What to download for a sorcerer in dark souls 3. A quick guide to the game dark souls iii - loretta, fire temple and so on

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Basic moments

1) Many things may be repeated in sections of different schools. This is done so that those interested in one school do not have to go into the sections of others.

2) Casting speed in Dark Souls 3 depends on agility, and reaches a maximum of 50. At the same time, the Sage’s Ring adds 30 virtual glasses dexterity, which do not affect damage, but only increase casting speed. Rings +1 and +2 give 35 and 40 virtual points respectively, but are only available on NG+ and NG++, so will not be covered in this guide.

3) Rings of power over an element increase not only the damage from the corresponding magic, but also from weapons that cause damage by this element, and also enhance the corresponding weapon buffs. However, direct magic enhancement rings do not have any effect on weapon buffs.

4) Mages don’t really need shields with 100% physical damage absorption, so this guide will only consider one option for all builds: Llewelyn’s Shield, tempered with a Simple Gem. It has good stability, a good parry window, it is quite light and with hardening it slowly restores mana. For the most part, this is all a mage needs.

5) Also, if you really completely forget about blocking, and rely only on parrying, you can take a Cestus, tempered with the same Simple Gem: it is even easier to parry, it weighs even less, and it can be used as a weapon, but at the same time, if incorrectly to parry, most likely it will completely burn up all your stamina, which can lead to death.

6) Most magicians will never have the opportunity to wear even medium-class armor along with normal weapons, so, most likely, they will have to run around in rags the entire game. But you need to remember one thing: if a character is missing a piece of armor, he receives a penalty to his base defense. For the helmet - 10%, for the gloves - 6%, for the leggings - 14%, for the breastplate - 20%. And all this is summed up, so that for four empty slots the base defense is reduced exactly by half. So it’s better to have at least something in each slot.

7) Almost all characteristics have so-called soft caps - values ​​after which further pumping is less effective or not worth the cost at all.
Vitality - 27, 39, 50
Scholarship - 30, 60 (for cells); 35 (for mana)
Durability - 40
Physical strength - no soft cap, for each point up to 99 maximum load grows by 1
Strength - 40, 60 (for one-handed grip); 27, 40 (for two-handed grip)
Agility - 40, 60
Intelligence - 40, 60 (for Magic); 40 (for Pyromancy); 45 (for Dark magic)
Faith - 40, 60 (for Miracles); 40 (for Pyromancy); 45 (for Dark magic)
Luck - 40, 60

8) Just for reference: the levels and stats indicated in the characteristics are not maximum. This is simply a sufficient basis. If you want, you can further increase HP, mana, and whatever you want, to the desired values. But if you are going to PvP with these characters, it is better to stop at level 120. This range has a fairly large number of battles and is considered "meta".

First Magic: Sorcery

Sorcery primarily deals magic damage, but there are also spells that deal shadow damage. Most of the spells in this school deal direct damage, but it also contains several non-combat spells with useful effects, several buffs, and the only spell in the game that deals Cold damage.

Characteristics

  • Starting class - Sorcerer
  • Level - 104
  • Vitality = 27
  • Scholarship = 24
  • Durability = 20
  • Physical strength = 7
  • Strength = 16
  • Agility = 20
  • Intelligence = 60
  • Faith = 7
  • Luck = 12

16 Strength and 18 Dexterity are the minimum requirements for the combination Sword of Moonlight + Rapier of an expert in crystal enchantments. Why then Dexterity = 20? Because the Sage's Ring gives another 30 virtual points, which gives a total of 50, and is the maximum for casting speed.

Scrolls of Magic:

  • Adept's Scroll- Unlocks Farron's Great Dart and Farron's Hailstone.
    Lies in the Farron Citadel, next to the mushroom corpses: from the first bonfire along the left wall to three shamans, and then a little further.
  • Golden scroll- Unblocks Light, Repair, A curved wall Light, Chameleon, Invisible Weapon and Invisible Body.
    Lies in the Farron Citadel, in a cave in front of which there are a bunch of basilisks.
  • Logan's Scroll- Unlocks Homing Soul Cluster and Soul Spear.
    Dropped by the Court Sorcerer in the Fel Capital, on the roof of a building in the middle of a toxic swamp.
  • Crystal Scroll- Unlocks Crystal Homing Soul Cluster, Crystal Soul Spear, and Crystal Magic Weapon.
    Dropped by the Crystal Spell Master in the Grand Archive.

Magic: Spells

Direct Damage:

  • Soul Arrow, Large Soul Arrow, Heavy Soul Arrow, Large Heavy Soul Arrow - Mana cost: 7, 10, 11, 14. Four variants of the basic Sorcery spell in order of increasing strength. Sends a magical charge to the target, heavy options take longer to cast.
    Regular and Heavy arrows are sold by Yoel, all four options are sold by Orbeck.
  • Homing Soul Cluster, Crystalline Homing Soul Cluster - Mana cost: 20, 43. Creates 5 magical spheres above the mage's head, which are discharged at any enemy that comes close. The crystal version is more powerful and penetrates enemies.
  • Soul Spear, Crystal Soul Spear - Mana cost: 32, 46. A powerful magical blast that pierces enemies. The damage of the Soul Spear is not much higher than the Large Heavy Soul Arrow, so its effectiveness against single targets is so-so, but against several enemies in a row it is much higher. The crystal spear is the most powerful long-range projectile of Magic.
    Sold by Orbeck after receiving the Logan Scroll and the Crystal Scroll, respectively.
  • Stream of souls - Mana cost: 55. Releases a powerful stream of magic, wildly reminiscent of a laser cannon salvo. It takes a long time to charge (one of the slowest windups in the game), consumes a lot of mana, but this is compensated by its enormous flight speed (reaches the target almost instantly), monstrous range (much beyond the maximum lock distance) and devastating damage (the full damage of the beam exceeds both the Crystal Spear and fully realized Ancient Moonlight). However, this damage is “spread out” over the duration of the volley (slightly less than one and a half seconds) over many “ticks”. And for the victim to receive full damage, she must be in the beam for the entire duration of its existence.
    Lies in the Great Archive, behind the illusory wall with the ice knight, next to the jump onto the wooden bridge.
  • Breath of the White Dragon - Mana cost: 25. Creates a strip of sharp crystals in front of the magician, which quickly crumble. Despite the lower mana consumption, it has slightly more damage than the Soul Spear, although it falls far short of the Crystal Spear. But at the same time it has a rather short range. Crystals can grow not only on the floor, but also on the walls.
  • Farron's Swiftsword - Mana cost: 4. A quick swing of a magical sword created at the end of a staff (which means the longer the staff, the further the sword reaches). This spell has a two-hit combo, standard for a straight sword. The damage is not much less than Soul Arrow. In fact, it is a long straight sword that consumes mana for each blow and deals completely magical damage. This spell also has animations for a running strike and after a roll.
    Sold by Orbeck.
  • Ancient Moonlight - Mana cost: 23. Forms a magical blade on the staff, and then performs a horizontal strike. There are two nuances: when struck with a blade, a magical blade flies off, and this spell can be charged. When you hold down the cast button for about one and a half seconds, the sword begins to glow brighter and emit a flaming aura. In this state, both the damage of the blade itself and the flying blade increases. At the same time, charging does not consume mana beyond the cost of the spell, can be held as long as necessary, and can be interrupted by a roll at any time. Mana is spent not on casting, but on hitting, that is, if you charge a sword and then interrupt the cast without hitting, there will be no waste of mana. The damage is very good. If the target receives a charged hit from both the blade and the blade, the damage exceeds even the Crystal Soul Spear, second only to the full damage of Soul Torrent.
    Created from the soul of Midir, the devourer of darkness.
  • Poisonous miasma - Mana cost: 13. Creates a cloud of fog that damages everything it hits, including the mage himself. Despite the name, the damage has nothing to do with poison: the spell deals damage depending on the maximum HP level of the victim: the higher the maximum, the more HP is chewed off per tick. Also, funny enough, this is a spell doesn't agrit victim in almost all cases.
    Sold by Orbek after giving him any one scroll.
Buffs:
  • Large Magic Weapon, Crystal Magic Weapon - Mana cost: 35, 45. Adds magical damage to weapons for 60 seconds equal to 85% / 95% from Strengthening Catalyst Spells. Cannot be applied to most rare weapons, nor to weapons tempered with a non-physical gem.
    The larger version lies in the cut between Farron's Citadel and the Forest of Torment, next to a huge crystal lizard.
    The crystal one is sold by Orbeck after receiving the Crystal Scroll.
  • Great Magic Shield - Mana cost: 60. Increases shield stability by 35 units and increases damage absorption of all types to 100% for 30 seconds. Any shield with stability 65 or higher will block attacks without costing stamina. Unlike weapon buffs, it can be applied to Simple and Sanctified shields.
    Dropped by a crawling leech creature in the Irithyll Dungeon. From the first fire you need to go straight along the corridor and jump down, where she will be in one of the cells.
Support Spells:
  • invisible body - Mana cost: 25. Makes the magician almost invisible, so that enemies begin to react only if you walk within a couple of meters of them. Allows you to bypass the enemy, or approach, lock him and throw a couple of spells until he reacts.
    Sold by Orbeck after receiving the Golden Scroll.
  • Spy - Mana cost: 15. Completely dampens walking sounds and damage from falling (non-fatal) for 20 seconds.
    Sold by Orbeck.
  • Chilling grip - Mana cost: 16. Creates a cloud of frosty fog.
    Lies in the painted world of Ariandel, at the bottom of the abyss under the bridge, in a dead end behind living trees.

