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Dark Souls Review

So, Sunken King, right?

Prelude

As you may recall, Cyrene had to repair her armor once in the shaded woods. This was before I could stock up with tons of regular lightning spears in Drangleic, so my initial experience was ... horrid. The regular sunken zombies loved charging and jumping, the phalanxes could charge with their shields up, and poison archers were all over the initial area. They also had tons of health compared to what I faced before.

With limited supplies, Cyrene's best bet was to melee them, as unsavory as it was. Strangely, Disc Chime got them in two hits, and it was relatively easy to bait and get behind them. She also made use of the two pillars that could be raised by hitting switches with emit force. One dealt massive damage to the nearby sunken zombies and archer, while the other provided cover from the archer battery, and a way to approach them for Soul Appease. Yes that spell was the workhorse of this DLC, both here dealing with the archers, and shortly after the second bonfire while preparing my entry to the Dragon Sanctum, but more on that later. For now I opted to despawn these two groups, and to push through to the next archer gauntlet after opening the shortcut. It skipped a zombie and a phalanx too down below, all in all a good trade. Still had to deal with the corrosion bugs, who could eat through my HP like it was an all-you-could-eat buffet (It wasn't!), but were blessedly slow.

Beyond that, and a phalanx-archer ambush pair (and a cheeky zombie) was the next real challenge of the area. Multiple archers (again) and Phalanxes who would get up from their feigned deaths on an open space with few useful cover pieces. to hide behind. All around nightmare. The trick to this place was hitting all the switches to raise pillars, which would provide cover from all but a single archer, and to lure the phalanx to a safer location for disposal.

There were also crystal lizards with poison spitting statues on top of their heads, and they dropped twinkling titanite sometimes. Cyrene enjoyed that benefit. Past them and raising another pillar was the tree that when whipped, would repair all your equipment, and running across the other raised pillars used for cover led to the next bonfire.

That was where I left it on the backburner to focus getting to Drangleic and through the rest of the game.

New powers

By my return I finished farming sunlight medals in new game +1 Brightstone Cove (burnt an ascetic for Benhart's set, remember?). The farming method was simply to kill the first two falconers with lightning spears over and over again until one of them dropped something (usually a sunlight medal at that point), then clear out just enough of the rest to claim it in safety, and rinse/repeat. Rationale for this was that they were easier to kill before getting to raise their shields, and those two could be killed that way. Spending time on the rest, fighting it out with archers and fighters who could make mincemeat out of my girl was simply not sensible.

It cost about 400k soul memory to get the 30 medals, but it was worth it. Sunlight Spear had way higher damage per cast than the other two, although it could store only as much damage as my regular lightning spears, while costing two spell slots to equip.

Another piece of equipment I got was the Engraved Gauntlets, which has a rare 15% chance to boost regular hits and turn them into critical hits dealing 150% damage. It works with spells too, and it was worth way more than the by now minor casting speed from Lion Mage gloves.

Gaining entry

Even with these items, I got a sobering reminder that ambushes and getting mobbed can be deadly. Looking at what I had waiting for me within the sanctum, I once again resigned myself to get rid of the enemies below the tower bonfire, as well as the archer and phalanx from the previous part. Not very elegant but preferable to soul memory "loss". Then when the way to the downwards bridge was clear, I ran into a Forlorn invasion that I alt-f4-ed out of and couldn't respawn since (note to self: have homeward equipped. The miracle can warp you back to bonfire and cancel out NPC invasions). Thanks to that threat to any prospective corpse run in the future, the pair of phalanxes on the final bridge (after the downwards bridge) also had to be despawned. Same for the first two rooms of the sanctum.

The main threat here were the dual wielding "ghost" Sanctum Knights in the first room, because while lightning spear made breaking their armor in the first room trivial, they had a nasty rush that would automatically dodge a followup lightning spear upon lockon. Nasty. Binoculars were the answer to that. The second room was a gigantic trap if approached carelessly, with initially a lone stationary "priestess plant" visible, and up to five enemies coming in from the side, three of them with poison aura. Statistically unwinnable. The way forward is also locked initially, and has to be stepped on or hit by weapons/lightning spears twice. At the first hit the rotary doorpiece opens up an archer to shoot you. Crown of the Sunken king? More like Crown of the Sardine Can!

