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Chosen undead 2

Since the day Father his form did obscureth, I have await'd thee. Once living, now Undead, and a fitting heir to father Gwyn thou art, and beseech thee succeed Lord Gwyn, and inheriteth the Fire of our world. A grave and arduous test of mettle, yea, it shall be. Indeed, we had felt the warmth of Fire, its radiance, and the life it sustaineth. Without Fire, all shall be a frigid and frightful Dark.

Please. Father's role thou should assume, and inheriteth the Fire of our world. Thou shall endeth this eternal twilight, and avert further Undead sacrifices. Kingseeker Frampt, the primordial serpent, shall guide thee.

Now thou shalt go forth, chosen Undead. May thou be one with the sunlight for evermore.

~ Gwynevere, Princess of Sunlight

Hmm... You are astonishing. The truth I shall share, without sentiment. After the advent of Fire, the ancient Lords found the three souls. But your progenitor found a fourth, unique soul. The Dark Soul. Your ancestor claimed the Dark Soul, and waited for Fire to subside. And soon, the flames did fade, and only Dark remained. Thus began the age of men, the Age of Dark. However... Lord Gwyn trembled at the Dark. Clinging to his Age of Fire, and in dire fear of humans, and the Dark Lord who would one day be born amongst them, Lord Gwyn resisted the course of nature. By sacrificing himself to link the Fire, and commanding his children to shepherd the humans, Gwyn has blurred your past, to prevent the birth of the Dark Lord. I am the primordial serpent. I seek to right the wrongs of the past, to discover our true Lord. But the other serpent, Frampt, lost his sense, and befriended Lord Gwyn. Undead Warrior, we stand at a crossroads. Only I know the truth about your fate. You must destroy the fading Lord Gwyn, who has coddled Fire and resisted nature, and become the Fourth Lord, so that you may usher in an Age of Dark.
~ Darkstalker Kaathe

Summary

The Chosen Undead is the main protagonist of Dark Souls. They are an ambiguous character, with the appearance, alignment, and equipment entirely decided by the player. The title of "Chosen Undead" is a reference to a prophecy concerning the end of the Age of Fire. It states that at the very end of the Age of Fire, an undead champion will appear and undertake the pilgrimage to ring the Bells of Awakening in "the Land of Ancient Lords," Lordran. The Chosen Undead is a human, and thus, a descendant of the Furtive Pygmy, one of the original Lords who claimed the Dark Soul. The Chosen Undead is engaged on a quest to either kindle or extinguish the Flame, to begin the Age of Dark or extend the Age of Fire.

Powers and Stats

Tier: 9-A | 8-C | 7-C | Low 6-B4-C

Key: Beginning of Game | Early Game | Mid GameLate GameEnd of Game

Name: The Chosen Undead (Actual name is player determined), The Great Lord (In the "Link the Fire" Ending), The Dark Lord (In the "Age of Dark" Ending)

Origin: Dark Souls

Gender: Can be either male or female

Age: Unknown

Classification: Undead Human, Cursed Warrior (Can have a background as a Warrior, Knight, Wanderer, Thief, Bandit, Hunter, Sorcerer, Pyromancer, Cleric, or Deprived), Covenant Member (Can be a member of the Warriors of Sunlight, Princess Guard, Way of White, Darkwraiths, Forest Hunters, Path of the Dragon, Blades of the Dark Moon, Gravelord Servants, or Chaos Servants), Great Lord (In the "Link the Fire" Ending), Dark Lord (In the "Age of Dark" Ending)

Powers and Abilities:

  • Superhuman Physical Characteristics
  • Weapon Mastery (Skilled with a wide variety of weapons)
  • Martial Arts (Skilled in hand-to-hand combat)
  • Acrobatics
  • Stealth Mastery
  • Immortality (Types 1, 2 [Able to function unimpeded after receiving injuries as severe as being impaled through the skull and torso], 4, 7, and 8 [Reliant on the Undead Curse and will constantly revive when killed so long as it persists])
  • Dimensional Travel/Time Travel/Teleportation (Able to freely travel to different points of the world as well as alternate realities, such as the Painted World of Ariamis, and even travel through time, such as the past land of Oolacile, so long as they have an active Bonfire to travel to)
  • Resurrection (So long as The Chosen Undead remains afflicted with the Undead Curse, they shall continually resurrect upon death, retaining all their memories and experiences)
  • Magic
  • Clairvoyance/Psychometry (Can perceive the spirits of other Undead in other worlds, both by passively seeing them or actively seeking them out by touching their messages or bloodstains.)
  • Accelerated Development (Leveling [Physical Stats, able to use Souls to increase their physical and mental stats])
  • Soul Manipulation/Absorption (Can absorb the souls of defeated enemies)
  • Empowerment/Statistics Amplification (Undead are passively empowered by the strength of their souls, and are able to amplify their strength through larger and larger amounts of Souls, though they cannot do so in combat)
  • Reactive Power Level (The more Humanity the Chosen Undead has, the higher their defenses and resistance to curses become)

  • Madness Manipulation/Memory Manipulation (Type 2, Can constantly switch between Human and Hollow with no ill effects, and is noted as having an abnormally high resistance to Hollowfication which allows them to maintain their sanity and free will even as a full Hollow, when nearly every other person who has gone Hollow is depicted as having parts of their memories erased after each death until they are driven mad and lose their free will.)
  • Poison Manipulation/Disease Manipulation (Possesses an innate resistance to both Poison and Toxic. Able to walk around in the Poison Bogs of the Blighttown Swamp and Lost Izalith Pit with little issue. Can withstand the attacks of normal enemies who inflict both Poison and Toxic, such as Rats, Blowdart Snipers, and Undead Dragons, as well as bosses such as the Sanctuary Guardian and Gravelord Nito. Can withstand being struck by weapons imbued with Rotten Pine Resin and being hit with weapons that innately deal Poison damage such as Poison Throwing Knives, Poison Arrows, Dung Pies, Large Club, Oolacile Catalyst, and Dark Silver Tracer, as well as Poison-inducing Magic such as Dark Fog, Poison Mist, and Toxic Mist.)
  • Fire Manipulation, Temperature Manipulation, Magma Manipulation, Explosion Manipulation (Possesses an innate resistance to fire. Able to walk through active fire with minimal damage. Can withstand the attacks of normal enemies who deal Fire damage, such as the fire breath of Demonic Statues and Cragspiders, the torches of Hollows, and the various Pyromancies that exist throughout the world, as well as the fire attacks of bosses such as the Hellkite Drake, Bed of Chaos, Ceaseless Discharge, Centipede Demon, Quelaag, and Gwyn. Can withstand being struck by weapons augmented with Charcoal Pine Resin, being hit with Firebombs, being caught in rooms filled with explosives, and being hit with weapons imbued with the Fire and Chaos elements, as well as weapons that innately deal Fire damage such as the Hammer of Vamos, Obsidian Greatsword, and Quelaag's Furysword. Able to traverse the active lava fields of Lost Izalith with little issue.)
  • Electricity Manipulation (Possesses an innate resistance to electricity [Lightning]. Can withstand miracles that deal Lighting damage such as Lightning Spear, Great Lightning Spear, Sunlight Spear, and Sunlight Blade, the attacks of normal enemies who deal Lightning damage, such as Batwing Demons, Titanite Demons, and Wyverns, as well as the electrical attacks of bosses such as Ornstein, Smough, and the Sanctuary Guardian. Can withstand being struck by weapons imbued with the Lighting element or augmented with Gold Pine Resin, and being hit with weapons that innately deal Lightning damage such as the Demon's Spear, Dragonslayer Spear, and Giant's Halberd.)
  • Magic (Possesses an innate resistance to Magic damage. Can withstand the arcane attacks of bosses such as The Four Kings, Gravelord Nito, Manus, Seath the Scaleless, and Priscilla. Can withstand being hit with weapons imbued with the Magic, Enchanted, and Occult elements, weapons that innately deal Magic damage such as Channeler's Trident, Darkmoon Bow, Moonlight Butterfly Horn, Moonlight Greatsword, and Stone Greatsword, as well as the various Sorceries that exist throughout the world.)
  • Curse Manipulation (Possesses an innate resistance to Curses. Can withstand the Curse-inflicting attacks of Basilisks, Crystal Golems, and Seath the Scaleless.)
  • Holy Manipulation/Resurrection Nullification (Able to withstand being damaged by Miracles. Able to be killed by Divine weapons and resurrect with no issue.)
  • Acid Manipulation (Able to withstand being hit by the Acid Surge Pyromancy as well as the acid attacks of Chaos Eaters, Burrowing Rockworms, and the Gaping Dragon.)

  • Damage Reduction (All weapons grant a small, varying amount of damage reduction against physical, magic, fire, and lightning damage)
  • Blessed/Holy Manipulation (Via Talismans and Divine. Certain weapons [Astora's Straight Sword, Crescent Axe, Grant, Greatsword of Artorias, and Silver Knight Spear] deal bonus Divine Damage to undead and demons.)
  • Power Nullification (Divine weapons nullify the resurrection of undead beings)
  • Damage Boost (Certain Demon weapons [Black Knight Sword, Black Knight Greatsword, Black Knight Greataxe, and Black Knight Halberd] deal bonus damage to demons. Tin Crystallization Catalyst and Manus Catalyst double the power of Sorceries.)
  • Status Effect Inducement (Possesses numerous weapons that inflict the Bleed condition, which drains a significant portion of the opponent's vitality after the Chosen Undead lands multiple successive attacks.)
  • Vibration Manipulation (Can project ranged shockwaves Via Drake Sword, Dragon Greatsword, Golem Axe, Grant, and Dragon King Greataxe)
  • Curse Manipulation/Non-Physical Interaction (Can harm Intangible/Incorporeal beings and Ghosts Via Jagged Ghost Blade, Cursed Greatsword of Artorias, and Ghost Blade)
  • Fire Manipulation (Via Fire weapons, Chaos weapons, Quelaag's Furysword, Obsidian Greatsword, Demon's Catalyst, Hammer of Vamos, Fire Arrow, and Pyromancy Flame)
  • Reactive Power Level (Via Chaos weapons, Quelaag's Furysword, Chaos Blade, and Abyss Greatsword)
  • Magic (Via Magic weapons, Enchanted weapons, Velka's Rapier, Stone Greatsword, Moonlight Greatsword, Server, Moonlight Butterfly Horn, Channeler's Trident, Darkmoon Bow, Moonlight Arrow, and Catalysts)
  • Statistics Reduction (Speed Reduction Via Stone Greatsword)
  • Energy Projection (Via Moonlight Greatsword)
  • Self-Healing (Via Server, Butcher Knife, and Smough's Hammer)
  • Poison Manipulation (Via Gravelord Sword, Large Club, Dark Silver Tracer, Guardian Tail, and Poison Arrow)
  • Disease Manipulation (Via Gravelord Sword)
  • Electricity Manipulation (Via Lightning weapons, Demon's Spear, Dragonslayer Spear, Giant's Halberd, and Lightning Bolt)
  • Statistics Amplification/Empathic Manipulation (Via Channeler's Trident)
  • Soul Manipulation/Absorption (Via Dark Hand)

  • Healing (Low-Mid, Estus Flask, Divine Blessing, Elizabeth's Mushroom, Humanity, and Twin Humanities can instantly heal the Chosen Undead from wounds as severe as being impaled through the torso or having their skull pierced.)
  • Power Nullification (Bloodred Moss Clump, Purple Moss Clump, Blooming Purple Moss Clump, Egg Vermifuge, Purging Stone, and Divine Blessing nullify the effects of Bleeding, Poison, Parasites, and Curses respectively, and Divine Blessing nullifies all of these effects other than Curses)

Attack Potency: Small Building level (Able to defeat Lesser Demons such as the Asylum Demon, which can do this, the Stray Demon, which can do this, and demons of comparable power such as the Taurus Demon and Capra Demon, as well as Black Knights, which can do battle with Lesser Demons of the same caliber. Capable of fighting and killing the Hellkite Drake, which is capable of this.) | Building level (Able to defeat the Gaping Dragon, which is capable of this, as well as the Bell Gargoyles and the Moonlight Butterfly.) | Town level (Fought and defeated the Ceaseless Discharge, which is this powerful. Able to defeat the likes of Chaos Witch Quelaag, and the Iron Golem.) | Small Country level (Fought and killed Manus, Father of the Abyss, Artorias the Abysswalker, Lord's Blade Ciaran, Black Dragon Kalameet, and Great Grey Wolf Sif. Clashed and won against an illusory clone of Ornstein, who is capable of fighting and killing Everlasting Dragons, which should be capable of feats equivalent to this. Able to acquire fully upgraded Standard Weapons, which are described as being on par with the greatest weapons of legend[1], fully upgraded Divine Weapons, which are described as being on par with the weapons of the gods in power[2], and fully upgraded Dark Weapons, which are described as being used to hunt gods[3].) | Star level (Capable of fighting and defeating The Four Kings, Seath the Scaleless, Gravelord Nito, and Great Lord Gwyn)

Speed: Subsonic+ (Can react to attacks from the Asylum Demon, which swings its weapon this fast, as well as dodge pointblank arrows) | At least Subsonic+ (Faster than before) | Supersonic (Faster than before. Can dodge and react to bolt traps.) | At least Supersonic (Faster than before. Can dodge and react to Greatbow arrows) | At least Supersonic, likely higher

Lifting Strength: Class M (Capable of blocking strikes from the Asylum Demon, which generate this much force, with one hand.) | At least Class M (Much stronger than before. Capable of blocking the full-body slams of the Gaping Dragon with one hand.) | At least Class M (Much stronger than before. Capable of blocking the full-body slam of the Ceaseless Discharge with one hand.) | At least Class M, likely higher (Much stronger than before. Capable of blocking Smough's hammer strikes, which generate this much force, with one hand.) | At least Class M, likely far higher

Striking Strength: Small Building level | Building level | Town level | Small Country levelStar level (Capable of parrying Great Lord Gwyn's strikes)

Durability: Small Building level | Building level (Able to survive blows from the Asylum Demon) | Town level | Small Country level | Star level (Able to survive attacks from The Four Kings, Seath, Nito, Gwyn, and the Bed of Chaos)

Stamina: Superhuman (Able to take on hordes upon hordes of enemies with little to no rest in-between without any signs of exhaustion. Constantly shrugs off being stabbed, slashed, crushed, thrown, bitten, shot, poisoned, electrocuted, burned, and impaled. Unfazed by injuries as severe as being impaled through the torso and having their skull pierced. The Chosen Undead also possesses numerous items and rings that significantly bolster their stamina.)

Range: Extended Melee Range to Several Meters with Melee Weapons, Tens of Meters with Ranged Weapons, Thrown Weapons and Magic, Hundreds of Meters with Greatbows, Interdimensional with Summoning

Standard Equipment:

Straight Swords are well balanced swords for either one or two handed use. They possess a relatively quick and versatile moveset, and as a result of their light weight, consume little stamina per swing.

