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''[[caption-width-right:350:[[NintendoHard Prepare to Die...]]''

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''[[caption-width-right:350:[[NintendoHard Prepare to Die...]]''
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''[[caption-width-right:350:[[NintendoHard Prepare to Die...]]''
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''Dark Souls'' is a series of HackAndSlash ActionRPG games developed by Creator/FROMSoftware and published by Creator/BandaiNamcoEntertainment. The series, developed by a Japanese developer, is rooted in [[EasternRPG Eastern]] game design principles, but also has a [[WesternRPG Western]] flavor, making it very well-received on both sides of the pond.

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''Dark Souls'' is a series of critically acclaimed HackAndSlash ActionRPG games developed by Creator/FROMSoftware and published by Creator/BandaiNamcoEntertainment. The series, developed by a Japanese developer, is rooted in [[EasternRPG Eastern]] game design principles, but also has a [[WesternRPG Western]] flavor, making it very well-received on both sides of the pond.
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See also ''VideoGame/DemonsSouls'' (a spiritual predecessor to the ''Souls'' trilogy) and ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), both also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has inspired many imitations and seeped into the broader game design culture.

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See also ''VideoGame/DemonsSouls'' (a spiritual predecessor to the ''Souls'' trilogy) and ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), both also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has [[FromClonesToGenre inspired many imitations and seeped into the broader game design culture.
culture.]]

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* DistantSequel:
** ''Videogame/DarkSoulsII'' takes place at least a thousand years after the events of ''VideoGame/DarkSoulsI'', by which point the Chosen Undead's journey to determine the fate of the Age of Fire is nothing but a faded memory.
** While the first two games take place close enough to each other that the First Flame showing no sign of permanently fading, ''VideoGame/DarkSouls3'' is set countless thousands of years in the future, after so many cycles have come and gone that the Flame is at risk of permanently going out and the events of the first two games aren't just legends, but the legends of long-dead civilizations. ''The Ringed City'' DLC is implied to be set even further in the future.



** In ''VideoGame/DarkSoulsI'' the Chosen Undead can become one by joining the Path of the Dragon covenant and using the Dragon Stones. By becoming a dragon, the Chosen Undead receives a pair of claws for unarmed combat, as well as the ability to breathe fire and a roar that can stagger their foes. However, in order to turn back into a human, they have to die either as a phantom, which turns them back into a human, or to die in their own world, which turns them into a hollow.

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** In ''VideoGame/DarkSoulsI'' ''VideoGame/DarkSoulsI'', the Chosen Undead can become one by joining the Path of the Dragon covenant and using the Dragon Stones. By becoming a dragon, the Chosen Undead receives a pair of claws for unarmed combat, as well as the ability to breathe fire and a roar that can stagger their foes. However, in order to turn back into a human, they have to die either as a phantom, which turns them back into a human, or to die in their own world, which turns them into a hollow.

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* WhenTreesAttack: The Demonic Foliage that patrol Darkroot Garden.

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** Averted in ''II'', where apart from the Deprived, all the classes start out with swords, daggers, magical catalysts and maces after talking to the Fire Keepers in Things Betwixt...except the Warrior, who gets a shield (the only class to have one from the word go) but has to wield a Broken Straight Sword and ''like'' it, especially if the {{Random Drop}}s aren't forgiving.
* WhenTreesAttack: The Demonic Foliage that patrol Darkroot Garden.Garden, and the Curse-Rotted Greatwood in ''III''.



* WhiteMagic: Miracle spells

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* WhiteMagic: Miracle spellsspells are this by default, although ''III'' also has dark miracles.



* WorthlessYellowRocks: Given an in-story justification. You can find copper, silver, and gold coins which the FlavorText notes are perfectly valid currency ''outside'' of Lordran. However, they are worthless to you since everyone in the land uses [[WeirdCurrency souls as currency]] instead.

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* WorthlessYellowRocks: Given an in-story justification. You can find copper, silver, and gold coins which the FlavorText notes are perfectly valid currency ''outside'' of Lordran. However, they are worthless to you since everyone in the land uses [[WeirdCurrency souls as currency]] instead. ''II'' has a room full of gold coins that your character doesn't even touch because to all appearances ''everywhere'' is on the soul standard.
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** The Throne of Want in ''II'' is a long stone bridge, starting at a door in Drangleic, that culminates in the boss arena for the Throne Watcher and Throne Defender. [[spoiler:The FinalBoss will appear through the boss fog when you defeat them.]] There are summon signs, and [[spoiler:the Emerald Herald]] will appear near the entrance until you talk to her, but there's nothing to do but head for that that one boss arena [[spoiler:that gets used twice]].
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Crosswicking.

