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Hollowed Edition

Version 1.2.1

by
Santuric
Leveling Cost
Quick Reference Actions

Base to Tier 1 costs: 2 souls Major actions


Tier 1 to 2 costs: 4 souls Attack
Tier 2 to 3 costs: 6 souls Reaction
Ember
Shop Cost Minor actions
Move
When buying, pick up 2 cards. Choose one Rest
and discard the other. Tier 2 deck Estus
available after defeating first boss. Free actions
Swap
Tier 1 deck: 1 soul Heroic ability
Tier 2 deck: 2 souls
Gain 1 stamina passively on turn start.
Encounter rewards
Reactions
Encounter lvl + 2 individual souls
Strength
Completing more than one encounter in a Absorb damage
row without returning to The Bonfire,
rewards players with shared souls. Does Dexterity
not reset in the case of death, unless the Parry
entire party wipes. Bosses do not count for
streaks. Intelligence
Buff ally damage
x2 - 1 shared soul/player
x3 - 2 shared souls/player Faith
x4 - 3 shared souls/player Buff ally defense

Boss rewards Out of Combat

Mini - 10 + 2 shared souls/player Restore all stamina and 2 health.


Main - 10 + 4 shared souls/player
Mega - 10 + 6 shared souls/player Respawn dead players, with only estus.

Bosses also reward their respective boss May recharge tokens.


items, and 1 spark for the spark dial.
Coin token 1 soul
Death Estus token 2 souls
Pendant token 2 souls
Respawn with hollowing.
Conditions
Hollowing per death: +2 / +1 / Defeat
Bleed. At 2 stacks, consume all for
May be reversed by becoming embered. 3 damage.

Drop souls on death, regain by surviving Poison. ∞ stack, consume all on


an encounter. turn end for 1 damage each.

Phantoms Stagger. Lower player defense,


resist and dodge. Lower enemy attack.
Invaders trigger whenever a player is
embered. Once per floor. Frostbite. Player attacks and
movement costs more. Enemy dodge and
Summons can be summoned into any movement lowered.
room, at the cost of reducing rewards by
half rounded down. Once per floor.
Introduction
I very much enjoy the Dark Souls Board Game, but
like many others, I find the vanilla rules lackluster
at certain points. Most of these issues have to do
with player downtime, loot progression, and time
spent on grinding. Moreover, while a lot of
mechanics emulate the video game well, certain
mechanics do not, taking you out of the experience.
This overhaul is aimed at players who are already
familiar with reading tokens and cards, general
rules for enemy behavior, and using the character
sheets. All other rules are explained in detail.
This ruleset aims to improve upon the game
without radically overhauling the structure of the
vanilla rules. The aim is to create an experience
closer to the actual video games, that is more
focused on player decision making and resource
management, instead of random chance and
grinding. It makes for a more difficult, but less
unfair and frustrating experience. And most
importantly, more focus on fighting bosses.

Have fun. Don’t you dare go hollow.

1
Setup
Each player chooses a starting class, with the
appropriate starting gear. Place the estus, coin, and
pendant tokens on the board face up, but not the ember
token. Place a white cube on the base level of each stat.
Find the class and transposed treasures of the chosen
classes.

Shuffle the treasure cards into two piles. The tier 1 pile
contains all items with a stat requirements of 24 and
below, three random legendary items, all basic class items
of the chosen classes, and half of all embers and titanite
shards rounded down.

The tier 2 pile contains all items with at least one stat
requirement of 25 and above, the remaining seven
legendary items, all transposed items of the chosen
classes, and the remaining embers and titanite shards.

Add armor sets from the Characters Expansion to


either or both item decks, if available.

Chose which bosses will be encountered during the


campaign. Set aside their boss items, and keep the
remaining unused ones at hand.

Choose whether or not to use mimics and phantoms


during this campaign, and prepare the necessary models
and tokens.

Turn the spark dial according to the amount of players.

Solo players begin with 6 souls.

Select four room tiles at random and place them in any


formation from the bonfire tile. Place the mini-boss tile at
the end, with the fog door token at the entrance.