  • Straight Sword Hilt: The hilt of this lost sword was found discarded in the Undead Asylum. Only slightly better than one's bare hands, and not recommended for extensive use. Be certain to find a replacement quickly.
  • Broken Straight Sword: Half of the blade of this straight sword is broken off. Only the completely Hollowed would even consider using this as a weapon.
  • Shortsword: Starting weapon of the Hunter class. This small straight sword is widely used, to an extent only matched by the longsword. An accessible sword which inflicts consistent regular damage and high slash damage, making it applicable to a variety of situations.
  • Longsword: Starting weapon of the Warrior class. Widely-used standard straight sword, only matched in ubiquity by the Shortsword. An accessible sword which inflicts consistent regular damage and high slash damage, making it applicable to a variety of situations.
  • Broadsword: Knight starting weapon. An accessible sword which inflicts consistent regular damage and high slash damage, making it applicable to a variety of situations. The horizontal sweeping motion makes this sword effective against multiple enemies.
  • Crystal Straight Sword: A fully crystallized straight sword. How such a weapon was created is entirely unknown. The crystallization boosts its attack, but makes the blade brittle. The sword cannot be used for long, as it cannot be repaired.
  • Balder Side Sword: The knights of the ancient kingdom of Balder wielded these rock-solid, long swords which are excellent for thrust attacks. Balder was the home of Knight King Rendal, but the kingdom was reduced to ruins after a widespread outbreak of Undead.
  • Silver Knight Straight Sword: The silver knights of Anor Londo guard the city using this beautifully slender weapon. Its chain attacks, in which the wielder takes great advancing steps and makes use of his bodyweight, are deadly even in single hits.
  • Astora's Straight Sword: Straight sword of an unknown knight, likely one of Astora's superiors. High-quality sword imbued with a powerful blessing. Possesses a Divine auxiliary effect, dealing Divine damage along with physical damage.
  • Barbed Straight Sword: The choice weapon of the infamous Darkwraith Kirk, also known as the Knight of Thorns for the gnarly spikes on his favorite weapon. This frightful sword deals only thrust attacks, and causes heavy bleeding. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Darksword: The sword of the knights of the Four Kings of New Londo. Its blade is wide and thick, and it is wielded in an unusual manner. When the Four Kings were seduced by evil, their knights became Darkwraiths, servants of the Dark who wielded these darkswords.
  • Drake Sword: This Sword, one of the rare dragon weapons, is formed by a drake's tail. Drakes are seen as undeveloped imitators of the dragons, but they are likely their distant kin. The sword is imbued with a mystical power, to be released when held with both hands, unleashing a ranged vertical cleave. Grants 20 points of Flame and Magic Defense when wielded.
  • Sunlight Straight Sword: This standard longsword, belonging to Solaire of Astora, is of high quality, is well-forged, and has been kept in good repair. Easy to use and dependable, but unlikely to live up to its grandiose name.

Curved Swords are very similar to Straight Swords, but have less range and a higher attack speed. This is suitable for confined spaces where enemies will have trouble dodging or blocking long strings of attacks. Curved Swords perform mostly Slashing attacks with very few Thrust attacks; most enemies in heavy armor or scales are resistant to their damage. All Curved Swords replace the kick attack with an evasive attack that causes the player to slash the target and flip away.

  • Scimitar: Wanderer class starting weapon. Small curved sword. Each hit inflicts little damage, but fluid chain attacks are deadly. The scimitar's sharp slashing attacks are effective against cloth and flesh, but not against metal armor or tough scales.
  • Falchion: Small curved sword. Each hit inflicts little damage, but fluid chain attacks are deadly. The falchion's sharp slashing attacks are effective against cloth and flesh, but not against metal armor or tough scales.
  • Shotel: Curved sword with sharply curved blade. Created by Arstor, Earl of Carim. Requires great skill to wield, but evades shield defense to sneak in damage.
  • Painting Guardian Sword: Curved sword of Anor Londo painting guards. Unique shape with flat tip. The guardians, who strike down those who dare threaten the painting, attack in a continuous, circular dancing motion, a technique passed down through generations. Inflicts 30 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Jagged Ghost Blade: Jagged blade wielded by New Londo ghosts. Violent thrust attack. One of the cursed weapons. Inflicts damage to ghosts.
  • Gold Tracer: Curved sword used by the Lord's Blade Ciaran, one of Gwyn's Four Knights. Ciaran brandishes her sword in a mesmerizing dance, etching the darkness with dire streaks of gold. Inflicts 30 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Quelaag's Furysword: A curved sword born from the soul of Quelaag, daughter of the Witch of Izalith, who was transformed into a chaos demon. Like Quelaag's body, the sword features shells, spikes, and a coating of chaos fire. Power affected by wielder's humanity.

Thrusting Swords, similar to Curved Swords, forgo the balance of straight swords to excel in one specific field. They are the ideal weapons for getting through the heavy armor or scales of an enemy, and their unique attack motion allows for very rapid attacks. Their running attack is also a lunge, giving them a farther reach compared to most other swords. While the pinpoint precision thrusting swords make them very effective against armor, the impact area of the strikes is very small, which means that attacks can be easily evaded or blocked. Like curved swords, thrusting swords have their own unique animation that replaces the kick attack. The player makes a horizontal swipe combined with a backstep. Also like curved swords, thrusting swords can be used to parry when wielded in the left hand.

  • Rapier: Standard thrusting sword. Regular one-handed attack can be delivered with shield held up. Can parry with use of left hand. Thrusting attacks pierce and are effective against foes with hard exteriors, but the wielder is left open to damage after a swing.
  • Mail Breaker: Standard small thrusting sword. Unsharpened but pointed solid shaft can pierce tough armor. Can be thrust using one's body, and is very effective for critical attacks.
  • Estoc: The largest of the thrusting swords. Can pierce an armored knight in one thrust. The blade is also sharp, allowing slicing as well.
  • Ricard's Rapier: A rapier with intricate decorations. Chosen weapon of the infamous Undead Prince Ricard. Ricard's exploits are told in a monomyth. He was born into royalty, but wandered the lands in a fateful ill-conceived journey. He became Undead, and disappeared up North.
  • Velka's Rapier: A symbolic, powerful thrusting sword used by the pardoner serving Velka, Goddess of Sin. It is no mere symbol to be sure; the pardoner is an inhuman swordsman, and wields this enchanted blade with special sword technique.

Katanas are powerful alternatives to the Straight Swords. Their range and speed fall somewhere between Greatswords and Straight Swords so they can be used effectively at all ranges. Because the blades on these weapons are so sharp, they are all also capable of inflicting Bleed damage, so successive strikes can be deadly to any foe. The sharpness of their blades is also their main downfall, because they all have relatively low durability compared to other weapons. When equipped in the offhand, Katanas have the ability to Parry, albeit with the same effectiveness and parrying window as a medium shield. This makes this type of weapon effective in dual-wielding builds.

  • Uchigatana: Katana forged in an Eastern land. Known for its brisk slashing motions. The Uchigatana cuts beautifully and causes bleeding, but its blade is easily nicked. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Iaito: Katana forged in an Eastern land. The Katana is drawn from the scabbard at lightning speed, using an Iaijutsu technique. Iaijutsu allows the wielder to charge forward to swiftly cut down distant foes. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Washing Pole: Katana forged in an Eastern land. Very unusual specimen with a longer blade than other Katanas. The blade is extremely long, but as a result, quite easily broken. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Chaos Blade: A curved sword born from the soul of Quelaag, daughter of the Witch of Izalith, who was transformed into a chaos demon. This blade inherits only the chaotic nature of Quelaag, and has a unique speckled design. The Chaos Blade's wielder erodes along with opponents, draining 20 HP from its wielder with each successful attack. However, as due to its nature as a Chaos weapon, it becomes more powerful the more Humanity the wielder has.

Greatswords continue the natural evolution process from Daggers to Straight Swords, by sacrificing speed for additional attack power. Each strike with these weapons has the wielders full weight behind them to maximize the damage they do. Because so much force and effort is required with each swing, the speed of the strikes is much slower than with smaller weapons, which means they are not very effective for attempting critical hits with. These weapons are designed simply to overpower foes, and even though the strikes may be slow, the hits are so powerful that they often still stagger foes long enough to land additional hits. The size of the weapons, and large arc of their swing, also means that they are very good for crowd control, or for tracking evasive opponents.

  • Bastard Sword: The standard greatsword is normally wielded with two hands due to its great weight. Usually swung in arcs and effective against multiple foes. Far from ideal when fighting in tight quarters.
  • Claymore: This larger type of greatsword is normally wielded with two hands due to its weight. This highly flexible greatsword can be used to attack in swings or thrusts.
  • Flamberge: This greatsword with an undulating blade is the choice weapon of the slithering serpent men of Sen's Fortress. This weapon is designed to flay the skin and causes heavy bleeding. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Stone Greatsword: The Stone Knights who guard the Darkroot Garden wield this moss-covered greatsword. The same magic which created the Stone Knights is imbued in the sword. Unleash this power by wielding the sword with two hands. The Stone Greatsword inflicts magical damage as well as physical damage. The two-handed strong attack casts a miracle very similar to Tranquil Walk of Peace.
  • Crystal Greatsword: A fully crystallized straight sword. How such a weapon was created is entirely unknown. The crystallization boosts its attack, but makes the blade brittle. The sword cannot be used for long, as it cannot be repaired.
  • Man-serpent Greatsword: This single-bladed blood-stained greatsword is the choice weapon of the slithering serpent men of Sen's Fortress. An ordinary human will have great difficulty swinging this heavy beast effectively.
  • Black Knight Sword: Greatsword of the black knights who wander Lordran. Used to face chaos demons. The large motion that puts the weight of the body into the attack reflects the great size of their adversaries long ago.
  • Obsidian Greatsword: This greatsword, one of the rare dragon weapons, is formed by the tail of the one-eyed black dragon Kalameet, the last of the ancient dragons. The mystical power of its obsidian blade will be released when held with both hands. The two-handed strong attack unleashes an area-of-effect attack reminiscent of Kalameet's fire breath and causes high stamina drain for anyone who blocks the hit.
  • Moonlight Greatsword: This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own. Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight. It also raises the player's magic defense by 40 points.
  • Greatsword of Artorias: Sword born from the soul of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias. Sir Artorias hunted the Darkwraiths, and his sword strikes harder against dark servants. Possesses a Divine auxiliary effect, dealing Divine damage along with physical damage.
  • Cursed Greatsword of Artorias: Sword born from the soul of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias. The sword can damage ghosts, as it was cursed when Artorias joined a covenant with the creatures of the Abyss.
  • Abyss Greatsword: This greatsword belonged to Lord Gwyn's Knight Artorias, who fell to the abyss. Swallowed by the Dark with its master, this sword is tainted by the abyss, and now its strength reflects its wielder's humanity. Due to its nature as a Chaos weapon, it becomes more powerful the more Humanity the wielder has.
  • Great Lord Greatsword: Greatsword born from the soul of Gwyn, Lord of Cinder. As bearer of the ultimate soul, Gwyn wielded the bolts of the sun, but before linking the fire, divided that power amongst his children, and set off with only this great sword as his companion.

Curved Greatswords offer the same difference in range and attack power of normal Curved Swords, as Greatswords do over Straight Swords. These weapons still are predominantly slashing attack weapons, but each strike has a lot more weight behind it for increased damage over normal Curved Swords. Because of the attack angles, these weapons still have slightly less range than their traditional Greatsword counterparts, but they are still faster, which makes them effective against enemy groups.

  • Murakumo: Giant curved sword forged using special methods in an Eastern land. This unparalleled weapon cuts like a Katana but is heavier than a Nata machete. Requires extreme strength, dexterity, and stamina to wield.
  • Server: A curved greatsword used in a mysterious ancient rite. Imbued with a frightful occult energy which restores HP with each hit. The Server absorbs 7 HP per hit.
  • Gravelord Sword: Sword wielded only by servants of Gravelord Nito, the first of the dead. Crafted from the bones of the fallen. The miasma of death exudes from the sword, a veritable toxin to any living being. The Gravelord Sword inflicts 30 points of Toxic per hit, and once Toxic is inflicted, lasts for 10 minutes dealing 5 damage per second.

Ultra Greatswords, as their name suggests, are the biggest, heaviest, and quite often, strongest type of sword available to the Chosen Undead. These massive blades all require tremendous strength to wield, and are usually best held with both hands to stagger enemies more easily. The wielder's entire body weight is put behind each of the large swings, and while that does increase their damage potential significantly, it also means that it can consume a lot of stamina and any miss can be extremely costly. The style of these weapons, however, is to ensure that if your one big attack does connect, it does lethal amounts of damage. The sheer size and length of these weapons also gives a great attack range and their high powered strikes also inflict a lot of stun and interrupt characters with high poise.

  • Greatsword: One of the gigantic straight greatswords. Very few have what it takes to wield this incredibly heavy, damage-dealing monster. A favorite of the Knights Berenike, known for their heavy armor, and Black Iron Tarkus.
  • Zweihander: One of the gigantic straight greatswords. As the name suggests, the Zweihander is held with two hands, but its wielder must still be inhumanly strong. It is this great weight that sends foes flying when hit solidly.
  • Black Knight Greatsword: Greatsword of the black knights who wander Lordran. Used to face chaos demons. The large motion that puts the weight of the body into the attack reflects the great size of their adversaries long ago.
  • Demon Great Machete: The lesser Capra demons use these greatswords in pairs. The blade is cast iron and hooked. The sword is imbued with no particular magic, but for those who have the strength, its great weight will smash foes mercilessly.
  • Dragon Greatsword: This sword, one of the rare dragon weapons, came from the tail of the stone dragon of Ash Lake, descendant of the ancient dragons. Its great mystical power will be unleashed when wielded with two hands. Grants 20 points of fire and magic resistance when wielded.

Axes are a group of weapons designed for use in one-hand, where the wielder puts most of their effort behind single, hard-hitting attacks. Most attacks with axes have a very wide horizontal arc, making them very effective at dealing with sidestepping opponents or groups of enemies. They do, however, tend to be shorter than swords, so they do not have as much reach.

