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** This notably still applies to its Oolacile counterpart/[[spoiler: equivalent from millennia in the past]] the Royal Garden, which is full of stone giants and animated scarecrow "gardeners" who are none too pleased by your trespassing.

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* GameplayAndStorySegregation: One notable recurring example is the fact that many characters in the games are cursed with the Darksign like you are, making them undead, but you are the ''only'' one of them who will [[ResurrectiveImmortality respawn at a bonfire upon death]] instead of being KilledOffForReal.

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* GameplayAndStorySegregation: One notable recurring example GameplayAndStoryIntegration: Time is the fact that many characters in the games are cursed with the Darksign [[TimeyWimeyBall more like guidelines than actual rules]] in Dark Souls. As such, while you are, making them undead, but you are appear to be the ''only'' one of them only Hollow who will [[ResurrectiveImmortality respawn at a bonfire upon death]] instead of being KilledOffForReal.KilledOffForReal, in reality you're simply arriving in an AlternateUniverse where the people you killed are still alive, and when you die you cease to exist in that universe. This also plays into the themes of Dark Souls 2, where if you kill enemies enough times to grind them, you start running out of universes where they still exist. Nothing is infinite, not even the multiverse it seems.
* GameplayAndStorySegregation: Despite this fact, items from people you kill somehow persist even if you die before you can collect them and end up in another version of the world.
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** All three games also heavily paint the actions of [[spoiler: Gwyn, the king of gods, as responsible for all the problems in the world. Gwyn created the darksign in his paranoia over the power of Humanity, creating a curse to weaken the power of Humanity before it could rival the power of his own Godhood and family. In cursing humanity, he inadvertantly created Manus, a man consumed by the "curse of humanity", who began the downfall of Gwyn's entire reign starting with the loss of Artorias. Manus' existence in turn created the BigBad for Dark Souls 2, and led to the effects of the corruption and blight that live in the world of Dark Souls 3, while also cripplied the First Flame, the source of Gwyn's own power and reign. Essentially Gwyn's own attempts to prevent the cycle of his reign eventually ending naturally led to the creation of the Dark Souls cycle of life, undeath, death, and rebirth]]
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** The Chaos Bugs in Lost Izalith really only exist for two reasons: to create a PlayerPunch regarding Solaire, and to be farmed for Sunlight Medals. They're also one of the few completely non-hostile mobs in the game (not counting [=NPC=]s) and only drop a mere 20 souls apiece; no point in bothering them unless you really need those Medals.

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** The Chaos Bugs in Lost Izalith really only exist for two reasons: to create a PlayerPunch gut-punching revelation regarding Solaire, and to be farmed for Sunlight Medals. They're also one of the few completely non-hostile mobs in the game (not counting [=NPC=]s) and only drop a mere 20 souls apiece; no point in bothering them unless you really need those Medals.
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* StrongEnemiesLowRewards:
** The skeletons in the cemetary by Firelink Shrine serve to indicate to a new player that they're going in the wrong direction; they have a ton of hitpoints and drop a mere fifty souls on death (in contrast, the [[TheGoomba Hollows]] on the "correct" path go down in two hits and drop upwards of sixty apiece). The player is intended to come back when the skeletons and Hollows pose about as much of a threat.
** Crystal Cave is home to a number of [[DegradedBoss Moonlight Butterflies]], most of which don't act unless provoked. A new player may eagerly recall the 10000+ soul reward achieved from defeating the first one... only to find out these butterflies drop a mere 400 souls apiece, without dropping one bit in difficulty. It's best to leave them alone unless you're farming for certain items.
** The Chaos Bugs in Lost Izalith really only exist for two reasons: to create a PlayerPunch regarding Solaire, and to be farmed for Sunlight Medals. They're also one of the few completely non-hostile mobs in the game (not counting [=NPC=]s) and only drop a mere 20 souls apiece; no point in bothering them unless you really need those Medals.
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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 themselves 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 themselves swept up in a quest to rekindle the flame that keeps the world alight, and hold off the coming age of darkness... that is is, unless you choose to usher in that age yourself.
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Fixed misspellings of "Gwyn"


** Artorias the Abysswalker's animal was a wolf, he was one of Gywn's most powerful knights and he was an inspiration to his fellow knights and civilians. He was also accompanied by his wolf, Sif, and he would later inspire the Undead Legion of Farron, who fought as a wolf pack.
** Lord's Blade Ciaran's animal was a hornet, she was an assassin who worked for Gywn and would kill people under Gywn's orders. Ciaran's "hornet ring" also boosts the power of critical attacks.

