So when people say SL120 is meta level, is that strictly for duels outside Pontiff? I don't want to level that high if it means the only action around is in one area.
 
So when people say SL120 is meta level
That's what "they" say.

Myself, I generally prefer keeping my DS3 characters at around SL 80-90. I don't think I've ever levelled a character beyond 110. It provides a greater variety of players and areas to PvP in, including those at "meta" level.
 
Depends on what you want. I think there's a dedicated 120 community, yes, but 25-30-ish is good for the woods, and up to 30-60-ish elsewhere, if you're wanting fast invasions.
 
Is there any reason why upgrade gems are so rare at all? It's frustrating as a player who wants to try new things out then discovering, say, a Blood gem only has one garantueed location in the whole NG. I'd have to read a guide to find out where they drop and I just don't have the time to go into farming. You can't even trade upgrade items either so any newbie who blew their scant amount of gems on different weapons has to farm for hours. Are they trying to encourage trading of already-upgraded weapons? Or squeezing as much play time from people as possible?

Also, can someone be honest about weapons that are really bad for PvE? I know it's said that in PvE, any weapon is viable but I imagine there must be some weapon that takes more investment than it's worth to bring it on par with others of the same class, right?
 
Also, can someone be honest about weapons that are really bad for PvE? I know it's said that in PvE, any weapon is viable but I imagine there must be some weapon that takes more investment than it's worth to bring it on par with others of the same class, right?
Well, the Soldering Iron is considered an obvious joke weapon. Whips are sort of a joke weapon, but also allegedly sort of fun when you get the hang of them?

...actually, you know what? I'm just goint to link you to an AR (Attack Rating) calculator. Plug in the values, and you'll see the total damage done. Bear in mind that damage split between different types of damage (physical, magic, fire, etc) do less damage than equal damage of a single type.
 
Well, the Soldering Iron is considered an obvious joke weapon. Whips are sort of a joke weapon, but also allegedly sort of fun when you get the hang of them?

...actually, you know what? I'm just goint to link you to an AR (Attack Rating) calculator. Plug in the values, and you'll see the total damage done. Bear in mind that damage split between different types of damage (physical, magic, fire, etc) do less damage than equal damage of a single type.
I believe the Pitchfork is kinda jokey since you can trip and fall when using it.

Plus, while I know that the in game limit on respecs is because you would turn into a grub, I still believe you should get unlimited respecs because I want to fool around with various builds more.
 
I still believe you should get unlimited respecs because I want to fool around with various builds more.
There's a glitch for that. Respec, finish up, and then while you're still in her menu quit the application ([alt+f4]'ll do it easily for PC). The changes stick, but the respec limit doesn't recognize that you used one. Works on consoles and PC, apparently.
 
I'm going to ask another dumb question: do I buy just the season pass if I want both DLC? On Steam they list the pass and the two DLCs together as if I need to buy all three and I want to make sure I'm reading things right.
 
Even more cut content, dug out by enterprising modders and dataminers! This time, it's unused cutscenes from Demon's Souls, Dark Souls II, and Dark Souls III (all the unused cutscenes from Dark Souls have already been teased out).

The video link below skips straight to the DS3 stuff:



One cutscene is kind of cool - it shows the Ashen One performing the Bonfire Sacrifice ceremony in the High Wall, in that dungeon which houses the Darkwraith in the final game. You can see the room and the corpses of the Lothric Knights surrounding the ceremony. It's the exact same animation we saw in the trailers over two years ago. The hacked animation is super wonky, but it's nice to see nonetheless.

The other is particularly interesting. You know that not-Lordvessel thing we find in the Cemetary of Ash, with the corpse of Not-Oscar leaning up against it, holding an Ashen Estus Flask?

Turns out that thing was originally supposed to be the actual, factual Lordvessel. We actually see it burning as a cauldron of souls, while a Pilgrim of Londor (Yoel? Anri's Pilgrim?) watches over it.

...I am increasingly curious as to what the plan was for the DS3 that we never got.
 
Since this is apparently the "Dark Souls 3 cut content thread," here's some more.

In the DS3 alpha, the player could find and read little gravestones known as "epitaphs" that would give bits of cryptic lore.

