Chosen Undead

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|-|To Link The Fire=
|-|Dark Lord=
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==Summary==
The Chosen Undead is the main protagonist of Dark Souls. They are an ambiguous character, with the appearance, alignment, and equipment entirely decided by the player. The title of "Chosen Undead" is a reference to a prophecy concerning the end of the Age of Fire. It states that at the very end of the Age of Fire, an undead champion will appear and undertake the pilgrimage to ring the Bells of Awakening in "the Land of Ancient Lords," Lordran. The Chosen Undead is a human, and thus, a descendant of the Furtive Pygmy, one of the original Lords who claimed the Dark Soul. The Chosen Undead is engaged on a quest to either kindle or extinguish the Flame, to begin the Age of Dark or extend the Age of Fire.
==Powers and Stats==
Tier: | | | | 
Key: Beginning of Game | Early Game | Mid Game | Late Game | End of Game
Name: The Chosen Undead (Actual name is player determined), The Great Lord (In the "Link the Fire" Ending), The Dark Lord (In the "Age of Dark" Ending)
Origin: Dark Souls
Gender: Can be either male or female
Age: Unknown
Classification: Undead Human, Cursed Warrior (Can have a background as a Warrior, Knight, Wanderer, Thief, Bandit, Hunter, Sorcerer, Pyromancer, Cleric, or Deprived), Covenant Member (Can be a member of the Warriors of Sunlight, Princess Guard, Way of White, Darkwraiths, Forest Hunters, Path of the Dragon, Blades of the Dark Moon, Gravelord Servants, or Chaos Servants), Great Lord (In the "Link the Fire" Ending), Dark Lord (In the "Age of Dark" Ending)
Powers and Abilities:
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|-|Base=
|-|Weapons=
*Damage Reduction (All weapons grant a small, varying amount of damage reduction against physical, magic, fire, and lightning damage)
*Blessed/Holy Manipulation (Via Talismans and Divine. Certain weapons [Astora's Straight Sword, Crescent Axe, Grant, Greatsword of Artorias, and Silver Knight Spear] deal bonus Divine Damage to undead and demons)
*Power Nullification (Divine weapons nullify the resurrection of undead beings)
*Damage Boost (Certain Demon weapons [Black Knight Sword, Black Knight Greatsword, Black Knight Greataxe, and Black Knight Halberd] deal bonus damage to demons. Tin Crystallization Catalyst and Manus Catalyst double the power of Sorceries)
*Status Effect Inducement (Possesses numerous weapons that inflict the Bleed condition, which drains a significant portion of the opponent's vitality after the Chosen Undead lands multiple successive attacks)
*Vibration Manipulation (Can project ranged shockwaves Via Drake Sword, Dragon Greatsword, Golem Axe, Grant, and Dragon King Greataxe)
*Curse Manipulation/Non-Physical Interaction (Can harm Intangible/Incorporeal beings and Ghosts Via Jagged Ghost Blade, Cursed Greatsword of Artorias, and Ghost Blade)
*Fire Manipulation (Via Fire weapons, Chaos weapons, Quelaag's Furysword, Obsidian Greatsword, Demon's Catalyst, Hammer of Vamos, Fire Arrow, and Pyromancy Flame)
*Reactive Power Level (Via Chaos weapons, Quelaag's Furysword, Chaos Blade, and Abyss Greatsword)
*Magic (Via Magic weapons, Enchanted weapons, Velka's Rapier, Stone Greatsword, Moonlight Greatsword, Server, Moonlight Butterfly Horn, Channeler's Trident, Darkmoon Bow, Moonlight Arrow, and Catalysts)
*Statistics Reduction (Speed Reduction Via Stone Greatsword)
*Energy Projection (Via Moonlight Greatsword)
*Self-Healing (Via Server, Butcher Knife, and Smough's Hammer)
*Poison Manipulation (Via Gravelord Sword, Large Club, Dark Silver Tracer, Guardian Tail, and Poison Arrow)
*Disease Manipulation (Via Gravelord Sword)
*Electricity Manipulation (Via Lightning weapons, Demon's Spear, Dragonslayer Spear, Giant's Halberd, and Lightning Bolt)
*Statistics Amplification/Empathic Manipulation (Via Channeler's Trident)
*Soul Manipulation/Absorption (Via Dark Hand)
|-|Shields=
*Damage Reduction (All shields grant a small, varying amount of damage reduction against physical, magic, fire, and lightning damage)
*Limited Attack Reflection (Many shields allow the Chosen Undead to parry physical attacks) 
*Magic/Energy Projection (Via Crystal Ring Shield)
*Blessed (Sanctus, Silver Knight Shield, and Greatshield of Artorias)
*Healing (Sanctus grants slight passive HP regeneration)
*Statistics Amplification/Density Manipulation (Via Havel's Greatshield)
*Enhanced Resistance to Poison Manipulation, Fire Manipulation, Temperature Manipulation, Magma Manipulation, Explosion Manipulation, Electricity Manipulation, Magic, and Curse Manipulation (Bloodshield grants 50% increased resistances to Magic, Fire, Lightning, Poison, and Curse)
|-|Armor=
