The Let's Play Archive

Dark Souls III

by IGgy IGsen

Part 42: - Invasions and Summons & 44 - Dreg Heap




I know last time I said we'd only get filler this update but you're getting that filler in addition to the proper update. Which I guess means it's no filler anymore, but bonus content. Isn't this great?



Covenants
I sometimes mentioned the covenants but I usually forgot all about rewards for leveling up the covenants. While I'm not willing to show every covenant I'll at the very least be going into what makes each covenant unique (or not unique) here.

Way of Blue
Obtained from Emma in the High wall of Lothric
"Pale blue sheepskin parchment detailing the moon of an ancient accord. Equip to pledge oneself to the Way of Blue. Members of the Way of Blue are the beneficiaries of an ancient accord. When a dark spirit threatens them, a blue spirit will grant them assistance, and help root out the invader. Summoning takes place automatically while this is equipped."

The Way of Blue is a covenant that will automatically summon a blue, friendly, phantom if you get invaded. These phantoms can either be Blue Sentinels or Blades of the Darkmoon. I reckon this covenant is primarily used by people who want to stay embered but still go solo but ALSO don't engage in PvP. I mean, alternatively they could play offline. I'm not saying this is the only group of people who uses it, but I think you can see that the amount of people who would have this covenant equipped probably isn't too high and as such it can take a while to get summoned as a helper for members of the Way of blue (though it did happen to me three times in one session, as shown in the PvP video). Another problem is that this covenant doesn't yield any rewards, however minor. Aside from potentially having a helper when invaded. But I believe a bit more incentive to run around with the Way of Blue on would go a long way.


Blue Sentinels / Blades of the Darkmoon
Obtained from Anri when talking to her during the first encounter in the Road of Sacrifices
Blue Sentinels:
"Faded sheepskin parchment depicting the Darkmoon and a sword. Equip to pledge oneself to the Blue Sentinels covenant.
When a member of the Way of Blue is threatened by a dark spirit, the Blue Sentinels, in compliance with an ancient accord, assume the form of blue spirits, and help to root out the leader.
Summoning takes place automatically while this is equipped."


Obtained from Yorshka in Anor Londo after requesting to join the covenant.
Blades of the Darkmoon
"A silver pendant depicting the Darkmoon and a sword, the crest of the Darkmoon Knights, the original Blue Sentinels. Equip to pledge oneself to the Blade of the Darkmoon covenant.
When a member of the Way of Blue faces a dark spirit, the Blades of the Darkmoon, by an ancient accord, help to root out the invader. Summoning takes place automatically when equipped."


The Blue Sentinels and the Blades of the Darkmoon are functionally identical. They share ranks and rewards. Basically, they are two items to access the same covenant. For the sake of simplicity I'm going to refer to the two as "bluecops". Bluecops are the counter part to the way of blue as they are the ones being summoned when a member of the Way of Blue gets invaded. Your goal as a bluecop is to kill the invader. Once successful you will receive a proof of a concord kept.

Proof of a Concord Kept:
"Blood-drained, shrunken ear. Souvenir taken for subduing the guilty.
The knights called the Blades of the Darkmoon punish the guilt-soaked offenders of the Gods and take this proof of their conquest. The earless corpses of the guilty will be left behind as a warning to others, inspiring both fear and respect for the Gods. Such is the eternal mandate of the Dark Sun."


When defeating an Aldrich Faithful there's also a chance of receiving a Proof of a Concord Well Kept, which counts as two Proofs of a Concord Kept. I havent found any conclusive info that this only happens when being a Blade of the Darkmoon rather than a Blue Sentinel. Given that the two are identical otherwise I doubt it, but it's possible.

Proof of a Concord Well Kept: "Distinguished proof that one has hunted the enemies of the gods, as per the ancient accord with the Way of Blue.
The layered ear of a dark spirit is the mark of a particularly guilty offender, one who has flagrantly violated one god or another.
Use to acquire two Proofs of a Concord Kept."
.

You get rewards for offering a total of 10 and 30 Proofs of a Concord Kept to Yorshka.

Darkmoon Ring (For 10 Proofs of a Condord Kept)
Dark Souls III: "Ring of the moon deity Gwyndolin, youngest son of Gwyn, the First Lord.
Adds many slots for attunement.
Gwyndolin, also known as the Dark Sun, commands the Darkmoon Knights, and bestows this ring upon the best of them."


Dark Souls (as Darkmoon Seance Ring): "This ring is granted to adherents ofGwyndolin, Darkmoon deity andlast born of Gwyn, Lord of Sunlight. Grants additional magic and attunement slots.
The Dark Sun Gwyndolin is the only remaining deity in Anor Londo. His followers are few, but their tasks are of vital importance."