46 were originally planned, but only four were ever shown to the public in the DS3 network test.
Grave of a nameless retainer.
Raised his sword for the Lord of Cinder.
Which Lord of Cinder would that be, I wonder? Ludleth? Prince Lothric?

Died in soltitude.
May his soul find its way back to the Frgid Valley.
(The "Frigid Valley" was the alpha name for the Boreal Valley.)

To honour and shadowy retreats.
Fear the sun's temptations, and the winged executioner.
The "winged executioner" is almost certainly one of the obese winged knights we see in the final game. "Fear the sun's temptations" is a very curious phrase indeed, however. A warning to avoid falling into the trap of linking the fire, perhaps?

This exile was chased from his homeland,
and haunted by a black sun.
(I'm guessing "black sun" would mean "dark sun," meaning that this exile was hunted by Gwyndolin and the Blades of the Darkmoon. Or it could have something to do with the Bleeding Sun/Darksign Eclipse?)

I do wonder if the basic concept for the Etipaths was reused in the form of the Locust Preachers of The Ringed City, who talked about various other characters? The concept does seem similar.

What's also interesting about this video is that we get walkthroughs of the alpha versions of most of the areas and get to see different enemy placements and so on. The changes we see are minor, and lighting has obviously been improved. However, Farron Keep and the Catacombs of Carthus apparently "changed dramatically during the final months of development."

There's something interesting to see in the video's last few seconds - something that implies that the Catacombs of Carthus could originally have been accessed from the Undead Settlement, meaning that the Abyss Watchers would not neccessarily be the first Lord of Cinder you fight.

The reason I'm posting all this stuff is becaue a) it's interesting to see how different the game could have been and b) it's interesting to see a glimpse of the process behind game development and design decisions that we don't normally see. There's so much that was created, never to be used for one reason or another.

For an idea of how different the game could have been, I refer you all to this post.
 
Last edited:
So, some crazy bastards dug into the Japanese version of the Dark Souls III alpha.

The result? We now have loosely-translated version of all the epitaphs. All of them.



For those of you who don't want to watch a 13-minute video, I hereby present a transcription of the Epitaphs as (loosely) translated, along with a short description of their location and my own attempts to decipher them.

Lore nerds will like this (that means you, @DezoPenguin) - if we take this to be "canon," "word of God," or whatever, then it sheds a lot of light on the nature of the Deep.