Of course it was merely a cheap shot designed to mess with newer players, and the real way was through the first room with the formerly ghost sanctum knights (whose armors don't repair upon resting at a bonfire, only when the area is upgraded to the next intensity level, either by starting a ng+ campaign or burning an ascetic.) and then coming into the room from the side, luring out the two poison aura sunken zombies, dealing with the two sleeping ones, shooting the priestess plant, the archer, and finally the sunken phalanx. There was also a hidden switch on the ceiling opening a wall section to some upgrade materials.

With these rooms exhausted, Cyrene could continue to a three-way fork in the road, coming in from the middle prong of the fork. To the left was some loot and a one-way shortcut to return from a further area. To the right was a closed door that would only be opened from the other side, and finally the forward corridor towards the fork's handle held a hole in the floor that could be jumped over to reach a switch to the left and a switch at the dead end forward. Hitting the leftmost one opened a door to the third room containing a sunken phalanx and stairs down. The stairs were trapped with a pressure plate at the top which I could activate to cause wall spikes to emerge and kill the two phalanxes I lured carefully.

My rewards down at room 3's side-chamber were two chests of upgrade materials, and a hidden chest revealed by hitting that dead end switch for the Puzzling Stone Sword. An useless item for this variant, but interesting weapon none the less.

From toehold to foothold

With all paths checked, the only way forward was to drop into the hole. To my right (coming from the second room) was a corrosion bug, and a drop down to even more corrosion bugs in the bug den. It had to be done though, as this is the only way to get the Flynn's Ring. As for the bugs, Cyrene sniped two from above, and killed the remaining four by running circles around them. Good thing she was putting her souls into endurance now!

Dropping back down again and going left was a large hall with a ghost knight in sight, and spikes on the floor, and this time without armors in sight to break. Looks like the first room was just an introduction.

Still, with nothing to lose, Cyrene slowly dealt with the knight as a ghost (Ghost knights have vastly increased resistances around 75% and physical immunity) using regular lightning spears, and then a second knight guarding a ladder on the other side of a bridge separating the hall into two pieces. Both were annoying and slow fights. A priestess plant also needed dealing with, but there was ample cover. Now with the ladder I finally gained the high ground. From there Cyrene could dispatch another priestess plant guarding a shortcut to the right side of the fork in the corridors, and lure a ghost knight to fall down to the hall's floor, then run up the ladder to shoot it with total impunity. There was also a puzzle with another rotary door, but the switch behind said door. Some like throwing bombs, but I shot lightning spears instead. One from the top, the second from the bottom floor, and the third from the top again if I remember it right. Reward was the miracle Denial, which lets the user survive with 1 health if I take fatal damage.

There were two exits from the hall. One down-ladder being a stairs down going forward, and another from the shortcut just opened on the top level. This second one led to hall no. 2 containing THREE ghost knights, and lots of armors to break. First order of business was to lure them out one by one as the armors at the far end of that hall were too far even for lightning spears. Drop down, up the ladder, dispatch. Had to swap to my backup chime halfway through. By the third knight I simply equipped a bow and broke the three armors keeping them ghostly, and the rematerialized form pulled out a pair of crossbows and hit back. Turns out only their ghostly forms are locked in melee mode, and the regulars like playing shooter games.

With the other armors broken and the eternal sanctum key snatched, it was time to return to the first hall, and hit a switch that can be only seen when trying to go forward to the next area. This opened a wall section to a very useful bonfire. Cyrene gained a foothold in the sanctum.

Opening new paths.

From this position, she only needed to kill the priestess and two sanctum knights in the first hall, and another after the exit, each taking 3 shots or 4 instead of 10+. Next up was the Jester Thomas invasion, a powerful pyromancer with the ability to resist lightning and slowly heal with warmth. Annoying, but limited by NPC AI. Binoculars won this fight too after luring him into the cleared hall.

Next up was the Jurassic Pond. The enemies there were what it'd look like if the dragon posteriors in Lost Izalith had mouths and could shoot. They also have weird hitboxes in melee, and I was terrified enough of them to clean out the road to the bonfire, realize that the bonfire is patroled by one, grab it and escape matrix-style via bonfire travel. Okay, take two, each jurassic dragon butt would be lured to the entrance and shot from a very safe distance. There were five total, and with them dispatched, Cyrene could clear out the loot, place the dragon stone found in the first hall (just hit the obvious switch when you enter) in it's socket, and unlock a shortcut to the first bonfire.

