None DarkSouls3 False Crouch to make it harder for enemies to discover you. Especially effective in tall grass. Attacking an enemy that hasn't noticed you will cause more damage than usual. <?keyicon@9?>: <?keyActName@9?> Use an armament in your left hand (or both hands) to guard against incoming attacks. Shields are particularly effective for guarding. Guarding consumes stamina. If you run out of stamina while guarding, your stance will be broken. <?keyicon@24?>: Guard You can perform a counterattack immediately after blocking an enemy attack. Guard Counters can easily break enemy stances. <?keyicon@23?> immediately after blocking an attack: Guard Counter Wielding an armament in two hands will increase your strength with that armament. If an armament scales with strength, it will do more damage when used two-handed. <?keyicon@27?>+<?keyicon@24?>/<?keyicon@22?>: Wield armament with two hands Charge attacks and jump attacks are powerful. Using them makes it easy to break an enemy's stance. They are also likely to knock mounted enemies off of their mounts. Hold <?keyicon@23?>: Charge attack <?keyicon@23?> while jumping: Jump attack Skills are special abilities innate to armaments. There is a wide variety of skills available, from powerful attacks to temporary effects. Using Skills consumes FP. <?keyicon@25?>: <?keyActName@25?> Shields allow you to use the "Parry" Skill to deflect enemies' close-range attacks. A successful parry will break the attacker's stance, giving you a chance to perform a critical hit. <?keyicon@25?> in time with an enemy attack: Parry Lock-on to an enemy to keep it targeted, making it easier to focus on it as you fight. <?keyicon@15?>: <?keyActName@15?> <?keyControlCamera?> while locked-on to a target: Change target When wielding a bow with two hands, you can hold <?keyicon@24?> for precision aiming. This lets you aim more precisely with <?keyicon@11?>. You can do major damage to humanoid enemies by aiming for their heads. <?keyicon@24?> while wielding a bow with two hands: Precision aiming 3 armaments can be equipped to each hand. <?kgR?>: Switch Right Armament <?kgL?>: Switch Left Armament Shields, and other guard-capable armaments must be equipped to the left hand. You can equip up to ten items at a time. Equipped items can be used without accessing the item menu. You can also assign items to your pouch to use them directly from the main menu. <?keyicon@18?>: <?keyActName@18?> <?keyicon@26?>: <?keyActName@26?> Raise your torch to see further into dark spaces. <?keyicon@24?> with torch equipped in left hand: Raise torch If you get behind an enemy, you'll have a chance to perform a critical hit. You can also perform a critical hit after breaking an enemy's stance. Stance-break critical hits cause more damage than critical hits from behind. <?keyicon@22?> when near a backturned enemy: Critical hit <?keyicon@22?> when near a stance-broken enemy: Critical hit Use "Gestures" from the main menu to perform a variety of simple poses. Use your map to check your current position, as well as the terrain and surrounding structures. You can update your map with new information by finding Map Fragments at steles along the road. <?keyicon@29?>: <?keyActName@29?> Jump while on horseback near a spiritspring to ride its current high into the air. You won't take damage from jumping into a spiritspring while on horseback, even from a great height. <?keyicon@8?> at a spiritspring while on horseback: Spiritspring jump Jump while on horseback near a spiritspring to ride its current high into the air. You won't take damage from jumping into a spiritspring while on horseback, even from a great height. <?keyicon@8?> at a spiritspring while on horseback: Spiritspring jump Upon dying, you will drop any runes in your possession at the site of your death. You can reclaim those runes by reaching that same spot again. However, if you die again before reclaiming those dropped runes, they will be lost forever. %null% When the monument icon is shown on the left side of the screen, you can summon spirits from ashes. There are several different types of spirit that can be summoned. Summoning spirits typically consumes FP. Resting at a site of grace will restore your HP, FP, and heal any status ailments. It will also refill all of your sacred flasks. However, most of the enemies you've defeated will be revived when you rest at a site of grace. Sites of grace that you haven't discovered yet illuminate their surroundings. If you see light while exploring, seek it out—you might find a site of grace. Grace exists to guide the Tarnished and lead them along the proper path. Even now, some sites of grace retain that power. Their golden rays will guide you along your way. The Flask of Crimson Tears replenishes your HP. The Flask of Cerulean Tears replenishes your FP. At sites of grace, you can assign portions of doses to each flask. You can also use certain items to upgrade your flasks at sites of grace. Through your map, you can instantly travel to any sites of grace that you've discovered. However, there are some dungeons and other areas where this cannot be done. While on horseback, you can attack with armaments equipped in your right hand or in both hands. If you take a certain amount of damage while on horseback, you will fall from your horse. This will leave you greatly vulnerable. You cannot enter large buildings, caves, catacombs, or similar spaces while on horseback. You also cannot summon your horse while inside such spaces. If you have a Crafting Kit, you can make various items from materials that you find. Select "Item Crafting" from the main menu to make items. <?keyicon@28?