  • Hand Axe: Starting weapon for the Pyromancer class. Small hand axe. Appears identical to a lumberjack's tool, but has ideal weight and strength, and is easy to handle. One wrong swing leaves the wielder wide open, so timing and proximity to the enemy must be judged carefully.
  • Battle Axe: Standard battle axe. Inflicts regular damage, making it effective in various situations. Powerful attack due to its weight, but one wrong swing leaves the wielder open, so timing and proximity to the enemy must be judged carefully.
  • Butcher Knife: Giant butcher knife wielded by the Undead man-eating cook lurking in the Depths. Restores 5 HP with each hit. More a tool for subduing and preparing live catches than an actual weapon. Those who have faced this deadly blade have a deeper sense of how helpless prey must feel.
  • Crescent Axe: Well-used old bronze battle axe with a long hilt and a crescent-shaped blade. One of the blessed weapons of the Way of White, it possesses a Divine auxiliary effect, dealing Divine damage along with physical damage. The Crescent Axe is bequeathed to cleric warriors who have proven their faith.
  • Gargoyle Tail Axe: Sliced tail of the gargoyle guarding the Bell of Awakening in the Undead Church or patrolling Anor Londo. Can be used as a bronze battle axe. Bends dramatically during large attacks, owing to its nature as a tail. The Gargoyle Tail Axe also doubles base Bleed, Poison, and Toxic resistances.
  • Golem Axe: An Axe born from the soul of the Iron Golem, guardian of Sen's Fortress who repelled countless heroes who sought Anor Londo. Its powerful one-handed attack imitates the golem's blade of wind, but the heavy iron blade makes it quite unwieldy.

Greataxes are among the heaviest weapons available. Correspondingly, they also have some of the highest Strength requirements in order to wield them. Each swing with these large weapons requires large amounts of stamina, but this power not only delivers heavy damage, but also breaks through blocking or guarding through shields quite easily. Their arc also isn't as wide as a normal axe, focusing instead on generating the maximum force possible in the area they do cover.

  • Greataxe: This greataxe is a veritable mass of iron. Its weight sends foes flying, but it makes it difficult to handle without inhuman strength. Any miss makes one very vulnerable, as each swing requires the full force of the body.
  • Stone Greataxe: Greataxe borne by the stone knights who guard the Forest Sanctuary. This greataxe, requiring inhuman strength to wield and more fitted to manual labor than battle, is nevertheless completely lethal.
  • Black Knight Greataxe: Greataxe of the black knights who wander Lordran. Used to face chaos demons. The large motion that puts the weight of the body into the attack reflects the great size of their adversaries long ago.
  • Demon's Greataxe: Carved from the bones of fellow demons. Wielded by the lesser Taurus demons. This axe is imbued with no special power, but can merrily beat foes to a pulp, providing you have the strength to wield it.
  • Dragon King Greataxe: This axe, one of the rare dragon weapons, is formed by the tail of the Gaping Dragon, a distant, deformed descendant of the everlasting dragons. The axe is imbued with a mystical power, to be released when held with both hands, creating a shockwave all around the wielder. Grants 20 points of fire and magic resistance when wielded.

Spears are precise, long-reach weapons that predominantly use thrusting attacks. The extra range that spears provide often allows wielders to attack foes before they are within range with their own weapons; in exchange, spears deal unremarkable damage and have poor stagger capabilities. Like Thrusting Swords, spears have a very small and narrow hit radius, making them difficult to use against fast-moving opponents unless when used in a confined area. Another shared trait with the thrusting swords are the spears' ability to attack while simultaneously guarding with a shield. For their range and strength, Spears are also very fast, so they can be effective for interrupting enemy attacks. Given their strong defensive capabilities but poor damage, spears are a slow, but relatively safe, choice when it comes to taking down enemies.

  • Spear: Standard spear used commonly by soldiers. Long reach, and can be used with shield up. Effective against hard exteriors, and can hit for high damage at the right moment of an enemy's swing. But the hit radius is small, and it is easily blocked by shields.
  • Winged Spear: A long-hilted spear with a barbed point. Long reach, and can be used with shield up. Effective against hard exteriors, and hits for high damage at the right moment of an enemy's swing. But the hit radius is small, and it is easily blocked by shields.
  • Pike: Long spear with a very long red hilt. Traditionally used by groups of soldiers. Specially designed for distance thrusting. Has the longest range of all non-projectile weapons, but its very length makes it somewhat difficult to handle.
  • Partizan: Spear with a blade attached to a broad point. Boasts long reach, and can slice. The wide range of this spear makes it adaptable to many situations. Its strength lies in its length, but in cramped quarters, this backfires, and slices ricochet off walls.
  • Four-Pronged Plow: Four-pronged Plow wielded by the wooden scarecrows, serfs of the Forest Sanctuary. The scarecrow serfs would not normally use these four pronged plows as weapons, but their sharpness makes them very deadly.
  • Demon's Spear: Carved from the bones of fellow demons. Wielded by the slim lesser Batwing demons. The weapon of these chaos demons wandering Anor Londo are different from those of other chaos demons, and are imbued with lightning.
  • Channeler's Trident: Trident of the Six-eyed Channelers, sorcerers who serve Seath the Scaleless in collecting human specimens. Thrusted in circular motions in a unique martial arts dance that stirs nearby allies into a bloodthirsty frenzy.
  • Silver Knight Spear: The silver knights of Anor Londo guard the city using this beautifully slender weapon. The spear can be wielded by both hands in a focused thrust that uses one's body weight, or swung in a large sweeping motion. Possesses a Divine auxiliary effect, dealing Divine damage along with physical damage.
  • Moonlight Butterfly Horn: Weapon born from the mystical creature of Darkroot Garden, the Moonlight Butterfly. The horns of the butterfly, a being created by Seath, are imbued with a pure magic power.
  • Dragonslayer Spear: Cross spear born from the soul of Ornstein, a Dragonslayer guarding Anor Londo cathedral. Inflicts lightning damage; effective against dragons. Its one-handed strong attack fires a ranged lightning bolt. Two-handed thrust relies on cross and buries spear deep within a dragon's hide, and sends human foes flying.

Halberds offer a mixture of the spears' range and thrusting attacks, along with a bladed edge similar to an axe for attacks that deal Regular or Slash damage. Because of the increased weight at the end of the weapon, however, the attacks are not quite as precise as they are with a Spear, and each swing tends to take one slightly off balance. Most of the spears' quick strikes are lost too, in favor of slower, but slightly more powerful attacks. The ability to use a variety of attack types at range, however, can be a very useful thing, as it enables one to be effective against most types of enemies.

  • Halberd: Long-hilted weapon mixing spear and axe is difficult to handle, requiring both strength and dexterity. The Halberd has two elementary attacks: spear-like thrusting and large sweeping swings. However, one false swing and the wielder is left wide open.
  • Scythe: Halberd with a large blade. Scythe adjusted for battle. Designed especially for slicing. However, one false swing leaves one wide open.
  • Great Scythe: Weapon with a long curved blade. Converted from a wheat-harvesting tool. The magnificent sharp curved blade instills fear in opponents. Perhaps it is their survival instinct at work.
  • Lucerne: Halberd with a large, hard beak-like protrusion. Inflicts thrust damage. Instead of thrusting like a spear, the wielder of the Lucerne aims to club the head with its hard beak.
  • Titanite Catch Pole: Weapon of the titanite demon, a faceless stone monster born from titanite slab. One of the enchanted weapons, perhaps from residual power of the titanite slab. Known for its leaping attack which comes smashing down on foes from above.
  • Giant's Halberd: Large halberd made of old brass, used by the giant sentinels of Anor Londo. Brass contains traces of lightning, but as the halberd is designed for the giant sentinels, its weight is unbearable.
  • Black Knight Halberd: Halberd of the black knights who wander Lordran. Used to face chaos demons. The large motion that puts the weight of the body into the attack reflects the great size of their adversaries long ago.
  • Gargoyle's Halberd: Halberd of the gargoyle guarding the Bell of Awakening in the Undead Church. Perfectly standard bronze halberd without any special power. Increases base resistance to Poison, Toxic and Bleed by 25%.
  • Lifehunt Scythe: Scythe born from the soul of Priscilla, the stark white crossbreed trapped inside the Painted World of Ariamis. Even the Gods feared Priscilla's lifehunt ability, and in the hands of a mortal, its power will turn upon its wielder. Deals 50 Bleed buildup per hit to the enemy and 40 to the owner. Once inflicted, Bleed damage is 50% of the total health.

Hammers are slow weapons designed for single hit damage rather than a quick succession of hits. This means their attacks are often quite labored and slow. On the other hand, hammers stagger opponents with relative ease. The sheer force of the blows also makes them very effective against highly defensive opponents, because it will not take long to break their guard.

  • Club: Starting weapon of the Deprived class. A simple wooden club. This simple bladeless strike weapon is effective against most foes, is easily handled, and can break the guard of a shield. However, a single miss makes one wide open, so timing and proximities are crucial.
  • Reinforced Club: A club with leather nailed to the pommel. The burg Undead merchant proudly peddles this club, but its reinforcement is shoddy. Indeed, its attack is stronger, but the club is no longer dependably sturdy.
  • Mace: Starting weapon of the Cleric class. Iron hammer with a protrusive pommel. Standard weapon for clerics. This simple bladeless strike weapon is effective against most foes, and can break the guard of a shield. However, one miss leaves one wide open.
  • Morning Star: Hammer with a sharp spike on its pommel. One of the more barbaric cleric weapons. The effect of these spikes makes this strike-based weapon also cause bleeding.
  • Pickaxe: Traditionally a mining tool, but the hard cone of the pommel is effective in battle. A downward swing of the Pickaxe can crush stone; a human head would be an afterthought.
  • Warpick: Hammer with a large beak-shaped pommel. Originally a pickaxe; redesigned for battle. This simple but deadly weapon hits heavily with thrust damage, such that it easily cracks metal armor.
  • Blacksmith Hammer: Metal hammer of Andre of Astora, blacksmith at the Old Church. Can be used as a strike weapon, but better left in the hands of its talented owner.
  • Blacksmith Giant Hammer: Wooden hammer of the giant blacksmith in Anor Londo who handles lightning weapons. The giant blacksmith forges with this wooden hammer, as it would be hazardous to handle lightning weapons with metals.
  • Hammer of Vamos: Metal hammer of Vamos, a skeleton blacksmith deep within the Catacombs who rarely speaks. Can be used as a strike weapon, but better left in the hands of its talented owner.

All Great Hammers are Strike-type weapons. They are among the largest weapons, and so their attacks are extremely powerful, but slow. This also means that they produce large amounts of damage and have good staggering power. They are designed for single powerful hits, not quick combos, meaning they are tricky to use against nimble opponents. Great Hammers usually need to be wielded with both hands, as they have very high Strength requirements.

  • Large Club: Large wooden club. The giant Undead of Blighttown wield these clubs, which became poisonous from the influence of their surroundings. Inflicts Poison buildup with every hit.
  • Great Club: Giant tree branch serves as a wooden club. Smashes enemies from upside the head. The leaping attack is a trademark of clubs, and this giant club is no exception.
  • Demon's Great Hammer: Demon weapon built from the stone archtrees. Used by lesser demons at North Undead Asylum. This hammer is imbued with no special power, but can merrily beat foes to a pulp, providing you have the strength to wield it.
  • Dragon Tooth: Created from an everlasting dragon tooth. Legendary great hammer of Havel the Rock. The dragon tooth will never break as it is harder than stone, and it grants its wielder resistance to magic and flame.
  • Grant: A legendary weapon of the Way of White, granted to an Undead paladin long ago. This mass of iron can only be lifted by those with inhuman strength, but it is blessed, and very effective against agents of Dark. Possesses a Divine auxiliary effect, dealing Divine damage along with physical damage. Grant's two-handed strong attack unleashes a shockwave similar to that of Wrath of the Gods, dealing damage in all directions and knocking enemies back.
  • Smough's Hammer: Great hammer from the soul of executioner Smough, who guards the cathedral in the forsaken city of Anor Londo. Smough loved his work, and ground the bones of his victims into his own feed, ruining his hopes of being ranked with the Four Knights. Smough's Hammer replenishes 10 HP to its wielder per hit.

Daggers are renowned for their speed and precision and have short range, but are extremely rapid and have high critical modifiers. They are best-suited towards fighters with a penchant for counters and backstabs. Daggers have both slashing and thrusting attacks. Their speed means they are excellent at interrupting an opponent’s attack for easy critical hits, and once an attack connects, successive strikes are nearly always guaranteed. The quick strikes and small attack motion also make them perfect weapons to use in confined spaces like narrow tunnels or small buildings. Daggers also have the unique ability of being able to parry when equipped in the left-hand, which allows the Chosen Undead to dual wield weapons and still be able to counter enemy attacks.

  • Dagger: One of the starting weapons of the Sorcerer class. This standard small dagger has only a modest attack but can be jabbed in rapid succession, and is effective in critical hits such as after a parry or when stabbing in the back. With both slash and thrust attacks this dagger is useful in various situations.
  • Bandit's Knife: Starting equipment for thieves. This wide single-edged shortsword is the favorite of lowly thieves and bandits. Primarily a slicing weapon, but highly effective when used for critical hits, such as after parrying or from behind.
  • Parrying Dagger: This dagger is useful after parrying and is normally equipped in the left hand. A favorite of the knights of Carim, who are famous for fighting without a shield.
  • Ghost Blade: The ghosts of New Londo clutch this wickedly sharp dagger with their bony hands and make mincemeat of the living. One of the cursed weapons which can inflict damage upon ghosts.
  • Dark Silver Tracer: A dark silver dagger used by the Lord's Blade Ciaran, of Gwyn's Four Knights. The victim is first distracted by dazzling streaks of the Gold Tracer, then stung by the vicious poison of this dagger.
  • Priscilla's Dagger: This sword, one of the rare dragon weapons, came from the tail of Priscilla, the Dragon Crossbreed in the painted world of Ariamis. Possessing the power of lifehunt, it dances about when wielded, in a fashion reminiscent of the white-robed painting guardians. Inflicts 20 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 50% of the opponent's total health.

Gauntlets have by far the shortest range of all the weapon types, which means they require getting up close and personal with the enemy. They make up for their limited range with their speed. They can attack extremely fast, being able to create long chains of relentless attacks. Gauntlets are one of the few weapon classes that have the ability to parry when used in the left hand.

  • Caestus: The weapon augments one's bare hands with thick, studded leather. The Caestus has a short reach, but quickly cools down. Amount of damage inflicted is dependent on its wearer's strength.
  • Claw: A weapon formed by three sharped claws. Attacks cause bleeding, and the wounds inflicted are not easily mended. Preferred weapon of the spooks of an Eastern land. Inflicts 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damages for 30% of the opponent's total health.
  • Dark Hand: The Darkwraiths, incited by Kaathe, use the power of the dark soul to absorb humanity, an art shared by this weapon, which also acts as a special shield. The ancients, particularly, could sap the humanity of even a replete saint in the blink of an eye.
  • Dragon Bone Fist: A weapon from the soul of the Iron Golem, guardian of Sen's Fortress who repelled countless heroes who sought Anor Londo. The Gods fused the power of the soul with the great bones of the dragons, forming an appropriate core for the giant golem.