Undead Settlement:
  • An obsessive longing toward the High Wall. After a dedicated life, will the pilgrim's soul ever reach the top?
    • Location: watery ravine connected to the sewers.
    • This is about the journey of the Pilgrims of Londor, which we already knew about.
  • Praise the archer. From the sky it comes and stabs those who ignore these teachings.
    • Location: graveyard under assault form the Giant Archer, near the Mortican's Ashes.
    • This is almost certainly a reference to the Giant Archer who destroys the Undead Villagers from afar like a piece of artillery. It seems that he was associated with the traditional religions of Dark Souls, such as the uncorrupted Way of White.
Cathedral of the Deep:
  • Grave of a renowned priest. He asked for death, a fool who gives up on life.
    • Location: in the tower/corner that is close to the big double doors that the player will use to enter the Cathedral proper for the first time. Looks out onto the distant bridge.
    • This sets the tone for the Epitaphs in general - at least some of the time, they seem to be for those who accept death, rather than clinging to life.
  • The whip of death kicks up dust. Beasts blood rising. Heaven did not grant death to the pilgrim.
    • Location: room where the Deep Accursed is encountered.
    • Bloodborne reference. The Deep Accursed is a collection of Pilgrims who failed to find death, and were corrupted by the Deep?
  • Do not be afraid, death is not lonely. Our thoughts combine, they will meld together. We will continue to live on as one.
    • Location: path to Rosaria's Bed Chamber.
    • Now, this is important stuff. We are getting insight into the Deep, and what it is that the Evangelists preach. Basically, it's Neon Genesis Evangelion in Dark Souls - followers of the Deep will see their own dregs sink down and become part of the LCL Deep Sea.
Road of Sacrifices:
  • Fear the water. The devils' whispers tell the end of the pilgrimage.
    • Location: N/A - never physically placed anywere in the map. Probably intended for a different version, in which the player would wade through tainted water.
    • "End of the Pilgrimage" could mean the end of the forced journey to Saint Aldrich, who eats those prisoners on the "journey." Devils in the water means that the water is corrupted by Human Dregs. Lends credence to those Shinto theories put forward by JSF which I know so little about because that video doesn't even have auto-subtitles aaaarrrrgghhh
Farron Keep:
  • Those who are lost shall look to the fire. Its bright flame will be a signpost for the pilgrim.
    • Location: unknown. Clustered with next two Epitaphs.
    • Developer message. "Look for the big fires in the sky - that's where you're supposed to go." As if we couldn't figure that out by ourselves. smh
  • Poison erodes the body endlessly, like the ceaseless torment of hell's persecution.
    • Location: unknown. Clustered with above and below Epitaphs.
    • Developer messages. Yawn.
  • The soul drain. Is there redemption for the soul that was taken by the abyss?
    • Location: unknown. Clustered with previous two Epitaphs.
    • That actually sounds like the Lifedrain skill used by the Darkwraiths.
  • This pilgrim was visited by frustration. The prayers of the beasts became shackles upon one's legs.
    • Location: next to some of the crucified and skinned Ghrus/beasts.
    • "Beasts" probably refers to the Ghrus here, devolved acolytes of the Abyss Watchers. I don't know what shackles on the legs this refers to, though.
  • Such a horrible, savage tribe. A pilgrim driven away by the demon hunter.
    • On a small mound (perhaps where the Estus Soup was placed?)
    • Could be a reference to the Lycanthropes? "Lycanthrope" means one addled with Wolf's Blood. Could it be that they are pilgrims corrupted by the dried blood who were crucified and killed, only to re-animate, tearing their cross from the dirt to be carried with them?
  • Offering to an unknown pilgrim, my proof of life.
    • Location: next to a chest, near the tower that supports the bridge high overhead.
    • More acceptance of death. Someone despairing over the futility of their own existence, giving in to death - death is a "proof of life," here give willingly.
  • Grave of a foolish man. Wandered in search of a fortress. Hopes unfulfilled. Does such a fortress not exist?
    • Location: a rocky corner on the edge of the swamp, near the previous Epitaph.
    • I'm guessing this is the Dreamchaser who's ashes we find, he who made a failed journey to join the Abyss Watchers.
  • An unmoving body, in your sleep came deaths embrace, a curse upon your foolishness.
    • Location: an unremarkable spot in Farron Swamp.
    • More about acceptance of death.
  • An offering of flame. It is the way to open the fortress of the immortal.
    • Location: next to one of the flame plinths that opens the door to the Tomb of the Watchers.
    • Yet another developer message telling the player how to play the game. This time it tells of snuffing out the flames to open the door to the Tomb of the Watchers.
  • Grave of a nameless warrior. Fear the ancient wolf and the immortal army.
    • Next to the giant stone double doors that block the way to the Abyss Watchers.
    • The Immortal Army is transparently the Watchers of the Abyss. The Ancient Wolf is probably the "Old Wolf of Farron," though it could refer to Artorias and his legacy.
  • Grave of a brave army. A man who fights the abyss will die with a dull blade.
    • Location: on the path to the Abyss Watchers.
    • Again referencing the Abyss Watchers. There is also a sense of resignation here - those who battle the Abyss will do so forever, until they die fighting or become corrupted by it (as Artorias and the Watchers themselves were). The Watchers also had a contingency for corruption in the form of the Followers who would put down the corrupted. This also reminds me of Darkeater Midir, who died with a metaphorical dull blade - still mighty, but corroded and weakened by an eternity of fighting the Abyss.
  • Let this tomb stand as a reminder for the courage and dedication of our leader, who died unnecessarily.
    • Location: between the boss arena and the closest bonfire.
    • Now, this is interesting. The Watchers believe that Artorias died unneccessarily? Could it be that, even though they venerate Artorias, they know that it was the Chosen Undead who actually stopped the Abyss? It seems highly probable - the three flames that we snuff out to access the tomb of the Watchers are set under stone carvings of Gravelord Nito, the Witch of Izalith, and the Four Kings - a carving of Seath the Scaleless has been found in the game files. It seems that the snuffing out of flames is meant to emulate the journey of the Chosen Undead, s/he who established that the weakness of the Undead Curse could be turned into a strength.
Catacombs of Carthus:
  • Keep an eye out, the demon will be hiding in the darkness.
    • Location: just before the staircase with the giant skeleton ball.
    • Developer message, forewarning of the Demon.
  • Listen carefully. Hear the silence of the dead that still resonates here.