With the eternal sanctum key, the door at the very entrance of the sanctum could be opened, revealing two priestess plants itching to shoot me. They even killed Cyrene once! Guess at high distances the whole stunlocking business just fails because they get at least one shot off. Past this error on my part were four iron chests, one containing the item I coveted so much, the Lightning Clutch ring. It gives about as much damage boost as the sun seal, and stacks with it, at the cost of reduced physical defense.

On top of the ladder leading from the side room were a bunch of corrosion bugs, which were best dealt with by skipping through to another ladder up, leading to the sanctum shield. It's a spellcasting shield, similar to the Disc Chime, and I haven't tried it yet. Going back I killed one bug with lightning spears, and the other two from the relative safety on top of the ladder. On this level was a bridge to the last bonfire, guarded by an invader that couldn't do much being stuck in chase mode, on a narrow bridge. Sunlight and Great Lightning Spears for the win.

Beyond that bonfire lies the Cave of the Dead, which I'm leaving for later once I'm done gathering the other crowns.

At the bonfire was a convenient elevator leading back down to the downwards bridge from the sunken city, also leading to the dark greatsword hex spell. Kinda useless, but it was nice to round out my collection.

Inner Sanctum

Continuing forward into the inner sanctum, Cyrene was accosted by Drakeblood Knights. Enemies with bastard swords and decent damage. Luckily it's quite slow. There was a lot of jumping down too, and another hidden bonfire that was definitely worth watching guides for. After some more useless clearing (I had all the materials I would ever need, and I missed only two crystal lizards because I didn't feel like repeating that particular part, although now that I'm writing it down I might just go and kill them for the heck of it) I reached one of the two bosses: Ellana the Squalid Queen. She is a tough customer with summons and spells, and she got me down twice with her dark bolts, and twice with the velstadt summon. Yes, she can summon a boss with enough health to qualify as a boss. I had summons of my own who dealt about two thirds of the damage in this fight to her while I juggled Velstadts. Yes. Plural, although only one at a time.

That hidden bonfire was incredibly helpful and I can't imagine going in blind into any fromsoft game. There is enjoying the element of surprise, and there is beating the players over and over for not having knowledge beforehand, maybe a map viewer, and data mining tools on their own.

Anyways with that done there was another boss to deal with, two summons available right next to a bonfire. Back to back bosses? Yay!

Sinh the Slumbering Dragon uses toxic and fire. He is also very resistant to almost everything, and summoning more than one phantom is actually a hindrance in this fight. I went in blind and only got him down to a third of his health, before my brother recommended me to drop the priest summon who doesn't deal enough damage. With that, and equipping Caressing Prayer, Cyrene got that fight over with ample estus remaining. She had to munch on a few wilted dusk herbs to restore her sunlight spears, but this is the kind of time where munching herbs was alright. Where else would I use them anyways, now that I had all the casts I'd ever want for general clearing?

With the dragon down, Cyrene claimed the Crown of the Sunken King. She also remembered to go back and get the King's soul and set. That makes it two crowns down, two more to go..

The crowns gives a bunch of bonuses to stats, and look nice, but they aren't really worth using over the saint's hood. No. That is another crown, to be claimed another day.
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That attempt came barely a week after.

Crown of the Iron King is notorious for it's resistant enemies, idols that buff and even resurrect enemies in the area, lava-spewing giants that are an universal pain and then some to melee, and of course iconic bosses like Fume Knight and Sir Alonne. Fume Knight was my target here, as well as clearing out most of the interesting things here, which were few and far for someone at Cyrene's level of power. At this point she had enough spellcasts to last more than just one bonfire stretch, maximized offensive stats and high enough defensive stats sans vigor, which I refrained from raising for variant purposes.

Idols had to be dealt with by rushing in and abusing the invincibility while your character drives a smelter wedge through them. This sometimes required Cyrene to lure the guards away while using herself as the bait, then sprint in to start the wedging animation and get the invincibility to kick in so I dont get interrupted mid-wedge.

This was about the worst of it, as most enemies are much slower than the player, and have a leash limiting how far they can chase me. Needless to say Cyrene made use of that knowledge, dealing with every flame giant that way.

The other interesting challenge came in the form of Fume Sorcies, who are very resistant to all elements, and can chop someone up in an eyeblink if their melee routine is activated. The solution? Deal with them from range so it never happens. Cyrene had ammo to spare.

With that she reached the central bonfire, with many side branches to explore.