Darkmoon Blade (For 30 Proofs of a Concord Kept)
Dark Souls III: "Miracle of those who devoted themselves to the Darkmoon covenant.
Reinforces right weapon with Darkmoon light.
Miracles of the Darkmoon are tales of revenge, but Captain Yorshka recites only for the sake of remembering her brother, with out knowledge of its meaning.
Perhaps this is better, as revenge is better left to the Blades."


Dark Souls: "Miracle granted to those bound by covenant to Gwyndolin, Lord Gwyn's lastborn. Boost right weapon with rays of Darkmoon.
The power of the rays of the Darkmoon are manifested in vengeance, and the deeper the animus, the more devastating the attack.




Warriors of Sunlight
Obtained from the Room with the Estus Soup in the Undead Settlement
"An ancient talisman depicting a holy symbol bestowed upon the Warriors of Sunlight. Equip to pledge oneself to the Warrior of Sunlight covenant.
Warriors of Sunlight are brilliantly beaming co-operators who place their golden signatures to help those in need, for it is their duty to deliver a great conquest to their summoner."


The Warriors of Sunlight, or Sunbros, as they are often called, are players that are being summoned as co-op phantoms. Their summon signs are orange instead of the usual white. The same applies to the tint on their phantom when summoned. Upon successfully aiding a host to kill a boss will grant them a Sunlight Medal as a reward.

Sunlight Medal
Dark Souls III: "A medal received by members of the Warrior of Sunlight covenant for victory over the final foe when summoned. The summoner also gains the same medal.
The medal, engraved with the holy symbol of the sun, is slightly warm and reminds one of the great honor of a shared victory."


Dark Souls II: "A medal depicting the sun. Offer it to the altar to strengthen bond with your covenant.
The slight warmth of the medal makes valor brim within one's bosom. The brave fighters who bore these medals are gone, but the sun never sets. On this day begins the contest to find the Sun's truest son."


Dark Souls: "This faintly warm medal, engraved with the symbol of the Sun, is the ultimate honour, awarded to show those who summon the Warrior of Sunlight and complete a goal.
The symbol represents Lord Gwyn's firstborn, who lost his deity status and was expunged from the annals. But the old God of War still watches closely over his warriors."


Additionally you can use a Red Eye Orb or the Red Sign Soap Stone to invade as an orange tinted red phantom. This will allow you to get Sunlight Medals by doing PvP instead of co-op. Invading in such a way is also supposed to priortize being matched against a host that has already been invaded. To engage in jolly co-operation with the other invader, so to speak, to keep in spirit with the covenants original purpose of, y'know, co-operating with others to achieve a common goal. Even if that goal is murder. Rewards are awarded after 10 and 30 Sunlight Medals are offered to the broken statue in Lothric Castle.

Sacred Oath: (For 10 Sunlight Medals)
Dark Souls III: "Miracle of those chosen by the Sunlight covenant.
Temporarily boosts attack and damage absorption for self and those in vicinity.
This is the tale of the Sun's firstborn, his faithful first knight, and the brave dragonslayer who served them both."


Dark Souls II: "An ancient miracle said to have been devised by warriors who once served the God of Sun.
Provides a temporary boost to the attack and defense of its caster and all nearby allies."


Great Lightning Spear: (For 30 Sunlight Medals)
Dark Souls III: "Primal account of Lightning Spear, which tells of an ancestral dragonslayer.
Hurls a giant lightning spear.
Gwyn, the First Lord, slew dragons with his sunlight spear, a tradition upheld by his firstborn and the greatspear he wielded.
Much of this resplendent tale of father and son, while epic, remains tragically untold."


Dark Souls II: "A miracle that launches a great spear of lightning.
Said to be the legacy of an ancient clan whose leader was revered as the God of Sun.
The name of the clan has been lost to time, but the gross incandescence of our magnificent father shall never wane."


Dark Souls: "Miracle passed down by those bound to the Warrior of Sunlight covenant. Hurl giant lightning spear.
The weapon of the God of War, who inherited the sunlight of Lord Gwyn, but had respect only for arms, and nothing else."



Mound Makers
Acquired from Hodrick in the Pit of Hollows in the Undead Settlement
"A malformed vertebra found by the mad, with a queer symbol on its inside, proof of the shackles of the Gods. Equip to pledge oneself to the Mound-makers covenant.
The mound-makers wish only to add to their mounds, becoming mad spirits whether summoned as co-operators or invaders.
They are blithe to those around them, for in their minds, any kill might lead to another shackle."