    • Location: somewhere beyond the skeleton ball.
    • Sets the tone for the Catacombs. Spooky scary skeletons etc. Not much to say.
  • Thunder of god, neither holy nor wicked, a double edged sword that penetrates without prejudice.
    • Location: unkown, but far down.
    • The Carthus Sandworm - apparently it was a weapon unleashed by Carthus Kingdom on the Demons below as a weapon, yet it was a double-edged sword as dangerous to the unleashers as those it was unleashed on.
Demon Ruins
  • Grave of a fool. The thoughtless interlopers are cleansed by rapturous fire.
    • Location: unknown.
    • "Rapturous fire" probably refers to the Chaos Flame. The inhabitants of the Demon Ruins relentlessly incinerate and eviscerate all who step in, as Quelaag did once ago.
  • Grave of a nameless explorer. the light of heaven that I seek has faded, the path obscured by the labyrinth.
    • Location: unknown.
    • That...actually sounds like Solaire. One who sought "the light of heaven" - that is, a Sun - but fell into the darkness (literal and metaphorical) in the labrynth of Lost Izalith/Demon Ruins.
Irithyll:
  • Feel the light. Even though the figure cannot be seen, the eyes of the dead are upon you from everywhere.
    • Location: unknown.
    • A reference to the invisible hollows that attack the player in Irithyll. "Feel the light" eludes me, alas.
  • Grave of a nameless people. We will not forget the glory that is the shining city of the sun.
    • Location: dark room filled with invisible hollows.
    • A memorial to Irithyll the city, Anor Londo the palace, and the people who inhabited both - they died a painful death at the hands of Saint Aldrich and Pontiff Sulyvahn. Foreshadowing on a blind run, though Anor Londo is no longer a surprise to us.
  • With my thoughts and with my paintings death will be welcomed.
    • Location: the painting room, where curiosities such as paintings of Gwynevere and Nahandra are found, guarded by Silver Knights in the final game.
    • Sounds a hell of a lot like a reference to the painter girl of Ashes of Ariandel, who brings death and rebirth to the Painted World. This is welcomed by some of the Painted World's inhabitants (though crucially not all).
  • Do not come near the giants, do not make noise, keep silent. And through this, survival.
    • Location: "Gank City," post-Pontiff, on the outcropping ledge in the field of giants.
    • A fairly unremarkable developer message. Suggests that the sleeping Giants in Irithyll/Anor Londo were originally intended to be more dangerous than in the final game.
  • The sword to the right shreds the body and the sword to the left slices the soul. To where will those who are destroyed be sent?
    • Location: the area above the Pontiff's boss fight arena, accessible via lift.
    • Now, this is interesting. It tells us the nature of Pontiff Sulyvahn's swords...but more importantly, the nature of Human Dregs. They are created by the destruction of both body and soul. And where do these Dregs go?
  • The gaping maw of the abyss chews on the body and the soul. To where will that spirit flow?
    • Location: the Water Reservoir. Takes the place of Archdeacon Royce.
    • The Abyss, too, creates Human Dregs out of humans - it destroys both the body and soul, just like the Pontiff's swords. And it leaves Dregs in its wake. And where to these Dregs go? Down, as it turns out, to the deepest depths imaginable (literally and metaphorically). We now know what the Age of the Deep is. The Deep follows the Abyss - it is not an alternative to it. The Deep, presumably, is what happens when the Fire and the universe is allowed to run down without being linked or snuffed out. I mean, there has to be a difference between the End of Fire and a simple failure to Link the Fire.
  • Alongside the darkmoons' mission, I will become the sword that hunts the enemies of God.
    • Location: Darkmoon Tomb, just before the massive ceremonial coffin.
    • Darkmoons gonna darkmoonliiiiiiiiight!
Irithyll Dungeon/ Profaned Capital:
  • It was neither a human or a dragon. In sadness he danced to the royal family. Here he sleeps.
    • Location: the end of one of the upper walkways.
    • Epitaph to one of the twisted half-dragon hybrids that sit in pain within the dungeon. Apparently, these experiments were forced to dance for the amusement of "the royal family," as an additional indignity. Does this mean that Gwyndolin and the Dancer watched these shows before being usurped by Sulyvahn?
  • Numb to the pain that slowly eats away at the body, is there any hope to those who fail?
    • Location: room inhabited by two giant rats in the final game.
  • Praise the dragon. If you seek a way to the king do not fall down in the middle of the path.
    • Location: path to the Profaned Capital.
    • Developer. Messages.
  • A man who did seek the throne, here he sleeps. The admission of blood was not to be.
    • Location: by the feet of Irithyll's giant prisoner.
    • Difficult to tell who this is.
  • Predator of the soul. The lost soul was swallowed by the abyss.
    • Location: to the right of Yhorm's bog fog gate, where the mimics are found in the final game.
    • "Predators of the soul" - the evil noblepeople of the Profaned Capital are good candidates. And a reference to "swallowing" the soul, like the Profaned Flame is meant to "swallow the hearts of men." Does this mean that the Profaned Flame just runs on the everlasting Abyss?
Lothric Castle/Grand Archives:
  • Grave of a nameless soldier, thats sword for the prince.
    • Location: guarded by a pair of knights. Place taken by a set of headless armour in the final game.
    • Very simple - this is one of the members of Lothric Kingdom's conventional military, which remained loyal to the Prince when he decided not to link the Fire.
  • Fear the knight. Loyalty beyond death to the undying king.
    • Location: where an abyss-infected dragon would normally perch.
    • Ode to the badassery of the Lothric Knights. Entirely deserved - they are badass opponents indeed. The "undying king" is presumably Lothric - he's technically called a prince, but he seems to have been the king in effect, since Oceiros had lost his mind and was not fit to govern. Hence Lothric unilaterally outlawing the Way of White and their reverence of the Fire-Linking.
  • Ruthless death, thy breath is cold. Despite all of that it is a renowned knight.
    • Location: Grand Archives, just past the Outrider Knight, near where the Soul Stream sorcery would be found in the final game.
    • Reference to the Outrider Knight, a deadly armoured creature of frost? Characterizing death itself as merely an enemy to overcome, albiet a formidable one?
  • Accept blood. It is for the good of the long-damned royal family.
    • Location: the highest point in the game, the tip of the Grand Archives, overlooking the bridge to the Twin Princes, between the three Gold Winged Knights.
    • Something to do with those self-beheading statues pour their own blood into a Lordvessel replica? I'm at a loss, really. Anyone else want to take a stab at this?
 
