Dark Souls II: Difference between revisions

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- Dual wielding swords sounds cool in theory, in practice it's far less awesome. So, avoid a DEX heavy starting class. You'll eventually get some items you can use to respec all your points, but you can never respec those starting stats.
* From the available starting gifts, the Healing Wares or the Petrified Something (exchangeable for an item) are likely to be the most useful. Life Ring's effect is miniscule, Seed of a Tree of Giants (turns enemies against human/NPC invaders) is very situational, and the three other choices are all commonly found.


- Your starting gift isn't super important, but the Petrified Something can get you a good item right away or the tree seed can make a future invasion by an enemy player very hilarious.
* Exhaust all dialogue with NPCs when you meet them to not miss out on anything. Many NPCs also give you items if you talk to them after having met a certain prerequisite, most commonly after you've bought enough stuff from them.


- If you picked the Petrified Something, you drop it in the large bird nest in the starting area with the invisible talking NPCs. Go into your inventory and pick the "leave" option (NOT DISCARD) while standing in the nest to drop it and turn it into a random item, possibly a very good one.
* Merchant Hag Melentia sells an infinite stock of Lifegems once she moves to Majula. These are an excellent way to heal up between fights, saving precious Estus Flask charges for in-combat healing.


- Always talk to NPCs until they repeat their dialogue. Always.
* Maughlin, Majula's armorer, gains better stock the more you spend at his store so it can be worth some investment even if you don't need his initial wares. He will also sell armor sets related to certain bosses after you've defeated them.


- There's two covenants you can join in the hub town. One is by talking to the stone slab on the hill, the other from the NPC sitting by the monument. The stone slab covenant makes it so you can't co-op. The other summons Blue Knight players if you get invaded by another player while wearing their ring. Neither is particularly good unless you want to solo the game, but you get an achievement for reaching the confirmation box to join them.
* The covenant you can join at the cliffside shrine in Majula is the Covenant of Champions, which will make the game more difficult and prevent most co-op. Only recommended for those who are really looking for a challenge.


- The armorsmith sells better armor the more you spend at him, up to 16,000 souls. The Alva armor he sells can last you almost the whole game with a few upgrades. But you can find even better sets later on.
* Barring one or two exceptions, secret doors are opened with the loot/talk button rather than by attacking the wall as in the first game. There are also a few walls that can be collapsed using something found in the nearby environment.


- For god's sake do not attack the pig things in town. You will regret it. <div class="spoiler">If you're at a higher level later on, you can kill them for a chance at Cracked Red Eye Orbs.</div>
* Agility, primarily increased by the Adaptability stat, governs how long you're invincible when rolling. 92/96/99 Agility are good breakpoints to aim for as below that the invincibility window is quite brief.


- Knock down the rock on the well.
* To revert hollowing after death, use a Human Effigy from your inventory instead of burning it at a bonfire as the latter simply blocks online interaction for a time. Completing your duty as a summoned phantom will also turn you human.


- Don't jump down the big hole, you can't survive it without the ring that reduces fall damage and more HP. An NPC will also show up later in the game that you can buy a ladder from instead.
* Unlike in the first game, your rolling speed is always the same up until 70% Equipment Load when it turns into the clunky "fat roll". Equipment Load still governs how fast your Stamina regenerates and how far you'll roll.


- Don't carry any more souls than it takes to level up.
* Two-handing a weapon reduces its Strength requirement by 50%.


- If you're a magic user, roll up the rock next to the entrance to the path along the cliff by the bonfire. There's binoculars there that will let you first-person aim your spells.
* Prism Stones, Smooth and Silky Stones (Small or normal) and Petrified Somethings can be exchanged for items with a pair of talking crows by leaving (not discarding which deletes the item) them in their nest past one of the tutorial areas in Things Betwixt. Petrified Somethings yield the rarest items.


- That path also leads to one of the first two areas you can go, also the easiest of the two. The other is through the small stone door by the houses.
* To "Power Stance" dual-wielded weapons which allows you to hit with both weapons at once, you need to have Strength and Dexterity equal to 1.5x the weapons' requirements. To enter Power Stance, have a weapon in each hand and hold down Triangle/Y.


- You should also go the easy way first because the NPC that has the blacksmith's key and infinite lifestones is found along that path. Remember to exhaust her dialogue. The key is only 1000 souls.
* A pair of binoculars are hidden on a cliffside in Majula which can be used to aim spells in first person.


- Bonfires refill your magic and Estus flasks, but also respawn all the enemies. You can light a bonfire without resting at it though, which functions as a checkpoint.
* The letters amongst weapon stats determine the weapon's scaling with your attributes. For example a weapon with "A" scaling with Dexterity benefits more from having high Dexterity than a weapon with "D" scaling in the same.


- When you die, you become Hollow. This means your max HP goes down every time you die down to 50% until you turn human. This is accomplished by using a Human Effigy. Don't make the mistake of burning it though, that won't turn you human. You have to be human in order to see other players summon signs, but you can still place yours. When patch 1.03 comes, completing your duty as a summoned phantom will also turn you human. Regardless, completing your duty also refills flasks and spells so it's a good idea to place your sign before any boss fight and do a "dry run".
* In the ''Scholar of the First Sin'' -version of DS2, the keys required to access the three DLC areas are hidden in the game. The key to the third DLC (Ivory King) is easily found, but the first two (Sunken King & Old Iron King) are very well hidden. If you still haven't found them by the end of the game, you might need to look up their locations.


- You get the White Soapstone (places your summon sign) from a guy named Pate you encounter in the first area outside the town. You'll get separated from him, but if you find your way back he'll give you the stone when you talk to him again.
* If you're unhappy with how you've leveled up, you can reallocate your attributes by giving a "Soul Vessel" item to one of the old women in the starting area.
 
- There's quite a few optional bosses. The <div class="spoiler">Smelter Demon</div> is one of the big tough ones lots of people don't know you can skip.
 
- Dodge rolling is garbage until you get your agility up, which is accomplished by raising your Attunement and Adaptability. Your Agility only goes up when one of the stats is even or less than the other, so plan accordingly.
 
- Once your dodge actually moves you, you'll have a couple invincibility frames at the start of it. Learn to exploit this.
 
- Keep your gear load under 70.0%, or you will be doing what's colloquially known as "fat rolling"
 
- The letters under the weapon requirements determine how much bonus damage it does. S > A > B > C > D > E.
 
- When you get the opportunity to infuse elements and such into weapons, you can do something like infusing lightning into a chime for miracles to do more damage, or magic into a staff for sorcery. Just be careful it doesn't reduce the bonus scaling.
 
- If you want to use giant swords and axes and such, you'll need lots of Strength obviously, but also a small amount of Dexterity. 18-20 will cover everything though.
 
- Spellcasters benefit from both Faith and Intelligence, weighted toward whatever your main requirement is.
 
- Attunement determines your cast speed, spell uses, and how many spell slots you have. Generally, every 5 or so ATN will get you a new spell slot. Spell uses depends on the spell itself. Stronger spells mean less casts.
 
- Poise is what keeps you from getting stunlocked when hit. It's also raised by your armor, plus your points toward agility.


[[Category:Games]]
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