This covenant is for people who don't give a shit. It's my favorite covenant to invade people as. Not only is the purple glow you get as a phantom really pretty you can also do whatever you want. I mean, kinda. Your goal still is to kill people. But who you kill is up to you. You can win instantly by killing the host OR you could kill a certain number of phantoms (equal to the number of phantoms already in the world, but at least one). Once the mission is accomplished you get a Vertrebra Shackle.

Vertebra Shackle
"A special bone collected by members of the covenant of Mound-makers, discovered in the corpses of their victims.
Only one such bone is found in the vertebrae, and the Mound-makers believe it to be a shackle of the gods. In their minds, each victim is another connection, an addition to the family."


Whether a Mound Maker uses the Red Eye Orb to invade or the White Sign Soap Stone to be summoned, they always function the same. Aid your host, stab them in the back or overtly attack them right from the start. There are two ways in which I think you could improve the covenant: First, I think it'd be nice if you got something for helping the host reach or defeat the boss. The other thing would be to get Mound Makers the DX crotch chop as a unique gesture that autoplays every time they accomplish teir goal. (Of course the gesture should also be available to use as pleased). You rank the covenant up for offering Vertebra Shackles to the freaky skull altar in the Pit of Hollows. Here's the rewards you get for your shenanigans:

Bloodlust (For 10 Vertebra Shackles)
"Katana of the old Mound-maker.
The Mound-maker piled sacrifices upon the altar, but became the final offering himself, leaving this katana as a gift for his dear family.
Skill: Bloodlust - Stain blade with one’s own blood to temporarily grant uncanny sharpness. For one driven by bloodlust, nothing deserves to remain standing."


Warmth (For 30 Vertebra Shackles)
Dark Souls III: "Peculiar pyromancy of the Mound-makers. Creates a gentle flame that restores HP on touch.
They feared separation from the gods and sought a familial bond, perhaps leading to the creation of this flame of harmony."


Dark Souls II: "One of the lost pyromancies preserved only in the Undead Crypt. Creates a gentle, warm flame that heals those who touch it.
Fire can be a show of strength, but it is also a symbol of wisdom and comfort. Fire is what the caster wishes it be."



Rosaria's Fingers
By asking to join the Covenant when kneeling in front of Rosaria in the Cathedral of the Deep
"Sacred seal of Archdeacon Klimt, who served Rosaria, Mother of Rebirth. Equip to pledge oneself to the Rosaria's Fingers covenant.
Rosaria's Fingers collect tongues in her name. Some do it to be reborn; others do it to help comfort their voiceless goddess."


This is the basic PvP covenant. You a Red Eye Orb or a Red Sign Soapstone to invade as a red phantom to kill the host. You don't need to join Rosaria's Fingers to earn the Pale Tongues, which act as covenant items, only to hand them in.

Pale Tongue
"Proof of a red orb invader's victory over a Host of Embers.
Claiming tongues as trophies was originally the practice of an infamous troupe of invaders, who offered them to their speechless goddess."


That's basically it. Invade hosts, kill them, enjoy their tears. Especially if they add you as a friend just to invide you to a steam group with some passive aggressive name to "own" you. Because apparently that's a thing 14 year olds do these days. Ah, how I wish I was still young... but don't forget to give Rosaria your tongues to get your rewards.

Obscuring Ring (For 10 Pale Tongues)
"Ring bestowed upon the Fingers of Rosaria, invaders who seek tongues for their goddess.
Hides the presence of the wearer when far away.
It is said that Rosaria, the mother of rebirth, was robbed of her tongue by her firstborn, and has been waiting for their return ever since."


Man-Grub's Staff (For 30 Pale Tongues)
"taff of the man-grubs who guard Rosaria’s Bed Chamber. Their holy symbol is formed at the tip. Wielder’s luck strengthens effects of sorceries.
The man-grubs have clearly been reborn, but as what?
Skill: Steady Chant - Boost the strength of sorceries for a very short period. Works while equipped in either hand."



Watchdogs of Farron
By requesting to join at the Greatwolf of Farron in Farron Keep.
"Ancient medallion depicting the crest of a wolf. Symbolizes the pact with the Old Wolf of Farron. Equip to pledge oneself to the Watchdogs of Farron.
The Watchdogs ensure that the warriors sleep in serenity, by taking the form of loyal spirits and hunting down those who would trespass the woods of Farron.
Summoning takes place automatically while this is equipped."


The Watchdogs of Farron are an area centric covenant. And they get a rather large playground that covers the entirety of the Crucifiction Woods and Farron Keep. You'll be summoned into the worlds of people progressing through the area and your job is to prevent them from doing so by killing them dead. Don't turn your back on the wolf pack. You might wind up in a body bag. If you actually kill a host you get a Wolf's Blood Swordgrass which you can turn in at the Greatwolf of Farron.