Whips are rather unique weapons in that they have no blade or blunt surface to strike enemies with, which makes them very ineffectual against enemies with any kind of armor whatsoever. Against foes without armor or scales, however, they can be relatively effective. The large radius of the whip's attack makes them very good at dealing with multiple opponents, and while it is impossible to combo well with it, each separate swing does come quite quickly. Whips are also unique in that they cannot be parried or riposted. This, along with the Notched Whip's Bleed buildup, or the Guardian Tail's Poison buildup, means that multiple attacks on foes is both safe and effective. Conversely, though, whips cannot backstab or riposte. They are also incapable of plunging attacks.

  • Whip: Leather Whip. Not intended for battle. Virtually ineffective against armor and tough scale, but quite formidable against enemies with exposed skin.
  • Notched Whip: Whip with sharp spikes. Only slightly effective against armor and tough scales, but quite formidable against enemies with exposed skin. Also causes heavy bleeding, inflicting 33 Bleed buildup per swing and, and once Blood Loss is inflicted, damaging for 30% of the opponent's total health.
  • Guardian Tail: Sliced tail of the Sanctuary Guardian. This flexible, spiked and highly poisonous tail would make a rather obnoxious weapon.

Short Bows are the smallest of all the bow types. They are more geared toward "combat". Their fire rate is slightly higher than that of the long bows, allowing them to deal higher DPS. More importantly, the short bows draw their arrows much quicker, and fire much earlier in their "fire cycle animation".

  • Short Bow: Starting weapon for the Hunter class. Small bow. Standard projectile weapon. Equip arrows to use. Aim for heads of humanoid foes.
  • Composite Bow: Composite bow emphasizing power. Requires more strength than standard bows. However, its range is shorter, making it unfit for sniping.
  • Darkmoon Bow: Bow born from the soul of the Dark Sun Gwyndolin, Darkmoon deity who watches over the abandoned city of Gods, Anor Londo. This golden bow is imbued with powerful magic and is most impressive with Moonlight Arrows.

Longbows are geared toward long range combat. They tend to have higher maximum range, but have lower fire rate, and (generally) lower damage. Unfortunately, they do take a fair amount of time to draw their arrow before firing. This makes them not as well suited for short range, mobile combat.

  • Longbow: Large bow. Projectile weapon for experienced hunters. Equip arrows to use. Aim for heads of humanoid foes.
  • Black Bow of Pharis: The preferred black bow of the heroic archer Pharis. Has a longer range than standard bows, but is more difficult to use. Without proper abilities, results will be underwhelming.

Great Bows are huge bows with massive single-shot damage. They have a very low rate-of-fire. They are more often useful for their knock down ability, rather than the damage they deal.

  • Dragonslayer Greatbow: Bow of the Dragonslayers, led by Hawkeye Gough, one of Gwyn's Four Knights. This bow's unusual size requires that it be anchored to the ground when fired. Only uses specialized great arrows.
  • Gough's Greatbow: Greatbow used by Hawkeye Gough, of Lord Gwyn's Four Knights, for dragon slaying. This bow is larger than even those used by the famed Dragonslayers. Only their leader, Gough, had the strength to handle it.

Crossbows are generally more powerful than bows, but take longer to reload and cannot be manually aimed.

  • Light Crossbow: Standard crossbow issued to soldiers. While bows require both hands, a crossbow is held in one, but arming each bolt takes time.
  • Heavy Crossbow: Powerful large crossbow. While bows require both hands, a crossbow is held in one, but arming each bolt takes time.
  • Sniper Crossbow: Large crossbow with long distance used by Carim snipers. Often used with sniper bolts. But while crossbows are normally easy to use, the Sniper Crossbow requires dexterity.
  • Avelyn: Repeating crossbow cherished by the weapon craftsman Eidas. Its elaborate design makes it closer to a work of art than a weapon. Intricate mechanism makes heavy damage possible through triple-shot firing of bolts, but in fact each bolt inflicts less damage.

  • Standard Arrow: Standard Arrow. Arrow must be equipped to be fired.
  • Wooden Arrow: Standard Arrow. These arrows do not fly particularly far, nor do they inflict a terrible amount of damage, but their cheap cost make them useful when volume is required.
  • Large Arrow: Large Arrow. Heavier arrows cause more damage, but have a shorter range.
  • Feather Arrow: Red feather arrows of the Lord's hunters. Their long range makes them effective for sniping.
  • Fire Arrow: Arrows fired with flaming tips. Inflicts fire damage.
  • Poison Arrow: Arrow with point dipped in poison. Ensures the demise of prey in a hunt, or the target in an assassination. Once an enemy is poisoned, one need only wait.
  • Moonlight Arrow: Arrow granted to those bound by Covenant to the Dark Sun Gwyndolin, Lord Gwyn's lastborn. Moonlight Arrows glow silver, and inflict magic damage.

  • Dragonslayer Arrow: Giant dragon-hunting arrows, resembling iron spears. Used by Hawkeye Gough and his Dragonslayers, they puncture human flesh easily. Dragonslayer Arrows can only be used with the Dragonslayer Greatbow, and vice-versa.
  • Gough's Great Arrow: Great arrow used by Hawkeye Gough, one of Lord Gwyn's Four Knights, for dragon slaying. Requires Greatbow. Gough personally crafts each stone tip, and wraps the shaft tightly with tree bark.

  • Standard Bolt: Standard crossbow bolt. Used mainly with the Light Crossbow. Equip crossbow with a bolt to fire.
  • Wood Bolt: Basic wood bolt. These bolts do not fly particularly far, nor do they inflict a terrible amount of damage, but their cheap cost makes them useful when volume is required.
  • Heavy Bolt: Large bolt. Used mainly with the Heavy Crossbow. These weighty bolts inflict high damage, but have reduced range.
  • Sniper Bolt: Red feather bolts used with the Sniper Crossbow. Their long range makes them effective for sniping.
  • Lightning Bolt: Special bolts imbued with lightning, crafted by the giant blacksmith of Anor Londo. The giant blacksmith has never seen a crossbow, but remembers the specifications of the bolts requested by ancient warriors.

The Pyromancy Flame is a magic tool analogous to Talismans for miracles or Catalysts for sorceries, the only difference being that it is used to cast pyromancies. It also deals Fire Damage when its strong attack is used.

  • Standard Pyromancy Flame: Flame medium used by Great Swamp pyromancers. Pyromancers arouse this flame to produce various fire arts. Equip pyromancer flame to produce pyromancy. Attune pyromancies from a scroll at bonfire. Most pyromancies have a limited number of uses.
  • Ascended Pyromancy Flame: Pyromancy flame drawing upon the latent power of Quelana of Izalith, mother of pyromancy. For the pyromancer, a flame is a precious thing indeed, to be nurtured, often for an entire lifetime. When the flame is shared, it creates an eternal bond between the parties.

Catalysts are primarily used to cast sorceries but can also be used as melee weapons when executing their strong attack. Most inflict either Strike or Thrust Damage.

  • Sorcerer's Catalyst: Sorcerer class starting equipment. Sorcery catalyst used by sorcerers of Vinheim Dragon School. Equip catalyst to use sorceries. Attune sorceries from a scroll at a bonfire. Most sorceries have a limited number of uses.
  • Oolacile Catalyst: Everyday Oolacile sorcery catalyst formed by several enchanted branches. Boosts sorcery adjustment, but lost land sorceries are not offensive, and attacks are not affected by intelligence.
  • Tin Banishment Catalyst: Catalyst of the banishment sorcerers who flooded New Londo to seal off away the Darkwraiths and the Kings who fell to Dark. In contrast to other catalysts, the metal catalyst qualifies as a weapon, as it inflicts physical damage, however small.
  • Oolacile Ivory Catalyst: Sorcery catalyst of the lost land of Oolacile. Formed by enchanted whitebark branches. The whitebark boosts sorcery adjustment, but the sorceries of this lost land are gentle and not affected by intelligence.
  • Demon's Catalyst: Demon catalyst formed from Izalith molten rock. Can be used as fire weapon. The Demon Firesage was the first demon, and the last master of the original fire arts before the Witch of Izalith was engulfed by Chaos, creating pyromancy.
  • Beatrice's Catalyst: Catalyst belonging to Beatrice, the rogue witch. Contrasts with Vinheim catalysts. This ancient catalyst shows signs of being used for age-old sorceries. It has passed the hands of many generations to get here.
  • Logan's Catalyst: Catalyst of Big Hat Logan, the great sorcerer and seeker of knowledge. Originally the same catalyst employed by the Vinheim sorcerers, only terribly strengthened over time due to Logan's use. Very powerful when used by one of superior intelligence.
  • Tin Crystallization Catalyst: Catalyst imbued in terrifying crystal magic. Used by Logan after his fixation on Seath. Makes all sorceries incredibly powerful, but demands extremely high intelligence from its wielder, and halves sorcery usages.
  • Izalith Catalyst: Catalyst of the Witch of Izalith of long ago, when her daughters were still flame witches, before they were engulfed by the Chaos Flame. Before the birth of pyromancy, their wands were mediums for sorcery, but knowledge of this flame sorcery has long since vanished.
  • Manus Catalyst: A sorcery catalyst born from the soul of Manus, father of the Abyss. A rough, old wooden catalyst large enough to be used as a strike weapon. Similar to the Tin Crystallization Catalyst, it boosts the strength of sorceries, but limits the number of castings.
  • Tin Darkmoon Catalyst: Catalyst born from the soul of the Dark Sun Gwyndolin, Darkmoon deity who watches over the abandoned city of Gods, Anor Londo. Gwyndolin is Gwyn's last born and a legitimate god, but he is also a Moon sorcerer, and this wand is boosted by faith, not intelligence.

Talismans are equipped as weapons and can be used on either the right or left weapon slotsto cast miracles. The right-handed and left-handed strong attacks produces a fast, but weak attack. All talismans come with a miracle adjustment; the higher this value, the more powerful most miracles become. The talismans differ chiefly from miracle adjustment: some have higher base values, but scale less with Faith; others have higher miracle adjustment but lower base values.

  • Talisman: Medium for casting miracles of the Gods. Standard talisman issued to common believers. Equip talisman to cast miracles. Attune miracles from a scroll at a bonfire. Most miracles have a limited number of uses.
  • Canvas Talisman: Starting equipment for the Cleric class. Medium for casting miracles of the Gods. Canvas Talisman is for clerics on pilgrimage. Equip talisman to cast miracles. Attune miracles from a scroll at a bonfire. Most miracles have a limited number of uses.
  • Thorolund Talisman: Medium for casting miracles of the Gods. This talisman is only granted to high ranking Thorolund clerics. Has high miracle adjustment which, thanks to divine protection, is not depended upon faith.
  • Ivory Talisman: Medium for casting miracles of the Gods. Ivory Talismans are granted only to female clerics, and their value is affected dramatically by their owner's faith.
  • Sunlight Talisman: Medium for casting miracles of the Gods. The talisman of Solaire of Astora, the Knight of Sunlight, is decorated with a holy symbol, illustrated by Solaire himself. This talisman is a projection of Solaire's upstanding, unwavering faith.
  • Velka's Talisman: Medium for casting miracles of the Gods. This black tuft of hair that serves as a talisman belongs to Velka, Goddess of Sin. It casts miracles not by drawing upon faith, but intelligence.
  • Darkmoon Talisman: Medium for casting miracles of the Gods. Granted to Darkmoon Blade knights, adherents to the Covenant of the Dark Sun Gwyndolin. This talisman demands dutiful faith from its owner, but has very high miracle adjustment.

Weapon Modification is a weapon mechanic of Dark Souls. Weapon modification allows weapons (including shields) to be reinforced in power and/or endowed with special elemental damage, improving their performance against tougher enemies. At certain reinforcement levels, specific blacksmiths can ascend a weapon. There are numerous ascension paths to choose from. They can change the stat scaling of the weapon, altering its base statistics dramatically, and sometimes add an elemental damage type and/or an auxiliary effect. The weapon must be at the required level in order to be upgraded down a specific path and some require specific embers that can be found throughout the world.

  • Standard: Standard upgrades improve the weapon's base damage as well as the scaling it receives from Strength and/or Dexterity, unlike Raw Upgrades. Most weapons can be upgraded on the standard path, but not all. Standard upgrades cannot be performed on weapons which are by default bound to special paths, such as Unique or Dragon weapons, or on former standard weapons that have been ascended to another upgrade path. All standard weapons (minus certain categories that are never enchantable, such as Bows and Crossbows) may be augmented.
    • Raw: Raw increases the base damage of a weapon, while reducing its stat scaling from Strength and Dexterity. As its name suggests, it gives the weapon jagged edges, making it more dangerous but also more unwieldy. It is a unique upgrade path in that it does not allow a second tier of ascension.
    • Crystal: Crystal weapons are functionally very similar to weapons upgraded down the Standard path: they deal only physical damage, can be augmented, and gain increased scaling with Strength and Dexterity. However, Crystal weapons have some important characteristics that set them apart from Standard weapons. Crystal weapons deal higher damage than Standard weapons, cannot be repaired, and their durability is reduced to a tenth of its original value. As a consequence of upgrading weapons and shields down the Crystal path, once the item's durability runs out, it can only be restored by upgrading. Once a Crystal weapon breaks, it is permanently broken. Unlike other upgrade paths, Crystal weapons cannot be reverted to their standard state.
  • Divine: The Divine Upgrade Path adds a Divine auxiliary effect, adds scaling with Faith and adds Magic Damage to weapons, but reduces Dexterity and Strength scaling and physical damage. Divine weapons cannot be buffed. The Divine Auxiliary Effect allows weapons to permanently kill beings animated by necromancy, such as the Skeletons in The Catacombs and the Tomb of the Giants, without having to kill their Necromancer masters first.
    • Occult: As a branch from the Divine upgrade path, Occult replaces the Divine auxiliary effect with Occult. Although it increases a weapon's scaling with Faith, it also decreases the Magic base damage, resulting in dealing less Magic damage overall. Additionally, it increases the base Physical damage without affecting Strength or Dexterity scaling. Ultimately, compared to the Divine upgrade path an Occult weapon will deal slightly more equalized damage between Physical and Magic. Like Divine weapons, Occult weapons cannot be augmented. Because they lack the Divine auxiliary effect, Occult weapons cannot be used to permanently kill beings animated by necromancy, but the Occult auxiliary effect is said to be effective against Gods and their following and kin.
  • Fire: The Fire upgrade path adds Fire Damage to all weapons, while removing all stat scaling bonuses.
    • Chaos: The Chaos path adds Fire Damage to a weapon, but removes all stat scaling bonuses. Uniquely for weapon upgrade paths, the Chaos path scales with humanity (up to 10). At 10 humanity, Chaos weapons are superior to Fire weapons that are upgraded to the same level. However, they are inferior if the Chosen Undead is lacking in humanity.
  • Magic: By upgrading a weapon down the Magic upgrade path, it gains increased Magic Damage scaling through Intelligence, while also losing Physical Damage through Strength and Dexterity scaling. A standard weapon with a magical weapon augmentation, such as Crystal Magic Weapon, deals more damage than Magic weapons in almost every instance; however, Magic weapons have the advantage of being permanent and not having to be buffed.
    • Enchanted: Like the Magic upgrade path, the Enchanted Path further increases scaling with the Intelligence stat and grants Magic Damage to the weapon, but further lowers Strength and Dexterity stat scaling bonuses and its physical damage.
  • Lightning: The Lightning upgrade path adds Lightning Damage to a weapon, while removing all stat scaling bonuses.