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** Artorias the Abysswalker's animal was a wolf, he was one of Gywn's Gwyn's most powerful knights and he was an inspiration to his fellow knights and civilians. He was also accompanied by his wolf, Sif, and he would later inspire the Undead Legion of Farron, who fought as a wolf pack.
** Lord's Blade Ciaran's animal was a hornet, she was an assassin who worked for Gywn Gwyn and would kill people under Gywn's Gwyn's orders. Ciaran's "hornet ring" also boosts the power of critical attacks.
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** The Farron Greatsword and Ringed Knight Paired Greatswords in '''III'' are greatswords that ''cannot'' be two-handed — pressing the button to do so [[DualWielding draws the offhand weapon instead]].

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** The Farron Greatsword and Ringed Knight Paired Greatswords in '''III'' ''III'' are greatswords that ''cannot'' be two-handed — pressing the button to do so [[DualWielding draws the offhand weapon instead]].
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* RenovatingThePlayerHeadquarters: Many characters the player meets throughout the game will come back to Firelink Shrine after being discovered, becoming merchants or performing other useful services.
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* GreatOffscreenWar: The lore makes the occasional mention of an event called the "Occult Rebellion" where a group of humans or giants made war upon the gods of Anor Londo using forbidden weaponry that channeled Dark. The only name tied to this event was Havel The Rock, who was apparently exiled. The ember used to make the weapons was hidden in the Painted World and the entire conflict, [[{{Unperson}} as well as it's participants]], was otherwise erased from history.
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* ThePowerOfFriendship: It's subtle, but it's still a major theme. Players in general are encouraged to summon allies, as they tend to make this NintendoHard series easier. Killing shopkeepers is also discouraged, as they don't respawn. Also, sidequests can happen if players visit them enough.
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[[caption-width-right:350:Prepare to Die]]
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See also ''VideoGame/DemonsSouls'' (a spiritual predecessor to the ''Souls'' trilogy), ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), and ''VideoGame/SekiroShadowsDieTwice'' (a game with similar but altered gameplay and a Feudal Japan setting, but retains the style of the ''Souls'' games), all also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has [[SoulsLikeRPG 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), ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), and ''VideoGame/SekiroShadowsDieTwice'' (a game with similar but altered gameplay and a Feudal Japan setting, but retains the style of the ''Souls'' games), and ''VideoGame/EldenRing'' (a spiritual successor created in collaboration with Creator/GeorgeRRMartin), all also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has [[SoulsLikeRPG inspired many imitations and seeped into the broader game design culture]].
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** Smough himself gets in on this as well. Despite being fought as a DualBoss with Dragonslayer Ornstein and killed by the player character, his armor description in ''Dark Souls III'' states that he made TheLastStand in Anor Londo as it was conquered by Pontyff Sullyvan's forces, an event implied to have happened millenias after the events of the first game.