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* OurHumansAreDifferent: Humans are a race of beings descended from [[spoiler:the Furtive Pygmy, who created mankind by sharing fragments of the Dark Soul]]. Because of this, mankind has an inherent link to the dark, with "Humanity" implied to be fragments of the dark soul watered down over the years and maintaining mankind's human characteristics. When the first flame starts to fade, mankind becomes marked with the darksign, a curse that leaks Humanity out of humans [[spoiler:cursed onto mankind when Gwyn branded the pygmys with fire in hopes of controlling the Dark]] and turning them into the Undead, unable to die and slowly wasting away until they become Hollows. Conversely, get ''too much'' Humanity, and you'll lose control and become a HumanoidAbomination like Manus. An alternative title for "the Age of Dark" is even called "the Age of Man".

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* BranchAndBottleneckPlotStructure: All games in the series are built around complementary branches, giving you a quest to defeat four powerful bosses, each found at the end of one of the respective game's major areas. Said quest usually occupies the middle bulk of the game and is preceded and followed by largely linear sequences of objectives (except in the [[VideoGame/DarkSoulsI first game]], where the first act also contained two complementary branches in-between the Undead Asylum and the Sen's Fortress[[note]]even though the Bell of Awakening atop the Undead Church is ''much'' easier to reach than the one in Blighttown, it doesn't really matter in which order you ring them, as long as do both[[/note]]).



* BrightCastle: Anor Londo is an absolutely stunning castle city, with beautiful gothic architecture.

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* BrightCastle: Anor Londo is an absolutely stunning castle city, with beautiful gothic Gothic architecture.
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* NintendoHard: One of the things this series, as well as its [[VideoGame/DemonsSouls predecessor]] and [[VideoGame/{{Bloodborne}} successor]], is most famous for. Brutally powerful enemies who respawn every time you heal, bosses with numerous deadly moves that can easily kill you in a couple of hits, deviously-hidden traps and ambushes, ShmuckBait ''everywhere'', minibosses who will come out of nowhere, and in a few select points there are enemies set up in positively ''sadistic'' locations. The TagLine is entirely accurate.

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* NintendoHard: One of the things this series, as well as its [[VideoGame/DemonsSouls predecessor]] and [[VideoGame/{{Bloodborne}} successor]], is most famous for. Brutally powerful enemies who respawn every time you heal, use the bonfires or warp, bosses with numerous deadly moves that can easily kill you in a couple of hits, deviously-hidden traps and ambushes, ShmuckBait ''everywhere'', minibosses who will come out of nowhere, and in a few select points there are enemies set up in positively ''sadistic'' locations. The TagLine is entirely accurate.
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* NintendoHard: Brutally powerful enemies who respawn every time you heal, bosses with numerous deadly moves that can easily kill you in a couple of hits, deviously-hidden traps and ambushes, ShmuckBait ''everywhere'', minibosses who will come out of nowhere, and in a few select points there are enemies set up in positively ''sadistic'' locations. The TagLine is entirely accurate.

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* NintendoHard: One of the things this series, as well as its [[VideoGame/DemonsSouls predecessor]] and [[VideoGame/{{Bloodborne}} successor]], is most famous for. Brutally powerful enemies who respawn every time you heal, bosses with numerous deadly moves that can easily kill you in a couple of hits, deviously-hidden traps and ambushes, ShmuckBait ''everywhere'', minibosses who will come out of nowhere, and in a few select points there are enemies set up in positively ''sadistic'' locations. The TagLine is entirely accurate.
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Added this entry to reflect developments in the lore community. The entire series of Trope pages as a whole needs to get in touch with lore communities far more often as the finer details - past general knowledge of the games - of said pages are inaccurate (or just plain wrong). I do not wish to put down the efforts of people here, but when discussing fictional works accuracy is important.

