

Warrior: Good for starters of all kinds.
Knight: Slow but good for combat Faith builds.
Wanderer: Melee Dex builds.
Thief: Magic Dex Builds. (or for another gift as he has Master Key by default)
Bandit: Strength Builds.
Hunter: I don't know. Ranged?
Sorcerer: Magic of Int ro Pyromancy.
Pyromancer: Magic + Melee.
Cleric: Strength Faith Builds.
Deprived: Terrible. A challenge.

STATS:
http://darksoulswiki.wikispaces.com/Stats
http://darksouls.wikidot.com/stats
Generally, there's a soft cap of 40 or 50. After this, benefits (damage bonus, health increase etc.) gets much worse.

Vitality: More Health. After 40, you get less per level. After 50, don't bother, unless you really want to.
MAX HP AT:
0 - 400
10 - 572
20 - 792
30 - 1100
40 - 1325
50 - 1500
60 - 1588
70 - 1675
80 - 1758
90 - 1839
99 - 1900

Attunement: Gives more spell slots.
Spells slots gotten at level: 10 - 12 - 14 - 16 - 19 - 23 - 28 - 34 - 41 - 50
Max slots: 10 (there are rings to get 2 more, giving a max of 12). There is no reason to level over 50.

Endurance: Increases Equip Load, Stamina and Bleed resistance. Equip Load goes up 1 per level at a max of 139 at 99 Endurance. But you get no more stamina after 40, at which point you'll have 160 Stamina and 80 Equip Load.
NOTE: ALL FOUR weapon slots are used in equipload. So do NOT equip heavy weapons to these slots, if you want to roll around better.
+100% - Cannot run or roll.
50-100% - Fat Rolls and walks slow.
50-25% - Good roll, runs decent.
-25% - Master roll (Ninja flip with a certain ring), great speed!

Strength: Weapon stat. If not met, weapon is swung slow and staggering occurs. useful on Greatswords, Axes and Hammers (both Ultra and normal).

Dexterity: Weapon requirement, increases damage on Dex scaling weapons. Failure to meet requirements causes you to stagger on hit.
When you get at 35 dex, the speed at which you cast offensive spells increases, until 45 dex. This makes dex a perfect back-up stat for magic casters.
(at 45 Dex: Pyromancies at 20-27% faster, Miracles and Sorceries 8-10%)

Resistance: Increase defense and Poison Resistance. It's terrible. DO NOT upgrade unless you really have levels to waste. And the poison resist increase isn't even that great. Vitality is, in all regards, better.

Intelligence: Increases Magic Adjustment on Catalysts, weapon damage on Magic and Enchanted weapons, increases amount of projectiles with Homing Soulmass (max of 5 at 31). At 32 int, you meet the int-requirement of all weapons. Above 32 int, there are three more sorceries to learn: there's Soul Spear at 36, Crystal Soul Spear at 44 and White Dragon Breath at 50.

Faith: Magic defense and Magic Adjustment (for Talismans) go up! More damage with divine/Faith scaling weapons. At 50, you can master all miracles. However, you can master most miracles and use all normal weapons at 30! You also need some to join the Warrior of Sunlight Covenant (though with enough co-op, you don't need any).
Miracles that take more than 30: The Bountiful/Soothing Sunlight AND the Sunlight Spear.

Humanity: At 10 humanity, item discovery stops going up. At 30, your curse resistance stops going up. At 10 humanity, the bonus damage to CHAOS weapons no longer increases.
Best Result: 10.

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