Dark souls 1 cursed weapon. Soul weapons in Dark Souls

1. Judge Gundir


Location: Cemetery of Ashes
Easy boss.
Health: 1059
First phase.
1. Starts by drawing the sword from the boss. During the starting animation, the boss is vulnerable, and you can safely deal some damage to him, remembering to save enough stamina to retreat.
2. In this phase, the boss uses a halberd and attacks with his hands. Also, some series of attacks can end with a rather fast, strong and unpredictable body push, so you should make sure that the combination ends before dealing damage. The boss in this phase is vulnerable to lightning.

Second phase.
1. After removing 50% of health, the boss enters the second phase. The transition is accompanied by an animation of growing corruption, in which the boss is vulnerable, but deals damage with limbs growing out of corruption.
2. It is possible to deal melee damage at this moment, but it is not safe. In this phase, the back of the boss becomes a relatively safe place. Quite a few attacks pass into this zone, and their beginnings are slow and clearly visible. The black mass (not the body) is extremely vulnerable to fire. Five firebombs can be collected near the entrance to the boss, but they should hit the filth, and not under your feet.

2. Wordt from Cold Valley


Location: High Wall of Lothric
Health: 1328
Easy boss.
The boss's attacks deal physical damage and can be blocked, but remember that all of the boss's attacks inflict frostbite on the player.
Vulnerable to darkness and fire, has great resistance to poison, frost and is not subject to bleeding.
First phase.
In the first phase, the boss uses mainly his mace, less often lunging forward with his body and punching.
Second phase.
1. The boss has an aura of ice that will fill the frostbite gauge when near the boss.
2. An extremely dangerous attack consisting of three consecutive running attacks.
3. Double ram, in front of which the boss slightly settles.
4. Ice breath. It is easy to get away from her, as well as interrupt with damage due to the long animation of the start of the attack.

3. Cold Valley Dancer


Location: Lothric Castle
Health: 5178
Difficult boss.
Take a weapon that hits as hard and fast as possible, so for power characters a pumped Irithyll sword would be a good choice, (cold damage practically does not disappear even after a long attack) for dodgers - any of the katana (Uchigatana, Drying Pole) or, best of all, curved sword (Falchion, Karthus saber). You can also apply an ointment to bleeding or lightning, bleeding will hit rarely (5-7 hits), but deal an additional 600-700 damage to the boss.
First phase.
1. Sword strike at an angle, almost no danger from the front and slightly to the left, but the sword will definitely hit you from behind.
2. A blow with a sword from the bottom up with the sword sliding along the floor and running towards the player. May continue with a series of blows.
3. Hand grip. Before the attack, the boss emits a characteristic wheeze, after which he rather slowly holds his hand in front of him, inflicts huge (always lethal) damage, throwing the player up and pinning him to the floor with his sword.
4. Hand strikes left and right.
5. Combo of two or three sword strikes; a back-to-front sword strike, a slow or quick blow from the side, during which the boss practically straightens up on two legs, after which he sharply hits the floor.
6. If standing at a distance, he may not jump across the arena or approach, but stretch out on the floor and make an attack with the sword in the manner of a lunge, turning it with the blade up. Also, after lunging, it can AOE (area slam) with a floor attack with a free right hand, or strike with a slow and sweeping horizontal attack from left to right. In the second phase, he also makes such an attack with both swords without continuing.
7. Sticking the sword into the floor, draws it in front of him in a semicircle. The sword leaves a trail of fire that explodes after a short time. It is better to move behind the Dancer on the left side while she draws her sword and inflict several attacks.

Second phase.
At 60-50% health, the boss will enter the second phase by drawing a second sword charged with magic. In the second phase, it will become more difficult to fight - it will become much more likely to attack the boss, and all attacks will be a fairly long combo or cause a lot of damage. While the Dancer pulls out the second sword, you can have time to land 3-4 hits, but immediately after the transition, she will conduct a long circular spin with two swords. You can move as far away as possible, but it’s more profitable, on the contrary, to stay close to the boss and move behind his back (usually moves in a semicircle to the right), and with the final sweeping circular attack, roll and immediately deal several hits before the next combo. Attacks in the second phase:
1. Alternate circular swings with swords.
2. Swing both swords simultaneously in front of you.
3. Jump towards the character.
4. Plunges the dark sword into the sword into the floor, after which a storm of dark energy will appear. The attack allows you to retreat and heal.
5. A circular attack with a dark sword, leaving a trail that will explode with magic (similar to the same fire attack).

4. Cursed Great Tree.


Location: Undead Settlement
Health: 5,400
Easy boss.
The bark of the boss is invulnerable. The boss only takes damage when it hits open growths and the arm in the second phase. When the growth is destroyed, the boss receives significant damage and a stun at the same time, also interrupting his current attacks. Vulnerable to fire and bleeding.
First phase.
1. The boss fight begins some time after approaching him. At the beginning, there are undead worshiping the tree in the arena. During the first phase, the dead will be replaced by reinforcements, so their purposeful clearing makes sense only for farming souls. The undead deal modest damage to the player, are brittle, take wood damage, and die when they enter the second phase, so in some cases they can simply be ignored.
2. In the first phase, the boss has only three growths - on the stomach and on the left arm and leg. The boss has sweeping attacks with limbs that are easy to dodge. The boss can start to drop "fruits" with orange goo from the branches, or, after a falling attack, spill this goo under him. The damage from these attacks is moderate, but it's better to just wait them out at a distance (however, the "hail" can be interrupted by destroying the growth).
3. The boss enters the second phase after the destruction of the growths on the stomach, so the player has a choice that does not greatly affect the overall difficulty: Immediately destroy the growth on the stomach, which will lengthen the second phase, but get rid of the undead. First, destroy the growths on the legs, reducing the second phase.

Second phase.
1. When transitioning, the boss breaks through the floor and falls under the arena. The fall does no damage to the player, but kills all undead. A huge whitish hand emerges from the boss's stomach. She carries out the most dangerous attacks for the player, among which there are sweeping attacks and a powerful grab.
2. New growths open up on the boss's body. The hand is also vulnerable, which allows it to deal damage even if there are no convenient growths. The hand can be destroyed, but in practice this is not required and is not very beneficial due to the extra risk.
3. In principle, it is possible to spend the second phase in front of the boss, but this will require the player to have significant dodge skill. Most of the new growths are located in the back, and the boss will regularly roll backwards. At the same time, as with the destruction of growths, the arm hangs and opens for an attack.
4. The boss has some more extremely rare attacks, such as rolling around the arena on its side. However, a fully standing attack can be used to your advantage - just run to the side, and while the boss is lying down, you can destroy one of the hard-to-reach growths (on the left elbow or on the right branch near the head) or simply inflict a series of blows on the arm.
5. The boss is inactively closing the distance in ranged combat, making it relatively vulnerable to arrows or accurate ranged spells. However, the damage from arrows is low (except for fire ones), and aiming with spells without a capture (since the capture points are inconveniently located) requires certain skills.
6. If you are far away - the hand picks a bunch of "fruits" from the branches and throws them at you, the damage is low.

5. Expert in crystal magic


Location: Path of Sacrifices, Grand Archive (mini-boss)
Health: Path of Sacrifices: 2700
Health: Grand Archive: 4,000
Medium boss
Vulnerable to fire, frostbite, less to lightning, bleeding and poison. It has great resistance to magical attacks.
First phase.
1. The boss is a classic magician. The arsenal of spells is standard for this type: soul spear, soul clots, hail, as well as two spells that have no analogues: a direct beam from the bottom up (similar to the Focused Souls spell and creates a crystalline explosion after a short time) and a slowly flying guiding crystalline projectile. All spells are purple. All spells individually are easy to dodge or hide behind a wall or pillar (except for hail and beam, which have a limited range). Sometimes the boss uses a rapier in close combat, her attacks are parried, followed by a riposte.
2. Upon receiving damage, the boss disappears. After a short pause, several crystalline explosions occur in the arena (they will only damage the player if they look for it on purpose), after which the boss will reappear. The boss will NOT appear in the places where the crystals were, and besides, he will choose a position away from the player, which allows you to predict the place of his exit. When searching for the place of appearance, you can additionally focus on the stereo sound. The boss does not disappear while the soul clots are hanging on it.

Second phase.
1. After about 50% of health is removed, the boss disappears (this can happen immediately after the previous disappearance). The musical accompaniment changes in the arena.
2. The boss appears with three spears: The color of the spears' magic is blue, the boss's is still magenta. Only the boss uses crystalline soul clots. Copies disappear with the boss. Copies have 1 health, so they can be easily killed with absolutely any damage.
3. Several strategies are possible: Close the distance with the boss as quickly as possible, causing the copies to disappear. Risk - you may need to dodge a large number of spells at the same time, especially if the first target is chosen incorrectly.
Methodically kill copies of the boss with ranged combat. The optimal starting position is the wall to the right of the entrance to the arena, which should be taken after each disappearance. Risk - breakdown by hail or beam. Climb the hillock at the back of the arena, from where it is relatively safe to shoot the boss with a bow. The risk is minimal, but the kill speed can also be inferior to other strategies.

Mini boss.
1. The second brother, located in the Grand Archive, has the same abilities, but does not create duplicates. After receiving direct, even insignificant, damage, he moves to the upper tiers of the archive and uses extremely long-range magic, greatly complicating the passage of the location.
2. The simplest way win - Dung Pie/Dung Pie on a Rope, Poison Mist/Poison Mist, Chilling Grip. You should stand behind one of the walls and use pyromancy through it. Only two pies are enough to poison the mini-boss, which will take 1500 damage to the mini-boss and does not use movement, which at the end of the action will allow him to be poisoned again. The other spells mentioned work similarly, but are weaker.

6. Guardians of the Abyss

Location: Farron Citadel
Health: 1,548
Difficult boss.
Initially, there is one legionnaire in the arena, but then two more will appear in the arena in turn. All opponents have equal damage. Only the first of the three is the boss, the other two have less health and resurrect after about a minute after death in the same place, which must be taken into account when positioning. The third legionary, distinguished by red eyes, is hostile to both the protagonist and the boss. When killing the boss in the first phase, all other legionnaires will instantly die and only one of them will remain in the arena. The boss gains additional fire damage and several new attacks, including a dash and a combo. The boss deals physical and (in the second phase) fire damage. The boss has extremely low balance and bad hyper armor frames (if you apply these concepts to the boss), which makes him vulnerable to interrupt attacks.
In general, the boss's attacks are predictable, and given the weakness described above, it may make sense to switch to a longer, heavier, more powerful weapon. The boss can be parried, made a critical attack ("riposte") or backstab in any of the two phases. The boss is extremely vulnerable to lightning damage.
First phase.