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* LostInTranslation: There are ''dozens'' of misconceptions and inaccurate translations throughout the main 3 games and their expansions, ranging from relatively minor things such as [[SpellMyNameWithAnS the names/titles of characters and bosses]][[note]]such as "Manus, Father of the Abyss" actually being "Manus, ''Master'' of the Abyss"[[/note]], somewhat important things such as the origin of certain spell classes [[note]]the most infamous of which is the Demon Catalyst versus Ceaseless Discharge - [[WordOfGod Miyazaki himself]] had to clarify that the latter was the first demon in a developer interview contrary to the former's item description[[/note]] to outright story-critical things [[spoiler: such as the Lord Souls [[GodNeverSaidThat never being explicitly stated to be from the First Flame; rather, they were found ''near'' it as told via official release info in Japan at the time of the original game's release]]]]. It does ''not'' help that misconceptions of lore have morphed into [[WordOfDante commonly accepted fact]] which everyone accepts despite said "facts" not being true. However, the English lore community along with the major members of it (Vaatividya[[https://www.youtube.com/user/VaatiVidya]] being the most well-known example) are coming to correct past mistakes via [[TranslationCorrection people referencing original texts to verify official ones' integrity]].
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* GuideDangIt: The hidden walls and secret areas. Almost nothing in game will tell you where they are or how to access them. The one thing that keeps this trope from being played 100% are the player messages. If the online servers for these games are ever shut off, then this trope will be played straight as an arrow from then on.
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* {{Autosave}}: The game autosaves almost constantly. The "Now autosaving" icon pops up every time you kill an enemy.

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* {{Autosave}}: The game autosaves almost constantly.constantly, so don't even think about SaveScumming. The "Now autosaving" icon pops up every time you kill an enemy.
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Pyromancy is more varied than that.


** Pyromancy spells are powerful, but are much less intuitive than other offensive spells. Most pyromancy spells arc when thrown, requiring you to figure out the distance and drop of the spells when throwing it at the target. The arc and height of the shot is also dependent on where the lock-on icon is located, and since taller enemies have higher lock-on reticules, you can throw the spells at longer distances than with smaller enemies. Therefore, any use of pyromancy is going to involve you figuring out arcs and distances. But once you figure out the range issues with the spells and level up the pyromancy flame high enough, the damage output is ''insane''.

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** Pyromancy Fireball class spells are powerful, but are much less intuitive than other offensive spells. Most pyromancy These spells arc when thrown, requiring you to figure out the distance and drop of the spells when throwing it at the target. The arc and height of the shot is also dependent on where the lock-on icon is located, and since taller enemies have higher lock-on reticules, you can throw the spells at longer distances than with smaller enemies. Therefore, any use of pyromancy fireballs is going to involve you figuring out arcs and distances. But once you figure out the range issues with the spells spells, and level up the pyromancy flame high enough, the damage output is ''insane''.
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The trope means "difficult but effective", not "fun because it's challenging".


* DifficultButAwesome gameplay that encourages players to learn enemy tells and draw out opponents one at a time. This goes double for bosses, which can kill even high level players in only a few hits. The games auto-save every few seconds, so you live with the consequences of every single action you take.

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* DifficultButAwesome gameplay Gameplay that encourages players to learn enemy tells and draw out opponents one at a time. This goes double for bosses, which can kill even high level players in only a few hits. The games auto-save every few seconds, so you live with the consequences of every single action you take.
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** Not to mention the fact that any shield with a tapered end has had its grip rotated 90 degrees. Where real-world shields had a tapered lower end to protect against cuts at your legs, in the world of Dark Souls the taper...protects your already-armored forearm.

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** Not to mention the fact that any shield with a tapered end has had its grip rotated 90 degrees. Where real-world shields had a tapered lower end to protect against cuts at your legs, in the world of Dark Souls the taper...protects gives additional protection to your already-armored forearm.elbow?
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Added to critical research failure

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**Not to mention the fact that any shield with a tapered end has had its grip rotated 90 degrees. Where real-world shields had a tapered lower end to protect against cuts at your legs, in the world of Dark Souls the taper...protects your already-armored forearm.
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* MooksAteMyEquipment: The Gaping Dragon and his acid vomit AOE attack. There are also different enemies that coould do the same - most of them reside in Demon Ruins and Lost Izalith, where there's no blacksmith around.

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* MooksAteMyEquipment: The Gaping Dragon and his acid vomit AOE attack. There are also different enemies that coould could do the same - most of them reside in Demon Ruins and Lost Izalith, where there's no blacksmith around.
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Misspelled Trope


* LightingBruiser:

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* LightingBruiser:LightningBruiser:
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* FightsLikeANormal: Often invoked by players running a [[StrongAndSkilled "quality build"]] in pvp, that is putting all of your points into strength and dexterity (40 in both) and ignoring the magic stats (intelligence and faith), and to a lower extent, [[UnskilledButStrong pure strength]] and [[WeakButSkilled pure dex]] (60 in respective stat). The advantage is mix and matching and versatility (and in ''[=III=]'', generally higher base damage to compensate for lower highest potential damage vs [[MagicKnight hybrid builds]] using [[SpellBlade spell buffs]].