Small Shields are the lightest of the shields, making them good for faster builds that do not want to be encumbered by heavy equipment. Many small shields have unique parries. Small shields are poor at damage reduction and stability, and the lightness of the shields themselves also causes them to only have light deflection.

  • Buckler: Very small round metal shield. Parry attacks with large center protrusion. Small shields are always less stable, but landing critical hits after parry is easier. This shield is specialized for parrying.
  • Caduceus Round Shield: Round wooden shield crafted in Lordran. Decorated by an ancient blue Caduceus. The giant trees in Lordran are distant offspring of the great stone archtrees. This shield inherits their properites, and the wood greatly reduces magic damage.
  • Cracked Round Shield: Round wooden shield. Cracked and nearly broken. Wood shields are lighter than metal shields, but this one has lower physical damage reduction stability, partly due to cracking.
  • Crystal Ring Shield: Weapon born from the mystical creature of the Darkroot Garden, the Moonlight Butterfly. Imbued with a powerful crystal power, like the butterfly created by Seath the Scaleless. Can emit crystal light rings as a ranged magic attack rather than a parry.
  • Effigy Shield: Frightful occult shield. Defends against divine weapons and lightning.
  • Leather Shield: Round leather-covered shield. A standard, widely-used shield. Small shields are always less stable, but landing critical hits after parry is easier.
  • Plank Shield: Makeshift shield built from wood planks. Provides minimal protection, but at a cost of moderate humiliation.
  • Red & White Round Shield: Round wooden shield crafted in Lordran featuring an impressive red and white design. The giant trees in Lordran are distant offspring of the great stone archtrees. This shield inherits their properties, and the wood greatly reduces magic damage.
  • Small Leather Shield: Small, leather-covered round shield, reinforced in critical spots with metal.
  • Target Shield: Small round metal shield. Four protrusions used to parry attacks.
  • Warrior's Round Shield: Round wooden shield crafted in Lordran. Decorated with the ancient Labrys axe. The giant trees in Lordran are distant offspring of the great stone archtrees. This shield inherits their properties, and the wood reduces magic damage.

Medium Shields usually have better stability and damage reduction than small shields, but at the price of increased weight. Medium Shields can also parry, some being faster than others.

  • Balder Shield: Shield of the knights of the ancient kingdom of Balder. Tweaked for improved stability.
  • Black Knight Shield: Shield of the Black Knights that wander Lordan. A flowing canal is chiseled deeply into its face. Long ago, the black knights faced the chaos demons, and were charred black, but their shields became highly resistant to fire.
  • Bloodshield: The Bloodshield spoken of in the lost legends. The red of blood is slightly enchanted, and boosts all base resistances by 50%.
  • Caduceus Kite Shield: Medium metal shield. Decorated by an ancient blue Caduceus. A standard, widely-used shield.
  • Crest Shield: Shield of a nameless knight, likely a high-ranked knight of Astora. One of the enchanted blue shields. The Crest Shield greatly reduces magic damage.
  • Crystal Shield: A fully crystallized straight shield. How such a weapon was created is entirely unknown. The crystallization boosts its defense, but makes the shield brittle. The shield cannot be used for long, as it cannot be repaired.
  • Dragon Crest Shield: Shield of a nameless knight, likely a high-ranked knight of Astora. One of the enchanted blue shields. The dragon crest shield greatly reduces fire damage.
  • East-West Shield: A wooden kite shaped shield. It is decorated with the ancient symbol of a double-headed eagle, painted yellow. Wooden shields are lighter than metal shields, but with lower physical damage reduction, and reduced shield stability.
  • Gargoyle's Shield: Bronze shield of the gargoyle guarding the Bell of Awakening in the Undead Church. The gargoyle's skin is tough by itself, and perhaps its shield may have been a prop, for it is a rare example of a metal shield that does not reduce physical damage 100%.
  • Grass Crest Shield: Old medium metal shield of unknown origin. The grass crest is lightly imbued with magic, which slightly speeds stamina recovery.
  • Heater Shield: Small metal shield. A standard, widely-used shield. This shield is easy to use, and is one of the smallest shields that offers 100% physical damage reduction.
  • Hollow Soldier Shield: Metal shield wielded by Hollow soldiers. Heavily rusted but sturdy, providing a strong defense.
  • Iron Round Shield: Thick iron shield of Shiva of the East. Heaviest of the standard shields. Deflects enemy attacks. A famous specimen from Shiva's collection, but none who have faced it have lived to tell the tale.
  • Knight Shield: This medium metal shield is elegantly carved and painted. Although it is thought to have been used by ancient knights of nobility, its defense and capabilities are similar to other shields.
  • Large Leather Shield: Large, leather-covered round shield. Choice shield for hunters. Wood shields are lighter than metal shields, but with lower physical damage reductions, and reduced shield stability.
  • Pierce Shield: Shield of certain knights of Catarina, used in attacks with a large protrusion in the center. Can be used as a thrust weapon.
  • Sanctus: A legendary weapon of the Way of White, granted to an Undead paladin long ago. Once blessed with the protection of a white flame, but its power has all but faded, so that it provides only slight HP recovery.
  • Silver Knight Shield: Shield of the Silver Knights of Anor Londo. A flowing canal is carved deep into its face. The Silver Knights stayed behind in Anor Londo to defend the illusory goddess, and their shields are blessed with her divine protection.
  • Spider Shield: Shield of the savage mountain bandits. Uniquely-shaped with a large black spider etched upon it. Has resistance to poison.
  • Spiked Shield: Shield of the infamous Darkwraith Kirk, Knight of Thorns. Covered with spikes. Can be used as a weapon. Sharp spikes cause heavy bleeding.
  • Sunlight Shield: Shield of Solaire of Astora, Knight of Sunlight. Decorated with a holy symbol, but Solaire illustrated it himself, and it has no divine powers of its own.
  • Tower Kite Shield: Medium metal shield. Decorated with a tower, the symbol of protection. A standard, widely-used shield.
  • Wooden Shield: Vertically elongated wooden shield. Decorated with a white dragon. Wood shields are lighter then metal shields, but with lower physical damage reduction, and reduced shield stability.

Greatshields are different from their lighter cousins predominantly in that they trade the ability to parry for a shield bash. Shield bashes are good for stunning enemies and still partially block attacks, making them good against relentless hordes of enemies. Great shields usually come with better defensive values and stability than small and medium shields, but at the cost of greater weight.

  • Black Iron Greatshield: Greatshield of the mighty knight Tarkus. Built of special black iron and even heavier than Knight Berenike's tower shield. Especially resistant to fire attacks and effective for shield bashing.
  • Bonewheel Shield: Giant wooden wheel encircled by spikes. Half-melded to a strange skeleton. Can be used as a greatshield, only for the great gaps. But at least the spikes turn into weapons with a good spin. Strange indeed!
  • Cleansing Greatshield: The steel greatshield used by Knight Artorias, who succumbed to the Abyss. Artorias, deeply scarred by the Abyss, used this to form a barrier to protect his compatriot Sif. Although this drained the shield, its magic defense remains high.
  • Eagle Shield: Greatshield with an eagle design. Lightest and easiest greatshield to handle. Greatshields are very stable, and deflect attacks. But one cannot parry, and instead bashes with the shield.
  • Giant Shield: Greatshield made of bronze and marcasite. Used by the giant sentinels of Anor Londo. Marcasite, or white iron, is effective against non-physical damage, but as the shield is designed for the giant sentineles, its weight is unbearable.
  • Greatshield of Artorias: Shield born from the soul of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias. Boasts consistent defense and divine protection against various status effects.
  • Havel's Greatshield: Greatshield of the legendary Havel the Rock. Cut straight from a great slab of stone. This greatshield is imbued with the magic of Havel, proves a strong defense, and is incredibly heavy. A true divine heirloom on par with the Dragon tooth. Using the heavy attack on the shield will grant the user a temporary defensive buff similar to Iron Flesh at the expense of draining a large portion of the shield's durability.
  • Stone Greatshield: Mossy round greatshield used by the guardian of the Darkroot garden, the Stone Knight. The Stone Knight is a creation of ancient magic, and this shield is imbued with the same power, but is also extremely heavy.
  • Tower Shield: Metal Greatshield. Used by the Knight Berenike, known for his heavy armor. This thick plate of iron is heavily defensive but ultra heavy. Greatshields are very stable, and deflect attacks. However, one cannot parry, and instead bashes with the shield.

  • Bloodred Moss Clump: Medicinal red moss clump. Reduces bleeding build-up. Bleeding builds up when attacked by sharp blades or spikes, and once triggered causes severe damage. Use this moss clump before it reaches this point.
  • Blooming Purple Moss Clump: Potently medicinal moss clump with a flower. Reduces poison and toxin. Restores status. Toxin is a more vicious form of poison which quickly leads to death. Moss clumps without a flower are useless against toxin, and a lack of these moss clumps could lead to an early demise.
  • Divine Blessing: Holy Water from the Goddess Gwynevere. Fully restore HP and undo irregularities such as Bleed, Poison and Toxic as well as the contracted effects of Poison and Toxic, but not Curse.
  • Egg Vermifuge: Bitter, sour chestnut. Removes parasitic egg from body.
  • Elizabeth's Mushroom: Large medicinal mushroom of Elizabeth, keeper of the sanctuary. Eating this mushroom invigorates the flesh, and greatly restores HP for a limited duration. Its dramatic effect can make the difference between a warrior's life and death.
  • Estus Flask: The Undead treasure these dull green flasks. Fill with Estus at bonfire. Fills HP. The Estus Flasks are linked to the Fire Keepers. The Dark Tales also make reference: An emerald flask, from the Keeper's soul. She lives to protect the flame, and dies to protect it further.
  • Green Blossom: Green weed, shaped like a flower. Temporary boost to stamina recovery speed. This uniquely bitter, biting herb is sometimes harvested in large quantities but normally it is an annual plant found near water.
  • Humanity: Rare tiny black sprite found on corpses. Use to gain 1 humanity and restore a large amount of HP.
  • Purging Stone: Ash-colored stone encasing a skull. Secret treasure of Arstor, the Earl of Carim. Reduces curse build-up and breaks curse. Humans are helpless against curses, and can only redirect their influence. The Purging Stone does not dispel curses, but receives them as a surrogate. The stone itself was once a person or some other being.
  • Purple Moss Clump: Medicinal purple moss clump. Reduces poison build-up. Cures poison.
  • Twin Humanities: Rare tiny black sprite found on corpses. Very unusual twin humanity. Use to gain 2 humanity and restore a large amount of HP.

  • Black Firebomb: Black bisque urn filled with black powder. Explodes, inflicting fire damage. Powerful ranged weapon, especially in situations called for fire damage. A very precious item at low levels. Black Firebombs are especially destructive.
  • Charcoal Pine Resin: Black charcoal-like pine resin. Applies fire to right-hand weapon. Affected weapon inflicts fire damage for a short time. Particularly effective against corporeal creatures and Undead, who have an instinctual fear of fire.
  • Dragon Head Stone: Stone imbued with the power of the dragons. Rite of apostles of the ancient dragons. Gain head of dragon. Emit dragon breath.
  • Dragon Torso Stone: Stone imbued with the power of the dragons. Rite of apostles of the ancient dragons. Gain torso of dragon. Roar like a dragon.
  • Dung Pie: Atrocious fecal waste material. Throw at enemy to build up toxins, but also builds up your toxicity. Although the stench makes it difficult to carry on one's person, turning an enemy toxic inflicts high damage over a period of time.
  • Firebomb: Bisque urn filled with black powder. Explodes, inflicting fire damage. Relatively powerful ranged weapon, especially in situations calling for fire damage. A very precious item for low levels. Many warriors use these to augment their strategic repertoire.
  • Gold Pine Resin: Rare pine which emits golden sparks. Applies lightning to right-hand weapon. Affected weapon inflicts rare lightning damage, making it effective against targets which are resilient to both magic and fire. Very effective against dragon family foes.
  • Poison Throwing Knife: Throwing knives have limited range and accuracy compared to arrows, but offer a quick-and-easy ranged attack. When a foe is poisoned, it will continually take damage over a period of time.
  • Rotten Pine Resin: Rotten pine resin that has gained poison. Adds poison effect to right-hand weapon. Hits with affected weapon build up enemy poison level. If enemy is poisoned, damage will be inflicted for a period of time.
  • Silver Pendant: One of the ancient treasures of Anor Londo. Presented to Artorias for facing the Abyss. Effectively deflects the Dark of the Abyss, especially in its magic forms. Emits a Force-like blast that repels all Dark magic.
  • Throwing Knife: Throwing Knife. Used as a projectile. Throwing knives have limited range and accuracy compared to arrows, but offer a quick-and-easy ranged attack. Undead who lack other means of ranged attacks will do well to stock a few of these.