Considering that in addition to the boss, two more legionnaires will appear on the battlefield, there are several ways to use it:
1. Wait until the legionnaires kill each other, but the outcome of their confrontation may not be in favor of the player and the red-eyed legionnaire, in addition, they may switch to the player again.
2. Destroy the enemy who has strayed from the group, whether it be a boss or a second legionnaire, facilitating the mutual destruction of the remaining ones.
3. Get close to the busy boss from behind and stab in the back, but there is a risk of getting under someone's sweeping attacks. Regardless of the strategy, it is worth waiting for the legionnaires to switch to each other, as this does not always happen immediately.
4. Attack any opponent and even all at once, without thinking too much about strategy. From a situation where the Legion fights with each other, the player will somehow win.
5. All legionary attacks can be easily dodged by rolling away from the enemy.

Second phase.

1. Of all the attacks, it is worth highlighting the jerk, in which the boss drags the sword behind him, after which the train explodes. Fire damage can easily catch a player after a roll, so you should not roll towards the boss, but away from the trail, preferably opposite to the sword (the boss holds it in his right hand, the optimal roll is to the right, looking at the boss).
2. It will be useful to use the boss's attacks against him: move away from him as far as possible, wait until he makes a lunge and hit. After that - a roll and depart again. To avoid attack interruption, as well as fire damage when lunging, follow the left side (i.e., opposite to the hand in which he holds the sword), isolating from the area of ​​\u200b\u200bthe sword and fire plume. If the enemy manages to counterattack, you should immediately move to a safe distance and wait for the next attack.

7. Deacons of the Deep


Location: Temple of the Deep
Health: 4,100
Easy boss
Since the deacons are fragile and out of balance, the boss becomes easier with the use of weapons with sweeping attacks and another AoE (AoE). For weapons, the length is desirable, but not required.
First phase.
The boss is a large group of three types of deacons, slowly chasing the player. When the deacons die, they are immediately replaced by new ones, so it is impossible to simply kill them all. One of the deacons is hit by a red orb, and only killing him will deal damage to the boss as a whole. After his death, the sphere flies to another randomly selected deacon.
Second phase.
At 50% of the boss's hitpoints (approximately 5 - 7 deacons killed), Archbishop Royce will spawn, permanently receiving a red orb. Royce is armed with the Greatstaff of the Archdeacon; quite often casts a ball of darkness, which deals significant damage and passes through obstacles. In addition, two fat blue deacons appear who can heal everyone around. From time to time, the deacons begin to cast a collective spell: the arena darkens, and the player's curse bar begins to fill up. You can interrupt the spell by killing or simply hitting one of the minions pointing the staff up.

8. Supreme Overlord Volnir


Location: Catacombs of Karthus
Health: 7,052
Easy boss
The boss itself takes very little damage (although enough to end the fight in rare cases), so you should focus your attack on the boss's weak point - the gold bracelets on the wrists. They take normal damage, and when the bracelet is destroyed, additional one-time damage is inflicted. Damage to bracelets passes even if it hits the hand or forearm (should be checked by the amount of damage dealt). The boss will sometimes start to climb the slope, in particular if you move too far away from him. The battle arena is limited from the sides and especially from the top, so the boss can push the player to the top edge quickly enough. Destroying the bracelets will send the boss down the slope, allowing the fight to continue. Destroying bracelets also interrupts the fog cast. Has immunity to bleeding, cold, great resistance to darkness. Takes normal damage from lightning, fire, magic, and poison. Vulnerable to holy weapons. Receives increased damage from the weapons of the Legion of the Undead - the sword of Farron and the sword of the wolf knight, as it is absorbed by the Abyss.
One of the few bosses that does not have a clear division into phases.
1. Horizontal and vertical attacks with hands. Extremely slow. The blind zone is under the arm to the left of the boss, but dodging them with a roll is also quite simple.
2. Foggy breath. The boss raises his head and starts spewing a cloud of mist spreading from him. Deals massive damage at a non-obvious distance. You should gain distance at the first signs of an attack, otherwise the fog will kill the player in a few ticks. In an emergency, when there is nowhere to climb, there is a protruding stone in the right corner, for which the fog does not always reach.
3. He can take a sword in his right hand for a while, while the usual attacks with this hand will change, as well as new ones will be added: Wrath of the Gods (an analogue of the sword skill). Preparation - plunges the sword into the ground. Deals significant damage, but the distance is not too great. Throw the sword forward followed by a pull. Extremely rare attack.
4. The boss can summon various bundles of skeletons. All skeletons take damage from boss attacks: Two regular skeletons. Can resurrect, which can be prevented with a holy weapon. Two skeleton wheels. They are called together with the usual ones. Karthus swordsman with a two-handed sword. A more formidable adversary. Two Carthusian swordsmen. The most dangerous situation.

9. Pontiff Sullivan


Location: Irithyll of Coldvale
Health: 5106
Difficult boss
The two most dangerous attacks that make sense to highlight are: a half-moon strike and a jump followed by an explosion - when hinting at any of them, run away as far as possible. When entering the second phase, the boss gets down on one knee, grows black wings and performs a powerful area attack around him, charged with darkness (it is better to move away from him at this moment), after which he gains a jumping attack with AoE (hit to area) damage, a crescent-shaped horizontal magic projectile and a huge soul spear fired from the blade in the left hand of the Pontiff. The boss also starts to summon his shadow copy, which has its own health bar (rather small) and very significant damage, but less than the original. So knocking the shadow out of the fight can make the rest of the fight much easier. Do not forget about only two points: The Shadow does not move far from the original, and if the distance between them exceeds a certain threshold, the copy immediately moves to the Pontiff. After killing one shadow, the boss can summon a second one. It's not a fact that this will happen immediately after the death of the first one, but the delay at the time of the call can be used to deal massive damage to the boss. After summoning the shadow, the boss's blows become double: first, the shadow inflicts a blow, and after a while the boss himself inflicts the same blow. It is best to fight mainly by dodging blows, waiting for the moment when the boss finishes a series of blows, although the shield can come in handy (despite the huge weapon, the Pontifex consumes the hero’s stamina quite weakly when blocking even with a medium shield). Especially dangerous can be a double volley of soul spears from the boss and the shadow - with a gap of a second or two, spells can take the lion's share of health or kill on the spot. A piercing strike with impaling you on a sword followed by a fire attack can also be avoided - just get closer to the boss and move away, then it is advisable to jump under the arm with a fire sword to increase your window for strikes again without dodging the fire attack. It is most vulnerable to weapons charged with lightning, slightly less inflicted by fire, and darkness is in third place in terms of damage.
First phase.
1. In the first phase, the boss fights alone. The correct tactic is to narrow the distance, so it is better to fight in the center of the room, since the boss will always be nearby, in this case you should not expect attacks from him from a distance. The zone close to the boss is blind for him, you can feel more confident: you can not dodge from swinging any sword - swords will sometimes fly over your character; during circular attacks with a fiery sword, try to jump right under the boss’s arm during the first attack - this will give you the opportunity not to dodge the second attack and deliver a couple of blows. With long series of attacks (which have 360 ​​degree attacks with both swords) it is better not to experiment and carefully choose the time to strike - a fire sword attack with a long delay can be considered the most successful for you - while the boss is swinging, you can hit him 1-2, then roll right into him and hit him again 2-3 times.
2. If you hit the boss after a parry (riposte) with a powerful weapon, then he will enter the second phase with fewer lives. As soon as the boss sits down to enter the 2nd phase - take fast weapon and start attacking the boss. This will kill him before he even gets up.
3. Strategy for lovers of heavy weapons. Requires a zweihander or similar stabbing sword and shield. We demolish the boss for about 40% of the lives, and wait for a series of attacks with a fiery sword. We parry the blow with a fiery sword, and immediately after a critical blow (riposte), we inflict a fully charged power attack. We let the boss sit down and retreat to the distance of a new attack, make it, the boss gets up and starts to summon a clone, again we make an attack and immediately - the second force.

Second phase.
At the moment the Pontifex summons his copy, it is recommended to destroy it as soon as possible so as not to fight on two fronts. The copy is quite vulnerable to damage, but the summon time is quite short, so don't waste your time.

10. Aldrick, the devourer of the gods


Location: Anor Londo
Health: 4727
Medium boss
The boss is vulnerable to fire and lightning, and also gains increased damage from the sword of Farron and the Sword of the Wolf Knight. Body hits do more damage than tail hits. Resistant to magic. The easiest tactic in a boss fight is to constantly get close and stay behind the tail. In this case, the boss will hardly attack with magic, but rather start brandishing a weapon (which is easy to dodge). The boss will constantly run into the wormhole (the closer you are to the body, the greater the chance of taking damage from the wormhole) and appear in one of the four corners of the hall. Therefore, during the appearance, it is best to be in the center of the hall in order to shorten the distance as quickly as possible. You need to attack with two hands with weapons saturated with fire or lightning, the boss is invulnerable to magic and darkness. This tactic is also suitable for the 2nd phase, the only difference is that a fire will burn under the boss, which prevents you from reaching the tail.
First phase.
1. Releases homing soul clots in different directions, which after a certain period of time fly into the player. Deal low to medium damage (if they all hit at once). It's easy to dodge.
2. Attacks the player with two soul spears (sometimes one), the flight path of the spears does not change. Second phase: fire damage is added to magical damage, and visually Aldrick's spear starts to burn. Deals medium (in the first stage) to large (in the second) amount of damage. Pretty easy to dodge.
3. Raises the bow above the head and releases a large number of arrows in a cone in front of him. Second phase: releases a rain of arrows chasing the player; arrows strike in a cycle, three times (change direction three times) and a small gap during which you can roll. Arrows inflict huge damage and can kill a player very quickly, it is almost impossible to completely dodge them (partially get the character even behind the columns), it is worth doing 2-3 rolls (or just running away) in one direction and then changing direction (if the arrows are in the second phase hit you they return to the boss).
4. Creates a wormhole in the floor and after a while dives into it, then appears in the opposite corner from the place of creation. If you are close to the wormhole when the boss dives into it, you can take damage (standing at the very end of the tail will not get damage). The second phase: an attack with homing soul clots is added to teleportation, there is also a small dark AOE (area blow) (the boss hits the ground with a staff).