>: <?keyActName@28?> You will need cracked pots or other special containers to craft certain items. Container items will run out with use, but the containers themselves will remain. %null% Upon dying, you will be revived at the last site of grace at which you rested. However, if there is a Stake of Marika near where you died, you can choose to be revived there instead. When you carry more than 70% of your maximum equipment load, your dodge rolling will become slower and clumsier. If you exceed your maximum equipment load entirely, you will be unable to roll at all. While in combat, you are unable to craft items or open your map. When you level up, you can spend runes to increase your attributes. As your attributes increase, your level rises—and so does the amount of runes required for your next attribute increase. %null% Heavy armor provides high poise, making you less likely to recoil from enemy attacks. Wielding a heavy weapon with two hands may also provide similar effects. During cooperative multiplayer, a Furled Finger's goal is to help the Host of Fingers defeat the boss of the area. A Furled Finger will return to their own world when they die or the boss is defeated, whichever happens first. During competitive multiplayer, a duelist's goal is to defeat the Host of Fingers. A duelist will return to their own world when they die or the Host of Fingers is defeated, whichever happens first. In typical multiplayer, there can be up to two Furled Finger cooperators and one duelist or Bloody Finger invader present at once. The host player can use a Taunter's Tongue to increase the maximum number of invaders or duelists. With a Furlcalling Finger Remedy, you can see summon signs left by players in other worlds. If you summon another player through their sign, multiplayer will begin, with you as the Host of Fingers. With a Tarnished's Furled Finger, you can leave a gold summon sign. This sign will appear in other players' worlds and allow them to summon you as a Furled Finger for cooperative multiplayer. With a Duelist's Furled Finger, you can leave a red summon sign. This sign will appear in other players' worlds and allow them to summon you as a duelist adversary for competitive multiplayer. With a Festering Bloody Finger, you can enter another player's world as an invading Bloody Finger. There are other items that allow you to invade other worlds as well. If you use a White Cipher Ring, you will automatically request a rescue from hunters in other worlds when invaded by a Bloody Finger. (The summoning may not succeed.) If you use a Blue Cipher Ring, you will respond to calls for rescue from other worlds. You'll be summoned into those worlds as a hunter to help fight off invading Bloody Fingers. In each area, you may find effigies of martyrs. These effigies are summoning pools. Summon signs made with small effigies are gathered at these summoning pools. You'll find it easy to summon other players at these locations. If you set a group password, you'll be more likely to see messages, summon signs, bloodstains, and phantoms from other players using the same password. If you set a multiplayer password, you'll only be matched with other players using the same password for most multiplayer features. However, multiplayer passwords do not apply to invasion multiplayer. You can use the Message Menu to leave messages for other players. Your message will appear in other players' worlds at the spot where you stood when you wrote it. During multiplayer, you can only explore a limited area. Areas beyond those limits are blocked off with a wall of light. They will be accessible again after multiplayer ends. You may occasionally see faint, white phantoms. These are traces of players in other worlds and the actions they recently performed. Bloodstains are left behind in spots where players in other worlds have died. You can examine them to see how those players died. During supportive multiplayer, a hunter's goal is to defeat an invading Bloody Finger. A hunter will return to their own world when they die or the invader is defeated, whichever happens first. There are two types of summon signs left by players in other worlds. Gold signs will summon Furled Finger cooperators. Red signs will summon duelist adversaries. You can change the message format to leave more complex messages. You can also attach gestures to your messages. <?image@2010?>: Change message format Attacks with certain affinities, such as Fire or Lightning, may make guarding less effective than it is against normal physical attacks. Guarding does not work against many grappling attacks. Some attacks may break an enemy's stance, giving you a chance to perform a critical hit. Charge attacks and jump attacks make it particularly easy to break an enemy's stance. Repeatedly attack a mounted enemy to knock them off of their mount and break their stance. This will give you a chance to perform a critical hit. Charge attacks and jump attacks are particularly likely to knock enemies off of their mounts. There are both Crimson and Cerulean Teardrop Scarabs. You can defeat them to replenish the flasks that match their type. However, you cannot replenish more flasks than your maximum amount allows. %null% %null% %null% %null%