Select a mini boss. Place encounter cards face down on


the room tiles, according to the difficulty of the mini boss.
By u/tettix
Repeat the tile and encounter setup process after the
mini boss, but choose a main boss instead, and add the
main boss tile to the mini boss tile. Mega bosses are
preceeded by a single level 4 encounter.

Choose a player to receive the first activation token.

Prepare to die.

2
Resting
The Bonfire Blacksmith Andre
The Bonfire is your home base, where you Blacksmith Andre allows players to
rest and spend your hard-earned souls. The purchase items, and upgrade weapons and
Bonfire tile also stores your souls, sparks, armor, when resting at The Bonfire.
and inventory.
When setting up the game, shuffle the
Players may choose to return to The Bonfire treasure cards into two piles. The tier 1 pile
at any time when not in combat, in order to contains all items with a stat requirements
rest, purchase items, and level up. of 24 and below, three random legendary
items, all basic class items of the chosen
Returning to The Bonfire resets the bonus classes, and half of all embers and titanite
soul streak. shards rounded down. May also contain the
special low tier armor sets.
Resting heals all stamina and health for all
players. Hollowed players remain hollowed The tier 2 pile contains all items with at
when resting. Resting also recharges the least one stat requirement of 25 and above,
estus, luck, and heroic action tokens. the remaining seven legendary items, all
transposed items of the chosen classes, and
the remaining embers and titanite shards.
The Firekeeper May also contain the special high tier armor
sets.
The Firekeeper is available when resting at The tier 1 items are always available, and
The Bonfire, and allows players to level up may be purchased for 1 soul.
their stats in exchange for souls.
The tier 2 items are available after beating
The cost of leveling up depends on the tier the first boss, and may be purchased for 2
in question. souls.
Base to Tier 1 costs: 2 souls
When purchasing items, pick up two cards
Tier 1 to 2 costs: 4 souls from the given deck. Select one item to add
Tier 2 to 3 costs: 6 souls to the inventory, and discard the other.

Once an attribute is at tier 3, it may be Andre can upgrade weapons for free, if you
leveled once more to tier 4. This costs 8 have the necessary materials and stats.
souls. Doing this sets the attribute to 40 However, weapon upgrades cannot be
points. Indicate tier 4 by replacing the white removed, only replaced. Discard any
cube with a red cube. replaced upgrades.

Armor can also be upgraded for free, using


Sparks armor upgrades like rings. These can be
removed and swapped freely when resting
at The Bonfire, or when exploring and out of
Sparks may be used to reverse hollowing combat.
when resting at The Bonfire. One spark
grants the embered status to a single
player.

The amount of sparks scale with the


amount of players, and can only be
increased by beating a boss.

Sparks are counted using the spark dial.


Note that the amount of sparks cannot go
above 5.

Concept art

3
Exploration
Vanquishing Encounter Rewards
After defeating an encounter, keep all When an encounter has been defeated,
terrain and trap tokens on the tile, and keep players receive souls according to the
the encounter card face up. Opened chests difficulty of the encounter. Souls are either
and broken barrels remain as such. If all individual or shared. Individual souls can
players die in an encounter, the latest room only be used by the respective player, but
to be defeated respawns. This room grants can be used for shared goals like buying
normal rewards, and terrain is reset. items. Shared souls can be used in
combination with individual souls by any
Otherwise, encounters remain cleared. player.