Magic: Equipment

  • Court Sorcerer's Staff- the best staff for casting Magic, with sufficiently developed Intelligence (50 and above).
    Lies in mimicry in the Defiled Capital, in a building in the middle of a toxic swamp.
Worth mentioning:
  • Heretic's Staff- a fairly early staff that is better than the starting one.
    The Forest of Torment lies not far from the bonfire, inside a building with a bunch of enemies.
Rings
Recommended:
  • Ring with a young dragon- enhances Magic spells by 15%.
    There is from the beginning of the game, but if you play NOT for the Sorcerer - given by Orbeck after purchasing any 3 spells or giving him 1 any scroll.
  • Roaring Dragon Ring- enhances Magic spells by 25%.
    Found in the Irithyll Dungeons, in a shortcut that leads to a Mimic with an Estus Shard.
  • Ring of Magic Power- enhances magical attack by 15%, which affects not only spells, but also magical weapons, but reduces physical resists by 10%.
    Lies behind an illusory wall, in Irithyll Square, not far from the Yorshka Church bonfire.
  • Ring of the Sage- speeds up spell casting.
Worth mentioning:
  • Ring "Crown of Dawn"
  • Ash Ring of Estus
  • Lloyd's Sword Ring
  • Ring with red stone
  • Scholar's Ring
Weapon
Recommended:
  • Moonlight Sword- branded magic one and a half cup of the series. Requires 16 Strength, 11 Dexterity and 26 Intelligence. Good scaling in Intelligence, disgusting scaling in Strength. A unique feature - charged power attacks send a magical blade from the blade that explodes on impact and does not consume mana, but reduces the strength of the sword by 4 per shot, plus if used at point-blank range, both the sword and the blade will cause damage.
    Created from the soul of Consumed Oceiros.
  • Crystal Adept's Rapier- a magic rapier with poor scales in Strength and Dexterity, but with good Intellect. Requires 13 Strength and 18 Dexterity. Fits well as a fast auxiliary weapon. When in an active slot, increases item search by 50.
    Created from the soul of a Crystal Spell Master.
Worth mentioning:
  • Scientist's Chandelier
    Dropped by scientists in the Grand Archive, and also sold by Greyrat after his trip to Irithyll.
  • Lothric Knight Sword(tempered by a Crystal Gem) - just a straight, fast sword, with excellent elemental scales and a universal moveset. Requires 11 Strength and 18 Dexterity. Has slightly increased critical damage.
  • Ice ax Hazel- a piercing hammer with a good scale in Intelligence, which can cast Magic. Requires 12 Strength, 10 Dexterity and 19 Intelligence.
    Dropped by Phantom Hazel in the Forest of Torment or Farron Citadel.
  • Astor Greatsword(tempered by a Crystal Gem) - an incredibly light two-hander with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, an excellent two-handed stunlock and high versatility.
  • Sword of justice- similar to the Sword of Moonlight, but has more physical damage and less magical damage, including from scales. Requires 17 Strength, 15 Dexterity and 12 Intelligence, which means you will need to invest 1 extra point in Strength. The skill is a stance with a lunge on a light attack, and a flying magical blade on a power attack. Also, using the skill puts a buff on the sword, giving 80 points of magic damage.
    Created from the soul of Pontiff Sulivan.
  • Pursuer's Saber(tempered with a Crystal Gem) - a saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
  • Crescent Sword- a shotel with native magic damage and a good scale in Intelligence. The skill launches magical blades.
    Dropped by Leonhardt during the ending of his questline.
Cloth
Recommended:
  • Crown of Dawn- enhances spells, but greatly reduces magic resist.
    Lies in the Farron Citadel, under a birch tree, next to which a crab is running.
  • Firekeeper's Robe
  • Firekeeper's Gloves
  • Black leather boots
In fact, only the Crown of Dawn is required, in the remaining slots you can wear anything, the main thing is to keep within 70% of the load with the selected weapon.

Second Magic: Miracle

Damage-dealing miracles are roughly evenly divided between electrical and physical. This school is full of healing spells, as well as buffs, including weapon ones. Only in this school there are two spells that cause Bleeding, as well as a spell that blocks magic.

Characteristics

  • Starting class - Cleric
  • Level - 107
  • Vitality = 27
  • Scholarship = 24
  • Durability = 20
  • Physical power = 9
  • Strength = 18
  • Agility = 20
  • Intelligence = 7
  • Faith = 60
  • Luck = 13
27 Vitality is considered the first soft cap of HP, and gives 1000 in the base, without coal and boosters. If given value if it’s not enough, you can increase it further: second softcap = 39(1200). Third = 50(1300), but I don’t recommend increasing it to it, since the increase is not worth the levels spent.

24 Scholarship provides 4 cells and 181 mana. 4 cells are usually enough, but if you really want, you can increase Scholarship to 30 and get a fifth and 233 mana.

18 Strength and 18 Dexterity are the minimum requirements for the combination of Dragonslayer Ax + Astor Greatsword. Why then Dexterity = 20? Because the Sage's Ring gives another 30 virtual points, which gives a total of 50, and is the maximum for casting speed.

In general, you can play with the parameters of Strength, Dexterity and Physical Power within very wide limits, adjusting them to your favorite weapons and clothing.

Sacred Tomes

  • Sacred Tome from Karim- Unlocks Medium Healing, Tears of Denial and Strength.
    It lies on the Path of Sacrifices, in semi-secrecy under the bridge, in front of the second bonfire.
  • Sacred Tome of Lothric- Unlocks Abundant Light, Blessed Weapons and Magic Barrier.
    Lies in Lothric Castle, in the room with the mimic, next to the white corrupted dragon.
  • Londor Sacred Tome- Unlocks Vow of Silence, Dark Blade and Re-Death.
    Sold by Yuri.
  • Deep Sacred Tome- Unlocks Defense in Depth and Locust.
    Lies in the Temple of the Depths, in mimicry after the first giant.

Miracle: Spells

Direct Damage

  • Thunder Spear, Great Thunder Spear, Light Spear - Mana cost: 23, 32, 48. Classic lightning in order of increasing strength. If used point-blank, lightning strikes twice, dealing approximately 70% more damage. The Spear of Light is the most powerful Miracle in the game.
    The Thunder Spear lies in the Farron Citadel, above the Old Wolf of Farron, in a semi-hidden area with three lizards.
    A Great Spear is obtained by bringing 30 Light Medals to the altar in Lothric Castle.
    The Spear of Light is created from the Soul of the rulers.
  • Thunder stake - Mana cost: 34. Strikes the ground in front of him with lightning. The damage is superior to any Miracle except the Spear of Light fired at point-blank range, but this comes at the cost of range, which is literally a couple of meters ahead.
    Dropped by a giant worm in the Searing Lake.
  • Lightning Storm - Mana cost: 36. Electric flash around the caster, with a circular electric wave and a rather long cast. The damage depends on how many charges hit the target.
    Created from the soul of the Nameless King.
  • Thunder Arrow - Mana cost: 19. Releases a fast electrical charge that travels far. The damage is roughly between a regular and a large Thunder Spear at range. The cast can be delayed as long as desired for a long time, and is also interrupted by a roll without mana cost. You can also walk slowly with a loaded arrow.
    Lies in the City beyond the wall, immediately after the bridge with Midir, behind the triple illusory wall.
  • Wrath of the gods - Mana cost: 40. Explodes around the caster, causing physical damage. Knocks a lot of enemies to the ground. The damage is a little more than the Great Spear at point blank range, but the cast is quite long.
    Lies in the Defiled Capital, on a pedestal in a building, in the middle of a toxic swamp.
  • Locust, Locust Dorris - Mana cost: 15, 20. A Dark Miracle that sends a swarm of locusts at the enemy, dealing dark damage and causing bleeding. The Locust deals 130 bleed, the Dorris Locust - 210. The Dorris Locust will also howl two streams instead of one, which increases the area of ​​effect.
    Locusts are sold by Irina or Karla, after receiving the Deep Tome.
    Locust Dorris falls from the preacher in the semi-secret courtyard of Irithyll, behind the illusory fence near the first lizard.
Buffs
  • Thunder Blade, Dark Moon Blade - Mana cost: 50. Adds weapon bonus for 60 seconds electric/magical damage equal to 95% of the catalyst's Spell Boost. Cannot be applied to most rare weapons, nor to weapons tempered with a non-physical gem.
    The Thunder Blade lies in the Irithyll Dungeon, in a section with an elevator on the balcony.
    The Dark Moon Blade is given out by Yorshka after receiving 30 Certificates of Loyalty.
  • Dark Blade - Mana cost: 35. Adds dark damage to the weapon for 60 seconds equal to 85% of the Catalyst's Spell Boost. Cannot be applied to most rare weapons, nor to weapons tempered with a non-physical gem. Unlike other dark miracles, it only takes into account the catalyst’s scale according to Vera.
    Sold by Irina or Karla after receiving the Londor Tome.
  • Blessed Weapon - Mana cost: 35. Increases weapon physical damage by 7.5% for 45 seconds. Also gives increased damage to undead and slow regeneration (at 60 Faith - 4HP per second).
    Sold by Irina after receiving the Lothric Tome.
  • Sacred vow - Mana cost: 65. For 60 seconds, grants the caster and nearby allies a 10% increase in any damage taken, and reduces damage taken by 10%.
    Obtained by bringing 10 Medals of Light to the altar in Lothric Castle.
  • Defense in depth - Mana cost: 35. Complex buff. Increases outgoing damage by 5%, reduces damage received by 5%, increases resistance by 20 points and accelerates stamina recovery by 3 units/s.
    Sold by Irina or Karla after receiving the Deep Tome.
  • Tears of denial - Mana cost: 100. Second chance. Absorbs a fatal blow and leaves 1 HP, but does not protect against guaranteed fatal falls. After the cast it hangs indefinitely until it works, but disappears at any loading screen.
    Sold by Irina after receiving the Karim Tome.
Treatment
  • Heal, Medium Heal, Heavy Heal, Soothing Sun - Mana cost: 45, 55, 65, 80. Restores HP to the caster and allies around by the same amount 300% / 400% / 550% / 700% Strengthening catalyst spells. By holding down the cast button, the spell can be delayed for as long as desired and interrupted by rolling without costing any mana. Soothing Sun has an increased range of action.
    Regular and Medium treatment is sold by Irina.
    A powerful healing lies in Irithyll, in the corner of the large flooded area under the bridge.
    The Soothing Sun is created from the Soul of the dancer.
  • Replenishment, Abundant Light, Abundant Sun - Mana cost: 30, 45, 70. For 60 seconds, restores HP caster at a speed 5 / 7 / 10 per second. Abundant Sun also affects nearby allies.
    Replenishment is sold by Irina, Abundant Light - she is the same after receiving the Lothric Tome.
    The Abundant Sun is created from the Soul of the Rosary.
  • Comforting Tears - Mana cost: 14. Removes the status effects of Frostbite, Bleeding, Poison and Toxin. Also drops leeches that cause Bleeding.
    Sold by Irina.