Second phase.
1. After a short cast, it hits with the "Scythe of the Hunt for Life" spell, inflicting a circular blow, on hit, restoring a certain amount of health to the boss. The boss uses this attack quite rarely. Can perform two full turns of the scythe at once, the damage from such an attack is devastating, and the boss, when hit with both turns, restores a lot of health.
2. The boss makes one or two sweeping horizontal attacks, after which he can jump forward and deliver a powerful vertical blow.

11. Giant Yorm


Location: Desecrated Capital
Health: 22338
Easy boss
The boss has a very high resistance to any effects. And also very large protection against all types of magic and especially against physical damage; most near the legs, but the head and arms have noticeably less protection. A few Large Thunder Lances or 2-3 Soul Spears fired at Yhorm's head will knock him down and open him up for a riposte. The easiest way to kill is with the help of the Stormlord, who is located in the same place, near the throne. After holding the weapon skill for a while, a wave can be released that deals massive damage to Yorm and knocks him down. But the skill takes a very long time to charge, and the player is vulnerable at this time, so you may not have time to charge the skill in between attacks.
Upon reaching approximately 50% health, the second phase begins. Now the boss's attacks have additional fire damage, and he also has several new moves.

12. Dragonslayer Armor


Location: Lothric Castle
Health: 4581
Medium boss
In phase 1, try to dodge his attacks and deal damage with 1-2 attacks (if using a fast weapon) and 1 attack (if using a slow weapon). Beware of shield strikes, they can knock you off balance and throw you back. In the 2nd phase, try to be more careful: the boss deals 1-2 attacks with a wide cone of damage, after which it goes into the 1st phase. Easily killed by circling around the fountain. The boss is very easy to kill by hiding from his attacks behind a large shield with high stability and attacking the boss after his attacks are finished. For this strategy, the improved Templar's Shield is perfect. Vulnerable to cold and fire, as well as attacks from the Sword of the Wolf Knight.
First phase.
The boss uses an ax charged with lightning and a shield.
1. Inflicts sweeping blows in close combat, and also hits with a shield.
2. Occasionally inflicts enhanced lightning strikes.

Second phase.
1. When entering the second phase, the boss delivers a powerful blow in front of him and takes weapons in both hands. As a rule, in the second phase, he stays for a short time, but inflicting very sweeping and dangerous attacks.
2. There are also two active pilgrim butterflies that inflict two types of attacks - a hail of dark souls and a fiery streak that explodes after some time.

13. Lothric, junior prince and Lorian, senior prince


Location: Great Archive
Health: First phase - 4300, Second phase: Lorian - 3400, Lothric - 5300
Difficult boss
By the position of the camera, you can quite often determine the behavior of the boss after teleportation: if the camera has changed direction, then he appears nearby and is about to strike; if the camera has lost focus on him, then most likely he has moved far away and is about to make a ranged attack (in this case, you have a couple of seconds to find him with your eyes and prepare to dodge). You need to follow the direction of sweeping strikes and dodge with rolls in the direction from which the swing begins. The boss turns the body significantly after his blow, while opening his back. After a series of swings, you will find yourself in an advantageous position to immediately land a blow or two on the magician on the back (relevant for phase 2). Lorian can be parried, but you can’t deliver a critical hit after that (“riposte”), at the same time, such a blow can be delivered if you knock down the stability of the boss (“poiz”) - he will be in the same animation as after a successful parry. When teleporting, when the boss disappears, but the white circle remains, you can have time to strike, and then there is a chance that the teleportation will be interrupted. Very vulnerable to lightning. Takes normal fire damage. Dark resistance is about 0.5 normal
First phase.
Lorian will wield his sword, constantly teleporting. Blocking hits will require a lot of stamina, so it's best to roll. Usually he makes a series of 2-3 sweeping blows. Also keep in mind that Lorian misses quite often on the side of his sword hand when standing point-blank/circling clockwise around him. Can sometimes teleport and unleash a charged attack that sends a horizontal column of fire across the floor. The pronunciation is quite long, so you can have time to run up to him and spend a couple of hits. The charged attack is very dangerous, as it can kill the main character with one hit. During the preparation of this attack, the boss raises the sword up and lowers it with a delay, while the sword begins to glow with a white light. Also dangerous is the attack after teleportation, when Lorian appears in the air and performs an attack in the fall. It can jump on the player, the damage from such an attack is significant.
Second phase.
After the defeat of Lorian, his brother Lothric, who owns magic, will come to his rescue.
1. In total, Lothric has two attacks: a kind of arrow (damage type is unknown) and a rain of magical homing charges. The third attack is cast next to the fallen elder brother, dealing damage to the player if he is close. It is best to attack the boss from the back in this phase, as this will cause damage to both brothers. It is convenient to fight in the nooks located on the sides of the bed, there is little space there and the advantage that teleportation gives the boss is reduced to nothing. When the younger one dies, the older one also dies.
2. If you kill Lorian in the second phase, then Lothric will resurrect him again, but Lorian will only recover half of his health. This is a good moment to land a series of blows on Lothric.

14. Soul of Ash


Location: Furnace of the First Flame
Health: First phase: 6550, Second phase: 4200
Difficult boss
Carefully choose when to heal or attack with spells - the boss can strike exactly during your delay. The most dangerous ability of 4 combos followed by an explosion (on NG+ removes approximately 1000 health) is initiated by a long swing from a high stance; if at this moment you have time to move behind your back, you can completely avoid damage. But it's much easier to block it (with +5 Black Knight Shield and 160 stamina it's possible), the explosion damage can also be blocked. In this case, even if the last attack in the series breaks the shield, the character will have time to accumulate a little stamina and place a new block just before the explosion. Or use the Great Shield of Glory +3 by casting an enchantment (will give 100% stability) and you don’t have to worry about endurance. You can extend the effect by using the Slow Dragon Ring.
First phase.
During the first phase, the boss will change four different fighting styles, the fight starts with a straight sword anyway:
Sword.
1. Vertical strike with a long swing with one hand. Often does it with a run or after a jump back.
2. Three vertical fire-enhanced blows from the bottom up.
3. Ignites the sword and lunges (can do a normal quick lunge).
4. Ignites the sword and with a 360-degree turn hits the player in the direction of a long horizontal blow.
5. If standing behind, then hit with a turn behind the back with any hand.
6. Various combinations of three attacks. The second hit can be delayed or vertical, and can only end the combo on two attacks. The third strike can be a lunge or any other attack.

Enchantment and staff.
1. Launches a Crystalline Soul Spear at the character.
2. Uses an enchantment that creates a Crystalline Homing Soul Cluster.
3. Uses the spell Two-Handed Sword of Souls.
4. Uses the Soul Stream spell.
5. Releases a bunch of soul clots.

Pyromancy and saber.
1. Saber strike and somersault back.
2. Two strikes with a fire-enhanced saber. The animation can be the same as the player's or circular attacks with a fast or long swing.
3. Saber strike, makes various combinations.
4. Uses Poison Mist.
5. Throws a Fire Orb.
6. Uses Powerful Ignite.
7. Uses Inner Strength.
8. If he loses his balance and falls to his knees, then when standing up he can parry (rarely)

Miracles and peak.
1. Tries to put the character on a pike.
2. Accelerates and runs, putting a pike in front of him.
3. Horizontal pike strike.
4. Uses a healing miracle that restores approximately 500 health. health.
5. Uses the Wrath of the Gods miracle.

Second phase.
1. Uses a combo: 4 slashes, keeping the character in the air, then plunges the sword into the ground, followed by an explosion. Blocking with a shield does not cause loss of control.
2. Jump on the character before landing, followed by a horizontal strike in front of him.
3. Uses Miracle Thunder Stake.
4. Throws the Spear of the Sun.
5. Throws the Spear of the Sun into the sky, and after a few seconds, a bunch of lightning flies at the character.
6. Striking vertically from bottom to top. Usually makes it last in a combo or after using miracles.
7. Hand grip followed by an explosion.
8. Kick with the foot.
9. Runs to the character and strikes horizontally.
10. Two horizontal strikes.
11. Finishing blow of a combination with a 360-degree turn.
12. Lunge on the spot or with a running start. Also ends combos with it.

15.Old Demon King


Location: Smoldering Lake
Health: 5,300
Medium boss
The boss is vulnerable to darkness and has resistance to fire. The boss is quite easy to shoot from a safe distance with the Black Fire Orb spell. Before the fight, it is advisable to put on rings for darkness damage and casting speed, a shield with protection from fire AoE (area impact) attacks will be very useful. Takes additional damage from Black Knight weapons. The easiest way to kill the boss is to shoot him with a bow. To do this, stock up on a full set of arrows and any bow. In order not to fall under the boss's fiery breath, you must not move far from him and run behind the boss when he starts a fiery attack. The boss has a big weakness to poison. Having poisoned the boss once, the poison will last until he is killed (for sure on NG). Narrator's Staff, Toxic Mist, or Dung Pie are great for this. After poisoning the boss, you can run around the pile of corpses so that the boss won't hit you with most of his attacks. This will not secure completely, for example, from fiery rain and breathing.
In battle, a dragon armorial shield can help. Almost all fire attacks of the boss are blocked. Radial waves deal almost no damage while holding a block. However, it is worth remembering that the fiery rain is not blocked. There is a large puddle in the area where the boss fight takes place, which simplifies melee combat and deals additional damage. When the boss has about 10% of the life bar left, he will fall and, having spent the last of his strength on a powerful explosion, will go out. After that, he can no longer get up. If you approach, he will sluggishly try to defend himself (unsuccessful attempts to attack with his hand or hammer). Warning: Can still deal damage if you get under his club, which he tries to raise. Deadly if you are hit by an explosion and do not regenerate health.

16. Champion Gundir


Location: Abandoned graves
Health: 4950
Difficult boss
While the boss is in the first phase, it is very easy to parry him, in this regard, he can be lured into the corridor, which is located immediately after entering the fog, make a critical hit after parrying (riposte), wait for him to enter the second phase and run very quickly for the other side of the wall. The boss will get up, start running and hit the wall on the other side - now you can shoot him with a bow while he beats the wall, trying to get to you. This tactic is useful for those who easily bring the boss to the second phase, and then have great difficulty with him. Sometimes he still runs out at you from behind the wall, but by that time the boss, as a rule, already has very little health - 10-30% and it will not be difficult to finish him off. The boss also bleeds fairly quickly, so it's easiest to take a katana or a curved sword with blood flow and apply resin to the blood flow. In combat, it's best to always hold a shield (especially in the first phase) and hit it after attacks (the main thing is not to slow down in order to fill the bleeding bar faster). One of the easiest tactics for mages is to use the Great Soul Dregs spell. With 40 Faith and 40 Intelligence combined with the Staff of Izalith, Mask of the Blind Man, Candelabra of the Scholar, and their respective rings, you can achieve impressive damage with this spell against a boss. Thus, if you use this spell after parrying Gundir's attacks, he will die after 3-4 such attacks. Vulnerable to poison, frostbite, darkness, lightning and fire.