Mimics Encounter rewards

Encounter lvl + 2 individual souls


If mimics are enabled for the current game,
place 4 face down mimic cards next to the
game tiles when setting up the dungeon. Completing more than one encounter in a
row without returning to The Bonfire,
rewards players with shared souls. Does
If an encounter contains a chest, players not reset in the case of death, unless the
may risk awakening a mimic when opening entire party wipes. Bosses do not count for
it. streaks.
After defeating all enemies in an encounter, x2 - 1 shared soul/player
chose whether to open or forgo the chest. x3 - 2 shared souls/player
Players regain their stamina and 2 health x4 - 3 shared souls/player
points as normal, but do not have the
opportunity to change equipment, recharge
tokens, or move before opening. Dead Boss rewards
players respawn on the same node they
entered from, now hollowed. Mini - 10 + 2 shared souls/player
Main - 10 + 4 shared souls/player
Flip the mimic card to see whether the chest Mega - 10 + 6 shared souls/player
is actually a mimic. If so, begin the mimic
fight immediately, with players in the same Bosses also reward their respective boss
position as they were when the encounter items, and 1 spark for the spark dial.
ended. Mimic rewards count as opening two
chests. After defeating a boss, players return to The
Bonfire and gain all resting benefits. They
If players forgo opening the chest, it can do not become embered.
only be opened again if the encounter is
repopulated. Out of Combat
Summons After defeating an encounter, all surviving
Before entering a new room, the players players recover 2 health points and all
may choose to summon a friendly phantom stamina points. The players may choose to
to aid them in the upcoming fight. This can continue exploring, or return to The
be done for both normal encounters and Bonfire.
bosses, but only once per floor.
Dead players respawn after the encounter
Summons are chosen at random. If the has been cleared, with an additional stage
players have not beaten the first boss yet, of hollowing.
use the standard phantom cards, otherwise
use the advanced phantom cards. While exploring, character tokens may be
recharged for souls, without returning to
If the players defeat the encounter, they The Bonfire.
gain only half the amount of souls rounded
down, regardless of whether the phantom Coin tokens may be recharged for 1 soul.
lives or dies. Estus tokens may be recharged for 2 souls.
Pendant tokens may be recharged for 2
souls.

4
Hollowing
Death Embers
When a player dies, they lose their ember Embers can be found when buying items at
and begin to hollow. Hollowing decreases the shop. They can be consumed while
the maximum health of the player, which is resting, or while exploring and out of
indicated by placing black cubes on the combat. They can also be used in combat.
right side of the stamina bar. This lowers
max health, and cannot be removed by Becoming embered removes all stages of
normal means. hollowing, recharges the coin and pendant
tokens, and gives you the embered buff.
After the first death, place 2 black cubes on
the right side of the stamina bar. When taking 3 or more damage in a single
hit while embered, you may reduce that
After the second death, place 1 additional damage by 1.
black cube on the right side of the stamina
bar. To use an ember in combat, it must be
equipped as you would a weapon. It can be
If any player dies while on the second stage consumed during combat as a major action.
of hollowing, all players lose the game.
Consuming an ember in combat heals all
Hollowing can be reversed by becoming damage and stamina, in addition to the
embered. Players can become embered two regular benefits.
ways.

The first way is to consume a spark while Respawning


resting at The Bonfire. The second way is to
consume an ember while either out of If a player dies, the remaining player
combat, or as an action in combat. continue fighting. Only if all players die is
the encounter lost. Dead players do get
A player does not die from having a full souls from the encounter.
stamina bar. They only die if they take
damage in excess of empty slots. Players Once an encounter has been defeated, any
cannot use more stamina than they have dead players respawn. Dead players gain an
empty slots. additional stage of hollowing, lose their
ember, and deactivate their coin and
pendant tokens, but do regain their estus
token.

Dropped Souls
When a player dies, they drop their
individual souls. If all players die, the
shared souls are dropped too.

Dropped souls can only be regained by


defeating another encounter without dying.
If a player with dropped souls die again
before recovery, those souls are lost for
good. All dropped souls are recovered if a
boss is defeated, even if that player died
during the boss encounter.

Concept art

5
Obstacles
Terrain Invaders
Some encounters contain terrain obstacles. Invaders are attracted to embers, and will
Terrain does not respawn after being try to take them from you by force.
broken or opened, even if the encounter Whenever any player is embered, place
repopulates. invader tokens on all undefeated
encounters.
Barrels are impassable to regular
movement, but can be broken by spending All but one token must be empty. The
one stamina while moving, or while dodge- remaining token is chosen at random, and
rolling. After ending the encounter, roll one indicates which phantom will invade.
black die for each barrel, and receive shared Before defeating the first boss, use standard
souls equal to the amount of symbols. invaders. Otherwise use advanced invaders.