Miracle: Equipment

  • Yorshka's Bell- the best catalyst for miracles, with a sufficiently high Faith (50 and above).
    Drops from Yorshka. There is no way to get more, so if you need the Dark Moon Blade, it’s better to get it in advance.
  • Saint talisman- a catalyst, only slightly worse than Yorshka's bell. Used only if you need the talisman skill - hyperarmor when casting.
    Lies in the Undead Settlement, in a room with a bunch of rats under Irina’s cell.
Worth mentioning:
  • Cleric's Sacred Bell- the initial catalyst of the Cleric, which can be used up to 50 Faith.
  • Canvas mascot- the catalyst, again, is slightly worse than the cleric’s bell, and is used if hyperarmor is needed.
    Can be purchased from a maid in the Firelink Shrine after receiving the paladin's ashes.
Rings
Recommended:
  • Ring of Morn- enhances Miracles by 15%. Does not enhance healing or buffs.
    It lies between the first and second bonfires on the Path of Sacrifices, under the bridge, behind which there are a bunch of crows.
  • Ring of the Firstborn of the Sun- enhances Miracles by 25%. Still does not enhance healing or buffs.
    It lies in Irithyll Square, on a pedestal that you need to jump onto from above, from the entrance to Pontiff Sulivan.
  • Ring of Lightning Power- enhances lightning attack by 15%, which affects not only spells, but also electric weapons, but reduces physical resists by 10%.
    Lies on the Peak of Ancient Dragons, to the left of the entrance to the Ancient Wyvern.
  • Ring of the Sage- speeds up spell casting.
    Lies inside a building in the Forest of Torment, at water level.
Worth mentioning:
  • Ring "Crown of Dawn"- reduces mana consumption for spells by 25%, but at the same time reduces the maximum HP level by 15%.
    Lies in the Irithyll Dungeon, in one of the rooms next to the main hall with a bunch of jailers.
  • Ash Ring of Estus- increases mana recovery by ashen estus by 20%. If you are not too lazy, you can put this ring on before each sip from a blue flask, and then immediately remove it. But at the same time, the +10 flask restores exactly 200 units of mana, which gives a full mana pool at 24 Scholarship from scratch, and without a ring.
    Lies in the Abandoned Graves, in the coffin in which the character begins the game in the Cemetery of Ashes.
  • Lloyd's Sword Ring- increases any damage by 12.5-15% at full HP.
    Lies in the Temple of the Depths, immediately after the first giant.
  • Ring with red stone- increases any damage by 20% at a critical (less than 20%) HP level.
    Lies in Lothric Castle, right in front of the Dragonslayer Armor. To the right of the elevator you need to go into a small chapel and go out onto the balcony.
  • Ring of Prayer
Weapon
Recommended:
  • Dragonslayer Ax(tempered with a Rough Gem) - an electric ax with high overall damage. Requires 18 Strength and 14 Dexterity. It has a rather poor physical scaling and no electrical scaling at all, so given the characteristics of a mage, rough hardening is the best choice. The big plus is that it can be buffed (best of all - with a Thunder Blade), accelerating the damage to virtually the level of two-handed weapons.
    Drops from Creighton's phantom in the cemetery near Yorshka's Church.
  • Astor Greatsword(tempered by Thunder Gem) - an incredibly light two-hander with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, an excellent two-handed stunlock and high versatility.
    Lies to the left of the entrance to the Temple of the Depths cemetery.
Worth mentioning:
  • Greatsword of the Lothric Knight(tempered with a Sanctified Gem) - a rare case when it really makes sense to consecrate a weapon with great Faith. Requires 24 Strength and 16 Dexterity, so you'll either have to increase your Strength by 6 or only use it in two hands. In any case, physical power will have to be increased by 8. The advantage of the Sanctified Gem is that a good Faith scaling is applied simultaneously to physical and electrical damage, making the increase very significant, although it deprives the possibility of a buff. Also, holy weapons slowly restore HP.
    Dropped by Lothric knights equipped with it, and also sold by Greyrat after his campaign in Irithyll.
  • Lothric Knight Sword(tempered by Thunder Gem) - just a straight, fast sword, with excellent elemental scales and a universal moveset. Requires 11 Strength and 18 Dexterity. Has slightly increased critical damage.
    Dropped by Lothric knights equipped with it, and also sold by Greyrat after his campaign in Irithyll.
  • Pursuer's Saber(tempered with a Thunder Gem) - a saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
    Lies in the painted world of Ariandel, under a destructible bridge, on one of the branches.
  • Dragonslayer Spear- a fairly heavy spear with native electrical damage. Requires 20 Strength and 20 Dexterity. Has a good scale in Dexterity and so-so in Faith.
    Lies on the Peak of Ancient Dragons, right at the gate, above the fire, the Mausoleum of the dragon family.
  • Rose of Ariandel- a whip with a hammer moveset. Requires 10 Strength, 12 Dexterity and 17 Faith. Has good scales in Strength and Faith. Can be used as a Miracle catalyst, but not very good. The skill enhances Miracles by 25% for 2 minutes, at a cost of 300-500 HP (depending on the maximum HP level). Does not enhance healing or buffs, and does not go away if you remove Rose.
    Created from the soul of Sister Friede.
Cloth
Recommended:
  • Pyromancer's Crown
  • Firekeeper's Robe- just light fashion. Lies in a tower in the Firelink Shrine, on a protruding coffin.
  • Firekeeper's Gloves- also light fashion, they lie in the same place as the mantle.
  • Black leather boots- and again light fashion. Sold by Patchwork.

Third Magic: Pyromancy

Pyromancy primarily deals fire damage, but also has spells that deal dark and physical damage. This school also has various buffs, one healing spell, and the only hypnosis and poison spells in the game.

Characteristics

  • Starting class - Pyromancer
  • Level - 113
  • Vitality = 27
  • Scholarship = 24
  • Durability = 20
  • Physical power = 8
  • Strength = 16
  • Agility = 20
  • Intelligence = 40
  • Faith = 40
  • Luck = 7
27 Vitality is considered the first soft cap of HP, and gives 1000 in the base, without coal and boosters. If this value is not enough, you can increase it further: second softcap = 39(1200). Third = 50(1300), but I don’t recommend increasing it to it, since the increase is not worth the levels spent.

24 Scholarship provides 4 cells and 181 mana. 4 cells are usually enough, but if you really want, you can increase Scholarship to 30 and get a fifth and 233 mana.

If you want to squeeze a reasonable maximum out of dark Magic and the Crystal Bell, then Intelligence and Faith should be increased to 45/45.

16 Strength and 18 Dexterity are the minimum requirements for the combination Sword of a Lothric knight + Astor two-handed sword. Why then Dexterity = 20? Because the Sage's Ring gives another 30 virtual points, which gives a total of 50, and is the maximum for casting speed.

In general, you can play with the parameters of Strength, Dexterity and Physical Power within very wide limits, adjusting them to your favorite weapons and clothing.

Pyromantic books

  • Great Swamp Pyromancy Book- Unlocks Fire Orb, Explosive Fireball, Poison Mist and Instant Sweat.
    Lies in the Forest of Torment, in deep water next to a huge crab.
  • Book of Carthus' Pyromancy- Unlocks Acid Jet, Carthus Beacon and Carthus Fire Arc.
    It lies in the Catacombs of Carthus, almost at the very entrance. From the first bridge, approximately in the middle, you need to jump onto the platform on the left.
  • Book of Gravekeeper Pyromancy- Unlocks Black Flame and Black Fire Orb.
    Lies in the arena of Volnir.
  • Quilana's Book of Pyromancy- Unlocks Fire Whip, Firestorm and Harmony.
    Lies in the Demon Ruins, behind an illusory wall in a small room with three rats.
  • Book of Izalith Pyromancy- Unlocks Chaos Storm and Greater Chaos Fire Orb.
    Lies in the Demon Ruins, next to the Old King's Hallway bonfire.