As for the invaders: Quicksword Rachel was dealt with easily by backtracking, and Maldron wasn't even spawned. One human effigy and some scrap metal wasn't worth going down that side path. In one of the side rooms a nasty fume sorceress caught me in melee, throw one more corpse run onto the pile. For revenge I used the mace of the insolent (It counts as a chime) to backstab her. It was cathartic.

Another fun part was the "dark corridor", a H-shaped area with the idol in a side room that some players recommended doing a suicide run at. For Cyrene it wasn't necessary, as she could lure the regular enemies out and beat them regardless of their extra resist from being under the idol's protection. She left the resurrecting possessed armor for last, (would've loved redemption aura) and while it was busy reassembling itself, ran and took out the idol for good.

At the end of a side path was a giant that kept being protected by an idol, but the regeneration could be outdamaged by enough lightning spears. Another difficult encounter trivialized by spellcasting and patience. Reward was a life ring +3, and somewhere a dispelling ring +1 (Raises all elemental resistances)

Same with the prowlers. They took lots of elevator abuse. Sorry, Cyrene has 6 vigor and getting up there is annoying enough, I didn't want to do it twice. The reward was a bonfire to use later when attempting Sir Alonne.

Going down to the pre-boss Bonfire, Cyrene made a discovery. The giants were susceptible to Soul Appease. Of course a mixture of Sunlight Spears and Soul Appeases were called for, but in time they were despawned and it was just the boss left of the area to do.

Just in time too, I maxed out faith at 99 natural, and bought Sacred Oath from Straid. Strategy being that Steelheart Ellie would get the most out of the extra damage (Physical damage is additive against armor, much like raising the attack stat in Final Fantasy V) and the defense would make her last longer while I DPS down he boss hard.

Now, what is the saying? No plan survives contact with the enemy? This was true here. I found out quickly that Cyrene can't do much solo, as her best offensive tool was high commitment, and she would often die in a single hit from full health. Ellie for herself didn't last the entire boss health bar, so I had to try and get a constellation of AI where she'd last as long as possible to minimize the opportunity windows I'd need after she died.

After about 10-12 tries she succeeded.

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The most important crown was mine. Every two minutes one fifth of my spells would be recharged. Combined with a massive number of spell slots and a high number of casts per slot, this unlocked the final seal on Cyrene's power.

After that she took a few shots at the dungeon leading up to Sir Alonne, but I saw very quickly how there was not much else for her left to do. As a character she was fully built. I barely had stats to put the levelups into if I didn't want to go into vigor. This was as good a stopping point for her as any other. I might go in and do the remaining bosses one day, but Cyrene's journey was complete.

She was a complete newborn incapable of casting a miracle or going past the rotunda in forest of fallen giants before despawning them, forced to drop down the dragonrider, chime punch the levelups out of the viking corsairs with Bradley's help until she could finally grab Force, then making her way to the Dragonslayer for another copy of that spell.

Past the Skeleton Lords and the Royal rat vanguard she acquired her first real weapon (Note. Not long ago I was told it can be gotten as soon as you can drop down from majula, the jump can be done without too much trouble from the iron chest), opening up the world for her.

The next step up in power was entering Drangleic Castle, when she could at last fill up her spell slots with more copies of lightning spear. The final weapon, the Dragon Chime won through an exhausting battle with the Darklurker. The ultimate spell, Sunlight Spear gathered through farming sunlight medals. And finally the Crown of the Iron King to regenerate her spell uses over time.

All in all I'm satisfied with how this variant turned out. Putting points in vigor would've made everything a lot easier for sure.

Another thing that I could've used was the sanctum shield. It requires 18 intelligence and 7 dexterity on top of our high faith, but can block while attacking and deals high dark and magic damage, with minimal scaling so even without investing in dark and magic bonus we can get a lot out of it. In fact...
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Okay, so I got Alonne out of the way. I have been procrastinating on this for the past year, and this is how I did it.

First, I figured that much like Fume knight, I'd get one shot, so I wanted to go into "hyper mode" to cut down the fight's length. Hyper Mode is something Blocking as far as I could see was something that required the havel's shield, which I did not have the stats for (so, turns out there is still room for leveling). My tactic was to use unleash magic for hyper mode (Red Tearstone Ring does not work on spells anymore) because the normal drawbacks of such a tactic (being in one shot range) would not apply, and then use Denial to give myself a second chance if things go wrong. Perfect way to show off mage power right?