*Statistics Amplification (All Armor grants The Chosen Undead varying degrees of increased physical durability. Mask of the Father and Mask of the Mother slightly boost equipment load and HP respectively)
*Damage Reduction (All Armor grants The Chosen Undead varying degrees of damage reduction against blunt and bladed/piercing attacks)
*Damage Boost (Crown of Dusk boosts the damage of Sorceries. The Crown of the Dark Sun Gwyndolin boosts the effects of all magic)
*Light Manipulation (Via Sunlight Maggot)
*Limited Probability Manipulation and Soul Manipulation (Via Symbol of Avarice)
*Enhanced Resistance to Poison Manipulation, Fire Manipulation, Temperature Manipulation, Magma Manipulation, Explosion Manipulation, Electricity Manipulation, Magic, and Curse Manipulation (Every piece of Armor grants varying increased resistances to Magic, Fire, Lightning, Poison, and Curse)
|-|Items=
|-|Rings=
*Statistics Amplification (Many rings passively increase one or more of the wearer's stats)
*Damage Reduction (Physical Via Ring of Steel Protection, Magic Via Spell Stoneplate Ring and Speckled Stoneplate Ring, Electricity Via Thunder Stoneplate Ring and Speckled Stoneplate Ring, Fire Via Flame Stoneplate Ring and Speckled Stoneplate Ring, and Lava Via Orange Charred Ring)
*Empowerment (Via Ring of the Sun Princess, Darkmoon Seance Ring, Dusk Crown Ring, Lingering Dragoncrest Ring, Ring of the Sun's Firstborn, and White Seance Ring)
*Limited Automatic Translation (Via Old Witch's Ring)
*Reactive Power Level (Via Blue Tearstone Ring and Red Tearstone Ring)
*Acrobatics (Via Dark Wood Grain Ring and Rusted Iron Ring)
*Damage Boost (Via Hornet Ring, Leo Ring, Bellowing Dragoncrest Ring, and Ring of the Sun's Firstborn)
*Healing (Via Ring of the Evil Eye)
*Limited Probability Manipulation (Via Covetous Gold Serpent Ring)
*Limited Soul Manipulation (Via Covetous Silver Serpent Ring)
*Limited Power Nullification (Via Rare Ring of Sacrifice)
*Limited Invisibility (Via Ring of Fog)
*Sound Manipulation (Via Slumbering Dragoncrest Ring)
*Enhanced Resistance to Curse Manipulation (Via Cursebite Ring) and Poison Manipulation (Via Poisonbite Ring)
|-|Magic=
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Attack Potency: Small Building level (Able to defeat Lesser Demons such as the Asylum Demon, which can do this, the Stray Demon, which can do this, and demons of comparable power such as the Taurus Demon and Capra Demon, as well as Black Knights, which can do battle with Lesser Demons of the same caliber. Capable of fighting and killing the Hellkite Drake, which is capable of this) | Building level (Able to defeat the Gaping Dragon, which is capable of this, as well as the Bell Gargoyles and the Moonlight Butterfly) | Town level (Fought and defeated the Ceaseless Discharge, which is this powerful. Able to defeat the likes of Chaos Witch Quelaag, and the Iron Golem) | Small Country level (Fought and killed Manus, Father of the Abyss, Artorias the Abysswalker, Lord's Blade Ciaran, Black Dragon Kalameet, and Great Grey Wolf Sif. Clashed and won against an illusory clone of Ornstein, who is capable of fighting and killing Everlasting Dragons, which should be capable of feats equivalent to this. Able to acquire fully upgraded Standard Weapons, which are described as being on par with the greatest weapons of legend,Very Large Ember - Ember required for weapon ascension. Huge ember of highest quality. Handled by the blacksmiths of Astora. Ascension for +10 standard weapon. Allows reinforcement to +15, on par with the greatest weapons of legend. fully upgraded Divine Weapons, which are described as being on par with the weapons of the gods in power,Large Divine Ember - Ember required for weapon ascension. Large divine ember, of secret church rites. Intended for select divine blacksmiths. Ascends +5 divine weapon. Allows reinforcement to +10, on par with the very weapons of the Gods. and fully upgraded Dark Weapons, which are described as being used to hunt godsDark Ember - Ember required for weapon ascension. The church long hid the forbidden black ember, and no living blacksmith knows of it. Ascends +5 divine weapon to occult weapon. (occult weapons can be reinforced to +5) Occult weapons were used to hunt the gods, and are effective against their following and kin.) | Star level (Capable of fighting and defeating The Four Kings, Seath the Scaleless, Gravelord Nito, and Great Lord Gwyn)
Speed: Subsonic+ (Can react to attacks from the Asylum Demon, which swings its weapon this fast, as well as dodge pointblank arrows) | At least Subsonic+ (Faster than before) | Supersonic (Faster than before. Can dodge and react to bolt traps) | At least Supersonic (Faster than before. Can dodge and react to Greatbow arrows) | At least Supersonic, likely higher