Pyromancy: Spells

Direct Damage

  • Fireball, Fire Sphere, Black Fire Sphere, Large Chaos Fire Sphere - Mana cost: 10, 14, 22, 32. Classic parabolic projectiles in order of increasing strength. They have a small AoE, allowing you to catch several enemies at once if they are standing closely. The black sphere deals dark damage and knocks down shields well, and the Chaos sphere leaves a puddle of lava, which additionally deals approximately 45% damage and quickly disappears. If the target takes damage from both the Sphere and the lava, then Chaos Sphere is the most powerful Pyromancy spell, with the exception of Holy Flame (which is a special case).
    The ball is available from the beginning of the game, plus Cornix sells it. He also sells the sphere after receiving the book of the Great Swamp.
    The black sphere is sold by Karla after receiving the gravekeeper's book.
    The Chaos Orb is sold by Cornyx after receiving the Book of Izalith.
  • Ashes Bed of Chaos - Mana cost: 35. Deals less damage than Chaos Sphere + Lava, but more than Sphere without Lava. At the same time, it has a higher flight speed, flies almost straight, and not in a parabola, and also has a small AoE. Also, even if the spell misses the target, it can take damage from the fiery aura that surrounds the Ashes while in flight.
    Created from the Soul of an old demon king.
  • Massive Ignite, Black Flame - Mana cost: 17, 25. Flash fire/darkness right in front of the caster. Fast cast and good damage, but very low range. Black Flame deals more damage and is good at knocking down shields.
    Powerful Arson is sold by Cornix.
    Black Flame is sold by Carla after receiving the Gravekeeper's Book.
  • Sacred Flame - Mana cost: 25. Melee spell. Caster grabs an enemy and then explodes them. A long cast that is easy to interrupt and absolutely no range, but low cost and very high damage. This is potentially a powerful pyromancy spell. Grab counts as a critical attack, so Aldrick's rings work with it, and it's also boosted by Demon's Mark's critical multiplier. However, the Hornet Ring has no effect. Also, if the enemy was captured, the caster is invulnerable during the capture animation, just like during a backstub/riposte.
    Lies in the lava lake in the Demon Ruins, behind the knight killer Tsorig.
  • The scum of a great soul - Mana cost: 30. This is not pyromancy, but Magic, but it is pyromancers who can use it most effectively. Sends a huge, slightly homing ball of darkness at the target, not traveling too fast in a straight line. When hit, it deals devastating damage, especially to enemies vulnerable to darkness.
    Lies on the Pile of Waste, behind an illusory wall in a building with a huge number of small enemies, not far from the falling tower.
Buffs
  • Fire Arc of Carthus - Mana cost: 35. Adds fire damage to the weapon for 90 seconds in the amount of approximately 91-93% of the Catalyst Spell Boost. Cannot be applied to most rare weapons, nor to weapons tempered with a non-physical gem.
  • Lighthouse of Carthus - Mana cost: 35. For 30 seconds, increases outgoing damage by 7.5%. This bonus increases if you land many hits quickly. The maximum bonus is 15%.
    Sold by Cornix after receiving the Book of Carthus.
  • Inner strength - Mana cost: 35. For 30 seconds, increases damage dealt by 20% and accelerates stamina recovery by 30 units/s, but each second of action takes away 1% of HP.
    It lies in the Great Archive, in a semi-secret room that opens with a lever, right after the first wax bath.
Support Spells
  • Harmony - Mana cost: 35. Hypnotizes an enemy for 30 seconds, forcing them to fight on the caster's side. Enemies under hypnosis cannot be locked, but you can backstub. They also react to hostile phantoms. Doesn't work on everyone full list can be found
    Sold by Karla after receiving Quilana's book.
  • Heat - Mana cost: 50. Creates a floating light that emits a pulse every second that restores 35 HP to everyone in the area of ​​effect. Lasts 60 seconds. Restores exactly 2100 HP per cast and does not depend on rings and characteristics.
    Obtained by bringing 30 Bone Shackles to the altar in the Pit of the Desolate.

Pyromancy: Equipment

  • Pyromancer's Flame- the catalyst with which the pyromancer starts the game is also the best, with the exception of two specific situations.
  • Crystal bell- a unique bell that can cast both Miracles and Magic, using scaling from both Intelligence and Faith, and not just from the profile characteristic, as usual. This allows him to deal really good damage to both. However, for weapon buffs only profile scaling is used, so it is ineffective for them, as well as for casting dark enchantments, since it does not have a bonus to them, like other dark catalysts.
    It lies in the Great Archive, in the nook with the knight, next to the first bath of wax.
  • Izalite staff- the best staff for casting dark magic.
    Lies in the Demon Ruins, behind a double illusory wall right in front of a huge rat.
Pyromancers are quite capable of using Magic and Miracles. Not as effective as profile builds, but still very good. The main thing is to change the rings on time

Worth mentioning:

  • Pyromancer's Farewell Flame- a flame that is slightly worse than the standard one, but has two differences: when cast, it leaves a trail of fire in the air, which also causes damage. This is almost useless for ranged spells (unless you throw them at point-blank range), but when using spells like Severe Ignite and Black Flame point blank, their damage increases significantly. The second difference is that for any kill it receives one "shadow of death". After accumulating 12 pieces, you can activate a skill that will restore one charge of normal estus. At the same time, the skill does not restore the ashen estus, and the accumulated “shadows” disappear when changing weapons or passing through any loading screen, but not when resting by the fire.
    Lies in the Painted World of Ariandel, behind an illusory wall in a room with a bunch of huge flies, at the very bottom of the descent along the branches, on the bridge to the round arena.
  • Demon Mark- a saber with the ability to cast pyromancy with power attacks. This "flame" is weaker than the standard one, however: it is an incredibly light, full-fledged saber that can be spammed with R1, with pure fire damage and increased crits, which can both hit and cast even from the left hand, and, in addition to the basic pyromantic scales from Intelligence and Faith, has a hidden bonus from Dexterity.
    Made from the soul of a Demon Prince.
Rings
Recommended:
  • Ring of the Great Marsh- enhances Pyromancy by 15%.
    Available from the beginning of the game, also dropped from one of the huge crabs in the Forest of Torment.
  • Witch's ring- enhances Pyromancy by 25%.
    Lies under the Catacombs of Carthus, right in front of the Abandoned Grave bonfire.
  • Ring of Power over Fire- enhances fire attacks by 15%, which affects not only spells, but also fire weapons, but reduces physical resists by 10%.
    Lies in the Undead Settlement, above the Foot of the Cliff bonfire, on a half-hidden bridge to nowhere.
  • Ring of Power over Darkness- enhances the attack with darkness by 15%, which affects not only spells, but also dark weapons, but reduces physical resists by 10%.
    Lies in the Irithyll Dungeon, in the mimic, which is in a dead end just behind the giant.
  • Ring of the Sage- speeds up spell casting.
    Lies inside a building in the Forest of Torment, at water level.
Pyromancers use both fire and darkness, so the rings of power over them change depending on the spells used.

Worth mentioning:

  • Ring "Crown of Dawn"- reduces mana consumption for spells by 25%, but at the same time reduces the maximum HP level by 15%.
    Lies in the Irithyll Dungeon, in one of the rooms next to the main hall with a bunch of jailers.
  • Ash Ring of Estus- increases mana recovery by ashen estus by 20%. If you are not too lazy, you can put this ring on before each sip from a blue flask, and then immediately remove it. But at the same time, the +10 flask restores exactly 200 units of mana, which gives a full mana pool at 24 Scholarship from scratch, and without a ring.
    Lies in the Abandoned Graves, in the coffin in which the character begins the game in the Cemetery of Ashes.
  • Lloyd's Sword Ring- increases any damage by 12.5-15% at full HP.
    Lies in the Temple of the Depths, immediately after the first giant.
  • Ring with red stone- increases any damage by 20% at a critical (less than 20%) HP level.
    Lies in Lothric Castle, right in front of the Dragonslayer Armor. To the right of the elevator you need to go into a small chapel and go out onto the balcony.
  • Ring of Prayer- increases Faith by 5. Simple and clear.
    Sold by a maid in dark temple Fire.
  • Scholar's Ring- increases Intelligence by 5. Simple and clear.
    Lies in the Great Archive, in a mini-cut to a small wax bath, in front of the bridge.
Weapon
Recommended:
  • Lothric Knight Sword(Chaotic Gem Tempered) - Just a straight, fast sword, with excellent elemental scales and a universal moveset. Requires 11 Strength and 18 Dexterity. Has slightly increased critical damage.
    Dropped by Lothric knights equipped with it, and also sold by Greyrat after his campaign in Irithyll.
  • Astor Greatsword(tempered with a Dark Gem) - an incredibly light two-hander with excellent elemental scaling. Requires 16 Strength and 18 Dexterity. It has an excellent moveset, good damage after hardening, an excellent two-handed stunlock and high versatility.
    Lies to the left of the entrance to the Temple of the Depths cemetery.
Worth mentioning:
  • Onyx Blade- one-and-a-half with built-in dark damage and good scaling for it. Requires 14 Strength, 12 Dexterity, 15 Intelligence and 15 Faith. The skill activates a sword self-buff, adding 145 points of Fire damage for 45 seconds.
    Dropped by Wilhelm, in the painted world of Ariandel.
  • Pursuer's Saber(tempered with a Dark or Chaotic Gem) - a saber with a good elemental scale after tempering. Requires 9 Strength and 14 Dexterity. The skill knocks out shields well and does good damage, but mostly just R1 is used.
    Lies in the painted world of Ariandel, under a destructible bridge, on one of the branches.
  • Scientist's Chandelier- a dagger, practically not used as a weapon. It is taken only for the sake of effect - when in the active slot, it enhances Magic (both normal and dark) by 12.5%.
    Dropped by scientists in the Grand Archive and also sold by Greyrat
Cloth
Recommended:
  • Pyromancer's Crown- a lightweight, easily accessible “helmet” that allows you to enjoy your great work in the character editor. Sold by Cornix.
  • Firekeeper's Robe- just light fashion. Lies in a tower in the Firelink Shrine, on a protruding coffin.
  • Firekeeper's Gloves- also light fashion, they lie in the same place as the mantle.
  • Black leather boots- and again light fashion. Sold by Patchwork.
In fact, you can carry anything, the main thing is to fit within 70% of the load with the selected weapon.