Last edited:
    • Epitaph to one of the twisted half-dragon hybrids that sit in pain within the dungeon. Apparently, these experiments were forced to dance for the amusement of "the royal family," as an additional indignity. Does this mean that Gwyndolin and the Dancer watched these shows before being usurped by Sulyvahn?

Ahhh, so the Dancer learned all her moves from watching the baby-dragons. They must be a sight to behold when they twirl.
 
Last edited:
Anyone reminded of this?



Because I certainly am. I'm glad to have seen this aspect in action.

It seems that the flying wyverns/primordial serpents were replaced by the Pilgrim Butterflies. Not sure why, but looks like there were major changes to the script behind the scenes, including changes to thematic elements.

As for the different sun states...anyone reminded of the World Tendency mechanic from Demons' Souls? Perhaps World Tendency or something like it was supposed part the game at one point.
 
Wasn't post-Gwyn a time post-gods?

By the time he left, his daughter fled and his firstborn was banished. And his last became a recluse.
Allfather Lloyd existed, and encouraged the Undead Hunts.

Gwyndolin was still manipulating things behind the scenes, and did not stay a recluse forever - he eventually turned Irithyll into a thriving city with Anor Londo as its palace. It was he personally, not Gwyn, who watched over the shepharding of the Undead into the First Flame.

Gwynevere was almost certainly the Queen of Lothric at one point.

And we hear mentions of other gods from time to time (like that "Flann.")
 
Back
Top