  • Alluring Skull: A skull with meekly lingering souls. Throw to shatter and spread souls to attract certain types of enemies. Souls are a concentration of life, and the life-starved Hollows are lured by its power. Not effective for all enemies.
  • Binoculars: Binoculars made of brass. Use to peer at distant scenery. This advanced device was built by a famous craftsman of Astora. Its utility is singular, but its applications many. The value of these specs depends greatly on the imagination of their owner.
  • Black Separation Crystal: This black crystal, long a symbol of farewell, is granted to banished Undead. The crystal sends phantoms back to their homes, or sends you back to yours. Beware of fickle use of the item if you intend to nurture relations.
  • Darksign: The Darksign signifies an accursed Undead. Those branded with it are reborn after death, but will one day lose their mind and go Hollow. Death triggers the Darksign, which returns its bearer to the last bonfire rested at, but at the cost of all humanity and souls.
  • Homeward Bone: Bone fragment reduced to white ash. Return to last bonfire used for resting. Bonfires are fueled by the bones of the Undead. In rare cases, the strong urge of their previous owner's to seek bonfires enchants their bones with a homeward instinct.
  • Lloyd's Talisman: Talisman utilized by Allfather Lloyd's cleric knights to hunt down the Undead. Blocks Estus recovery within a limited area. In the outside world, the Undead are accursed creatures, and Lloyd's cleric knights are widely praised for their Undead hunts. This blessed talisman blocks Undead recovery, allowing the knights to fight with impunity.
  • Prism Stone: Warm pebble emitting a beautiful phasing aura of seven colors, with a very rare eighth. The rainbow stone does nothing special, but can serve as a path marker, and can be dropped off a cliff to judge height by the sound of descent. If a loud noise is heard upon its landing, then a fall off the ledge is surely lethal.
  • Purple Coward's Crystal: Online play item. Quit Battle of Stoicism. Victory in this battle once led to ancient Anor Londo, but even in the absence of it's overseer, capitulation is a disgrace. In the name of a warrior's honor, do not quickly resort to the use of this crystal.
  • Red Eye Orb: Online play item. Invade another world. Defeat the master of the world you have invaded to acquire humanity. The Darkwraiths of Kaathe use this orb to seek humanity and plunge further into dark. Perhaps they are more human than we?
  • Red Sign Soapstone: Leaves invasion sign. Be summoned to another world as a dark spirit, and defeat the summoner to acquire humanity. Certain Darkwraiths resist their descent into dark and persevere along the honorable path. The Red Soapstone is for them.
  • Repair Powder: Lightly enchanted golden powder. Repairs weapon equipped in right hand. Use of a weapon depletes its durability, eventually rendering it ineffective. Repair Powder is a precious method of repair on the battlefield, as it obviates the need for a Repairbox.
  • Rite of Kindling: This secret rite allows bonfires to be bolstered further with Kindling, so that even more Estus can be collected. Kindling was a sacred rite passed down among clerics, but all Undead can imitate the process in the same manner that they restore their Hollowing with humanity. How peculiar that humans had found little use for humanity until they turned Undead.
  • Transient Curse: Limb of the victim of a curse. Temporary curse allows engagement with ghosts. The only way to fight back against ghosts, who are cursed beings, is to become cursed oneself. The safest method, however dreadful, is to cut off an arm of the dead.
  • White Sign Soapstone: Leave summon sign. Be summoned to another world as a phantom through your sign, and defeat the area boss to acquire humanity. In Lordran, the flow of time is distorted, and the White Sign Soapstone allows Undead to assist one another.

Rings are accessories that provide various bonuses when equipped. The Chosen Undead can equip up to 2 Rings, but equipping two of the same ring is not possible.

  • Ring of the Sun Princess: This ring is granted to those who enter a Covenant with Gwynevere, daughter of Lord Gwyn and the Princess of Sunlight. This slightly warm ring boosts the synergy of Miracles, amplifying their effects.
  • Covenant of Artorias: This ring symbolizes Knight Artorias' covenant with the beasts of the Abyss. Its wearer, like Artorias himself, can traverse the abyss.
  • Cat Covenant Ring: Ring granted to those bound by the Forest Hunter covenant. Answer Alvina's summoning.
  • Darkmoon Blade Covenant Ring: Ring granted to those bound by the Darkmoon Blade Covenant. Answer Dark Sun Gwyndolin's summoning.
  • Old Witch's Ring: Old ring from an old witch. Engraved minutely with indecipherable script, allows for communication with Quelaag's Sister.

  • Blue Tearstone Ring: The rare gem called tearstone has the uncanny ability to sense imminent death. This blue tearstone from Catarina boosts the defense of its wearer by 50% when in danger.
  • Cloranthy Ring: This ancient ring, engraved with a large green flower, is of unknown origin. Hastens the regeneration of stamina.
  • Dark Wood Grain Ring: This special ring crafted in an Eastern land is made of gold, but with a wood grain crest on its surface. Agents of subterfuge in this faraway land are particularly fond of the dark gold wood grain, which greatly alters the player's rolling motion into an acrobatic flip.
  • Hawk Ring: One of the special rings granted to the four knights of Gwyn, The Hawk Ring belongs to Hawkeye Gough, who led the Greatarchers. Boosts bow range, so that arrows fly like they were shot by Gough's great bow, which took down high-flying dragons.
  • Hornet Ring: One of the special rings granted to the four knights of Gwyn. The Hornet Ring belonged to the Lord's Blade Ciaran. By boosting critical attacks, its wearer can annihilate foes, as Ciaran's dagger laid waste to Lord Gwyn's enemies.
  • Leo Ring: One of the special rings granted to the four knights of Gwyn. The Leo Ring belonged to Ornstein the Dragonslayer. This ring strengthens counters with pierce weapons. His lugged spear is said to have sliced a boulder in two.
  • Red Tearstone Ring: The rare gem called tearstone has the uncanny ability to sense imminent death. This red tearstone from Carim boosts the attack of its wearer by 50% when in danger.
  • Ring of Favor and Protection: A ring symbolizing the favor and protection of the goddess Fina, known in legend to possess "fateful beauty". This ring boosts its wearer's HP, stamina, and max equipment load, but breaks if ever removed.
  • Ring of the Evil Eye: According to legend, this ring contains the spirit of the evil eye, a dark beast which assaulted Astora. The strength of the evil eye does not waver, and HP is absorbed from fallen enemies.
  • Tiny Being's Ring: Ring made of an ancient tiny red jewel. Grants small increase to HP.
  • Wolf Ring: One of the special rings granted to the four knights of Gwyn. The wolf ring belongs to Artorias the Abysswalker. This ring strengthens the wearer's poise. Artorias had an unbendable will of steel, and was unmatched with a greatsword.

  • Bellowing Dragoncrest Ring: A special ring granted to only the most accomplished sorcerers at the Vinheim Dragon School. The ring is engraved with an everlasting dragon, and boosts the strength of Sorceries and Pyromancies by 20%.
  • Darkmoon Seance Ring: This ring is granted to adherents of Gwyndolin, Darkmoon deity and last born of Gwyn, Lord of Sunlight. Grants additional magic and attunement slots.
  • Dusk Crown Ring: This magic crown-shaped ring was granted to Princess Dusk of Oolacile upon her birth. The ringstone allows its wearer to cast additional sorceries, but at the cost of one-half of HP.
  • Lingering Dragoncrest Ring: A special ring granted to only the most accomplished sorcerers at Vinheim Dragon School. The ring is engraved with a lingering dragon, and boosts the length of the effects of sorceries by 50%.
  • Ring of the Sun's Firstborn: Lord Gwyn's firstborn, who inherited the sunlight, once wore this ancient ring. Boosts the strength of Miracles by 20%.
  • White Seance Ring: A divine ring entrusted to the head bishop of the Way of White and apostle to Allfather Lloyd, uncle to Lord Gwyn. It grants additional attunement slots.

  • Bloodbite Ring: One of the infamous bite rings commissioned by Sir Arstor of Carim. Despite the dreadful rumors surrounding its creation, this ring is an unmistakable asset, in its ability to help prevent bleeding, increasing Bleed resistance by by 40%.
  • Cursebite Ring: One of the infamous bite rings commissioned by Sir Arstor of Carim. Despite the dreadful rumors surrounding its creation, this ring is an unmistakable asset, in its ability to help prevent curses, increasing Curse resistance by by 40%.
  • Flame Stoneplate Ring: Stoneplates, the symbol of a true knight, grant the strength to face various hardships. The red stoneplate symbolizes fire, and boosts defense against flame by 50.
  • Orange Charred Ring: An orange ring enchanted by a witch. Reduces lava damage by 90%.
  • Poisonbite Ring: One of the infamous bite rings commissioned by Sir Arstor of Carim. Despite the dreadful rumors surrounding its creation, this ring is an unmistakable asset, in its ability to help prevent poison, increasing Poison resistance by by 40%.
  • Ring of Steel Protection: This ring belonged to the Knight King Rendal. It grants its wearer protection by boosting defense against physical attacks by 50 points.
  • Speckled Stoneplate Ring: Stoneplates, the symbol of a true knight, grant the strength to face various hardships. The precious rare speckled stoneplate grants a small boost to defence against magic, flame and lightning by 25 points.
  • Spell Stoneplate Ring: Stoneplates, the symbol of a true knight, grant the strength to face various hardships. The blue stoneplate symbolizes souls, and boost defense against magic by 50 points.
  • Thunder Stoneplate Ring: Stoneplates, the symbol of a true knight, grant the strength to face various hardships. The yellow stoneplate symbolizes thunder, and boost defense against lightning by 50 points.

  • Calamity Ring: A ring enchanted by the orange eye of Kalameet, the bringer of calamity. Doubles damage received by its wearer. A useless ring befitting of no finger. Best left unknown, or at least well hidden.
  • Covetous Gold Serpent Ring: The serpent is an imperfect dragon and symbol of the Undead. Its habit of devouring prey even larger than itself has led to an association with gluttony. This gold ring, engraved with the serpent, boosts its wearer's item discovery, so that more items can be amassed.
  • Covetous Silver Serpent Ring: The serpent is an imperfect dragon and symbol of the Undead. Its habit of devouring prey even larger than itself has led to an association with gluttony. This silver ring, engraved with the serpent, rewards its wearer with additional souls for each kill.
  • East Wood Grain Ring: This special ring crafted in an Eastern land is made of gold, but with a wood grain crest on its surface. The ring slows the loss of weapon durability and is particularly useful to bearers of delicate swords crafted in the East.
  • Havel's Ring: This ring was named after Havel the Rock, Lord Gwyn's old battlefield compatriot. Havel's men wore the ring to express faith in their leader and to carry a heavier load.
  • Rare Ring of Sacrifice: This mystical ring was created in a sacrificial rite of Velka, the Goddess of Sin. The magenta-shaded ring is especially rare. Its wearer will lose nothing upon death, and will be freed from any curse whatsoever, but the ring itself breaks.
  • Ring of Fog: Those who befriend Alvina are given this mysterious ring. It resembles a pearl with its robust pure-white fog. This ring camouflages its wearer's presence, helping to prevent detection.
  • Ring of Sacrifice: This mystical ring was created in a sacrificial rite of Velka, the Goddess of Sin. Its wearer will lose nothing upon death, but the ring itself breaks.
  • Rusted Iron Ring: This iron ring was used to shackle the guilty. It is terribly rusted, and faintly stained with blood. Those who find this strange ring to their liking will be pleased to find it easier to gain footing on poor ground such as swamps.
  • Slumbering Dragoncrest Ring: This ring was secretly worn by a certain surreptitious sorcerer at Vinheim Dragon School. The ring is engraved with an everlasting dragon in silent slumber, and masks all sound emitting from its wearer.

Armor is protective equipment for The Chosen Undead in Dark Souls. The Chosen Undead can equip protective gear in four different body slots: Head, Chest, Arms and Legs. Armor is often comprised of "Sets" with a matching look and similar protective characteristics. They are not limited to Sets, however, and different pieces from different sets can be mixed to provide different defensive benefits with no drawbacks. Armor provides protection against both physical (Regular, Strike, Slash, Thrust) and elemental (Magic, Fire, Lightning) damage, it increases resistance against negative status effects, and it can increase Poise (stagger resistance). Like weapons, most armor pieces can be upgraded, and upgraded armor yields higher defensive values and elemental resistance, but never alters Poise.

  • Brigand Set: The starting armor set for the Bandit class. Armor worn by the brigands who raid mountain hamlets and attack travelers. In addition to protecting against the blazing sun, dust, and sand, it helps them tell friend from foe in the heat of battle. The addition of metal over a base of cloth and leather offers good mobility and defense.
  • Holy Set: The starting armor set for the Cleric class. Robes donned by the men of the cloth. Though plain to the naked eye, its hardy fabric repels rain and keeps the body warm. Those dissatisfied with church teachings must test their faith by going on a spiritual journey. Such is the ritual of self-purification of the Way of the White.
  • Leather Set: The starting armor set for the Hunter class. Armor made of soft leather. Very common type of protective gear.
  • Knight Set: The starting armor set for the Knight class. Armor of a lower-rank knight. Despite the thin metal used, the grooved texture gives it added protection. The Knight Set offers the highest physical resistances of any starter set, but is also the heaviest.
  • Tattered Cloth Set: The starting armor set for the Pyromancer class. Robe worn by pyromancers of the Great Swamp. Though it appears tattered, it is actually quite strong. Their attire offers substantial protection against poison, fire, and other forces of nature out in the hinterlands where they were driven.
  • Sorcerer Set: The starting armor set for the Sorcerer class. Attire worn by proper sorcerers who studied at Vinheim Dragon School. The majority take pride in having studied at the academy and look down on breaking the formal dress code established for sorcerers.
  • Black Leather Set: The starting armor set for the Thief class. This armor made of smooth black leather is extremely quiet, a good thing for those who hide in the shadows. The leather itself is thick, offering a decent level of protection.
  • Wanderer Set: The starting armor set for the Wanderer class. Attire of an aimless traveler. Made from sturdy leather and quiltingr, it offers protection versus wind and rain. A must-have for long journeys.
  • Hard Leather Set: The starting armor set for the Warrior class. Armor made of thick leather with a sturdy helm made of iron. Very common type of protective gear, it provides a sound level of defense.