Boss Resistances and Vulnerabilities

Main game
Judge Gundir

  • Resistance:
  • Vulnerability: Cold, Fire (second phase)
Vordt of Cold Valley
  • Resistance: Physical damage, immunity to status effects
  • Vulnerability: Darkness, Fire
Cursed Great Tree
  • Resistance: immunity to status effects
  • Vulnerability: Fire, cutting and piercing damage
Crystal Master
  • Resistance: Magic
  • Vulnerability: Physical Damage, Lightning, Poison, Bleed
Deacons of the Depths
  • Resistance: Dark, Magic, Bleeding, Poisons
  • Vulnerability: Cold, Physical Damage
Guardians of the Abyss
  • Resistance: Darkness, Bleeding, Poison Immunity
  • Vulnerability: Lightning
High Overlord Volnir
  • Resistance: Darkness, immunity to status effects
  • Vulnerability: Blessed Weapon
Old Demon King
  • Resistance: Fire, immune to Cold and Bleeding
  • Vulnerability: Dark
Pontiff Sulivan
  • Resistance: status effects
  • Vulnerability: Fire, Lightning, Piercing Damage
Aldrik, Devourer of Gods
  • Resistance: Magic, Darkness, Cold, Bleeding, Poison Immunity
  • Vulnerability: Fire, Lightning
Giant Yorm
  • Resistance: cutting and piercing damage, immunity to status effects and Fire
  • Vulnerability: Lightning
Cold Valley Dancer
  • Resistance: No
  • Vulnerability: Dark, Lightning, Bleed, Crushing Damage
Oceiros, the Consumed King
  • Resistance: Magic, Bleeding, Poison Immunity
  • Vulnerability: Lightning, Cold
Champion Gundir
  • Resistance: Poisons, Bleeding, slashing damage
  • Vulnerability: Lightning, Cold, Crushing Damage
Ancient Wyvern
  • Resistance: Poisons, Bleeding
  • Vulnerability: Lightning, Cold
Nameless King
  • Lord of the Storm
    • Resistance: Fire, Poisons, Bleeding
    • Vulnerability: Lightning, Cold
  • Nameless King
    • Resistance: Lightning, Cold, Bleeding, Poison Immunity
    • Vulnerability: Fire, Darkness
Dragonslayer Armor
  • Resistance: Darkness, Lightning, slashing damage, immunity to Poison and Bleeding
  • Vulnerability: Cold, bludgeoning damage
Lorian, the eldest prince and Lothric, the younger prince
  • Lorian, eldest prince
    • Resistance: Darkness, immunity to Poisons
    • Vulnerability: Lightning, Magic, Cold
  • Lothric, younger prince
    • Resistance: Darkness, immunity to Poisons
    • Vulnerability: Physical Damage
Soul of Ash
  • Resistance: Fire, Bleeding, Poison Immunity
  • Vulnerability: Lightning, Darkness, Cold
Ashes of Ariandel DLC
Champion's Tomb Guardian and Great Wolf
  • Resistance: Cold(both), Poison(champion)
  • Vulnerability: Bleeding, Lightning(both), Fire(wolf)
Father Ariandel and sister Friede
  • Sister Friede
    • Resistance: Poisons, immunity to Cold
    • Vulnerability: Lightning, Dark, Bleed, Physical Damage
  • Father Ariandel
    • Resistance: No
    • Vulnerability: all types of damage
  • Friede's black flame
    • Resistance: Poisons, immunity to Cold
    • Vulnerability: Lightning, Dark, Bleeding
DLC "The Ringed City"
Demon Prince
  • Demon in Agony and Demon from the Depths
    • Resistance: Fire, immune to Cold and Poison
    • Vulnerability: Bleeding, Darkness, Slashing Damage
  • Demon Prince
    • Resistance: Fire, Magic, Lightning, normal, bludgeoning and piercing damage, immunity to Cold and Poison
    • Vulnerability: Bleeding
Midir, Eater of Darkness
  • Resistance: Dark, Fire, Magic, immunity to status effects
  • Vulnerability: Lightning, piercing damage
Dusk, Spear of the Church
  • Resistance: Bleeding, Poisons
  • Vulnerability: Cold, Lightning(both), Fire(guardian)
Slave Knight Gael
  • Resistance: Bleeding, Darkness (2nd and 3rd phase), cutting damage
  • Vulnerability: Cold, Poisons, Crushing Damage

Publication date: 05/05/2016 08:58:04

Sometimes choosing a game class in your favorite RPG becomes not an easy task. Various characteristics, skills, play styles - all this makes you immerse yourself in the search for a long time necessary information. This guide provides descriptions of classes that will help you make the best choice.

There are ten playable classes in Dark Souls III. Each of them has different initial characteristics and equipment. Please note that during the game you will be able to increase any parameter and equip any equipment, so even if you start playing as a warrior, you will have the opportunity to retrain as a sorcerer and vice versa. The only downside in this case will be the loss of those characteristic points that were originally invested in a certain class.

As mentioned above, each class has a unique set of characteristics. To make it easier for you to navigate this guide, we have included a short description of each of them below.



Life force increases your health amount. Life force is important characteristic, however, you shouldn’t get too carried away in leveling it up, since even a very large amount of health will not save you from those creatures that inhabit the world of Dark Souls III.

Durability increases the character's stamina, which is necessary for making melee and ranged attacks, casting spells, running, somersaults, etc.

Force– pumping up this parameter will give you the opportunity to carry the most powerful and heaviest weapons in the game. In addition, this characteristic is responsible for the amount of damage in melee.

Intelligence Most needed for magic classes. Affects the strength and damage of spells. Intelligence also increases magical defense.

Dexterity will allow your character to deal more damage, reduces the casting time of spells and damage received when falling from a height. In addition, this parameter affects refined and sharp weapons.

Faith Increases spell power, affects dark defense, and improves blessed, dark, lightning and chaos weapons.

Scholarship affects focus points, which are used to perform special attacks and magic. Also, learning increases the number of slots for magic.

Physical strength increases your defense against physical attacks, poisons, and allows you to wear heavy equipment.

Luck affects the trophies that will fall from defeated enemies. In addition, the Luck stat will increase your Curse Resistance and the chance of triggering Bleeding and Poisoning effects when striking enemies.



Warrior is traditionally the choice of most players in role-playing video games. In Dark Souls III, a warrior is characterized by inflicting large quantity damage and good defense. This class is perfect for those who want to comfortably start getting acquainted with the world of the game. Having chosen a warrior, you should focus on pumping up strength, agility and stamina. Strength will allow you to use more powerful and heavier weapons. Durability will be useful for dealing a large number of attacks.

The main advantages of the Warrior are primarily his close combat abilities. In addition, he has high strength and physical strength. As for the minuses, it should be said about the warrior’s low abilities for magic. On the other hand, how could it be different? This is a warrior after all - a strong and powerful killing machine!



The knight, like the warrior, is primarily focused on close combat. This class is best suited to a defensive playstyle, so it would be logical to use a sword and shield. A knight is not someone who mindlessly destroys all enemies in his path. This is a neater, smarter class. His main tactic is to block and wait for the right moment for a fatal attack. If you decide to play as a knight, then focus on pumping up your stamina, strength, physical strength and vitality.

The advantages of a knight are his defensive skills. He has excellent starting armor and an excellent shield. In addition, this class will be an excellent choice for beginners. The disadvantages include the low luck indicator, which affects the loot drop.



Surely a class with this unusual name, as “The Herald” will interest a considerable number of players. The herald (or herald) is a class that combines both physical and magical attributes. This class is capable of healing, which makes it great for Dark Souls III newcomers. When leveling up, you should pay attention to such indicators as strength, agility, stamina and physical strength.

By choosing a herald, you will receive a good shield that will allow you to absorb 100% of physical damage, a spear that allows you to attack while blocking, and a healing ability. Having endowed this class with significant advantages, the developers did not forget about its weaknesses, which include not very high damage and durability.



The mercenary does not have good armor; his main advantages are his attack abilities. He has the highest amount of agility among the other nine classes. The mercenary playstyle is based on a combination of ranged lightning attacks and enchanting your own weapons. This mixture will help you easily deal with many enemies. However, pay attention to those opponents who have resistance to lightning - you will have to tinker with them quite a bit.

A mercenary should level up agility, which will allow you to use better weapons, fortitude, which will increase your stamina, and faith, which will strengthen your magical abilities. The mercenary has a weak shield and low luck. It is definitely not suitable for those who like a defensive and slow style of play.



The Thief is unlikely to suit those players for whom Dark Souls III was the first game in the series. This class does not have a large supply of health and stamina, so it is more difficult for it to endure damage from enemies. Instead, the thief relies on his agility and light armor, which allows him to dodge most attacks. In addition, the thief has a high luck rate.

If you still decide to choose this particular class, then pump up your agility, physical strength and endurance. Pay attention to your character's workload when playing as a thief. Try to keep it within 50%. In combat, the thief relies on a bow and dagger. The bow can be used to lure out enemies, so that you can then deal with them in close combat with the help of a dagger.