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* FightsLikeANormal: Often invoked by players running a [[StrongAndSkilled "quality build"]] in pvp, that is putting all of your points into strength and dexterity (40 in both) and ignoring the magic stats (intelligence and faith), and to a lower extent, [[UnskilledButStrong pure strength]] and [[WeakButSkilled pure dex]] (60 in respective stat). The advantage is mix and matching and versatility (and in ''[=III=]'', generally higher base damage to compensate for lower highest potential damage vs [[MagicKnight hybrid builds]] using [[SpellBlade spell buffs]].buffs]]).

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** The actual "Cursed" status effect is pretty horrible: when your curse resistance meter fills, you die and become cursed, which halves your [=HP=] and prevents you from gaining Humanity or using it to become human again. The halved [=HP=] effect used to ''stack'' before being fixed in a patch. But cursed beings and weapons are the only things that can hurt the otherwise invincible ghosts in the New Londo Ruins. There is no downside at all to using Transient Curses (which inflict a temporary and harmless curse on you) or "Cursed" weapons.

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** The actual "Cursed" status effect effect, on the other hand, is pretty horrible: when your curse resistance meter fills, you die and become cursed, which halves your [=HP=] and prevents you from gaining Humanity or using it to become human again. The halved [=HP=] effect used to ''stack'' before being fixed in a patch. But cursed beings and weapons are the only things that can hurt the otherwise invincible ghosts in the New Londo Ruins. There is no downside at all to using Transient Curses (which inflict a temporary and harmless curse on you) or "Cursed" weapons.


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* FightsLikeANormal: Often invoked by players running a [[StrongAndSkilled "quality build"]] in pvp, that is putting all of your points into strength and dexterity (40 in both) and ignoring the magic stats (intelligence and faith), and to a lower extent, [[UnskilledButStrong pure strength]] and [[WeakButSkilled pure dex]] (60 in respective stat). The advantage is mix and matching and versatility (and in ''[=III=]'', generally higher base damage to compensate for lower highest potential damage vs [[MagicKnight hybrid builds]] using [[SpellBlade spell buffs]].
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The games take place in a DarkFantasy world, where humans coexist with giants, dragons, gods, monsters, and "[[TheUndead Undead]]", humans marked with a [[MarkOfTheBeast cursed brand]] that grants them ResurrectiveImmortality, but slowly leeches their body and mind till they're a SoullessShell. In each game, you take the role of one of these Undead, who finds him or herself swept up in a quest to rekindle the flame that keeps the world alight, and hold off the coming age of darkness... that is unless you choose to usher in that age yourself.

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The games take place in a DarkFantasy world, where humans coexist with giants, dragons, gods, monsters, and "[[TheUndead Undead]]", humans marked with a [[MarkOfTheBeast cursed brand]] that grants them ResurrectiveImmortality, but slowly leeches their body and mind till they're a SoullessShell. In each game, you take the role of one of these Undead, who finds him him- or herself swept up in a quest to rekindle the flame that keeps the world alight, and hold off the coming age of darkness... that is unless you choose to usher in that age yourself.
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'''YOU DIED'''\\

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'''YOU DIED'''\\''YOU DIED''\\



'''YOU DIED'''\\

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'''YOU DIED'''\\''YOU DIED''\\



-->--'''You Died''', ''Music/MiracleOfSound''

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-->--'''You Died''', -->--"You Died", ''Music/MiracleOfSound''



* Weapon upgrades allow you to improve different stat bonuses to weapon damage, or add lightning / fire / magic / etc. damage instead.
* Character classes that only determine starting equipment and stats. Builds are instead based on which stats you choose to level up and what equipment you wear. Each point you put into a stat counts as a "Soul Level", which decides the level range of other players you can encounter online.
* Atypical online components. Examining bloodstains while playing online will replay the last ten seconds of another player's life, highlighting potential hazards. You can also leave messages on the ground about potential enemies, hazards and treasure (or to [[ForTheEvulz lure others into traps]]). Additionally, while online you can summon other players to help you. However, you can also be invaded and killed by others. By entering one of the games' various covenants, players gain benefits to co-op play, invasion, hunting invaders, and so forth.