Wolf's Blood Swordgrass
"A leaf signifying duty fulfilled by the Watchdogs of Farron, who stand beside the old wolf to ensure serenity to those at rest. Depicts a swordgrass leaf stained with dried blood.
Long ago, the swordgrass leaf quietly identified members of the Undead Legion. In the rotted forest rest the spirits of warriors past, their acceptance and gratitude toward their guardians is expressed eloquently by the humble leaf."


While it's never happened to me hosts apparently don't need to be embered to be a target for an invasion. You also don't necessarily need to be in the Crucifiction woods or Farron Keep to invade someone as a Watchdog, but you'll always invade someone currently going through those areas no matter where you were at the time your invasion happened. As usual you get rewards at 10 and 30 Swordgrasses offered.

Olf Wolf Curved Sword (For 10 Wolf's Blood Swordgrasses)
"Curved sword bearing the soul of the old wolf that stays with the Watchdogs of Farron.
This sword, like a wolf on the prowl, boosts attack and restores HP with each consecutive hit.
Skill: Wolf Leap - Slice into foes with a large spinning motion, then leap out of harm's way and follow through with a strong attack."


Wolf Knight Greatshield (For 30 Wolf's Knight Swordgrasses)
Dark Souls III:
"Greatshield of a knight tainted by the dark of the Abyss, and master of the wolf's blood of Farron.
Boasts consistent defense and divine protection against various status effects.
Skill: Weapon Skill - Equipping this shield in the left hand allows one to perform the Skill of the right hand weapon."


Dark Souls (as Greatshield of Artorias):
"Shield born from the soul of the great grey wolf Sif, guardian of the grave of the Abysswalker Knight Artorias.
Boasts consistent defense and divine protection against various status effects."


Dark Souls (as Cleansing Greatshield):
"The steel greatshield used by the Knight who succumbed to the Abyss.
Artorias, deeply scarred by the abyss, used this to form a barrier to protect his compatriot Sif. Although this drained the shield, its magic defense remains high."



Wolf Ring (For 30 Wolf's Knight Swordgrasses)
Dark Souls III:
"Ring associated with Abysswalker Artorias, one of the Four Knights of Gwyn, the First Lord.
Increases poise.
Artorias had an unbendable will of steel, and was unmatched with a greatsword."


Dark Souls:
"One of the special rings granted to the four knights of Gwyn. The wolf ring belongs to Artorias the Abysswalker. Artorias had an unbendable will of steel, and was unmatched with a greatsword."


Aldrich Faithful
By requesting to join at the corpse of Archdeacon McDonnel in the room with the two Pontiff Beasts in Anor Londo
"The holy symbol of the Cathedral of the Deep, and crest of those who see beyond fire to the age of deep waters. Equip to pledge onself to the Aldrich Faithful covenant.
The faithful ensure that Aldrich, Devourer of Gods, remains undisturbed, by taking the form of loyal spirits and hunting down those who would trespass the ruined cathedral.
Summoning takes place automatically while this is equipped."


Another one of those covenants that center around an area. In this case it's the Anor Londo part of Irithyll. Basically everything after Pontiff. It's essentially the same as the Watchdogs of Farron except for a different area, really. They even have the same color as a phantom (blue with a reddish tint). For successfully killing a host you'll get a Human Dreg.

Human Dreg
"Proof of a duty fulfilled by the Aldrich Faithful, who patiently await the Devourer of Gods' return.
Dregs are the heaviest things within the human body, and will sink to the lowest depths imaginable"


Much like the other auto-summon/invade covenants the covenant symbol in the upper left of the screen will flash white whenever you are eligible to be summoned. You don't need to be in the area you're supposed to be defending but there's certain areas where PvP is disabled (mostly boss rooms) and you can't just hang out there hoping to be summoned. Like all the other covenants the breaking points are 10 and 30. Once you've given enough Human Dregs to MdDonnels corpse you'll get the following rewards.

Great Deep Souls
"Sorcery which improves upon Deep Soul. Fires powerful darkened soul dregs
Archdeacon McDonnell, a sorcerer himself, delighted in the cathedral's stagnating souls. For him, they represented the glorious bedrock of this world."


Archdeacon's Great Staff
"Large staff bestowed upon Archdeacons of the Cathedral of the Deep.
The Archdeacon McDonnell's trespass, the sin of channeling faith for sorcery, transformed what was once merely a symbol of ecclesiastic authority into a catalyst of sorceries.
Skill: Steady Chant - Boost the strength of sorceries for a very short period. Works while equipped in either hand."



Those are all the covenants of the base game. There's one more in the Ringed City DLC and I'll be covering that once we get there.