The killer (in the English version of the game is called an assassin) will appeal to those who like to deal with their enemies from behind. This class has similar traits to the thief, but differs in the presence of spells in its arsenal that can enhance its abilities. As already mentioned, the assassin likes to deal damage from behind, so he uses melee weapons to do this.

When leveling up this class, you should focus on agility, intelligence and scholarship. The killer's advantages are the ability to quickly parry attacks and high critical damage. The disadvantages include not the most big indicator Good luck.



The Sorcerer is another class that is unlikely to be suitable for beginners. At the beginning of the game, the sorcerer will die often due to weak defensive characteristics. This class will reveal all its advantages only in the later stages of the game. The main task of a sorcerer in battle is to keep opponents at a distance. By choosing this class, upgrade your intelligence, learning and dexterity.

First of all, the sorcerer is suitable for those who love long-range combat and high damage. If you are used to more “rough” gameplay, then it would be better to pay attention to other classes.



The cleric belongs to the magical classes, but unlike the sorcerer, his spells are more of a protective and healing nature. When playing as a cleric, you can choose both ranged and melee combat. Please note that this class is not easy to play in the early stages, so beginners may have some difficulties.

Typically, a cleric will be given Faith, which allows him to use powerful miracles, Fortitude, which is required to constantly cast spells and dodge attacks, and Scholarship, which will allow him to cast and maintain more magic. At the start, the cleric has high levels of learning and faith, but physical strength and stamina are at a low level.



The pyromancer is a mixture of sorcerer and warrior. He does not have very powerful magic, but instead is good in close combat, where he typically uses a sword or axe. A pyromancer can enchant his weapon and then each new blow will cause additional damage. This class can be suitable for both experienced players and beginners, but note that you will first need to learn how to use a combination of magical abilities and standard melee.

To level up a pyromancer, they use such characteristics as intelligence, faith and learning. The obvious advantages of this class are high damage and interesting gameplay. The disadvantages include weak armor, which will not allow you to yawn too often during battles. In addition, the pyromancer, like the knight, has the lowest luck indicator in the game.



If you are not looking for easy ways, then pay attention to the beggar class. It’s worth saying right away that this class is not suitable for those who are just starting their acquaintance with the Dark Souls series. The beggar is the weakest of all ten classes. He starts the game at the first level, while other classes are from the fifth and above. All characteristics of this class are initially set at 10. It is also worth noting that this class has the worst armor.

The advantage of playing as a beggar is the ability to choose your own characteristics. In addition, you will be able to show off to your friends, because you will be a real hardcore. Just try not to break everything around when your lifeless character falls to the ground again.

As the title suggests, this guide is unlikely to be useful to anyone who has completed (and perhaps more than once) the first two parts of Dark Souls. But if for some reason you previously did not have the opportunity to join this game, and then decided to succumb to the general hype, then this guide is just what you need: in simple language about incomprehensible game moments.

What is estus, and how to drink charcoal with it.

The first thing that will confuse you is the incomprehensible names of the surrounding objects. Some souls, some estus. All this is stressful and repulsive. But this is the path the developers chose for their game, shrouding it in a fog of mystery.

So, souls are the main currency in the game. You will receive them in the process of killing enemies, and you will also simply collect them from location to location. Estus is a banal elixir of health in a bottle. At the bottom left of the screen you will have a character menu. This very estus will be at the very bottom. It can be ashy and ordinary. Estus bottles can be improved by increasing their volume, and can be replenished by resting near bonfires, which act as save points (check points). If you decide to rest, then almost all killed enemies, except bosses, of course, will be reborn, but sometimes this needs to be done. For example, such a thing as coal will help increase your life supply. The supply will remain until the death of the hero. Once revived, the used coal will disappear. It must be used before bosses, and even better, sold in the Fire Temple.

Your camping equipment.

You also need to talk about the features of the inventory. You cannot equip items directly from your inventory here. If you find any ring, then proceed to the extreme left menu Equipment. Here, by clicking on empty cells you can select active items. This very ring needs to be made active. Only then will it begin to be useful. Same with other items. The standard arrows on the left side of the keyboard are responsible for switching between items. If you want to shoot a bow, then you need to go to Equipment and select this very bow as one of the weapons (if you already have one, of course). A bow requires arrows, which are not cheap at all. In general, shooting in Dark Souls 3 is a rather expensive activity, so don’t dream of leveling up your archer.

You won't be able to become a full-fledged archer here, but arrows and bolts will sometimes be very useful

The left side of the screen, as already mentioned, is reserved for the character menu. The left and right cells will represent hands - left and right, respectively. The top cell displays your magic spells, and the bottom one reflects the currently active one. auxiliary element, be it estus, bomb or something else. If you play on a gamepad, then all the cards are in your hands, because the training in the game is tailored to the Xbox gamepad. If you decide to use a keyboard, then it’s okay - it’s quite convenient and comfortable, and we’ll now tell you about the key points.

Let's understand the keyboard settings.

First, go to the settings and remove Jump from the spacebar to another button, like Z or something like that. There is no pause in the game, by the way, and Esc does not work as such. To exit the menu, you need to hover the mouse cursor, press the right button and select Back from the context menu. To exit the game you need to go all the way to the settings and select an exit there. In battles, you definitely need to use auto-aim. To do this, by default you need to press either the Q or the center mouse button. Use the same buttons to switch between targets. Strike - left click. The same blow, but with Shift held down, is a powerful blow that takes more time. Ctrl – strike with a shield, right key – block with a shield. Key F – command to take the weapon in two hands, removing the shield. The spacebar is a classic roll.

We choose a character.

But all this will happen after you figure out the choice of character. The main thing here is not to miss the mark and take what suits your character.

In general, all classes can be divided into three categories: knights, thieves and mages. Knights have low intelligence, but a lot of strength and a large supply of lives. Knight is the most versatile option, especially for beginners. Knights do not need to worry about mana reserves, they will be able to wear heavy armor and wield heavy weapons. Thieves are the same warriors, but more dexterous. They have more energy and agility, they don't like heavy armor, and they also don't like getting hit by enemy attacks. The heavier the armor, the slower the stamina level is restored. Mages have high intelligence and a strong emphasis on ranged attacks, but they do not like heavy armor, and, as a result, are weakly protected. If you like simple melee combat, take a knight; if you like distance combat, take a mage. If something is in between - a pyromancer. If you played with a knight and were dissatisfied with his speed, then take the thief. You can also take a mage and reshape him into an unconventional warrior mage. The result will be a half-hearted solution, but, nevertheless, quite interesting.

Survival strategy.

For each class, the strategy will be slightly different, but the principle is the same: souls. Collect souls and upgrade your hero. You can invest them in upgrading the hero himself, or you can buy weapons, spells and equipment. If you save 20 thousand, then buy the key to the tower in the Fire Temple. In order to take advantage of the goods there, you will need to defeat the guard, but the costs will pay off handsomely.

The main advice when forming a class is to build on your strengths. Agree, is it illogical to take a “heavy” warrior and transfer him to a “light” thief, or vice versa?

A shield that reflects 100% damage is the most important element of a real knight’s equipment

After you understand the basics of control, you understand how and what to click in the menu, you will be sent to the game, where they will immediately kill you in 10 minutes. This is a signature feature of Dark Souls, so be prepared and don't get discouraged. It’s not you who are so clumsy, this is a game designed for those who find it interesting to die 20 times in order to learn the attack pattern of some boss, so that later they can defeat him and get pleasure from overcoming a difficult obstacle.

Essentially, the gameplay of Dark Souls is similar to a Guitar Hero or Rock Band game. If you don’t know, in these guitar simulators you need to get into the rhythm and press the right buttons at the right time. No imagination at all, no liberties: pure mechanics, dexterity and memorization. This is the basis of Dark Souls 3, which should not be rushed through. If you take your time, you will begin to notice peculiarities in the behavior of enemies, which, as a rule, make it clear what attack they will now carry out. And knowing this, you will have a chance to take countermeasures. If you start rushing, rushing and trying to kill everyone quickly and at once, then a complete fiasco awaits you.

Basic advice for a beginner: upgrade a knight, thief or robber. These classes are ideal for classic version passing. The most important characteristics of these heroes are Durability, Strength, Vitality, Dexterity, and Physical Strength. We advise you to increase your stamina intensively. It's actually endurance. The higher your durability, the longer you can swing your weapon, the more strength you will have left after repelling an enemy blow with your shield. With a high stamina factor, you can simply summon your enemy, and he will die before you run out of stamina. Vitality is a reserve of health. The thing is not bad, but not critical. The gameplay in Dark Souls 3 is designed in such a way that with any amount of health you will be killed in one or even two hits. Moreover, it’s not even the boss who can do this. Therefore, the main thing in the game is not to get hit. And for this, a shield is perfect, absorbing 100% of damage, a large reserve of durability, as well as dexterity with strength. If you decide to swing a heavy weapon, then you need strength. If you decide to silence your enemies with light swords and rapiers, then upgrade your agility. In general, as you can see, there are no universal methods, and all the characteristics of the hero must be chosen based on your personal preferences.

Never attack a crowd, even weak enemies. Lure them out

If you decide to upgrade a magician (which we do not advise you to do), then the main skills for him will be: faith, intelligence and luck. Playing as a mage is interesting, but difficult, since he will be constantly squeezed into narrow places from which there is no way to get out except by using heavy weapons and taking heavy blows to the armor and shield. That's the whole point of Dark Souls 3.