17. Ancient wyvern


Location: Ancient Dragon Peak
Health: 7873
Easy boss
There are several ways to kill a wyvern: Long and hard hit the boss in the neck, tail or paws while under him, dodging the blow of the hind legs and fireballs (when the boss takes off), the landing is parried. To do this, lure the boss down the stairs by hiding behind the statue next to the entrance to the arena. Kill with one hit. Immediately after entering the arena, run to the left branch. On the way there are ordinary snake people, as well as large lizards, which you just need to run through or use the Invisible Body spell. At the end of the path, a ledge awaits the player, from which the head of the boss is clearly visible. After waiting for a moment and aiming (the right moment is when the wyvern does nothing), you should perform a falling blow.

18. Nameless King


Location: Ancient Dragon Peak
Health: 4577 (Stormlord), 7100 (King)
Difficult boss
The boss fight consists of 2 phases: You need to kill a wyvern named Stormlord, on which the Nameless King sits. Fight with the Nameless King himself.
This boss is quite difficult for most players, so don't go there unprepared. You will definitely need the Thunder Stone Ring, which can be found during the passage of this location. The boss is vulnerable to darkness so you can also benefit from the Ring of Darkness, which increases the damage.
First phase.
1. In the first phase, the most optimal place is not far from the entrance to the arena, where you should wait for the arrival of the wyvern with the king. They will not fly far and will not have to run around the arena after them. Stand in front of the wyvern's muzzle, as the king will attack from above with a spear, as well as strike with lightning. If you are under a wyvern, then these attacks are the easiest to miss, since they will not be visible (especially the lightning attack, which takes a lot of health). The wyvern often tilts its head and at this moment you need to hit it in the neck or in the face. At the moment when the wyvern breathes fire from left to right (relative to it), you need to run up to the muzzle from the side and hit while it makes a breath attack. Leg kicks do very little damage, and if you are there, the wyvern will often take off and breathe fire, from which it is extremely difficult to escape. There is a high chance of knocking the wyvern off balance with frequent blows to the head and neck (even with a regular straight sword), after which it can be dealt critical damage by going to the head. If you fight next to the entrance, then this reduces the likelihood of frequent take-offs of the wyvern up and the subsequent vertical attack with fiery breath, the main thing is to stay at the head, and not at the feet - this will simplify the fight in the first phase and speed it up.
2. When the boss decides to fly in a wide arc and throw a lightning spear at you, you need to fix the sight on the wyvern's face, then roll away to the left from the attack with a spear from a raid.
3. From the flames that the Storm King spews during vertical takeoff, it is much easier to run away than roll.
4. If the boss is preparing to strike with lightning while sitting on the ground, then you need to roll under the wyvern's neck. This allows you to avoid damage and land 3-4 hits on the wyvern's neck. In this case, it is best to move towards the head.
5. Wyvern is vulnerable to lightning damage.

Second phase.
1. At the beginning of the second phase, it is better to immediately run closer to the boss, and not wait for his ranged attacks. In the second phase, it is best to approach with dodge tactics, since the attacks of the boss are frequent, and a constant block even with a stable shield will take away stamina. Dodges will give a chance to hit back after a series of attacks from the boss and the ability to quickly run away from him to heal when taking damage. After receiving a certain amount of damage, the boss will fall to his knees several times during the battle, at this moment he can be dealt a critical hit (riposte), it is important not to miss this moment and be in front of him.
2. Often pauses between combos, which can make his attacks difficult to predict. If you have defense problems when fighting the boss up close, keep your distance and wait for an air attack: the boss takes off, his spear is charged with lightning, and a moment later he attacks in a quick dash. If you dodge successfully at this point, the boss will be open for a few hits. After you need to move away and repeat the process. Sometimes, after a miss, the boss does not open immediately, but conducts another stabbing blow, opening only after it. Follow his movements.
3. You can keep a distance so that he attacks with a jump kick. Rolls to go under him when he is in flight and inflict a couple of blows on the back. And keep your distance again (but don't expect the boss to repeat the same attack all the time). When the health bar drops to half, it will start attacking with lightning. Saves well Great Shield of the Dragonslayer - has high stability and the highest resistance to lightning. Allows you to easily withstand 2-3 attacks of the boss, avoiding most of the damage.
4. If you use rolls, it's best to stay close to the boss, right in front of him, this place is a kind of dead zone, where with horizontal strikes the time spent by the king's weapon is minimal, and his vertical strikes do not reach him. In this case, it is better to roll forward, "into the king", and not sideways. Also, Karthus's Blood Ring can help.
5. Has resistance to lightning damage.
6. Pretty easy to kill with a bow. You need to constantly run away from the boss, periodically firing an arrow at him. When lunging, we roll back, from lightning we roll to the side, from the shock wave we close ourselves with a shield.
7. After a lightning strike from the sky, but before it hits you, if you stun the boss, the lightning will not hit you.

19. Oceiros, Consumed King


Location: Garden of the Consumed King
Health: 8,000
Medium boss
The boss is vulnerable to lightning and bleeding. Can't be poisoned.
The boss has two phases:
1. In the first, he stands on two legs, leaning on a staff, with which he inflicts sweeping attacks. Sometimes it can plunge the staff into the ground, after which a zone of magic similar to the Deadly Mercury spell will form, after a few seconds after the appearance it will begin to deal damage, but it is quite easy to get out of it and it does not last long. Oceiros can also fly up, after which he will collapse to the same place where he was standing, dealing huge damage that you most likely will not survive. In this phase of the fight, he may seem even more difficult, since he attacks quite intensively and it is difficult to restore health.
2. After you take down a certain amount of health to him (a little over a quarter), he will get on all fours, and the fight will become more like a fight with Sif - he will hit with direct wide attacks, spin around, attacking in all 360 degrees, and hit all this is very easy to avoid by staying under the boss. He can also start spewing crystals, but, like all other attacks, dodging him is easy, so you can spend this time attacking.

The main difficulty of the boss is the run. After several attacks in the second phase, he will simply run forward, dealing massive damage, and most likely killing you. This is aggravated by the fact that he can start it at any moment. All his attacks are very slow, they can always be seen in advance, except for this one (spin and tail, however, are also extremely fast), he starts the run instantly. Therefore, staying under it is an extremely dangerous undertaking, rarely when it turns out to react or predict this attack.

The run can be recognized by the fact that the greater the distance between you and the boss, the higher the chance of a run. In this case, do nothing but wait for it to "wiggle" and fly at you, then just roll straight into the boss.

Easily killed in an average of 1-2 minutes with a sword of darkness (or similar in attack speed and power), lightning resin or lightning tempering and the right eye of the pontiff. The boss has large windows between attacks for which you can land a lot of hits to activate the pontiff's ring (ideally, the buff from the pontiff's ring will last the entire fight).

20. Lost Demon


Location: Farron Citadel (mini-boss)
Health: 2,000
Medium boss
1. Climb up the stairs and stay on them (he won't approach you and won't be able to throw rocks at you, but his hammer will be able to hit through the texture, so you'd better use coal), take a bow + regular arrows and shoot in the head, it won't go away less than 20-25 arrows.
2. Tactics for warriors: run to the boss, and as soon as he starts to swing, roll to him under the belly, and staying between his legs strike, he can certainly hit you with his tail, but this attack does not do much damage (however knocks you down ). Since the boss has a small amount of health, he is killed very quickly with this tactic. The boss can grab you with his hand and squeeze, after which he will throw you in the direction in which he will look, thereby there is a possibility that he will throw you off the bridge. Health takes away precisely the compression, the throw does not take away. If you press all the buttons when capturing, the demon will not throw your character, but simply lower it to the ground.
In the process, his legs break and he begins to crawl, during this time you can deal heavy damage to the head, the animation of which will be the same as when using a strong blow on crystal lizards or some bosses. Destruction of the legs of the demon will occur differently depending on how you beat him: when applying a large number of blows to one leg, it will break, while hitting the back of the mini-boss will provoke the destruction of both legs at once, leaving the demon virtually helpless.
It is immune to bleeding, poisoning, and frostbite, as well as resistance to fire and lightning. Like all demons, it is vulnerable to the weapons of black knights.

21. Sullivan Behemoth


Location: Irithyll of the Cold Valley. Mini boss.
Health: 2,296; 2.721.
Mini Boss
Irithyll of the Cold Valley. From the first fire on the bridge, after passing a few meters, he will appear behind you. If you run away from the monster on the bridge, it will attack again when you go through the swamp under the bridge.
In the same location from the Pontifex Sullivan bonfire towards Anor Londo, in the building, the entrance to which is guarded by two knights of Doran, there will be an illusory wall in front of the stairs up, behind it there will be a staircase down to a large room where there will be two of them. Much stronger than the first monster.
Vulnerable to bleeding and fire. Can be poisoned. Can deal a critical blow to the face.
Attacks.
1. Both times he will engage in battle at a distance, and just like every time, being further from you, he will open his mouth and will quickly rush at you, scraping the ground under him. But like all his direct attacks, you can easily avoid hitting you with a side roll.
2. Once at the distance he needs, he will attack you with direct attacks, and if you find yourself at his side - with side ones. This is the most dangerous moment, since with a side attack he can damage you with several parts of his body at once, and is able to take out all your health at once.
3. Almost all single attacks, he can repeat twice in a row, as well as start dispersal at any time, regardless of the distance to you. He can also stop attacking by starting the walk phase.
4. He can also rear up and start spewing lightning in front of him, but in a small area.

A large Chaos Fire Orb thrown at an enemy will stun them for a few seconds, but a Fire Orb will do. It should be attacked when the Beast is just starting to appear - when it appears, it spends a few seconds growling, and the player has the opportunity to throw the sphere 1-2 times. Next - retreat behind the arch; at the moment of disappearance, the Beast will freeze, representing an easy target. Thus, it is possible to lure the Behemoth and retreat without taking damage in melee.
Iron Flesh is also very effective, which gives the player a high balance and over 60% physical protection, coupled with the Ring of Steel Protection. Armed with a large weapon, you can kill the beast without losing half the health, even on NG+.