Wrong. Denial and other buffs don't stack. Of course knowing it before I farmed successive Giant Lords through increading NG+ levels by using ascetics (for INT to use the spell) would've been helpful, but such is life, and extra stats are always helpful.

Note here that I also had to go through the end-of-the game boss gauntlet to get the spell, since I didn't want to kill the NPC-s for Navlan. Throne duo was annoying, as watcher would catch up with me and slice me up. Nashandra went down without issues, and finally Aldia got me a couple times being a DLC-grade boss instead of a normal one.

Cyrene actually finished Dark Souls 2 in this sense.

What else is wrong though, is that at base 6 vigor and my lion mage gear, Alonne can not oneshot me. This made the decision to go for Denial and drop the unleash magic tactic a no-brainer.

As for NPC phantoms or no phantoms, the suggestions I saw were not using phantoms. However, this game has weird dodging, since its on spacebar release rather than button pressing, and I could not get the timing down, no matter how I tried. I guess I just lost my gud, which is given my worsening condition was to be expected. I hope the operation will help in that regard.

Still, even though I was a worse player, I was not out of options just yet. So playing solo against the man was not in the books, no sudoku kill for me. I tried with a single phantom, things were going better, but Alonne was running out of phantom faster I would run out of Alonne. I homeward-ed out of the fight, brought in the other guy, popped resplendent life before entering, (And Denial on myself) and let it go.

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At this point I believe Denial fell off on it's own, but even if it did not, with the healing, a half-decent shield that would be more consistent against the dash swings than trying to dodge, and a lot of lightning spears, I ran out of Alonne before it ran out of phantoms to munch on. Long live Great Heal! I somewhat miss not killing Licia for the healing, but such was my decision and I had to live with that. Anyways, I won, Sir Alonne was no more.

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I wore the lion mage set and Saint Hood here for the faster rolls. Being under 30% significantly increased the roll distance, allowing me to outposition many of Alonne's moves. Spell use replenishment was unnecessary for a boss fight

As for the other area in this DLC, Iron Passage, it was annoying. The Astrologists were an astronomical pain in the rear, same with the trick doors and the lizard statues behind them. Thankfully Soul Appease worked from behind closed doors, so I could despawn/kill the bronze warriors before attempting to run through. Great Magic Barrier + Fire Quartz Ring (+3) + Dispelling Ring (+1) helped here. I also used the Mace of the Insolent here for some backstabs, thank goodness for it being a chime as far as this run is concerned. Anyways the route to the boss was thoroughly despawned, so I could bring the whole team in as distractions.

In contrast, the blue Smelter Demon was a foregone conclusion - Buff the phantoms with resistances, and start throwing sunlight/great lightning spears at it. Sure I ate a bunch of herbs to speed things up with sunlight spears, but it was spent on a good cause. Blue Smelter Demon went down without trouble. As precaution, I went for a 99% magic reduction setup, and a tower shield to block the occasional stabs. A normal stab (with the regular, unbuffed sword) to the face took down most of my health, but the boss did not get any more hits in that I didn't block or dodge.

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That concludes the Iron King DLC.
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Dark Souls for Switch was on sale last week, so I decided to try it out after seeing Boro's posts.  Pyromancer was the obvious choice for a class, because who doesn't want to set enemies on fire?  The character name is an inside joke about a character burning down his restaurant for the insurance money.  In these posts, he'll just be "Pyromancer".


Pyromancer died many, many times today as I attempted to figure out the counterintuitive Switch controls and spell system.  Fireball was translucent on the left side of the screen, so I thought I could cast it.  I had to look up online for the reason why it didn't work:  Pyromancy requires a special glove equipped in the "weapon slot".  The item was available in the Undead Asylum, but only after the first encounter with the Asylum Demon.  Wasn't supposed to fight him at all, even though my chosen Black Firebomb dealt some damage to it while fumbling around with the controls.


(Dark Souls is cryptic about the value of the gifts.)


Turns out I was supposed to run through another door instead of being pounded by the Asylum Demon.


Fireball has 8 uses, at least up to the point where I'm at.  It also has a longer windup time than attacks do in most other RPGs.  At least it doesn't take as long as Sorcerer spells in Dragon's Dogma!  Fireball could kill the undead enemies in one hit, and blocking with the shield could deal with the slow arrows from the archers.


Pyromancer fell to Asylum Demon many times before I learned to work with the lock on system.  Lock on also made Fireballs more accurate, since without clicking the right joystick they would aim towards the ground a few feet (?) forward.  It took many dodge rolls to stay out of the range of Asylum Demon's club!