Tombstones are impassable. They also Invaders spawn on the middle node of the
block line of sight for ranged attacks. When board, and fight you alongside normal
entering the boss room, reveal behavior enemies. They always activate after
cards equal to the amount of tombstones enemies.
found on that floor. These cards remain face
up, even after the deck is reset or shuffled. Defeating an invaders immediately rewards
you with their specific items, as well as
Chest are impassable. After ending the souls.
encounter, the party may open it and
receive one random boss treasure, amongst Standard 1 shared soul/player
the unused boss treasures of the same tier Advanced 2 shared souls/player
as the current boss. Beware of mimics.
If all players are defeated during an
Crystal Lizards are optional chances for invasion, the invader leaves. They do not
treasure. Players must defeat lizards before come back, even when re-entering that
ending the encounter to receive their items. encounter.
Lizards do not come back if the encounter
is reset, even if not killed. Errata
If the encounter is trapped, place trap The Titanite Demon Titanite Shard item is
tokens face down on all yellow nodes, now a Titanite Chunk, and grants +2
excluding edges with a connected doorway. damage.
Resolve traps when a player moves onto
that node. The Stray Demon Titanite Shard item is now
a Titanite Slab, and grants +3 damage.

Tiny Beings Ring now grants 1 health gain


at the beginning of the activation.

Chloranthy Ring increases the passive


stamina gain to 2 instead at the beginning
on activation for all players on that node.

Covetous Silver Serpent Ring now grants 1


additional shared soul per player.

Mon Ring can now be used once per floor.

Dragon Tooth now grants 1 black die to


block and resist rolls until your next turn,
when using the 0-cost attack.

Old Leo Ring now counts since the last


activation of the equipped player.

Players only receive boss items from the last


of Ornstein and Smough to fall.
By Unknown
6
Combat
Activations Actions
Turns are divided into activations. During their activation, a player can
perform a major and a minor action, or two
Enemies always activate first when entering minor actions. Actions can be done in any
an encounter. order. Free actions can be done at any time
during the activation.
Invaders activate after enemies, if present.
Attack - Major action
Players then activate one at a time.
Perform an attack with one or both
equipped items. Pay the relevant stamina
At the beginning of a players activation, costs for all attacks.
that player gains the aggro token. They also
passively recover 1 stamina. Reaction - Major action

Then, repeat from monster activation. The Prepare a reaction based on one of your
player to the left of the active player is next stats.
to activate.
Ember - Major action
When first entering an encounter, the first Consume an equipped ember to recover
player to activate is the one who holds the all damage and stamina, cure all
first activation token. No player holds the conditions, and gain the embered status.
aggro token before the first player activates. Cannot be used if already embered.

After clearing or losing an encounter, give Move - Minor action


the first activation token to the player on the
left. Move one node for no stamina cost, or
several at the cost of one stamina for each
node beyond the first. Repeatable.
Enemy Behavior Rest - Minor action

Monsters will attack players depending on Stand still to recover 2 stamina.


their behaviour card, be that the closest Repeatable.
player, or the aggro player. Ties are Estus - Minor action
determined by highest threat score.
Drink your estus to recover all damage,
Monsters will stop movement as soon as and cure conditions. Flip estus token to the
their target is in range. Monster still expel empty side.
players from their node if a push symbol is
present on movement order. For example, Swap - Free action
they will not move into the target’s node, if
they have a range 1 attack. Swap equipment between your hand
and your back.
If monster behaviour would cause it to move Heroic Ability - Free action
into a node with three models already on it,
it pushes the monster who has been there Flip the pendant token to use a heroic
the longest. If no monsters are on the node, ability. Can be used outside of player
the player with the lowest threat score is activations, if applicable.
pushed.

When a model is pushed, it must move in a


logical direction away from the source of the
push. If the push originates on the same
node, such as a leap or expel, the player
may choose freely.