Bosses in DLC Ashes of Ariandel

1. Champion Grave Keeper and Great Wolf Grave Keeper


Health: Guardian: 2791, Great Wolf: 4193
Easy boss
Vulnerable to poison and bleed. Just one cast of Dorris Locust is enough to cause a wolf to bleed. Since the Keeper is human, he can be grabbed by the Dark Hand and Holy Flame pyromancy.
The fight can be divided into three stages:
First stage.
A warrior and three wolves are attacking us. The attacks are quite swift: the warrior quickly closes the distance, often strikes while jumping, and uses the weapon skill of the sword and shield. Can parry with his shield. It also evades attacks and spells very quickly and has good stability.
Second stage.
When the warrior's health drops to half or below (if you do not let him summon a wolf at half health), he will step back and raise his sword. After that, a great wolf appears in the arena. The wolf moves rapidly around the arena, trying to bite the player or knock him down with his body. His attacks are similar to those of the Sullivan Behemoth. The warrior begins to attack with magic and, if necessary, with a sword.
Third stage.
When a wolf has less than half its life left, its eyes light up red; at the Guardian, the sword lights up with fire. After that, the wolf can apply frosty breath: after howling, it releases an icy mist in front of it. Deals massive damage and quickly fills the Frostbite bar. Then it rushes at the player, not giving time to rest and navigate in the frosty haze.

2. Father of Ariandel and Fride


Location: Painted World of Ariandel
Health:
First phase: 4,863
Second phase: 7,150
Third phase: 6,864
Difficult boss
Both Father and Friede are vulnerable to bleeding. Ariandel is killed very quickly by the Dorris Locust miracle and the Guardian's exquisite blades smeared with Carthus rouge.
Also, the boss, especially the father of Ariandel, is catastrophically vulnerable to lightning.

The boss is located in the Ariandel Chapel bonfire area, behind the suspension bridge, right after the second Suspension Bridge Cave bonfire. To get to Father Ariandel, from which it all begins, you need to knock down two large trees that are covered with red growths, go through and find a room with a bunch of giant flies, open a shortcut, and pull the lever at the bottom of the room, which is located next to one of the many columns.
The battle can be divided into three phases:
First phase.
Friede fights, and Ariandel, at the request of Friede, closes her eyes so as not to see what is happening. Friede actively uses her scythe, ice magic and invisibility, which is very similar to Priscilla from the Painted World of Ariamis, but much faster.
Second phase.
After killing Friede, Ariandel goes berserk and breaks off the ground, along with the throne, burning everything around in a rage. Fire resurrects Friede and together they fight the player. Friede slows down significantly, occasionally attacking with a scythe, and often uses waves of ice, as well as healing Ariandel. In turn, Ariandel hits the floor with a bowl and pours liquid fire from it.
Third phase.
After defeating the dual boss, Friede is resurrected as Friede's Black Flame. In addition to the previous attacks, she draws out a small ice scythe, uses the power of the dark flame, and becomes even faster and stronger than before.
Father.
The father has several attacks:
1. Crawl: The boss crawls towards you quite briskly, hitting the bowl four times along the way. It is not recommended to stand under the bowl at this time. Usually this attack starts the second phase, although the boss can perform it randomly, more often when the player is at a long distance.
2. Spitting Fire: If you're not far or close enough, it's guaranteed death! Therefore, you should either run far away or stay close. If you see that you will not have time to do any of the above, start describing a large circle around the arena.
3. The boss deals two blows with a cup on the floor, and with the third blows up the space around him, causing a large amount of damage. It’s better to just run away, the main thing is to see in time what he is doing.
4. Burning lake: if you are close, the boss turns the bowl over and pours its contents on you; the contents remain on the floor for some time and burn. Not a very dangerous attack, but the fire can immobilize you for a short time.
5. Half-turn: when you are close, the boss sweeps the bowl low in a wide arc. Despite the slowness of the attack itself, it is well aimed and deals considerable damage.

Sister Frida.
Friede acquires a number of the following attacks in the third phase:
1. Ice Cone: A medium length cone that explodes after a while.
2. Void Explosion + Void Serpent: First, Friede rises into the air and, as she falls, creates an explosion of darkness around her, launching a snake of darkness at you, the easiest way to dodge is just to be a little further away from her and just go to the side. Another variant of this attack, after landing, ice appears on the floor, covering a large area around Friede, which soon explodes.
3. Black Serpent: swings the scythe for a while, while it is covered with darkness. Then it releases an enhanced analogue of the Black Serpent pyromancy, slightly bending around us on the right hand. Deals tremendous damage, but is quite easy to dodge even with a normal step (forward-left).
4. Circle attack: spins around itself, covering the weapon with darkness. Average damage.
5. Execution: Friede rushes across the arena towards you in an attempt to decapitate you. The attack is a grapple and deals a monstrous amount of damage. This attack should be carefully monitored, as if you are not at full health, it will most likely kill you.
6. As in the first phase, she can become invisible, but in this state she makes three attacks: two ice streams and an ice scythe attack. The tactic remains the same: in the direction of the dust, we determine its movement and attack while it is preparing the third attack (the summoned phantom sees it even through invisibility).
7. Friede also constantly combines her many attacks.

Tactics.
Sister Frida.
The battle is fought with only Frida. It is highly discouraged to run at her when she gets into a combat stance with a scythe, since the speed of her attacks is very high. But an attack with a two-handed sword, if you choose the right distance, manages to immobilize her before she makes a strike from the rack. Thus, it is possible to carry out a series of two hits and not take damage. It's best not to shoot her with magic, as she will bounce, but if she bounces back, the next shot will hit her with a 100% chance. An attack from invisibility at first seems unpredictable and dangerous, in reality, everything is exactly the opposite: when Friede waves her scythe and disappears, watch out for a column of dust, if it is vertical, then it will be exactly behind you; get close and she will become visible, and she will not interrupt the preparation for the attack, this is a great way to land several hits, thereby interrupting the preparation of her attack.

When she enters invisibility (first/third phase), it makes sense to immediately run towards her - when the player approaches, Friede becomes visible, and you can see where she bounces. You can try to have time to notice Frida at the moment of the attack, but you should not count on it - there is too little time to dodge. If it was not possible to determine the location of Frida, it remains only to navigate by sound. First there will be a deep breath - get ready; then the sound of the blade - dodge.

Frieda can be immobilized with two or three (sometimes four) attacks in a row. If Frieda is pinned against a wall, she may not jump away from the player, but instead use a special circular scythe attack that cannot be interrupted. It is quite difficult to navigate: Friede does not make any special sounds before this attack, the swing is similar to ordinary interrupted attacks. Just don't pinch it against the walls. In cases where she has somewhere to retreat, when hitting her with a loss of balance, she never immediately starts a new combo, but jumps back, thereby giving estus to drink.
Father of Ariandel and Frida.
The fight takes place at once with two enemies. But, due to their number, Friede does not behave as aggressively as before. Therefore, you can safely ignore her attacks and boss healing; focus all of your attacks on Father Ariandel, plus his damage is increased in this phase. It is on him that increased damage occurs in the combat phase. If you have pyromancy fireballs Chaos, then it will help a lot in the battle with him.

Friede, on the other hand, improves her ice attacks and periodically attacks you and heals the boss. It's easier to ignore her and stay close to Ariandel. However, while the player is occupied with Ariandel, she can approach unnoticed (she won't be seen behind Ariandel's fat carcass) and perform some kind of attack. It is better to keep Frida and Ariandel at a distance from each other. In this phase, among other things, charged attacks on Ariandel help very well.
Black flame Frida.
Friede is resurrected, awakening a dark power in herself due to the ominous voice of an unknown person. You shouldn't attack her until she makes a "dark explosion" at the beginning of the fight, fully charged, otherwise you will simply lose charges. Also don't stand close to her at the beginning of the fight for the same reasons.

Here, Elfride gains terrifying attack speed and monstrous death combinations. The best way out would be to stay at a medium distance, throwing some magic at her. If you're a melee player, it's the same, but attack her in between her scythe attacks. Don't stand too close, it will be your doom soon enough.

bosses in DLC ringed city

1. Demon Prince


Location: Garbage Pile
Health: 7000
Difficult boss
Waste heap. From the fire "Among the ruins of the Earthen Peak" we jump into a huge hollow stump. This will be the arena for the boss fight.
Weapons with innate magic damage are well suited, for example: Sword of Justice, Sword of Moonlight, Frida's Great Scythe. A scythe does less damage than swords, but has a faster attack speed and is just as good at balancing, which is a pretty big deal.
If the last to kill the Demon from agony, in the second phase it will be possible to deal quite a lot of damage at the time of casting the balls. While the demon is casting balls, it stands still for a long time and is vulnerable to attacks.
There are 2 stages in combat:
1. Demon in agony and Demon from the depths.
The player will have to fight with two winged demons at once. Almost immediately after the start of the battle, the Demon from the Depths will light up and begin to actively approach the player. In turn, the Demon, in agony, will make two attacks with a toxic exploding beam, after which it will light up and also begin to chase the player.
During the battle, the demons change places with each other: one lights up and begins to quickly reduce the distance to the player, the extinct one stays away and attacks with a toxin.
Due to a small error in the time between the change of attack modes, both demons can either light up or go out. In any case, one of them will definitely go out immediately after hitting the ground with both paws (accompanied by an explosion at a short distance), and the other will light up with a characteristic screech.

2. Demon Prince
After both demons fall, the last one to die will incarnate the Demon Prince. His magical attacks will depend on who exactly he is embodied in. While he rises and spreads his wings, there is enough time for healing, applying ointments, resins, etc.
All attacks from the first stage are saved but deal more damage, often accompanied by an explosion or one extra hit at the end.
In the second phase, all the resistances of the boss increase - it is better to take a weapon with good damage, since there will be almost no time to temper and smear the weapon, and the fight will be very long, since he has more health than both demons from the first phase combined.