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* Weapon upgrades allow you to improve different stat bonuses to weapon damage, or or, instead, add lightning / fire / magic / etc. damage instead.
lightning/fire/magic/etc. damage.
* Character classes that only determine starting equipment and stats. Builds are instead based on which stats you choose to level up and what equipment you wear. Each point you put into a stat counts as a "Soul Level", Soul Level, which decides the level range of other players you can encounter online.
* Atypical online components. Examining bloodstains while playing online will replay the last ten seconds of another player's life, highlighting which highlights potential hazards. You can also leave messages on the ground about potential warning of enemies, hazards and treasure (or to [[ForTheEvulz lure others into traps]]). Additionally, while While online you can summon other players to help you. However, you, but you can also be invaded and killed by others. By entering one of the games' various covenants, players gain benefits to co-op play, invasion, hunting invaders, and so forth.



See also ''VideoGame/DemonsSouls'' (a spiritual prequel to the ''Souls'' trilogy) and ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), both also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has inspired many imitations and seeped into the broader game design culture.

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See also ''VideoGame/DemonsSouls'' (a spiritual prequel predecessor to the ''Souls'' trilogy) and ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), both also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has inspired many imitations and seeped into the broader game design culture.
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* EverythingTryingToKillYou: The only things that don't are a handful of NPC's (and even then some of them do go hollow and try to kill you). The things that are trying to kill you include: zombies, walking skeletons, knights that have gone insane giant rats, giant cats, giant leeches, mosquitoes the size of cats, vicious dogs, blobs of slime, lizards that turn you to stone, metal boars, animated statues, snake men, dragons, demons, ghosts, mushrooms, the inhabitants of a painting... and that doesn't even cover the bosses (which includes gods and even more demons) or the other players who will invade to try and steal your humanity...

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* EverythingTryingToKillYou: The only things that don't are a handful of NPC's (and even then some of them do go hollow and try to kill you). The things that are trying to kill you include: zombies, walking skeletons, knights that have gone insane insane, giant rats, giant cats, giant leeches, mosquitoes the size of cats, vicious dogs, blobs of slime, lizards that turn you to stone, metal boars, animated statues, snake men, dragons, demons, ghosts, mushrooms, the inhabitants of a painting... and that doesn't even cover the bosses (which includes gods and even more demons) or the other players who will invade to try and steal your humanity...

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** Every game has a dragon that sits above a bridge periodically breathing fire at you, forcing you to time your runs across the bridge to avoid being incinerated (''Bloodborne'', despite not having any dragons, repeats this by having you cross a bridge while an [[EldritchAbomination Amygdala]] fires lasers at you.

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** Every game has a dragon that sits above a bridge periodically breathing fire at you, forcing you to time your runs across the bridge to avoid being incinerated (''Bloodborne'', despite not having any dragons, repeats this by having you cross a bridge while an [[EldritchAbomination Amygdala]] fires lasers at you.you).


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** Each game features a large poisoned swamp area where walking in the swamp water slows you down (Valley of Defilement in ''Demon's Souls'', Blighttown in ''Dark Souls'', Shrine of Amana in ''Dark Souls II'', the Nightmare Frontier in ''Bloodborne'', and Farron Keep in ''Dark Souls III'').
** The Wheel Skeletons appear in every ''Dark Souls'' game, one of the few enemies to do so.
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* OncePerEpisode: The series has a lot of elements that recur across all three installments, as well as the other two entries in the series (''Demon's Souls'' and ''Bloodborne'').
** Every game has a dragon that sits above a bridge periodically breathing fire at you, forcing you to time your runs across the bridge to avoid being incinerated (''Bloodborne'', despite not having any dragons, repeats this by having you cross a bridge while an [[EldritchAbomination Amygdala]] fires lasers at you.
** Every single game has featured the Sword of Moonlight.
** Patches shows up in every game but ''Dark Souls II'', and he plays roughly the same role in each (''II'' features an {{Expy}} of him in the form of Pate).
** Strangely, each game has a boss whose gluttony turned it into a monster (Gaping Dragon in the first, Covetous Demon in the second, Aldrich in the third).
** Additionally, seeing as the series owes much to ''Manga/{{Berserk}}'', a boss in each game's DLC content is in some way an {{expy}} of Guts (Artorias in the first game uses his fighting style and lacks use of his right hand, the Fume Knight in ''II'' wields an {{expy}} of Dragonslayer, the Orphan of Kos in ''Bloodborne'' shares his backstory of being born from a corpse into a life of violence, and [[spoiler: Gael]] in ''III'' uses a very similar fighting style alongside an AutomaticCrossbow).
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* {{Animesque}}: Notable Inversion; despite being made in Japan, the Souls games are mistaken by casual fans or non-fans as a western-made game due to its aesthetics.

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