By OneSpeechless

7
Reactions Conditions
Reactions are effects which are triggered Certain attacks inflict conditions. These
outside of the activation of that player. conditions have a negative effect, which are
Reactions are based on your stats, and only slightly different depending on whether they
one type of reaction can be prepared at a afflict a player or a monster.
time, and each reaction has a specific
trigger. Each level in a stat raises its tier. Most conditions are removed at the end of
an activation. They may also be removed by
Reaction effects are based directly on the consuming an estus or an ember.
tier of the stat in question. Higher tiers
allow you to perform better effects. Weapons that naturally inflict conditions
can be infused with upgrades that add the
Activating a reaction effect costs stamina same condition. That weapon will inflict the
equal to the stat tier that is being activated. condition twice.
The stamina cost is paid as the reaction
triggers. A player can choose to not react, or Bleed stacks up to 2 times, and is not
to use a lower tier reaction if they so wish. removed at the end of activations. When a
model reaches 2 stacks of bleed, the stack
Preparing a reaction is a major action, and is consumed and it takes 3 damage
a stat must be chosen at that point. The unaffected by armor.
type of prepared reaction cannot be
changed. Poison can stack indefinitely. At the end
of a poisoned models activation, it
Strength consumes all poison tokens, and takes
damage equal to the amount, unaffected by
Allows you to absorb damage from an ally. armor.
Can trigger when an ally within 1 range
takes damage. Roll 1 black die for each stat Stagger does not stack, and is removed
tier. The amount rolled is the maximum at the end of an activation. A player with
amount of damage you may absorb. You stagger suffers -1 success on block, resist
may roll defense or resistance for the and dodge rolls. An enemy with stagger has
damage you absorb. damage values lowered by one.

Dexterity Frostbite does not stack, and is removed


at the end of an activation. A player with
Allows you to perform parries. Can trigger frostbite must spend 1 additional stamina
when attacked within range of your to attack, and for each node moved. An
currently equipped weapon, but not boss enemy with frostbite has the dodge and
arc attacks or push attacks. Roll 1 dodge movement values lowered by 1.
die for each stat tier. If the amount is equal
to or above the dodge difficulty of the Calamity does not stack, and is not
attack, you succeed and may perform a free removable. A player with calamity suffers -1
attack with one of your equipped weapons. success on all block, resist and dodge rolls,
If not, you take full damage from the attack. and all damage taken is increased by 1.
Calamity is inflicted by Kalameet.
Intelligence
Corrosion does not stack, and is
Allows you to buff the attack of an ally. Can removed upon taking damage. It corrupts
trigger when an ally within 2 range attacks. weapons and shields, causing them to
Roll 1 black die for each stat tier. The suffer -1 success on both attack, and block
amount rolled is added to the attack of the and resist rolls. Armor is not affected.
ally. Corrosion is inflicted by the Gaping Dragon.

Faith All conditions are removed upon ending an


encounter or dying.
Allows you to reduce the damage taken by
an ally. May trigger when an ally within 3
range takes damage. Roll 1 dodge die for
each stat tier. If the amount is equal to or
above the dodge difficulty of the attack, the
ally takes half damage rounded up.
8
Extensions
How to use Boss Rush
Extensions are optional rule-addons, that This mode challenges players to defeat as
can be used to spice up the game with new many bosses in a row as possible with
modes, variations, and overhauls. limited resources.

All extensions have been designed with the In this mode, progressions and rewards
Hollowed Edition ruleset in mind, but work differently. There are no normal
should be applicable to other rulesets with encounters, only bosses. Bosses are fought
some tweaking. in random order within each tier of
difficulty.
Each extension is self-contained, but can in
certain cases be combined with others. Sparks and health values are set as normal.
Combine GM Mode with a Covenant? Or Each player receives 12 souls before the
Boss Rush mode with Endgame PvP? The first boss, to spend freely on levels and gear.
choice is yours. The high-tier treasure deck is only available
after defeating all mini bosses.
Endgame PvP Defeating a boss rewards 6 souls to each
This rule introduces an optional endgame player. Players may choose one of the
round of PvP after the last boss has been associated boss treasures, and also draw 1
defeated, to determine who becomes the treasure per player from either availabe
next Lord of Cinder. treasure deck.

Players should agree on this before starting, Players do not gain embered status or
as it may change decisions made during the receive sparks from defeating a boss, and
campaign. Do you gimp yourself to support do not recharge estus, luck, or heroic action
the party, or do you pursue selfish greed for tokens, but do have a chance to visit the
a chance at winning the duel. bonfire.