Attacks.
Burning Demon:
1. Rapprochement - inflicts four consecutive attacks with its paws on the ground in motion, after a short delay it strikes for the fifth time, then with the same hand makes a scraping blow in an arc in front of it.
2. Uppercut - with his left hand rests on the ground and then strikes from the bottom up.
3. Strike - one or two swings of the hands from right to left and from left to right. They may be followed by an uppercut.
4. Pressing - throws his left hand up, stands on his hind legs and immediately falls, pressing the player to the ground with his hand.
5. Both paws - inflicts a powerful blow with both paws in front of him, bringing them up.
6. Takeoff - jumps up and flies towards the player with a pinning attack. Used only once per battle by the Demon from the Deep, right after the battle starts.
7. Both paws with an explosion - slightly pressed to the ground, then brings the burning paws up and immediately strikes in front of him with an explosion. After this attack, the Demon is exhausted and is open for five to six hits.

Extinguished Demon:
1. Breath - begins to breathe from right to left with toxic clouds.
2. Beam - shoots a long beam of purple particles across the ground, after a short delay, several toxic explosions sweep along the same trajectory. It's easy to dodge.
3. Spit - spits out three spittles of toxic vomit.
4. Blow - a single weak blow.

Demon Prince:
1. Respawn - The moment the wings grow, the area around the Demon explodes and knocks the player back.
2. Sphere - most often used after rebirth. Shoots up and back, throwing a large fire sphere.
3. Dash - takes off and dashes forward, leaving a trail of fire.
4. Seething chaos - after taking off, throws three clots of seething chaos, which, if they do not touch the player, remain on the ground and explode after a few seconds.
5. Floating chaos - creates two spheres that bombard the player with fire.
6. Grab - can grab the player with his paw and throw him on the ground, causing decent damage.
7. Beam (optional) - flies far back, stands up and attacks with a beam in a zigzag pattern, changing range and speed three times. The first beam is short and fast, the second is farther and slower, the third is almost straight and very slow. These attacks are followed by a characteristic scream and a powerful beam strike in a straight line, knocking down and dealing a lot of damage (occasionally fatal). During the casting of the last ray around the Demon, a fiery aura is formed, so you have to run back. Can only be used if the Demon Prince has incarnated as a Demon from the Deep.
8. Ball (optional) - flies back and starts to create a large fiery sphere above itself for a long time. Then the sphere splits into a large number of fiery clots flying apart. Has a lot of damage. Only used if the Demon Prince has reincarnated from a Demon in agony. Typically casts Orb right after Floating Chaos.

2. Midir the Dark Eater


Location: Walled City
Health: 15895
Difficult boss
Due to the large number of fire AoE attacks, shields with high resistance to fire are very effective in combat (Dragon Tabernacle or Black Knight's Shield, for example, are good choices).
First meeting.
For the first time, the dragon can be encountered if you try to cross the stone bridge, which is located near the "City Streets behind the Wall" bonfire. To do this, from the fire we pass through the gate, in the open area we turn right. When trying to cross the bridge, the dragon will fly in the vicinity of the bridge, completely pouring fire on its surface. A hit is fatal for a character without protection, so it is recommended to take armor and a shield with high absorption of fire damage. Each time we approach, we block with a shield (you can additionally enchant the shield for full protection, but fire ticks on the ground will still pass) and run further.
Second meeting.
The second time, the dragon can be found on the second bridge as a mini-boss. To do this, after crossing the first bridge, we run into the passage in the rock and climb up the stairs. Upstairs will be the next bonfire "Common Grave". We go further from this fire, and he will sit in the middle of the second bridge, on a cliff, so you can run under his paws, but very carefully. Attacks with fire in the opposite direction to us when the player enters the bridge, in the area in front of and under him, if you stand directly under his head, and attacks with a beam of darkness if you try to cross the second half of the bridge without defeating the dragon. After defeating him, he falls into the abyss.
Third meeting.
The third time we can meet him as a full-fledged boss. In the room with the statue of Gwyn, on which there is a ring with +3 green, there is an elevator, it goes up to the room with the "Inner city wall" fire. We go into it, go up to the middle, run into the passage. There are statues of knights at a dead end, you need to hit the one that has no weapons. We go down the stairs, jump into the cliff and start the battle.
Midir is one of the most mobile and aggressive bosses, his sweeping and strong attacks, supported by darkness and fire, cover almost the entire arena.

The fight with him can be divided into two phases:
First phase.
In combat, it attacks only with its paws and fire attacks, sometimes with its tail if the player is behind. Headshot windows between attacks appear more frequently and last longer, allowing for 2-3 hits.
Second phase.
When entering this phase, Midir draws darkness from space and produces an explosion. After that, his attacks become a little more active (from personal observation), an AoE attack with darkness and a larger version of the spell Affinity are added.
Attacks.
1. Snatch. With this attack, Midir usually starts the fight - first he breathes fire twice, then his paws follow, and all this time the boss quickly moves forward. At the end of the dash, it turns on the player, simultaneously making a circular swipe with its tail. The turn is always counterclockwise. The attack is quite frequent and unpleasant - you can get under both fiery breaths and finally get paws, not to mention the fact that you will have to run a lot for the boss. In the second phase, he makes jerks two in a row. It does not walk aimlessly, during the attack it does not turn towards the player if he is not on the way. It is best to be close to the boss when the attack starts to dodge the first couple of hits, and then just wait for the boss to finish the attack.
2. Attack with front paws - the boss attacks with his front paws in a direction and in an area. Deals moderate damage. Easy to dodge, a good opportunity to attack Midir's head. Can perform this attack multiple times in a row. Usually (but not always) these two attacks are followed by a burst of fire.
3. Bite - if you are on the side of the boss, you can, after looking at the player for a while, bite. This may be followed by several kicks with the paws.
4. Eruption of fire - Midir stands on his hind legs and covers the entire area under him with fire from his mouth. If you hit his hind legs, then be prepared - fire damage goes through there too. This attack drops the character to the ground.
5. Tail Kick - The dragon turns around and attacks with its tail. A fairly powerful blow, it can also topple to the ground and cause considerable damage.
6. Void Forcing - AoE, the boss accumulates darkness for several seconds, after which he attacks with it around him. Starts using in the second phase.
7. Grab - Stands up on its hind legs, lets out a piercing roar and lunges head first, grabbing the player with its open mouth. If caught, it fries the player in the closed mouth for several seconds and spits very far. It is possible to survive if the player has a lot of health or if the Tears of Denial spell was active.
8. Headbutt - moves back a little, presses his head to the ground and attacks with a running start. If you dodge under Midir, some damage will still pass.
9. Eruption of fire in flight - flies up and back, after which it begins to fly in a straight line, covering the ground under it with flames. It erupts at a sharp angle, so the attack might never hit you if you just roll to the left.
10. Bite - opens his mouth and hits it from left to right, and then hits from right to left and rests his nose on the ground. Usually (but not always) these two attacks are followed by a breath of fire in an arc.
11. Breathing fire in a straight line - slightly raises its head and begins to fry directly in front of it. Volleys can be 1-2. The second salvo is fired either in the same way in a straight line or in an arc from left to right (you can dodge by rolling to the left).
12. Breathing fire and a beam - Midir stands up, lowers his head and fries with fire under him, after a couple of seconds he starts spouting a luminous beam, which then makes a sharp swing upwards, and then from left to right in an arc in front of him at a decent distance. It is useless to block the attack, since the beam leaves very little health, and the explosion following the beam, with rare exceptions, may not hit you. If you do not block the attack - certain death. However, you can easily dodge. As soon as Midir starts this attack, you should start running sideways, and after he swings the laser for the first time, immediately start running forward and make several hits on the boss.
13. Volley of phantoms of humanity - only in the 2nd stage. Summons many phantoms of humanity in a large area around itself, which then soar into the air and rush into the unburned, similar to the Affinity spell. A single hit deals little damage.
14. Ray of darkness - only in the 2nd stage. It charges for a long time (a characteristic glow from the mouth is visible), and then shoots and drives with a beam of darkness. The 1st, 4th and 6th swings are directed at the player from the bottom up, the rest touch at a certain distance. Deals colossal damage (you can only survive if your health is very high and in heavy armor). After the attack, he collapses for a few seconds. You can manage to deliver a few hits, but if you are too far away at the moment the attack ends, you will hardly be able to run and hit the boss.

3. Spear of the Church


Location: Walled City
Health: N/A
Easy boss
The Spears of the Church are an ancient covenant that protects Princess Filianora's dream. The boss is a protector summoned by Judge Argo.
The uniqueness of this battle is that with a high degree of probability (online) another player will act as a boss. At the same time, he cannot use the usual estus, but he has the ability to use the "spearhead".
In order to participate in the battle as a boss, you must be a member of the Spears of the Church. Also, to help the boss, the judge will call on the guards of the Pictures.
After the first meeting with Midir, there will be a room with an elevator on the bridge - a cut to the fire "Inner City Wall". There is a statue of Gwyn with a +3 Green Ring in the room, and a passage behind the statue. In front of the cathedral there will be a Knight from the city behind the wall with twin giant swords (will fall out after his death). After the knight - the cathedral; in front of the door, a voice will say that the princess must not be disturbed, for such is the will of the King. There will be fog behind the door towards the boss.
Vulnerable to fire, easy to immobilize, but do not use magic - the boss is very mobile.
The battle.
1. After entering the fog, Judge Argo will talk for a long time that the royal will is not fun and appeal to the spear of the Church. While he is talking, you can run up and hit him like a normal preacher giant (has a little more health). All this time, he will not call on incorporeal spirits, but only attack with his hands at close range if you approach him (attacks deal a lot of physical damage). At the end of his speech, he will stop attacking and summon the Spear of the Church, after which he will continue to attack with his hands.
2. If you do not attack Argo during his speech, then by first calling the phantom, and then the Spear of the Church, he will disappear.
3. In addition to the boss, a hostile phantom is summoned to the arena, dressed in a set of guards of pictures with a saber of guards of pictures. A very mobile enemy that will attack the player with a series of fast attacks, throw daggers at long distances, and also, with a low amount of health, heal himself with a miracle (and at the same time the boss, if he is nearby). After a while, another one will be called.
4. The boss himself is armed with a katana and a shield, but he practically does not cover himself with a shield - in close combat he almost immediately begins to attack.