  • Antiquated Set: A dress from the ancient fallen land of Oolacile. Its ivory-colored silk features elaborate embroidery and is imbued with ancient magic power. One cannot expect any physical protection from this garment, as it was not meant to be worn in battle. The headpiece, Crown of Dusk, is a special magic crown bestowed upon Dusk, Princess of Oolacile, upon her birth. Its wearer is blessed by all manner of magic. This raises the power and effect of the wearer's magic, but damage suffered by magic attack also rises.
  • Big Hat's Set: Robe worn by Big Hat Logan. It is said to have been from his apprentice days at Dragon School, but it is so worn out, no one knows what it originally looked like. Logan, who cared little for his appearance, no doubt ever bothered to change out of it. Most notable of the set is the gigantic hat that completely hides the wearer's face, which led to Logan's nickname "Big Hat." Famously antisocial, Logan used it to block out noise and people's stares so he could focus on his own thoughts, but it does not possess any special magic powers.
  • Black Set: Robe worn by pardoners serving Velka, the Goddess of Sin. The pardoners' attire is uniformly black in color and said to be imbued with Velka's mystical power, which provides resistance against all manner of magic. The pardoners listen to the confessions of sinners, urging reflection and salvation. Their masks symbolize separation from worldly desires.
  • Black Sorcerer Set: Attire worn by the secret sorcerers at Vinheim Dragon School. They secretly work with sound-based spells, and never reveal themselves.
  • Chain Set: Chainmail armor of thin interlinking rings of steel. It is common throughout the human world since it can be easily produced, is not too heavy, and offers good defense. Knights may favor flashy armor, but for warriors on the battlefield, anything is fine as long as it keeps them alive.
  • Chester's Set: Black leather attire worn by Marvellous Chester, a man of mystery lost in the past. This exquisitely sewn aristocratic suit allows its wearer to move in silence, lending well to stealth. The exquisitely sewn trousers are decorated with silver trinkets of varying sizes, and have straps on the inner legs for carrying crossbow bolts.
  • Crimson Set: Robe of the sorcerers who flooded New Londo to seal away the Darkwraiths and the Four Kings who descended into Dark. The Sealers were once known as healers, and the bright crimson was a symbol of that.
  • Dingy Set: Worn by the Fire Keeper at Firelink Shrine. It is thought to have once been the white robe of a maiden, but smoke and ashes from bonfires darkened it over the years.
  • Gold-Hemmed Black Set: Worn by the witch Quelana of Izalith, mother of pyromancy and Daughter of Chaos. She wore this gold-hemmed black cloak before even the Age of Fire, and it offers strong resistance versus fire, poison, and other perils.
  • Great Lord Set: Robe of Gwyn, Lord of Cinder, who linked the First Flame. Lord Gwyn, bearer of the ultimate soul, divided that power among his clan before linking the flame. When he departed, he left only with his greatsword, his garb, and the crown, now bereft of power.
  • Hollow Soldier Set: Armor worn by Hollow soldiers. It may be old and battered, but its iron construction makes it quite sturdy.
  • Hollow Thief's Set: Leather armor worn by Hollow thieves. It stifles noise and helps its wear hide in the shadows.
  • Hollow Warrior Set: Armor worn by Hollow warriors. It is made of thick leather that is tattered with age.
  • Lord's Blade Set: Robe of the Lord's Blade Ciaran, one of Gwyn's Four Knights. A robe common to all of the Lord's Blades, These deadly women shift nimbly between layers of darkness, etching streaks of gold into the night air, and planting visions of terror into the minds of their targets. The cyclops headpiece is common to all of the Lord's Blades, but Ciaran was determined to earn the soft porcelain mask as a unique decoration of honor. The mask is lined with ivory locks of hair.
  • Maiden Set: White robe worn by traveling maidens. It is part of their formal attire, regardless of rank. It is soft and well-made, but does not offer much in the way of defense, making it ill-suited to use in battle.
  • Moonlight Set: Robe of the Dark Sun Gwyndolin, protector of the forsaken city of Anor Londo. The power of the moon was strong in Gwyndolin, and thus he was raised as a daughter. His magic garb is silk-thin and hardly provides any physical defense. The Crown of the Dark Sun Gwyndolin, however is imbued with Darkmoon power that enhances all magic. The image of the sun manifests Gwyndolin's deep adoration of the sun.
  • Painting Guardian Set: Robe worn by the alabaster-clothed guardians of the paintings in Anor Londo. Offer substantial protection versus magic. They have guarded the Great Painting of Ariamis for ages, passing their duty down through generations, but the reason for doing so passed from all memory long ago.
  • Shadow Set: Black cloth garb worn by spooks from an Eastern land. Designed so as not to hinder their unique form of martial arts. While it sacrifices defense for the sake of greater mobility, it does offer resistance to bleeding and poison among other things, perhaps due to the nature of espionage.
  • Witch Set: Cloak of the rogue witch Beatrice. Almost all magic users that employ catalysts studied at Dragon School, but Beatrice is one of the few exceptions. She braved the Abyss but did not live to tell of her ordeal.
  • Xanthous Set: A mysterious set once worn by the Xanthous King Jeremiah, the legendary exile. No one knows where it came from.

It may be tattered, but its bright yellow color still stings the eyes. The crown bears high-quality cloth which is quite soft to the touch, but it is clearly far too big.

  • Adventurer's Set: Strange armor from the ancient land of Zena, birthplace of the curious dealer Domhnall. The two horns are believed to symbolize wisdom. The many medals are believed to symbolize glory. The gold bracelets symbolize a vanquisher. The inlaid silver rings symbolize an explorer.
  • Artorias Set: Armor of Artorias the Abysswalker, one of Gwyn's four knights. The death of the armor's owner can be surmised from the corrosive Dark of the Abyss, and the tattered azure-blue cape, once a symbol of pride and glory.
  • Balder Set: Armor worn by the knights of the ancient kingdom of Balder. It is made from thick iron plates. Balder was the homeland of the Knight King Rendal, but it came to ruin after a great many Undead were spawned.
  • Black Knight Set: Armor of the Black Knight who haunt Lordran. The knights followed Lord Gwyn when he departed to link the flame, but they were burned to ashes in newly kindled fire, wandering the world as disembodied spirits ever after.
  • Brass Set: Armor of the Darkmoon Knightess, Fire Keeper of Anor Londo. After becoming Undead, she visited the Dark Sun Gwyndolin at the Mausoleum of the Spiral Depths, became a Blade of Darkmoon, and assumed the flame-keeping duty. She received this armor, which hides her hideous form and helps her hunt the guilty.
  • Catarina Set: Distinctively shaped armor worn by the Knights of Catarina. Outside of Catarina, it is often ridiculed for their onion-like shape, infuriating the proud knights, but the masterfully forged curved design makes it very effective for parrying.
  • Channeler's Set: Robe of the Channelers, sorcerers that serve Seath the Scaleless. Even after the onset of Seath's madness, the "snatchers" as they were often called, ventured to far lands to find suitable human specimens. The heaviest of protective gear for sorcerers, and imbued with magic. The helm's six eyes arranged in two vertical columns compensate for Seath's lack of sight.
  • Cleric Set: Armor worn by the warrior clerics of the Way of White, who are famous for being unyielding in battle. It is rather substantial in size and weight, making its wearer look even bigger than he actually is.
  • Crystalline Set: Armor worn by a Hollowed knight, who was partially crystallized. The crystal provides powerful defense, but it cannot be used for long because it is easily broken and cannot be repaired.
  • Dark Set: Armor of the Darkwraiths, former knights of New Londo who descended into Dark. Their armor transformed, and remains a symbol of the Dark servants and their diabolical art of Lifedrain.
  • Eastern Set: A distinctive armor made in an Eastern land. Exquisitely crafted, this armor offers excellent defense, particularly versus slash attacks, which are one of the main threats in battles in the East.
  • Elite Knight Set: Armor of a nameless knight, perhaps an elite knight of Astora, based on the fire-warding heraldic symbol on its blue surcoat. Although he was loath to give up on his Undead mission, he perished at the Undead Asylum, and went Hollow.
  • Favor Set: Armor of Lautrec the Embraced, representing the goddess Fina's love. During his solitude, he forsook everything, for he believed in the goddess's love for him. The goddess's arms wrap around this armor, as if to embrace the wearer.
  • Gough's Set: Armor of Hawkeye Gough, one of Gwyn's Four Knights. Armor donned by Gough since his days as a dragonslayer. The medallion, bequeathed by the Lord Himself, and the dragon bone pauldrons are symbols of the highest honors.
  • Iron Set: Armor of Solaire of Astora, Knight of Sunlight. The large holy symbol of the Sun, while powerless, was painted by Solaire himself. Solaire's incredible prowess must have come from rigorous training alone, for his equipment exhibits no special traits.
  • Ornstein's Set: Armor of the dragonslayer Ornstein, who guards the cathedral in the forsaken city of Anor Londo. Ornstein is believed to be the captain of the Four Knights. His golden lion armor is imbued with the power of lightning and should provide good protection against it.
  • Paladin Set: Armor of Leeroy, Paladin of the Catacombs. Long ago, the Way of the White produced its first Undead, a paladin in golden armor. With the legendary treasures Grant and Sanctus, Leeroy set out for Lordran, Land of the Gods, in the first Undead mission of the Way of White.
  • Silver Knight Set: Armor of the Silver Knights who protect Anor Londo. When Lord Gwyn departed to link the Fire, his knights split into two groups. The Silver Knights remained in the forsaken capital in the service of their goddess.
  • Steel Set: Armor of the Knights of Berenike, known for their heavy armaments and armor.
  • Set of Thorns: Armor of Kirk, knight of Thorns and notorious member of the Darkwraiths. A dense patch of thorns grows from its surface. It is a fitting item for the murderous Kirk, for by simply wearing it and rolling, one can damage enemies.

  • Black Iron Set: Armor of Black Iron Tarkus, a knight known for his great strength. Built of a special black iron and providing strong defense, notably against fire, but so terrible heavy to be unwieldy to all but Tarkus himself. The Black Iron Set is relatively light-weight compared to other heavy armor sets, and has correspondingly lower damage resistance, but its physical defenses are second only to the Giant Set and it provides the highest Flame Defense of any armor set. It also has the second-highest Curse resistance of any heavy set.
  • Giant Set: Armor of the giant sentinels of Anor Londo. Made from ancient brass, it also offers protection versus non-physical attacks, but due to its giant size, it is extremely heavy for humans, and impedes stamina recovery.
  • Golem Set: Armor of the Iron Golem, guardian of the ancient Sen's Fortress, slayer of heroes who ventured forth to Anor Londo. Without its core, it is a mere hunk of iron, and can be equipped as solid protective gear, but its immense weight hinders stamina recovery.
  • Guardian Set: Armor of the stone knights, guardians of the forest sanctuary. The stone knights are golems animated by magic, and their enchanted armor is oppressively heavy.
  • Havel's Set: Armor worn by Havel the Rock's warriors. Carved from solid rock, its tremendous weight is matched only by the defense it provides. Havel's warriors never flinched nor retreated from battle. Those unfortunate enough to face them were inevitably beaten to a pulp.
  • Smough's Set: Armor of Smough, the Executioner, protector of the cathedral at the forsaken city of Anor Londo. It offers extremely high defense and can be worn by humans, but not without great difficulty. Smough's set offers the highest lightning and bleed resistance available among the heavy sets.
  • Stone Set: Moss-covered armor of the Stone Knight, defender of the Darkroot Garden. The Stone Knight is a product of ancient magic, and although this armor is also imbued with magic, it is incredibly heavy.

  • Bloated Head: The head of an Oolacile resident whose humanity went wild after being devoured by the Dark of Manus, father of the Abyss. The bloated head is fissured, the cracks lined with innumerable tiny red eyeballs with a hard outside and mucous-filled inside, no sane person could ever wear it.
  • Bloated Sorcerer Head: The head of an Oolacile resident whose humanity went wild after being devoured by the Dark of manus, father of the Abyss. The bloated head is fissured, the cracks lined with innumerable tiny red eyeballs and accented by protuding brain parts. It is lightly enchanted, suggesting that it may have belonged to a sorcerer.
  • Fang Boar Helm: Severed head of the fully-armored Fang Boar taken by the one who killed it as proof of his victory, just as the Gods once did with the head of the ancient dragon. Can be worn on the head as a surprisingly sound piece of protective gear.
  • Gargoyle Helm: Helm of the gargoyle, an enchanted creature that guarded the Bell of Awakening in the belfry of the Undead Church. This bronze helm was for mere appearance's sake, as gargoyle skin is naturally hard. Little in the way of defense can be expected from it.
  • Mask of the Child: One of the three masks of the Pinwheel, the necromancer who stole the power of the Gravelord, and reigns over the Catacombs. This mask, belonging to the naive child, slightly raises stamina recovery speed.
  • Mask of the Father: One of the three masks of the Pinwheel, the necromancer who stole the power of the Gravelord, and reigns over the Catacombs. This mask, belonging to the valiant father, slightly raises equipment load.
  • Mask of the Mother: One of the three masks of the Pinwheel, the necromancer who stole the power of the Gravelord, and reigns over the Catacombs. This mask, belonging to the kindly mother, slightly raises HP.
  • Pharis's Hat: Broad-brimmed hat favored by the archer hero Pharis. Pharis was an accomplished archer, and though he was human, he ranked alongside Hawkeye Gough, one of the Four Knights of Lord Gwyn. His hat is universally popular among children.
  • Royal Helm: Helm of Vamos, skeleton blacksmith of the Catacombs. Partially made of gold, and confers high resistance overall. The helm is believed to belong to an ancient royal line, but only Vamos would know for sure, and he shall never speak again.
  • Sack: Bloodstained patchwork sack by the Undead man-eating cook lurking in the Depths. Two eyeholes have been haphazardly cut out. It is unexpectedly soft and comfortable to wear, but it is probably near meaningless in terms of defense.
  • Sunlight Maggot: A loathsome parasite that inhabit Lost Izalith. It is completely immobile, yet still lives. When worn on the head, it emanates blinding light, which is why it's known as a Sunlight Maggot.
  • Symbol of Avarice: Monster head resembling a treasure chest. Once an ancient god, it is said this is the symbol of shame imposed on a long lost clan, exiled for the sin of avarice. Wearing this slightly raises soul absorption and item discovery, but also affects its wearer with the curse of the branded.

Intelligence: 

Varies from Average to Genius (Depending on their starting class, the Chosen Undead's general intelligence can vary from an average person to a Sorcerer of Vinheim Dragon School. However, thanks to their ability to bolster their intelligence with souls, they have the capacity to increase their intelligence to the point of matching and surpassing the likes of Big Hat Logan in intellect and Sorcery skill, as well as the capacity to perfectly memorize and utilize the dozens of tales from which Miracles draw their power from. In addition they possess a rudimentary understanding of blacksmithing, able to repair and reinforce any weapon or armor in their possession given that they have materials to do so, though they do not have the skill to ascend or infuse equipment.)

Gifted (The Chosen Undead is a highly skilled and experienced combatant, with nearly every one of their backgrounds having a basis in some form of combat. They are able to wield dozens of different weapons, each with their own unique combat styles, to their maximum efficiency even after just obtaining them, including weapons that are traditionally considered too awkward or cumbersome for normal people to wield, such as Greataxes and Ultra Greatswords, as well as weapons that statistically require a high degree of skill to wield properly such as Rapiers, Katanas, and Curved Swords, and can dual wield any weapons or shields in their arsenal to an equal amount of effectiveness. They are also fully capable of utilizing objects that barely qualify as weapons, such as the Straight Sword Hilt, Broken Straight Sword, and Plank Shield, without any loss in combat efficiency, and can fight unhindered when their vision is completely obstructed by headpieces such as the Symbol of Avarice, Golem Helm, Gough's Helm, Bloated Head, and Crown of the Dark Sun. Throughout their journey The Chosen Undead displays the capacity to outmatch numerous veteran warriors of renoun, including Havel the Rock, Solaire of Astora, Executioner Smough, and Paladin Leeroy, all of whom are recognized as highly skilled fighters in their own right with decades of combat experience under their belt, as well as several other nameless but otherwise highly skilled enemies such as Darkwraith Knights, Silver Knights, Black Knights, Berenike Knights, and Painting Guardians. The Chosen Undead is skilled to the point of being able to even best the Four Knights of Gwyn [ Dragonslayer Ornstein, Artorias the Abysswalker, Lord's Blade Ciaran, and Hawkeye Gough ] as well as Gwyn himself in single combat.)