My character could only level up once the giant bird carried Pyromancer to Lordran in its talons.  I was wondering why nothing was happening no matter how many souls I had at the Undead Asylum bonfire!  A quick look online told me that Pyromancy isn't affected by a particular stat.  For the rest of this part, Pyromancer stuck to Vitality for HP and Attunement for spell slots, mostly the former.


Pyromancer went to an underground area and met a blacksmith behind bars.  Enemies at the start were easy prey for Fireball and even the Hand Axe, but the wraiths further in seemed to be immune to all attacks and were relentless in pursuing me.


After that, I decided to stay above ground and fight the sword and fire bomb throwing enemies near the cliffs.  This was an easy source of souls.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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Pyromancer spent much of his time in Undead Burg.  Some of the shielded enemies partially "blocked" Fireball, so I was wondering whether Pyromancer was too weak to proceed, or whether better timing could burn them at full power.  One treasure chest gave Pyromancer some Black Firebombs to replace those he had wasted while I was trying to figure out the controls in Undead Asylum.


A few attribute points now went to Strength.  Fireball still only had 8 uses, so axes were needed for the weaker enemies in order to conserve my magic.  One foe dropped a Battle Axe for Pyromancer, and he would later return to the underground New Londo Ruins to upgrade it to +1.  I thought Dark Souls worked a bit like Baldur's Gate where enchanted weapons were needed to kill some enemies, so Pyromancer charged at the wraiths in New Londo Ruins with his +1 Battle Axe.  It didn't work.   shakehead 


Taurus Demon clobbered Pyromancer on the Undead Burg battlements as soon as he made his entrance.  Do all the demons in this game specialize in giant clubs?  The second time around, I finally learned that Y is the Switch "use consumable item" button and drank from the Estus Flask a few times to keep HP at the maximum before the fight.  Pyromancer tossed Black Firebombs at Taurus Demon until it died, then used the Homeward Bone to warp back to the bonfire.


Pyromancer's stats now look something like this:


Level 23

Vitality:  23
Attunement:  16
Endurance:  11
Strength:  16
Dexterity:  9
Resistance:  12
Intelligence:  10
Faith:  8
Humanity:  4  (Haven't used any yet.)


Dark Souls's difficulty is much different from the "roguelites" I've played this year.  It relies more on memorizing enemy positions, rather like the R-Type.  The tradition of dying by falling off of things continues.  Sometimes I think I'm fighting the camera more than the enemies.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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Made a bit more progress in Dark Souls.  Pyromancer talked to some weird knight who liked to talk about the sun.  The knight gave him the White Sign Soapstone.  Pyromancer liked him because solar worship is essentially about heat and light, much like fire! 


YES, I FELL FOR THE DRAGON FIRE BREATH TRICK ON THE BRIDGE.  ARE YOU HAPPY NOW, BORO?


It could be used to my advantage if I move out the way just in time.  There are enemies on that bridge who are instantly baked* for a few hundred souls. 

*English doesn't have the charm of the Spanish verb "achicharrar", which is what I had in mind.  "¡María la del Barrio. . .achicharrada!


Pyromancer picked up some Hollow Soldier Armor, and appreciated the clanking sound it made.  Does armor have any penalty for magic classes?  Fire spells seem to be unaffected.


The second time around, I realized there was a side path leading underneath the dragon.  Pyromancer crossed a narrow ledge and hacked a few giant shrews** to pieces while worrying about the "poison meter".  If it reaches the max, does it do a lot of damage at once?  He didn't suffer anything from the shrew bites directly, and the poison meter vanished afterwards.


**Few mammals are poisonous in real life, and shrews happen to be one of them.  I'm calling them shrews!  (Even if Dark Souls is a game with Fireball magic and dragons. . .)


Undead Parish was the next destination, and Pyromancer managed to fight off some kind of armored boar with his remaining Fireballs for 750 souls.  He was at low health, so he retreated down the ladder he had kicked down to the Undead Burg bonfire.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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Pyromancer continued his quest with some fatal encounters with the shrews.  Poison claimed his life at least twice. But the funniest death involved being pushed off the ledge and watching the shrews fall into the abyss too.  Eventually I retreated from Undead Parish and backtracked to Firelink Shrine.  Upgrading the Estus Flask for better healing required a Fire Keeper Soul I didn't have, but the blacksmith in New Londo Ruins upgraded my Battle Axe to +3.