Attacks.
Regardless of whether a player is called against you or not, the boss will have the following attacks:
1. Automatically summons spheres of light above the head (similar to an inducing soul clot, but light), after these spheres fly at the player like a bunch of arrows. Deals lightning damage. There is no attack animation.
2. Uses a fragment of a ritual spear (can be picked up in front of the cathedral) or a golden ritual spear - during the attack, spears burst out of the ground around the boss, and after a row of spears burst forward in a wide line, staying out of the ground for a while and dealing damage if get close to them. When attacking, the boss has hyper armor (noticeable by the glow around him), but not for long.
3. Guardians of the paintings actively use group treatment

The NPC uses mainly magic attacks and uses a katana that deals a lot of damage:
1. In ranged combat, he takes out a bow, shooting from it (sometimes almost point-blank);
2. Hits the ground with a katana, causing a narrow magic wave directed forward (short range);
3. Katana melee strikes (including charged power attacks).
4. A quick combo of five attacks with a katana, makes from a stance.
A person cannot use healing items such as estus, hidden blessing, heavenly blessing, sigbrow, etc., but can be healed with Miracles. The number of friendly phantoms determines the defense of the boss' servant. When fighting 4 people against the boss, his defense will be extremely high, and the presence of rank 1 in the Spear of the Church covenant will only exacerbate the situation. It is not recommended to summon more than two phantoms.

Tactics.
1. A very mobile boss with a variety of attacks that deal a lot of damage. In battle, weapons with a large attack radius (spears, whips - Witch's hair would be a good choice) will help - these weapons will be good at knocking down the attacks of both the boss and the summoned phantom, while keeping them at a distance. A good option for battle would be Gundir's halberd or Astor's two-handed sword. The special attack of this weapon, in addition to significant damage, is guaranteed to knock down both the NPC boss and the summoned guardians of the paintings. The boss can be easily killed with 3-4 combos of Friede's Big Scythe, as he has a light weapon, he will not be able to shoot down this special move.
2. From the beginning of the fight, it is better to focus on the painting guard first, as he will interfere with his series of attacks and actively heal the boss if you do not kill him right away. It is extremely important to destroy the first guardian of the paintings before the boss is summoned.
Location: Temple of the Deep, Painted World of Ariandel, Garbage Pile, Walled City
Health: 14895
Difficult boss
A faithful servant of the Girl-Artist, who has been in countless battles, for many years was busy looking for a non-burning one, so that, once in the picture, he would burn it to the ground, and his mistress would see the fire.
Having fulfilled his goal, Gael goes to the City behind the wall in order to find the last pigment for a new picture there - the blood of a dark soul belonging to the lords of the pygmies. But this journey becomes his last.
Vulnerable to bleeding, poison, toxin and freezing.
First meeting.
It is a kind of key to enter the add-on, after installing it, Gael will appear in the Temple of the Deep - he can be found praying near the fire "Chapel of Purification".
If you have already visited the city behind the wall, then it will not be in the Temple of the Deep, but there will be a piece of canvas on the altar, through which you can get into the Painted World of Ariandel.

Second meeting.
As a phantom, his summon sign will appear in front of the expansion's final boss, even if the player doesn't have the ember active. Will join the battle after entering the second phase of the battle.
If you have already visited the city behind the wall, then you will not be able to challenge him to fight Frida.

Third meeting.
Can be summoned as a phantom before the first boss of The Ringed City expansion (only with coal).
Fourth meeting.
He is the final boss of The Ringed City expansion. The meeting with him takes place after the fire "Philanora's Chambers", on the ashen ruins of the City behind the wall. Finding the masters of the pygmies, Gael discovered that their blood had long dried up. Therefore, he killed them all, taking the dark soul of humanity for himself. The red-hooded knight knew that he could not withstand her might.
We see changes in his appearance - he has become much larger, the cloak has faded and reared, you can see the outlines of many human faces in it, and a piece of the sword has broken off. All covered with ashes, the hunched knight attacks the unburning one, wanting to take away his particle of the dark soul.

The battle.
Combat can be divided into three phases:
1. Gael crawls on all fours brandishing a sword. His movements and attacks are fast enough. It breaks at high speed, then shortens the distance, and sometimes soars into the air to deliver a crushing blow. The damage in this phase is quite average, but almost all attacks come in series, some attacks are very unexpected and lightning fast. But after a series of strikes, there are large enough windows for retaliatory actions.
2. The spilled Blood of Gael, which has become the blood of a dark soul, gives him strength. He stands up and straightens up to his full height, and a reddish haze appears around him and during his attacks, in which you can also see the outlines of human skulls. His attacks completely change, becoming much more measured, but at the same time they deal more damage. The boss also starts using his crossbow and magic. His cloak flutters like 2 large wings, which he also uses to attack.
3. Having lost a lot of blood, Gael overflows with the power of the dark soul. The transition to this stage is preceded by a cry of pain, after which many bloody skulls are erupted from the body of the slave knight, flying around the area. The skies turn gray, white lightning strikes the ground. At this stage, his attacks are most rapid and have a huge amount of damage. The windows for retaliatory strikes become quite small. Can teleport behind the player.

Attacks.
First phase.
1. Double swing - hits the sword from side to side.
2. Fall strike - jumps up, turning the sword blade down, and then falls to strike. Often used as the last blow after various series. There is also another animation, when he falls, he does not plunge the sword into the ground, but strikes with the blade, holding the sword with one hand. You should start dodging after Gael's sword looks blade down.
3. Screams, and then with a furious roar, delivers 4 slashes, after which he performs a "blow in the fall." This attack can become a problem if you are low on stamina.
4. Roundhouse kick. Makes a half turn, followed by a diagonal top-down strike.
5. If you are standing behind the boss, then he will strike with a single attack with a slight delay from a turn in your direction.
6. Piercing dash - rushes forward followed by a piercing blow from a long distance. At the same time, Gael's sword is covered with a reddish glow. It is very easy to dodge, but if he still hits, he strings the non-burning one on the sword, and then throws him aside for a very long distance.
7. Dash - another attack with a sharp reduction in distance. At the same time, Gael makes a diagonal blow from the bottom up. This attack is often followed by a roundhouse kick.
8. Also, in this phase, Gael is rapidly jumping around us, either breaking or shortening the distance, combining his attacks.

Second phase.
Attacks in this and subsequent phases are often accompanied by a sweep of the cloak, which covers a larger radius than the sword, and also leaves behind a red haze with skulls, making it difficult to see.
1. A powerful blow with the sword from top to bottom, driving it into the ground, after which the boss abruptly pulls it out. The movement is reminiscent of the Stonebreaker weapon skill. The damage is big enough.
2. Nimbus of the White Path - charges and releases a lot of "Haloms" that have an increased size compared to the spell available to the player, which soon return along the same trajectory along which they flew. Cast can be knocked down. It's easy enough to dodge if you're between two haloes.
3. High-speed shooting - takes out his crossbow, and with great speed releases a lot of bolts. There are three types of reaching the crossbow: with the departure of Gael back; standing still; after the usual horizontal attack with a sword instead of the second one, he sharply pulls out a crossbow and, standing still, shoots. The damage from a single hit is low. This attack often immediately follows the "halos". This attack can also be interrupted.
4. Roundabout - swings with a horizontal blow, and then beats around him, also adding blows with a cloak.
5. Stab forward from top to bottom with a slight swing, also accompanied by a cloak blow.
6. A series of two horizontal slashes, with a final thrust. And again blows with a cloak. If you are standing behind him, then he will hit exactly the same horizontal attack, only behind his back with a turn.

Final phase.
In this phase, during some of his attacks, bloody clots fly out of him - shards. When they fall to the ground, they leave behind a black spot that glows for a while. Then a white celestial lightning strikes at this point.
1. Cry of pain - bends with a painful groan, then straightens up, spreading the cloak-wings. At the same time, many bloody skulls are erupted from his body, flying around the area. This is the opening attack of the third phase of the fight.
2. Flies off to the side, and then abruptly changes direction in the air, rushing towards the non-burning one, followed by a horizontal blow with a sword and cloak.
3. Downward strike, similar to the strike of the second phase, but now pulling the sword out of the ground occurs with a subsequent turn around itself, or with the use of the "Wolf Sword"
4. "Wolf Sword" - almost vertical attack with somersault, reminiscent of "Artorias signature blows." The attack can additionally be accompanied by a crossbow volley. It can also inflict several such attacks in a row. Finishing this attack is the best time to heal / retaliate.
5. Swoop - takes the sword in two hands, then jumps and strikes horizontally. Then jumps, using the "Wolf Sword", accompanied by the ejection of shards.
6. Circle strike - takes the sword in 2 hands, swings for a while, and then strikes with a horizontal strike around him. Accompanied by a wave of a cloak and shards.
7. Jerk - sharply reduces the distance, followed by a blow from top to bottom.
8. Teleportation - disappears, and then appears at the non-burning one behind his back. At the same time, target acquisition is lost. After teleporting, it usually performs a circular attack.


Let's start with the second.
Sacred (in Russian translation - "heavenly", in English - "divine") weapons are needed in exactly two cases:
1. You are a cleric or have a high faith score.
Celestial weapons have a damage bonus per Faith score. The higher the faith, the higher the damage. Occult ("weapons of mystery") weapons have an even higher faith bonus than sacred ones.
2. You are about to pay an enemy visit to The Catacombs and The Tomb of Giants.
Note: Neither sacred nor occult weapons will help you when killing ghosts.
It's just that the skeletons there are resurrected immediately after the murder and do not want to die in any way. When using a sacred weapon, they die until you rest by the fire like the rest of the monsters. To prevent the skeletons from resurrecting when using any weapon, not just the sacred one, you need to kill the dudes with lanterns. After you kill these dudes, the sacred weapons will no longer be needed.
In the crypt itself, you will not need a sacred weapon, but in the battle with the boss of the crypt - Nito - it can come in handy. Although many (including me) managed the usual. Because there are only 3 skeletons that resurrect. And Nito himself regularly accidentally kills them.
In fact, there are three more skeletons at the back of the arena. But in order to reach them, you have to try very hard. So if you do not run away far, we can assume that they are not. I actually found out about them from the wiki.
So, you set out to create a sacred weapon.
Below are the ingredients. If there are several delivery methods, I indicate from those available earlier to those available later. How to pass the levels do not write. Bold marked option recommended by me.
You will need:
1. Original weapons. I recommend the same as your main one, but not upgraded (+0).
How to get it: Depends on what you're looking for. Usually drops from enemies or can be bought from a dead merchant in Undeadburg.
2. 9 fragments of ordinary titanite.
How to get it: sometimes drops from ghouls in the Firelink Shrine, Undead Burg (less common) / knights in the temple in Undead Parish (more common).
You can also buy for 800 souls / piece from the blacksmith Andre, who is in the same place, but on the side (muscular such).
You can also crush Frampt's larger titanites into smaller ones.
It is also sold by a merchant in Sen's fortress, but for 1000. But this merchant is hard to get to.
3. At least one fragment of green titanite. It is possible and more - the strength of the weapon will depend on this. But no more than ten.
How to get it: sometimes (rarely) drops from lichens on the ceiling in The Depths. This is the earliest place in the game where you can get it. Watch out for these lichens when they fall. They can kill with one bite.
Also, green shards drop in insane amounts from worms in the swamp in Blighttown. But to get to it, you need to go through the Depths, including the boss.
It is also sold by a merchant in Sen's fortress. But if you got to it, then I don't know why you are reading this.
It is also sold by the giant blacksmith in Anor Londo!)))
The last two sell for dearly. Approximately 5 thousand souls / piece. It's cheaper to farm and also get a shower.
4. Heavenly ember.
How to get it: you need to defeat the Moon Butterfly. She is in the Darkroot Garden. There is an exit there next to the blacksmith Andre. Behind the fog there will be a clearing with stone knights at rest, then a tower and at the top of the tower Moon Butterfly (behind another fog). After defeating her, go further along the bridge, climb higher and look.
5. Some souls. From 1200 (6 boosts of 200 souls). Or more, if you decide to buy titanite or you will strengthen it by more than 1 piece of green.
I don’t write how to get it, 1200 is a meager amount.