Weaknesses: The Chosen Undead can only attune up to 10 spells (12 if utilizing the White Seance Ring and Darkmoon Seance Ring) at a time and cannot attune new spells in combat

Notable Attacks/Techniques:

  • Fireball: Standard pyromancy of the Great Swamp. Hurl a fireball with a very small blast radius. The fire damage caused by fireballs makes them effective against corporeal beasts and Undead, who by nature fear flame.
  • Fire Orb: Pyromancy which improves upon Fireball. Hurl fire orb. The flaming fire orb explodes upon impact, causing fire splash damage in a spectacle which seems to symbolize the strength of the fire-manipulating pyromancers.
  • Great Fireball: Ultimate fireball pyromancy. Hurl giant fireball. Salaman the Master Pyromancer, also called Great Fireball after this spell, believed pyromancy was rooted in an adoration of fire. Those who acquire this spell usually agree.
  • Great Chaos Fireball: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Hurl giant chaos fireball. The Flames of Chaos can melt stone, producing a short-lived lava glob.
  • Firestorm: Primal pyromancy taught by Quelana of Izalith. Erect fire pillars in vicinity. The storm of flame is indiscriminate, and incinerates all nearby life.
  • Fire Tempest: Primal pyromancy of Quelana of Izalith. Erect giant fire pillars in vicinity. The tempestuous raging flames resemble those summoned by the Daughters of Chaos when they challenged the ancient dragons and scorched the very earth.
  • Chaos Storm: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Erects localized chaos fire pillars and leave localized pools of lava in their wake.
  • Combustion: Elementary pyromancy. Create powerful flame in hand. One of the most basic pyromancies. For this very reason, the flame thus created is fierce.
  • Great Combustion: Pyromancy which improves upon Combustion. Create powerful, giant flame in hand. Great Combustion creates a powerful flame, but many sorcerers mock the simplicity of this spell.
  • Fire Surge: Pyromancy foreign of the Great Swamp. Creates a surge of flame from palm to hand.
  • Fire Whip: Primal pyromancy taught by Quelana of Izalith. Sweep foes with fire whip. The root pyromancy of Combustion, but much more difficult to wield.
  • Chaos Fire Whip: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Sweep foes with chaos fire whip. This spell was wielded by the eldest of The Daughters of Chaos.
  • Poison Mist: Unique pyromancy crafted by Eingyi, considered a heretic even at the Great Swamp. Create poison mist.
  • Toxic Mist: Unique pyromancy crafted by Eingyi, considered a heretic even at the Great Swamp. Create intense poison mist.
  • Acid Surge: Pyromancy foreign to the Great Swamp. Emit acid which corrodes weapons and armor.
  • Flash Sweat: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Intense sweating reduces flame damage.
  • Iron Flesh: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Iron flesh boosts defense and resilience. Use of this pyromancy requires caution, as the caster becomes exceedingly heavy and unable to move freely.
  • Power Within: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Short strength/endurance boost, but lose HP. Excessive power eats away the life-force of its caster, and like all dangerous spells, Power Within was kept secret for eons.
  • Undead Rapport: Advanced pyromancy of Quelana of Izalith. Charm Undead and gain temporary allies. The living are lured by flame, and this relationship is part and parcel to the art of pyromancy. Can be used by either gender.
  • Black Flame: A pyromancy discovered from the Dark of the Abyss by a pyromancer who wandered Oolacile. Conjure a great black flame in one's palm. Black flames are weighty, and inflict physical damage, enough to smack away the mightiest of the shields.

  • Soul Arrow: Elementary sorcery. Fire a soul arrow. Soul arrows inflict magic damage, making them effective against iron armor, tough scales, and other physically resilient materials.
  • Great Soul Arrow: Sorcery which improves upon Soul Arrow. Fire strong soul arrow. At the Vinheim Dragon School, the acquisition of this spell marks an apprentice's coronation as a sorcerer.
  • Heavy Soul Arrow: Soul sorcery emphasizing power. Fire heavy soul arrow. A more powerful, but also slower sorcery. Difficult to use due to a long cool down and a limitation on the number of castings.
  • Great Heavy Soul Arrow: Sorcery which improves upon Heavy Soul Arrow. Fire strong heavy soul arrow. As difficult to use as Heavy Soul Arrow, but powerful enough to make it well worth it. Adored by certain sorcerers.
  • Homing Soulmass: Sorcery developed by Big Hat Logan. Fire homing soulmass. Life originates in the soul; no wonder the soulmass draws toward it. This sorcery is a window into seeker Logan's methods.
  • Homing Crystal Soulmass: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. Fire homing crystal soulmass. The mysteries of souls, crystals, and the sorceries are deeply intertwined.
  • Soul Spear: Sorcery developed by Big Hat Logan. Fire piercing soul spear. A symbol of Logan's strength, the soul spear is referenced repeatedly in the legends, and is said to be on par with Lord Gwyn's lightning.
  • Crystal Soul Spear: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. Fire piercing crystal soul spear. These pale magic spears, sharpened through crystallization. are on par with the armaments of the ancient lords.
  • White Dragon Breath: Sorcery developed by Logan during his infatuation with Seath the Scaleless. Emit crystal breath of Seath the Scaleless. Although it no longer causes curses, what madness caused old Big Hat to appropriate this frightful power of the ancient dragons?
  • Magic Weapon: Sorcery for casters who wield swords. Magic augmentation: right weapon. The power of the magic swordsmen of Vinheim is predicated upon this and Magic Shield. Many warriors learn sorcery just for this.
  • Great Magic Weapon: Sorcery which improves upon Magic Weapon. High magic augmentation: right weapon. At Vinheim Dragon School, only magic swordsmen on special orders are allowed to learn this spell which grants powerful augmentation to various weapons.
  • Crystal Magic Weapon: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. High magic + crystallization: right weapon. Logan's trials were successful, and the crystal medium facilitated a stronger bond between weapon and soul.
  • Magic Shield: Sorcery for casters who wield swords. Magic augmentation: left shield. Shields augmented by magic are resistant to magic attacks and have higher stability. This spell makes it possible to challenge powerful foes with a small shield.
  • Strong Magic Shield: Sorcery which improves upon Magic Shield. High magic augmentation: left shield. At Vinheim Dragon School, only magic swordsmen on special orders are allowed to learn this spell which grants temporary strength to greatshields.
  • Aural Decoy: Sorcery used by playful sorcerers. Lure enemies away by creating a sound originating in the distance. This spell is not the first choice for serious sorcerers, but it has a surprising amount of applications, some of them extremely effective.
  • Hush: Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School. Masks all noises of caster. Effectively, Vinheim is controlled by the Dragon School, and it is no wonder that the town has its share of dark secrets.
  • Fall Control: Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School. Reduce damage and noise from fall. This sorcery, along with Hush, explains the extravagant cost of hiring Vinheim spooks.
  • Hidden Weapon: Ancient sorcery of the lost land of Oolacile. Turns right weapon invisible. Not a simple augmentation, making it dependent on the skill of its caster. An example of the capacity of Ooalcile sorceries to control light.
  • Hidden Body: Ancient sorcery of the lost land of Oolacile. Turns body nearly invisible. Although perfect invisibility is unachievable due to the risk of dissipation, the caster need only stand still for a moment to blend in to environs with astounding camouflage.
  • Repair: Ancient sorcery of the lost land of Oolacile. Repair equipped weapons and armor. This sorcery was part of everyday life in Oolacile. Its effects resembles Repair Powder, which must have found its way into the culture of this lost land.
  • Cast Light: Ancient sorcery of the lost land of Oolacile. Cast a bright light upon surroundings. This light-producing sorcery is elementary but nonetheless demonstrates the achievements in mysticism of Oolacile. Such magic has not been developed even in Vinheim.
  • Chameleon: Ancient sorcery of the lost land of Oolacile. Transform into something inconspicuous. A separate stealth spell from Hidden Body. A skilled stealth sorcerer must be aware of his or her surroundings and of which objects are prime candidates for imitation.
  • Remedy: Sorcery of the red-robed Yulva, one of the Sealers of New Londo. Reduce bleeding and poison build-up, and undo various poisonous effects. One of the New Londo's unique healing sorceries. Perhaps she abandoned her Sealer duty to take her healing arts back to Blighttown.
  • Resist Curse: Sorcery of the red-robed remedician. Ingward, guardian of the seal in New Londo. Sacrifice humanity to undo curse. Abhorrent curses eat away at the core of one's very existence, and cleansing oneself of curses is no easy task indeed.
  • Dark Orb: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fire giant Dark Orb. In contrast to standard soul sorceries, Abyss sorceries are weighty and inflict physical damage. Perhaps human souls, because of their humanity, produce sorceries with a more tangible presence.
  • Dark Bead: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fire successive Dark Orbs. In contrast to standard soul sorceries, Abyss sorceries are weighty and inflict physical damage. Perhaps a human soul is closer to matter in it's humanity.
  • Dark Fog: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Create a cloud of Dark Fog. Although Dark Fog is, in theory, relatively close to humanity, it also happens to be a terrible poison for humans. Perhaps it reflects man's cruelty against his own.
  • Pursuers: Sorcery of Manus, Father of the Abyss. Grant a fleeting will to the Dark of humanity, and volley the result. The will feels envy, or perhaps love, and despite the inevitably trite and tragic ending, the will sees no alternative, and is driven madly toward its target.

  • Heal: Elementary miracle cast by clerics. Restores HP. To cast a miracle, the caster learns a tale of the Gods, and says a prayer to be blessed by its revelations. Heal is the shortest of such miraculous tales.
  • Great Heal Excerpt: Great miracle cast by advanced clerics. Restores high HP. Great Heal Excerpt borrows from only several verses of Great Heal. As a result, it can only be cast a stark few times.
  • Great Heal: Great miracle cast by advanced clerics. Restores high HP. Great Heal is a long tale, only learned by a select few. No caster will be disappointed by the bountiful life it yields.
  • Soothing Sunlight: Special miracle granted to the maidens of Gwynevere, Princess of the Sun. Restores high HP for self and vicinity. The miracles of Gwynevere, the princess cherished by all, grant their blessing to a great many warriors.
  • Replenishment: Common miracle amongst cleric knights. Gradual HP restoration. Beware of the cleric knight blessed by Replenishment, for he shall not fall easily.
  • Bountiful Sunlight: Special miracle granted to the maidens of Gwynevere, Princess of the Sun. Gradual HP restoration for self and vicinity. The miracles of Gwynevere, the princess cherished by all, grant their blessing to a great many warriors.
  • Force: Common miracle among cleric knights. Creates shockwave. This quickly-acting miracle inflicts no damage, but propels foes back and defends against arrows. Cleric knights use this miracle when charging into enemy mobs.
  • Wrath of the Gods: Primal form of Force. Create powerful shockwave. Wrath of the Gods was an epic tale that tattered into the modern Force. This primal form of Force emits a shockwave that also emits damage.
  • Emit Force: Outland miracle, foreign to the Way of White. Emit shockwave. Considered an alternate branching of Force. Emits an expanding shockwave orb.
  • Magic Barrier: Miracle of Bishop Havel the Rock. Cover body in defensive magic coating. This coating greatly boosts magic defense, assisting warriors who must face the magic which Bishop Havel countered so proficiently.
  • Great Magic Barrier: Miracle of Bishop Havel the Rock. Cover body in powerful def. magic coating. Havel the Rock, an old battlefield compatriot of Lord Gwyn, was the sworn enemy of Seath the Scaleless. He despised magic, and made certain to devise means of counteraction.
  • Homeward: Great miracle cast by advance clerics. Return to last bonfire rested at. Would normally link to one's homeland, only the curse of the Undead has distorted its power, redirecting casters to a bonfire. Or perhaps for Undead, this serves as home?
  • Seek Guidance: Miracle of Clerics on an Undead mission. Display more guidance from other worlds. Guidance facilitates communication between Undead, but their value varies greatly. A balance of faith and wisdom is required.
  • Karmic Justice: Miracle of the black-haired witch Velka. Temporary autocounter vs. heavy damage. For each sin there is a punishment, and it is the task of Goddess Velka to define the sin, and mete out the punishment.
  • Vow of Silence: Secret rite of black-haired witch Velka. Prevents casting of magic within effect area. Velka, the Goddess of Sin, is a rogue deity, but she is versed in arts both new and old, and is considered to have a great range of influence even as gods are concerned.
  • Tranquil Walk of Peace: Outland miracle, foreign to the Way of White Slows all walking within effect area. This miracle is normally used to flee, as it slows walking but does not affect attacks, but nevertheless defines peace perfectly.
  • Lightning Spear: Miracle passed down to those bound by the Warrior of Sunlight covenant. Hurl Lightning spear. Lightning spears inflict rare lightning damage, and are very effective against magic, fire, and most of all, dragons.
  • Great Lightning Spear: Miracle passed down by those bound to the Warrior of Sunlight covenant. Hurl giant lightning spear. The weapon of the God of War, who inherited the sunlight of Lord Gwyn, but had respect only for arms, and nothing else.
  • Sunlight Spear: Miracle born from the fading soul of Gwyn. Hurl sunlight spear. In the war that marked the dawn of the Age of Fire, Gwyn wielded these rays of sunlight, which remain fierce even as they fade.
  • Sunlight Blade: Miracle wielded by Lord Gwyn's firstborn. Boost right weapon with rays of Sun. The power of sunlight, manifested as lightning, is very effective against dragons.
  • Darkmoon Blade: Miracle granted to those bound by covenant to Gwyndolin, Lord Gwyn's lastborn. Boost right weapon with rays of Darkmoon. The power of the rays of the Darkmoon are manifested in vengeance, and the deeper the animus, the more devastating the attack.
  • Gravelord Sword Dance: Miracle known only by the servants of the first dead, Gravelord Nito. Giant Gravelord swords jut out in vicinity.
  • Gravelord Greatsword Dance: Miracle known only by the servants of the first dead, Gravelord Nito. Giant Gravelord swords jut out in vicinity. Many have died, and many eyes were claimed to realize the Greatsword Dance, a Gravelord ritual known only by his closest servants.

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

  1. Very Large Ember - Ember required for weapon ascension. Huge ember of highest quality. Handled by the blacksmiths of Astora. Ascension for +10 standard weapon. Allows reinforcement to +15, on par with the greatest weapons of legend.
  2. Large Divine Ember - Ember required for weapon ascension. Large divine ember, of secret church rites. Intended for select divine blacksmiths. Ascends +5 divine weapon. Allows reinforcement to +10, on par with the very weapons of the Gods.
  3. Dark Ember - Ember required for weapon ascension. The church long hid the forbidden black ember, and no living blacksmith knows of it. Ascends +5 divine weapon to occult weapon. (occult weapons can be reinforced to +5) Occult weapons were used to hunt the gods, and are effective against their following and kin.

Discussions

Discussion threads involving Chosen Undead
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