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** Smough himself gets in on this as well. Despite being fought as a DualBoss with Dragonslayer Ornstein and killed by the player character, his armor description in ''Dark Souls III'' states that he made TheLastStand a LastStand in Anor Londo as it was conquered by Pontyff Sullyvan's forces, an event implied to have happened millenias after the events of the first game.
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* SpiritualPredecessor:
** ''VideoGame/{{Bloodborne}},'' itself a spinoff by the same company (From Software). Replace [[spoiler: undead gods with alien {{Eldritch Abomination}}s]], shields with guns, zombies with werewolves, Undead with [[MonsterSlayer Hunters]], and souls with blood. Then constrain the gameworld to late 19th century Prague. There you go.
** ''VideoGame/DeadCells.'' An [[ResurrectiveImmortality invincible (but not invulnerable)]] undead creature who uses a certain part of the enemy to upgrade themselves (Souls in DS, stem cells in DC).
** ''VideoGame/HollowKnight.'' A resurrectively immortal, void-touched ghost searches a bleak fallen kingdom for the means to undo the curse placed upon it. You also respawn on the last bench you sat on, similar to the Bonfires of DS.
** ''VideoGame/SaltAndSanctuary.'' A fantasy ARPG with combat based around dodging and stamina management. It also takes the plot point of fighting [[spoiler: zombie gods]] and runs with it. The enemy that kills you takes all your EXP and buffs themselves with it. While Salt is not souls, it is derived from the souls of mankind and levelling up uses it in a ritual to grant you its power.
** ''VideoGame/HyperLightDrifter,'' which is also very much a [[VideoGame/TheLegendOfZelda Zelda-like]].
** ''VideoGame/TheSurge, Dark Souls'' [[InSpace IN SPAAAACE!!!]] Er, TwentyMinutesIntoTheFuture and [[LikeThatShowButWithMecha with giant robots]]!!! Yes, anyways, monstrous difficulty while directly using bits of the enemy to upgrade the player character.
** Similarly, ''VideoGame/ImmortalUnchained'' transports Dark Souls' dark lore of endless suffering and eternal conflict to the distant future and gives a particular emphasis on firearms.
** ''VideoGame/LordsOfTheFallen'' and ''VideoGame/NierAutomata'', both {{Alternate Company Equivalent}}s belonging to Deck 13 and Square Enix respectively.
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* CentralTheme: Fire, death, and what beauty means in the CrapsackWorld of ''Dark Souls'', according to Director Miyazaki.

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* CentralTheme: Fire, death, and CentralTheme:
** The heart of ''Dark Souls'' is
what beauty means in the CrapsackWorld of ''Dark Souls'', a CrapsackWorld, according to Director Miyazaki.Miyazaki. There's no obvious moral here, but
** The passing of time and the finitude of all things are both topics present throughout the games. All three games feature bosses and villains obsessed with the past, hoping to maintain an era that is long gone. They go through great suffering in their attempt to stop their own deaths or power from fading, simultaneously causing too much damage to the entire world in the process, and unknowingly pushing away not only any hope for that Age to return, but any hope for the future (better or worse) to blossom.
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* AbsurdlyHighLevelCap: Each time a stat is raised by one point, a level goes up. Since each stat caps at 99, the maximum level in these games is around the mid-700s to low 800s (depending on the specific game). Typically speaking, one can reliably defeat the FinalBoss at around level 100. Since actually reaching that level cap takes ''forever'', most players intentionally limit themselves, at least as far as [=PvP=] is concerned: Western players tend to stick around level 120 - 130, Japanese players somewhere in the 300s.

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* AbsurdlyHighLevelCap: Each time a stat is raised by one point, a level goes up. Since each stat caps at 99, the maximum level in these games is around the mid-700s to low 800s (depending on the specific game). Typically speaking, one can reliably defeat the FinalBoss at around level 100. Since actually reaching that level cap takes ''forever'', most players intentionally limit themselves, at least as far as [=PvP=] is concerned: Western players tend to stick around level 120 - 130, Japanese players somewhere in the 300s.concerned.
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Final Death has been disambiged


** The Dark Sign cursed Undead are stuck "in-between" life and death. Non-Hollow Undead still possess souls and are thus technically "alive", but they're quite literally incapable of dying and will get back up so long as the Undead in question still has HeroicWillpower to not go Hollow. Hollows, which act more like typical zombies, are also hit with this, as it's left ambiguous if Hollowed Undead recieve a FinalDeath once killed as Hollows, or if they too eventually get back up. Contrasted with the animated skeletons of the Catacombs, which are explicitly just bones given souls and animated by necromancers, the Undead cursed by the Dark Sign are a very explicit anomaly in the world, and a sign of things going very wrong.