When you go to war, never get into a crowd, even of weak enemies. Even some pygmies or cute dogs, three of them, or even two of them, are able to peck at you, unleashing synchronous, complementary attacks from which you simply cannot recover. Therefore, lure out enemies one by one, for example, by shooting someone with a bow. You also need to know that most enemies here have a delineated range of action, beyond which they will not go, burying themselves in invisible wall, or simply starting to retreat. Use this to lure the enemy out of a comfortable area. Remember that spacious areas are good for you, where there is room for maneuver, and the enemy will try to meet you in narrow corridors. And if you don’t want to fight there, lure him out.

By the way, as practice shows, you can complete the game almost without fighting (you only have to fight bosses). You can simply run past enemies, going about your business, and without getting into fights. You can do this too, and the system will not mind. She also won’t mind if you don’t explore all the locations for secret rooms, of which there are plenty in the game. Moreover, in order to get into some of them, you will need to get stuck in textures, jump into places where you would not have thought to jump, and also do completely illogical things. Dark Souls 3 has a peculiar Japanese humor, designed primarily to make you tired, waste a lot of time, remember a lot of bad words and die several times before you get to the secret location.

It's not every day that you come across a game that offers such a large selection of classes as Dark Souls 3, and even more so few role-playing series can boast of a system of ten parameters. To help you understand all this diversity, we suggest that you familiarize yourself with our guide for beginners.

Introduction to the series Dark Souls tends to be pretty intense. The third part is no exception, because from the very beginning it shows itself in all its glory, offering ten classes at once, which differ both in parameters and starting equipment, and in the style of passage.

Dark Souls 3 Roleplaying System and Options

At the heart of everything is a role-playing system, which in the game from FromSoftware is represented by ten main characteristics. To save you time, let's briefly explain what each of them affects:

  • Vitality (Vigor). This parameter determines how durable the character will be - the more vitality, the longer the red health bar. It also has a positive effect on the ability to resist cold and frostbite.
  • Attunement. An important attribute for magicians, because it gives additional spell slots and also increases the supply of focus points (mana).
  • Endurance. Almost every action in the game requires stamina. Fortitude determines its reserve, allowing you to perform more actions per unit of time, and also increases protection from bleeding and lightning.
  • Physical strength (Vitality). This characteristic is often confused with vitality and normal strength, but in reality it determines the weight that the character can carry. This is important for men-at-arms who want to increase their mobility in full combat gear.
  • Strength. Determines the physical damage dealt by many weapons, as well as the ability to resist fire. It's especially important that many weapons require a certain amount of power to use.
  • Dexterity. Deceptively appears to be a purely combat stat, but is also useful for mages. Firstly, like strength, this parameter determines the damage from many types of weapons and is also necessary for their use. Secondly, it slightly affects the damage caused by spells, as well as the speed of their casting. But that's not all: high agility reduces fall damage.
  • Intelligence. Increases spell damage and magic resistance.
  • Faith. The higher this characteristic, the more damage miracles and pyromancy cause. In addition, it slightly increases protection from darkness.
  • Luck. A new parameter for the series that increases the chance of receiving items after defeating an enemy. Luck will come in handy for those who prefer to use poisonous weapons and inflict bleeding wounds on their opponents, since high value increases the speed of applying such effects. Well, the “cherry on the cake”: increases protection against curses.
Of course, to fully understand the benefits of each stat, you need to understand how effects such as frostbite, bleed, poison, and curse work.

These are the so-called "status" effects, and all you need to know about them early in the game is one simple statement: you need to try to avoid them by all means available, since the opposite often leads to another resurrection at the campfire.

Knight

This is the first class in the list of choices when creating a character, and this position is hardly accidental, because the knight is an excellent choice for a beginning player for several reasons.

Firstly, it has the best starting armor, which, although it weighs decently, has good protection indicators. By the way, this set is good even in isolation from the “newcomer” discourse, since even in comparison with later versions of the armor it has an excellent ratio of weight and protection.

Secondly, the knight at the start is armed with perhaps the best combination of weapons for a beginner - a long sword and a shield with full physical protection. The first has an excellent “moveset” (a set of animations during attacks), which allows you to quickly deal with most opponents, driving them into a “stanlock” state: each blow causes the enemy to freeze for a short time, and this time is usually enough to deliver the next blow.

The shield will also be a faithful companion of any knight. Unlike many lighter shields, which allow you to block attacks only partially, it “extinguishes” them completely. Of course, at the expense of high consumption of durability.

At the same time, the knight’s parameters allow him to follow any path in the future: retrain to fight with heavy two-handed weapons, become a magician, use miracles, pyromancy, spells, and so on. A kind of “golden mean”. So if you want to make your first playthrough a little easier in order to get a little comfortable in the harsh kingdom of Lothric, then feel free to put on the knight’s cuirass.

Mercenary

Compared to the knight, this fighter is more focused on fast attacks with weapons in two hands, for which he has good paired scimitars and a large supply of stamina. When attacking with dual weapons, it inflicts enormous damage, so with proper use, this allows you to kill even strong opponents with one combination of blows.

At the same time, he has a shield, although of much lower quality. This is such a subtle hint that this class is intended primarily for attack. He only has to defend himself as a last resort.

An important feature of a mercenary is his unusually high agility (16 points). This is very useful coupled with weapons, which depend more on this parameter than on strength.

Warrior

Another class is a modification of the knight with an emphasis on causing high damage, but with lower defense values. The warrior is the owner of the most high strength(16 points), so can get access to heavy weapons pretty quickly.

But even at the start, a warrior can hit so hard that it won’t seem like much, because he is armed with a battle ax - the most powerful starting weapon in Dark Souls 3.

In addition to this, the warrior has great vitality and endurance, but is poorly adapted to magical research, since he cannot boast of intellect and faith, and he has the bare minimum of learning.

Herald

If a knight exchanges a sword for a spear, puts on lighter armor and masters simple miracles, he will become a herald. Indeed, he is in many ways similar to a knight in his playing style, because the alternation of blows and blocks with a shield is diluted with the use of light magic - miracles. Looking ahead, we can say that this is something between a knight and a cleric.

Like the knight, the herald at the start of the game has a shield that completely blocks damage, which makes the game very simple.

At the same time, his armor is no match for a knight’s, but at the same time it protects better than the equipment of “magic” classes.

The Herald is perfect for both beginners, because it has a healing spell and good defense in the starting set, and for already experienced players, because it provides a good basis for creating a magic “build” focused on miracles.

Thief

One of the most difficult classes for a beginner. Choosing a thief assumes that the player has excellent ability to evade using rolls. Don’t look at the fact that he has a shield, because it can save only from the weakest attacks; in all other cases, the thief risks being smeared across the floor.

This is supported by a small supply of health (lower only for the magician), as well as very light, but practically useless leather armor.

However, being a thief also has a couple of significant advantages. Firstly, this is the only class armed with a bow from the very beginning. Ranged weapons will be useful in the fight with the first “boss”.

Secondly, this is the “luckiest” class of all (14 points), which increases the likelihood of finding valuable items on the corpses of opponents.

Murderer

Like the herald, the assassin is a hybrid class, but while the former prioritizes strength and faith, the latter prioritizes dexterity and sorcery. Indeed, all the killer’s weapons are designed for fast, active combat: the estok allows you to carry out a series of piercing blows without much expenditure of stamina.

Even the shield does not involve blocking, but parrying, so in order to avoid taking damage, you will have to learn to roll.

The second side of this class is the ability to use spells. From the very beginning of the game, he has access to the “Spy” spell, which allows him to sneak up on opponents without making a sound and make powerful attacks from behind, and also reduces fall damage.

At the same time, all other parameters are selected in such a way that you can change tactics without much difficulty and make a truly flexible fighter.

Sorcerer

Continuing the conversation about magic, we move on to the first magic class. The sorcerer prefers to destroy opponents from a distance with the help of magic, and this will become a universal tactic in the early stages of the game, because the starting set of equipment includes two very useful spells - “Soul Arrow” and “Heavy Soul Arrow”.

There are few differences between these spells: the first can be cast faster, but it deals less damage, and the second, accordingly, is the opposite. It is magic arrows that will become the main salvation for the player in Lothric in the first few hours of the game.

It is not difficult to guess that all the characteristics also imply a similar style of passing the early stages, because the sorcerer is very weak in close combat.

Pyromancer

There are three branches of magic in Dark Souls 3 - enchantment, miracles and pyromancy, and this class specializes in the latter.

According to the legend of the game, pyromancers are quite close to the wild inhabitants of any “backwoods”. They rely on primal fire magic, but can also engage in close combat when the situation calls for it.

When you play a pyromancer, keep in mind that the power of his spells depends on both intelligence and faith.

Cleric

At first glance, it closely resembles the herald, but in reality the cleric shows himself to be more skilled in magic, but at the same time less protected in close combat.

Therefore, it is more appropriate to compare a cleric with a sorcerer, because in many ways they are similar, except that one is devoted to charms, and the second to miracles. However, there are differences here too, because at first the cleric will not be able to shoot back with magic from afar, since attacking miracles are not available at the start.

Instead, there is a hefty mace, as well as a healing and knockback miracle. The latter, by the way, makes it very fun to drop opponents from great heights.

Beggar

When you look at this half-naked young man, you just want to ask: “Who in their right mind would choose such a class?” Later it becomes clear that the beggar is preferred by experienced players who have already completed the game with another class and want to try something “spicy”.

The beggar, as it should be, at the start has nothing for his soul except a loincloth, a club and a hastily made shield.