To do all this, the following bosses must be defeated: Sanctuary Demon, Taurus Demon, Capra Demon. Well, Moonlight Butterfly, of course.

Note. If you have the master key, you can get into the Depths without defeating the Capra Demon. Or you can even FIND a ready-made sacred weapon in the Valley of the Dragons (Valley of Drakes). We go down the circular elevator down from the Firelink Shrine to the New Londo Ruins, then down to the end of the stairs until we reach a more or less open area, then go a little to the right, climb another ladder, open the grate . There we turn right, go a little, cross the bridge. There is a dead dragon (he only sleeps). He needs to take the sword out from under his nose. He is a saint. But do you need to go to the Catacombs at the very beginning of the game? :-)
You can officially get to this place a little later - through the Plague City or the Lake of Dark Roots (more difficult, you have to soak two dragons). But from other sides.

There are also other (ready-made) sacred weapons in the game:
1. In Anor Londo you can find the "club of mystery" - a funny name, right? It needs to be squandered by Andre to Cudgel of Heaven+5 (roll back to a less advanced weapon, coal is not needed...probably).
2. In Anor Londo, you can shake off a spear from the silver spear knights. It is holy.
3. In the Crypt of the Giants (well, then you won't need it anymore))))) you can shake off the holy ax from Patchwork (Patchez).
4. In the Crypt of the Giants there will be an NPC-invader Palladin Leroy. Grant falls from him, he is also a saint.

You can also make your own big sword of Artorias with serious requirements from the soul of Sif. But to build a character for him is much more difficult than to find a club of mystery :-)

When all the ingredients are collected, we go to Andre, give him coal (he will ask him to give it back, you must answer "yes"), then we strengthen our weapon to +5 with the help of titanite fragments (in the "enhance weapon" menu), then select the blacksmith in the menu " change gear." We are looking for the inscription "sword +5 -> sword of heaven" (or not a sword, but what you have there). That's it, you have the sacred weapon. You can then press "enhance weapon" again and increase it to +5. Be prepared that if you are not a cleric, the sacred weapon will work worse than your main counterpart.

Then we go to the cemetery in the central location of the Firelink Shrine and try to chop the skeletons with it. If they are cut without problems, you can go to the Catacombs. If it doesn’t work out, then it’s too early for you to enter the catacombs (or you need to strengthen the weapon more strongly). You can practice on them, as soon as you start to overcome them - it's time.


He can be defeated much later, but if you want to get the Transposition Furnace, you will have to fight him at the first opportunity.

Traditionally, a fight consists of two phases. As soon as you enter the boss fight arena, you will see several hollow peasants praying to the tree. You can try to kill several opponents, or immediately go to the boss. When approached, it will turn around and begin the first phase of the battle. Focus your efforts on either the boss or hollow peasants. However, the tree will constantly summon them, so it makes no sense to fight them. In addition, the boss helps to destroy them, as he damages them with his blows. The tree attacks with branches and drops objects that look like "fruits". If the tree falls, an orange liquid will appear near it, dealing minor damage.

The optimal strategy for this phase of the fight is to deal as much damage as quickly as possible so that the second phase of the fight begins, where the peasants will not appear. The tree has vulnerabilities in which it is necessary to strike. There are only three such places - on the stomach and on the legs on the left, if it is in front of the boss. After the destruction of one of the zones, the boss takes significant damage, and any of his attacks are interrupted. The biggest weak point is in front of the boss and it looks like several egg-shaped spheres. Attack this place non-stop, periodically moving away from enemy attacks. After destroying the sphere, the tree will jump and destroy the floor. You will fall into the Pit of the Desolate and the second phase of the fight will begin.

This time hollow peasants will not interfere with you. However, the tree will grow a long white arm, which will strike with a huge radius of destruction. In addition, the tree grabs with its hand, and then, with force, throws the character on the floor, thereby taking away a large amount of health.

In this phase of the fight, the tree has three vulnerable zones: one in front, which you destroyed earlier, a slightly smaller one in the back, and an arm. Destroy the vulnerable area in front first, as this will be much more difficult to do later. Then destroy the area at the back and attack the hand at the end. This is the most difficult task, since the boss constantly hits her. Wait for the tree to strike the ground with its hand, after which a window will appear, allowing you to inflict several blows on the hand.

If, however, the hand bothers you, then immediately concentrate attacks on it, ignoring vulnerabilities. After a while, you will destroy it, but this is not so easy to do. As soon as the tree gets on its feet, it is necessary to move away from it as far as possible, because it then falls. This attack deals significant damage.

Release a cloud of cursed breath that fills up the curse bar when you stay in it. The Naked Sith curses as he releases his crystalline breath. The Crystal Golem's area of ​​effect attacks inflict a minor curse.

Curse Effects

The health of a character who dies from the curse is halved when respawning at the campfire until the curse is lifted. Instead of active humanity, the health and stamina bar will show off a skull. You cannot use humanity effects, such as amplifying damage with chaos weapons or lighting fires. It is impossible to restore humanity and get out of the hollow form. Thus, while the player can still be summoned as a phantom, other phantoms will not be able to invade the cursed player's world. While cursed, you can damage Ghosts and Banshees in New Londo Ruins without needing to use a Flash Curse or cursed weapon.

Treatment

There are several ways to recover from a curse: Use the Cleansing Stone. Ingvard removes curses in exchange for humanity. A rare sacrificial ring prevents curses upon player death. This ring does not remove the curse, but prevents it from being infected.

Curse Prevention

Using the Stone of Cleansing resets the curse bar to zero. Using Curse Resistance works the same way. With a Rare Sacrificial Ring equipped, you won't be afraid of the effects of the curse upon death. Cursed Bite Ring increases Curse Resistance by 400% (multiplies by 5). Each active humanity near the health bar increases the protection against curses (for more on the value, see the article on humanity). Blood Shield increases Curse Resistance by 15 points. Sanctus and Greatshield of Artorias have 100% Curse Block, but no AoE attacks. The following armor sets provide very good protection against curses: , .

Notes

Prior to patch 1.05, the effects of the curse stacked, and you could get 1/8 health. When a player dies from a curse in their own world, a cursed stone statue of the character appears in other players' worlds.

Weapons from souls Dark Souls is a unique weapon with quite serious characteristics and effects. It is created from the souls of bosses, as well as strong conventional weapons, and then we will briefly talk about the characteristics of items and how to create them.

For forging, you will need to get to Anor Londo and find the Giant Blacksmith. You need a foundation, a soul, and 5,000 souls as payment for the work.

Important! It's worth noting that rolling back the changes won't get the soul back. Also remember that quality depends on the base.

Furious Queeleg Sword:

  • Soul of Queeleg;
  • A curved sword with +10.

Features - fire damage and increased damage from the amount of humanity.

Blade of Chaos:

  • Soul of Queeleg;
  • +10 katana.

Features - huge physical damage, but for each hit it takes 20 units of life from the player + increased damage from the amount of humanity.

Heavenly Sword of Artorias:

  • Soul of Seth;
  • Broken straight sword;
  • Straight sword handle.

Traits - Receives increased damage from Intellect and Faith, deals additional damage to Dark Spirits and Kirk.

Cursed Sword of Artorias:

  • A straight sword or greatsword or dagger with +10, other than those described in the previous option;
  • Soul of Seth.

Features - allows you to attack ghosts in the ruins of New Londo without curses.

Great Shield of Artorias:

  • Soul of Seth;
  • +10 shield.

Features - has great stability and the ability to reflect additional effects of attacks.

  • Soul of the Lunar Butterfly.

Features - A long weapon with purely magical attacks.

Crystal Ring Shield:

  • Shield with +10;
  • Soul of the Lunar Butterfly.

Features - high magic resistance, with a strong blow, it releases magic damage forward and loses 4 points of durability.

Dragonbone Fist:

  • Cestus or Claw with +10;
  • Soul of the Iron Golem.

Features - a unique power attack "Apercut" and a small additional protection against magic.

Soul weapons in Dark Souls

Golem Axe:

  • Topop with +10;
  • Soul of the Iron Golem.

Traits - A unique forward magic attack that takes away 30 points of durability.

Dragonslayer Spear:

  • Spear or sword for attacks with an indicator of +10;
  • Soul of Ornstein.

Features - a lunge using lightning, the damage of which depends on intelligence.

Hammer of Smough:

  • Large or normal hammer with +10;
  • Soul of Smough.

Features - restores health by 10 points for each successful hit.

Bow of the Dark Moon:

  • Soul of Gwyndolin;
  • Bow with +10.

Features - long range.

Darkmoon Iron Staff:

  • Soul of Gwyndolin;
  • Staff.

Features - damage is calculated from faith and not from intelligence.

Life Removal Scythe:

  • Whip or halberd with +10;
  • Soul of Priscilla;

Features - deals huge bleeding damage, but also affects the owner during the strike.

Greatsword of the Abyss:

  • Soul of Artorias;
  • Straight or great sword or dagger with +10;

Features - damage depends on humanity.

Staff of Manus:

  • Staff;
  • Soul of Manus.

Features - increase the damage of dark spells through the power of the character, doubles the cost of each spell.

Great Sword of the Great Overlord:

  • Large or straight sword or dagger with +10;
  • Soul ;

Features - Unique Grand Boss Sword that can only be crafted in New Game+.

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