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** The Dark Sign cursed Undead are stuck "in-between" life and death. Non-Hollow Undead still possess souls and are thus technically "alive", but they're quite literally incapable of dying and will get back up so long as the Undead in question still has HeroicWillpower to not go Hollow. Hollows, which act more like typical zombies, are also hit with this, as it's left ambiguous if Hollowed Undead recieve a FinalDeath really die once killed as Hollows, or if they too eventually get back up. Contrasted with the animated skeletons of the Catacombs, which are explicitly just bones given souls and animated by necromancers, the Undead cursed by the Dark Sign are a very explicit anomaly in the world, and a sign of things going very wrong.
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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- or herself themselves 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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* StandardJapaneseFantasySetting: The first game was originally inspired by a Japanese guy reading and only partly understanding Western fantasy novels. As such, it has many of the hallmarks of this trope, including complex and fallible deities of Light (not entirely good) and Dark (not necessarily bad), deities of Life and Death (the flaws in both of which give rise to tormented demons and soulless undead hordes), KnightTemplar priesthoods and holy warriors who draw on the Light to perform miracles and morally suspect offensive magic (divided into scholarly sorcery and primal pyromancy).
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See also ''VideoGame/DemonsSouls'' (a spiritual predecessor to the ''Souls'' trilogy), ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), and ''VideoGame/SekiroShadowsDieTwice'' (a game with similar but altered gameplay and a unique setting, but retains the style of the ''Souls'' games), all also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has [[SoulsLikeRPG 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), ''{{VideoGame/Bloodborne}}'' (a game with similar themes and gameplay but a very different setting), and ''VideoGame/SekiroShadowsDieTwice'' (a game with similar but altered gameplay and a unique Feudal Japan setting, but retains the style of the ''Souls'' games), all also by [=FROMSoftware=]. Together, the so called "Soulsborne" style of gameplay has [[SoulsLikeRPG inspired many imitations and seeped into the broader game design culture]].
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Crosswicked new trope Lightning Lash.

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* LightningLash: The whip, though generally weak, can be upgraded to a lightning whip.
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* SacredFlames: The First Flame is the origin of all light and souls (except the Dark Soul, which the setting's humans possess) in the game.
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Link for new trope

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* MortalityGreyArea
** The Dark Sign cursed Undead are stuck "in-between" life and death. Non-Hollow Undead still possess souls and are thus technically "alive", but they're quite literally incapable of dying and will get back up so long as the Undead in question still has HeroicWillpower to not go Hollow. Hollows, which act more like typical zombies, are also hit with this, as it's left ambiguous if Hollowed Undead recieve a FinalDeath once killed as Hollows, or if they too eventually get back up. Contrasted with the animated skeletons of the Catacombs, which are explicitly just bones given souls and animated by necromancers, the Undead cursed by the Dark Sign are a very explicit anomaly in the world, and a sign of things going very wrong.
** Dragonslayer Ornstein is stuck with a very bizarre case of this: In the first game, he's fought as a DualBoss with Smough the Executioner and killed by the player in order to progress through the game. Then came along ''VideoGame/DarkSoulsII'' with a boss called the Old Dragonslayer...who was all but named to be Ornstein, despite the game being a DistantSequel of the first game. Then came along ''VideoGame/DarkSoulsIII'', in which his armor can be found and described the fact that he left "the ruined cathedral" (the place where he's fought in the first game) in search of the Nameless King, and thus [[MindScrew it's technically impossible for him to have been fought in the first game at all]]! To say that this created a lot of EpilepticTrees is an understatement.
** Smough himself gets in on this as well. Despite being fought as a DualBoss with Dragonslayer Ornstein and killed by the player character, his armor description in ''Dark Souls III'' states that he made TheLastStand in Anor Londo as it was conquered by Pontyff Sullyvan's forces, an event implied to have happened millenias after the events of the first game.
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* BareHandedBladeBlock: Downplayed. While the player can't actually block attacks empty-handed, they can still parry by slapping the offending weapon aside.
** Occasionally played straight (while averting BlockingStopsAllDamage) with a mis-timed parry; the player will still take the full brunt of the damage, but won't be knocked down or back, even if they have no poise whatsoever.


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** Averted for the knights of Carim, who are noted in-game to fight without shields, preferring the use of an off-hand or two-handed weapon instead. The player can also do this, naturally.

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