After defeating the last boss, all players are Players hollow as normal upon death. Dead
fully healed and embered. They have one players receive no souls if the boss is
last chance to adjust their equipment before defeated. If all players die at any point the
the fight begins. Any contested claims on run is over.
items are determined by coinflip.
»Seek those with names unutterable, beings
Place all characters in each corner of the endowed with immense souls.«
recently used boss tile. The player who
scored the killing blow on the boss goes
first.

Players may not use estus flasks or embers,


as that would be dishonorable. Luck tokens
and heroic actions may be used once.

Dodge difficulty is determined by the


stamina cost of an attack.

0-1 cost - 3 difficulty


2-3 cost - 2 difficulty
4-6 cost - 1 difficulty

When only one player remains, your


journey has come to an end. As the Lord of
Cinder, will you rekindle the first flame, or
usher in an age of dark?

»Beyond the reach of light, beyond the scope Concept art


of dark, what could possibly await us?«

9
Extensions
Covenants
Covenants are a way to alter the game Path of the Dragons
rules, for a second wave of campaigns.
Players can pledge allegiance to a covenant »You seek to ascend through the path of the
before starting a campaign, to make the Ancient Dragons.«
game either easier, harder, or stranger.
You assume a dragon form and can no
Blades of the Darkmoon longer wear armor. You dragon form has 2
ring slots, and can be improved through
»O Disciple of the Dark Sun, thou shalt meditation when resting at The Bonfire.
become a blade that hunts the foes of our
Lords.« Sacrifice 5 souls to upgrade either block,
resist or dodge one tier. There are four tiers
Every floor will have an invader, regardless per stat, including the base tier.
of whether anyone is embered. If an invader
defeats the players, a new invader is chosen Block - no dice|1 black|1 blue|1 orange
at random, and placed at random among Resist - no dice|1 black|1 blue|1 orange
the remaining undefeated encounters. Dodge - 1 die|2 dice|3 dice|4 dice
Warriors of Sunlight Dragon Remnants
»Our fates appear to be intertwined. Why not »The Ancient Dragons hold power untold, but
engage in jolly cooperation?« it comes at a cost.«
You may summon friendly phantoms You are permanently afflicted by calamity,
without gaining reduced soul rewards. but also deal +1 damage.
Phantoms may be summoned an unlimited
amount of times per floor. Rosaria’s Fingers
Covenant of Champions »Mother Rosaria grants rebirth to those who
are faithful.«
»Your ability to overcome the hardest of
challenges is legendary.« Once per game, you may refund all souls
spent on leveling, and reset all levels to base
Your health and stamina is now doubled, tier.
but so is the health of all enemies.
Mound Makers
Chaos Servants
»There’s a stash of treasure right down that
»The Chaos flickers this way and that. Will it hole. Do watch your step. Heh heh heh...«
help you, or consume you?«
After clearing an encounter, roll 1 dodge die
At the start of each encounter, roll a d12. and blue dice equal to the level of the
For the rest of that encounter you have one encounter. For bosses roll 1-3 orange dice
of the following effects, after which they are instead depending on it being a mini, main,
removed. Conditions gained this way or mega boss. If the dodge die rolls a
cannot be cleansed. symbol, gain extra souls equal to the
amount the blue or orange dice show.
1- 1 bleed when hit Otherwise, lose that amount of souls.
3- 1 poison 2- Gain 1 soul
5- Stagger 4- Recharge luck Pilgrims of Dark
7- Frostbite 6- Refill estus
9- -1 minor action 8- Condi immunity »If you seek true Dark, I will grant it to you.
11- -1 on all rolls 10- +1 major action As much as you desire.«
12- +1 on all rolls
Upon your first death, you gain all 3 points
of hollowing. Soul rewards are doubled.