Someone in Firelink Shrine asked me to join a "covenant" in the hopes of learning Miracles.  Is this a faction system like in Fallout or Elder Scrolls?  Anyway, Pyromancer was uninterested in joining one sight unseen.  I learned how to use "soul storage" items like Soul of a Lost Undead.  Before then I thought they were key items to give to NPCs or something.


Growing to Level 26 increased Pyromancer's HP to over 1000.  Some points in this update went to Attunement, but there were no other Pyromancer spells in sight.  As of now, Pyromancer plays like a heavy melee character with some ranged attack spell backup more than a dedicated wizard.


While fighting in Undead Burg, Pyromancer picked up a Hollow Soldier Shield and equipped it.  He barely managed to kill the "horned knight" there, and found the Blue Tearstone Ring as a reward shortly afterwards.  Pyromancer's first ring would boost his DEF at low HP.  At the local bonfire, I learned that the first covenant was called the Way of White, but still refused to join it.


Back in Undead Parish, Pyromancer picked up a Knight Shield from a dead knight enemy.  Balder Gauntlets came from this region too.  Unfortunately, the Halberd did not count as an Axe, so it was off limits for Pyromancer.  Our hero found a Basement Key and opened a portcullis from the other side.  He ran away from the giant knight in the chapel room, picked up a Fire Keeper Soul from the altar, and ran all the way back to Firelink Shrine to upgrade the Estus Flask.  Fighting isn't always the answer in Dark Souls.


After returning to Undead Parish, Pyromancer encountered Siegmeyer of Catarina, who was waiting by another portcullis.  Andre of Astora served as another blacksmith nearby.  Pyromancer had no hope of killing the giant horned demon with the staff, so after dying, he dashed ahead to Darkroot Garden.  Darkroot Basin was also close by.  Fireball was losing its effectiveness around here, and the knights were too tough for me.  Even the plant people needed a few Fireballs to kill.  One glowing door was "locked by some contraption".  A giant knight cast some kind of slowing spell on Pyromancer and cut him down in the forest.


I was beginning to learn how to block properly while killing the knight in the chapel room.  Perhaps I'll need more Strength and Stamina for later in the game if more Pyromancer spells don't arrive quickly.  With enough Titanite Shards, Pyromancer ended this episode by upgrading his Battle Axe to +4.  Is it possible to make it through New Londo Ruins by ignoring the invincible ghosts?
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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No, you can't run past the ghosts in New Londo Ruins.  But Pyromancer got a Parrying Dagger that he'll never use just before being pushed off the cliff!


Pyromancer climbed to the top of Undead Parish and attempted to fight the Bell Gargoyle(s) at the top.  A second one appeared once the first was low on HP.  At first, the fight was about dodging or blocking its long axe, but once both gargoyles were on the roof they started breathing fire. 


It was obvious that Pyromancer wasn't going to win.  At least he managed to permanently kill the necromancer with the trident on the way up.  The Mystery Key freed Knight Lautrec who promised a reward later.  Yet another failed battle with the gargoyles got me the Gargoyle Tail Axe.  I upgraded it with souls, only to find out later that I needed 14 Dexterity to wield it properly.  Guess where my stat points went after that.


Pyromancer hacked down the demon with the staff by the entrance to Darkroot Garden, with some help from Fireball.  I received some Demon Titanite as a reward, but had no idea what it was for.  After figuring out how to use Humanity, I Kindled a few bonfires, but couldn't do it more than once "without the secret rite".


The Basement Key unlocked a door near the fire-breathing dragon and the soldier staring at the sun.  This led to the streets of Undead Burg, where there were many "wolves" that could cause BLOOD LOSS with their bites via a meter similar to poison.  Pyromancer couldn't free someone locked in his house because he didn't have the right key.  One foggy door at the end led to the Capra Demon in an arena that would cause claustrophobia in non-Undead.  Capra Demon also had several "wolves" as allies.  Pyromancer couldn't dodge fast enough, and his armor was too weak to stop the attacks.


I upgraded the Hollow Soldier Armor to +3, only to find some superior Balder Armor afterwards.  Pyromancer summoned Phantom Knight Solaire to assist him and defeated both Bell Gargoyles thanks to the Balder Helm and upgraded Balder Armor.  After the VICTORY ACHIEVED message appeared, Pyromancer was relieved to put on a lighter Gargoyle Helm.  Twin Humanities was nice too, but I had no idea what the Sunlight Medal was for.  Pyromancer rang the first bell and talked to Oswald the pardoner, who could sell Homeward Bones and accessories to resist ailments.  I didn't purchase anything.