However, choosing this class provides one significant advantage, and it is due to the fact that the beggar has the first level at the start of the game. This means that gaining subsequent levels will require far fewer souls than when playing as a character of another class, allowing you to increase your stats relatively quickly. And since the beggar has values ​​of all parameters equal to 10, you can choose anything to suit your taste.

Thus, the beggar is quite weak at the start, but can quickly develop into any other class due to the low cost of gaining a level. If, of course, you can defeat the first “boss”, but without armor and normal equipment this will not be easy.

Do you need to choose?

In fact, the starting class in Dark Souls 3 does not determine so much, because after completing the first three or four locations you can get a whole mountain of new equipment, as well as increase any of the characteristics to the required level.

That is, no one bothers you to choose, say, a sorcerer, and then by level 30 make him a warrior and not use magic at all. It is important to understand that Dark Souls 3 does not limit the player to a class, but only gives a starting point, after which the player decides in which direction to develop.

However, the game has a fairly high barrier to entry, and therefore the class can greatly affect the familiarization process. To protect yourself as much as possible from broken gamepads and, even worse, impotent anger at yourself and people nearby, you should opt for a knight, warrior or herald.

These classes will help you understand the mechanics and logic of the game. Then, when it is completed, you can choose any other class, and then playing as some thief or murderer (or maybe even a beggar!) in an agile style with a minimum of protection will be another wonderful test.

Although it consists almost entirely of a linear, so to speak, plot, its replayability is still at its best. The heroic classes presented here play not the least role, one of which must be chosen before starting the passage. It is at this stage that many gamers begin to struggle with choice.

This is the reason that many begin to go through the first location, playing for different classes, and end up spending almost half an hour on each. And all in order to come to an understanding of the ratio of convenience/inconvenience of each specific character.

IN Dark Souls There is no universal class that would be easier to pass than others. The third part is no exception. But you still have to choose a class for your soul and character, as well as for your playing style, which we hope our modest guide to classes in Dark Souls 3 will help you with. Let's start in order.

Knight - a classic, universal choice for both beginners and veterans

This is the most versatile character, and therefore the most popular. Basically, Dark Souls 3 is designed to make it easy to play as a knight. Initially, he is not too slow, but not fast, not weak, and not strong. His magical abilities are still rather weak, but you can improve them if you wish. If you don't like playing without a shield, and if you're not used to playing with weak armor, then the knight is what you need. A classic knight has a shield, a one-handed sword and heavy or even very heavy armor. If you load it over 60% (see load statistics at the top right in the character window), then the jumps will turn out to be weak and useless. His starting level is 9. Same as the Herald. Only the Killer is higher. On the one hand, this is good, because at the start we already get a pumped-up warrior, but on the other hand, it’s bad, because you need much more pumping points than if, for example, you started playing as a first-level Beggar. In general, the knight is a classic of the genre, recommended for both beginners and experienced fighters. His weak point: lowest luck. The Knight needs to improve: stamina, strength and physical power.

Mercenary: no mistake at a distance, well done up close

This character will appeal to those who love ranged attacks, since the Mercenary can shoot lightning, as well as use the corresponding “lightning” spells on weapons. The starting level of this hero is 8, which is also not very good. He doesn’t like heavy armor, but it’s also better not to wear light magical caftans on him. Balance and a golden mean are important here. But if you like to play with a good shield, then this hero may not be suitable for you, because his shield is weak, as is his luck, but after the Knight this will not surprise anyone. Since this class relates to magicians only nominally, it should be pumped up like a warrior: Fortitude and Dexterity. Physical strength is not very important here, since the Mercenary will wield light weapons, the damage of which is regulated precisely by Dexterity. If you decide that lightning magic will also be useful, then upgrade Vera. The class, it must be said, is not very popular, since a number of serious bosses and simple enemies are immune to lightning, and they can hit a much smaller range of enemies compared to the same fire.

The warrior is the most mediocre magician, but in close combat he is the best

The Warrior is often confused with the Knight. It’s understandable: the same armor, the same shield. True, instead of a sword there is an axe, but who would be surprised by this? And if a Knight can still be taught magic in some way, then a Warrior is the most last class, who should be taught spells, because his Faith and Intelligence are extremely weak. Therefore, only sharp or heavy iron, especially axes. The Deep Ax can be taken from the tower under the fire-breathing dragon. Stock up on arrows, stand on the platform near the stairs and aim at the dragon's head. It will take a long time to shoot. The Warrior is a typical melee fighter. He needs to pump up Strength, Durability, Physical power. Dexterity doesn't hurt either. If you can get to the NPC who redistributes the characteristics, then remove all the “magic” points from him and transfer them to combat ones.

The herald wields a long spear and a very strong shield

The main feature of this class is that this hero has a long spear and a shield, which has 100% protection from physical attacks (not to be confused with magical ones). At the same time, you can defend yourself with a shield even during attacks, which is a very, very convenient help not only for beginners. True, the attack power of this class is not very high, but it extends the battle by striking at a distance. The Herald's attacks are jabbing in nature, so in a crowd of enemies he will lose all his advantage. You will have to lure out opponents one by one and deal with them one-on-one. He practically does not know how to cast spells, but he can fully use the magic of Healing. It is better to exchange the spear for a halberd, and you need to download from the Herald first of all Fortitude, and then Strength, Physical power, and, perhaps, Dexterity.

The thief is an agile warrior with light weapons and very weak armor

This class starts at level 5. This is very good for pumping. This hero is a typical “firefly”, not wearing heavy armor, not carrying large swords and shields. Its advantage: light weapons, high probability of causing critical damage, high luck, and the ability to use a bow right from the start. If the Warrior or Knight seems too slow for you, then try playing as a Thief. Perhaps this is just what you need, but remember that he will have to pump up his Fortitude in order to constantly roll, because there is no hope for a shield, and the Thief really does not like to take hits. But, thanks to his high level of luck, he will receive various useful things more often than others. You also need to pump up your Dexterity, but magical skills are alien to this class, so you can immediately forget about pyromancy and other witchcraft tricks.

The killer can jump from great heights, lethal to others

This warrior, armed with a very light shield and a fairly good long sword, has in his repertoire such an excellent thing as the magic of “cat’s paws”, which is why he can painlessly jump from heights that would be lethal for other classes. The Assassin is similar to the Thief: he also has a high critical damage coefficient, has very poor command of non-core magic, and also does not like heavy weapons and armor. But the main disadvantage of the hero is his starting level, which is pumped up to ten. Therefore, if at first the hero feels very good, then with each new location high price new levels will have a negative impact. In principle, the Assassin can be reforged into the same Knight or even a Mage. This is one of the most versatile classes, but its main advantage is the ability to jump from great heights, so this class is best suited for high-speed passage.

The Sorcerer is a real battle mage with a strong attack and very weak physics

The first magician on our list. It is impossible to say, however, that this is a classical magician as a Sorcerer, but it is quite possible to call him a battle magician. True, his weapon is quite weak, but due to the added fire damage, it turns out okay. In principle, upgrading the Sorcerer's melee skills is not correct. It is much more useful to make the Sorcerer what he is in principle - a pure ranger, and a weapon and a shield - for the case when you need to urgently close or urgently fight back, because in this game it is not always possible to find an opportunity for attacks at a distance. This class needs to upgrade Scholarship, Intelligence and, oddly enough, Dexterity, which will allow you to cast spells a little faster. This class has the highest level of learning and very high damage, but it is absolutely impossible for it to get hit, because its health is extremely weak. But the most difficult thing in passing as a Sorcerer is fighting enemies who have a high immunity to most magic. It won't be easy here. Well, and finally, a piece of advice: don’t forget to redistribute Estus at the blacksmith, allocating at least half of the total volume for ash flasks with mana.

The pyromancer has the most effective magic in the game - fire magic.

Another magical hero whose main focus, as the name suggests, is fire magic. It is worth saying that in Dark Souls 3 it is fire magic that is the most effective, because it is painful for the vast majority of enemies. But, unlike the Sorcerer, the Pyromancer can also hit hard with a sword. This hero should be chosen by those who like to keep their distance and destroy enemies from afar. This class needs to upgrade Faith, Scholarship and Intelligence. It is better to leave combat skills and give them points only from time to time. It all depends on your playing style. Weak side Pyromancer – low luck and poor health. Also, a meeting with bosses who are immune to fire magic can turn into a real nightmare. Pyromancer: a middle option between the Sorcerer and the Mercenary.

The cleric is the most useless fighter designed for co-op playthroughs

Let's be honest - the most unpopular class. The cleric is a typical support warrior, but if you are playing alone, who should he support? He is very poor with Fortitude and Physical power, but he can be treated, which, however, will not really help, because the Cleric will be beaten a lot and tastefully, and treatment itself does not cause any damage. The cleric is chosen strictly for cooperative play. He's good there. In a single playthrough, playing as a Cleric is pure hell. An option is to re-educate him into a Pyromancer or a Sorcerer, but, however, it is not clear why such dances with a tambourine are needed at all.

A beggar is a blank from which any class can be molded

The last, most modest, but at the same time, very popular class. A beggar has a starting level of 1, and 10 points for all characteristics. Therefore, from the Beggar you can fashion whatever your heart desires. True, he won’t be very good with armor and weapons, but through the levels the Beggar will no longer be recognizable. But he has a Cracked Red Eye, which High Wall Lothric can be used to invade other players' worlds. Of the minuses, perhaps it is worth noting the fact that the Beggar’s shield is also a combat shield. He does not block enemy attacks, but inflicts his own. Quite specific, and not entirely convenient.

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