10
Extensions
Roguesouls
This extension is a complete overhaul aimed at providing a long-form,
repeatable singleplayer mode. It is based on the roguelike formula, and
sees the player gain unlocks and strength as they progress through
various challenges.
This ruleset uses the entirety of the Hollowed Edition rules, with a few
changes to initial game setup.
The player may choose to use any character for each run. The treasure
decks must only contain class and transposed items from the selected
class. Legendary treasures are also not included in the decks, until they
have been unlocked. Once unlocked, they follow the same rules as the
normal game while being distributed at random between the item
decks.
When first beginning a Roguesouls campaign, the player has limited
resources. Initially, turn the spark dial to 2, and equip only an estus
token. Additional sparks, as well as equipping the coin and pendant
tokens from the start are unlocked through play. The coin and pendant
are still obtainable in-game as normal through purchase and embering.
The player does not start with free souls.
At first, bosses are selected at random. When setting up the game tiles,
shuffle all boss cards of a tier and pick one at random. Place encounter
cards as normal, as detailed by the boss in question. Runs end after the
main boss is defeated, until mega bosses are unlocked. Mini- to mega
bosses are considered a full run.
As detailed on the next page, this mode contains several challenges for
the player to complete. Each challenge unlocks a reward for use in
subsequent runs. These challenges are meant to be just that,
challenging, and to be completed over several runs. Players are
encouraged to print out this page, and keep track of their progress as
they complete runs.
Some challenges require donations, which can be done at any time
while out of combat. Some of these unlock starting equipment, which
can be selected from amongst the class and transposed items of the
active character while setting up the game. One challenge provides free
levelups, which are distributed at the start of the game while setting up
the game.
The ultimate goal of Roguesouls is to complete the five challenges listed
at the bottom of the page. These are meant to be difficult to complete,
but progressing your character helps towards this end.

»We are amidst strange beings, in a strange land. The flow of time itself
is convoluted, with heroes centuries old phasing in and out. The very
fabric wavers, and relations shift and obscure.«

11
Dungeon Unlocks Character Unlocks Legendary Unlocks
 Mega Boss Access  Pendant At Start  Avelyn
Defeat any main boss 3 times. Use a heroic ability 5 times. Land 3 killing blows in a single
encounter using a bow, 10 times.
 


 Boss Select  Coin At Start
Complete a full run. Reroll a die 5 times.
 Dark Sword
 Land 10 killing blows using parries.
 +1 Starting Spark
Defeat all mini bosses. 
 Embered Status At Start 
Donate 20 embers.
 Gargoyle
 Titanite Demon  Dragon Tooth

 Winged Knight Block or resist 10 points of damage

 Outrider Knight in a single encounter.
 Asylum Demon
 Class Item At Start  Drake Sword
Complete 5 full runs total.
 +1 Starting Spark Can be exchanged for 3 souls.
Defeat all dragons.
Defeat all main bosses.
 Black Dragon Kalameet
  Gaping Dragon
 Ornstein  Guardian Dragon
 Smough
 Dancer  Transposed Item At Start
 Sif Complete 15 full runs total.  Fume Ultra Greatsword
 Artorias Can be exhanged for 6 souls. Overkill 10 enemies with
5+ damage from a single blow.

 +1 Starting Spark  
Defeat all mega bosses.  
 Stray Demon
 Gaping Dragon  Levelups At Start  Gotthard Twinswords
Soul donation total ___ / 200 Land 11 killing blows while
 Black Dragon Kalameet dual-wielding two swords.
 Guardian Dragon
 Old Iron King  Donate 20 souls total
 Donate 50 souls total 
 The Four Kings 
 Donate 90 souls total
 Donate 140 souls total
 Donate 200 souls total  Moonlight Greatsword
Land 10 killing blows using
melee weapons with magic damage.
Completion Goals


 Complete A Full Run Using All Classes
 Knight  Pyromancer  Sorcerer  Santier’s Spear
Land killing blows with all
 Warrior  Mercenary  Deprived non-legendary spears.
 Assassin  Thief
 Herald  Cleric  Spear
 Winged spear
 Defeat One Boss From Each Tier Without Taking Damage  Four-Pronged Plow
 Rotten Ghru Spear
 Partizan
 Mini Boss  Main Boss  Mega Boss  Saint Bident

 Complete Full Runs With Item Restrictions  Sunlight Straight Sword


Restrictions only apply to killing blows. Heal 10 points of damage in a
single encounter using miracles.
 Dual-wield only  Sorcery only  Bows only
 Two-handed only  Pyromancy only  Throwables only
 Washing Pole
Land 10 killing blows with
 Complete A Full Run While Permanently Afflicted By Calamity bleeding damage.

 Complete All Dungeon, Character, and Legendary Unlocks 




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