Maybe now I'm ready for the Capra Demon.  Why haven't any Pyromancy spells appeared?  This game has a strange equipment curve for Pyromancers. . .


Stats


Level 33

Vitality:  27
Attunement:  18
Endurance:  11
Strength:  17
Dexterity:  13
Resistance:  12
Intelligence:  10
Faith:  8
Humanity:  2
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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Quote:YES, I FELL FOR THE DRAGON FIRE BREATH TRICK ON THE BRIDGE. ARE YOU HAPPY NOW, BORO?

Why would I be? I didn't place the encounter. It's not my design philosophy. I didn't even play much of the first game, as I got into the second and third a lot more because for one the second has a much more ... bearable equipment curve for mages, and the third is rather straightforward.

The developers had a fetish for melee play. You can tell that from how the ugly duck of the series, the second, has the strongest spellcasters, which is the only one without Miyazaki at the helm.

As far as I can tell, the developers were heavily into PvP and PKing too, the kind of thing D1 had, except it even has covenants for it. It encourages invading and ruining other peoples' fun. No you can not password-protect your games to play with friends. You play with your humanity (ember in 3rd game) restored, or you play at all in dark souls 2, you can get invaded. Regarding covenants, I'm not sure about how they work in Dark souls 1. I know they are easy to switch in 2 and 3 at least.

For pyromancy, you want Laurentius in the Depths, after caprahircus. Also take note that if you tell him about something later by answering yes, he'll go away and get moldy and won't function as a merchant. "Questlines" (character stories) are like that in this game. This is why I almost always play these games by doing as much research as I have the patience for before embarking on a run that I expect to enjoy.

Regarding your perception of pyromancer being a melee character with backup spells, this is exactly what it is in the first game. It scales with not your stats, but the amount of humanity you have (the number on the UI. scales up to 10 humanity held). Therefore you can pay the minimum price for a few spell slots, and build an otherwise capable melee character out of it.

The second and third games scale it with the combination of int and faith, making it a more "balanced" spellcaster, that normally doesn't have the same power with miracles and sorceries as a dedicated cleric or sorcerer, but instead can still use their utilities while wielding fire, dark, and in the third game even spit out rocks.
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(December 7th, 2021, 10:33)Boro Wrote:
Quote:YES, I FELL FOR THE DRAGON FIRE BREATH TRICK ON THE BRIDGE.  ARE YOU HAPPY NOW, BORO?

Why would I be? I didn't place the encounter. It's not my design philosophy. I didn't even play much of the first game, as I got into the second and third a lot more because for one the second has a much more ... bearable equipment curve for mages, and the third is rather straightforward.

For pyromancy, you want Laurentius in the Depths, after caprahircus. Also take note that if you tell him about something later by answering yes, he'll go away and get moldy and won't function as a merchant. "Questlines" (character stories) are like that in this game. This is why I almost always play these games by doing as much research as I have the patience for before embarking on a run that I expect to enjoy.

Regarding your perception of pyromancer being a melee character with backup spells, this is exactly what it is in the first game. It scales with not your stats, but the amount of humanity you have (the number on the UI. scales up to 10 humanity held). Therefore you can pay the minimum price for a few spell slots, and build an otherwise capable melee character out of it.

The second and third games scale it with the combination of int and faith, making it a more "balanced" spellcaster, that normally doesn't have the same power with miracles and sorceries as a dedicated cleric or sorcerer, but instead can still use their utilities while wielding fire, dark, and in the third game even spit out rocks.


For Pyromancy, does it matter whether you're currently Hollow or not?  I might be able to remain Hollow while using up some of my spare Humanity if that's not the case.


As for my line about the dragon on the bridge, I thought you'd have a troll's sense of humor!  tongue  That setpiece resembles a Death scene in a Choose Your Own Adventure.


I always play offline, since I'm too cheap to pay for Nintendo Switch Online.  Invasions are not an issue for me.  Dark Souls 1 is also the only game in the series available on Switch.


Japanese RPGs in general have problems with counterintuitive decisions, from Chrono Cross character recruitment to Pokemon evolution.  It seems Dark Souls continues with that trend based on your comment about Laurentius.  Thanks for the warning!
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."







T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.


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