Lifting Strength: Class M (Capable of blocking strikes from the Asylum Demon, which generate this much force, with one hand) | At least Class M (Much stronger than before. Capable of blocking the full-body slams of the Gaping Dragon with one hand) | At least Class M (Much stronger than before. Capable of blocking the full-body slam of the Ceaseless Discharge with one hand) | At least Class M, likely higher (Much stronger than before. Capable of blocking Smough's hammer strikes, which generate this much force, with one hand) | At least Class M, likely far higher
Striking Strength: Small Building level | Building level | Town level | Small Country level | Star level (Capable of parrying Great Lord Gwyn's strikes)
Durability: Small Building level | Building level (Able to survive blows from the Asylum Demon) | Town level | Small Country level | Star level (Able to survive attacks from The Four Kings, Seath, Nito, Gwyn, and the Bed of Chaos)
Stamina: Superhuman (Able to take on hordes upon hordes of enemies with little to no rest in-between without any signs of exhaustion. Constantly shrugs off being stabbed, slashed, crushed, thrown, bitten, shot, poisoned, electrocuted, burned, and impaled. Unfazed by injuries as severe as being impaled through the torso and having their skull pierced. The Chosen Undead also possesses numerous items and rings that significantly bolster their stamina)
Range: Extended Melee Range to Several Meters with Melee Weapons, Tens of Meters with Ranged Weapons, Thrown Weapons and Magic, Hundreds of Meters with Greatbows, Interdimensional with Summoning
Standard Equipment:
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Intelligence: 
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|-|General Intelligence=Varies from Average to Genius (Depending on their starting class, the Chosen Undead's general intelligence can vary from an average person to a Sorcerer of Vinheim Dragon School. However, thanks to their ability to bolster their intelligence with souls, they have the capacity to increase their intelligence to the point of matching and surpassing the likes of Big Hat Logan in intellect and Sorcery skill, as well as the capacity to perfectly memorize and utilize the dozens of tales from which Miracles draw their power from. In addition they possess a rudimentary understanding of blacksmithing, able to repair and reinforce any weapon or armor in their possession given that they have materials to do so, though they do not have the skill to ascend or infuse equipment.)
|-|Combat Skill=Gifted (The Chosen Undead is a highly skilled and experienced combatant, with nearly every one of their backgrounds having a basis in some form of combat. They are able to wield dozens of different weapons, each with their own unique combat styles, to their maximum efficiency even after just obtaining them, including weapons that are traditionally considered too awkward or cumbersome for normal people to wield, such as Greataxes and Ultra Greatswords, as well as weapons that statistically require a high degree of skill to wield properly such as Rapiers, Katanas, and Curved Swords, and can dual wield any weapons or shields in their arsenal to an equal amount of effectiveness. They are also fully capable of utilizing objects that barely qualify as weapons, such as the Straight Sword Hilt, Broken Straight Sword, and Plank Shield, without any loss in combat efficiency, and can fight unhindered when their vision is completely obstructed by headpieces such as the Symbol of Avarice, Golem Helm, Gough's Helm, Bloated Head, and Crown of the Dark Sun. Throughout their journey The Chosen Undead displays the capacity to outmatch numerous veteran warriors of renoun, including Havel the Rock, Solaire of Astora, Executioner Smough, and Paladin Leeroy, all of whom are recognized as highly skilled fighters in their own right with decades of combat experience under their belt, as well as several other nameless but otherwise highly skilled enemies such as Darkwraith Knights, Silver Knights, Black Knights, Berenike Knights, and Painting Guardians. The Chosen Undead is skilled to the point of being able to even best the Four Knights of Gwyn [ Dragonslayer Ornstein, Artorias the Abysswalker, Lord's Blade Ciaran, and Hawkeye Gough ] as well as Gwyn himself in single combat.)
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Weaknesses: The Chosen Undead can only attune up to 10 spells (12 if utilizing the White Seance Ring and Darkmoon Seance Ring) at a time and cannot attune new spells in combat
Notable Attacks/Techniques:
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|-|Pyromancy=
*Fireball: Standard pyromancy of the Great Swamp. Hurl a fireball with a very small blast radius. The fire damage caused by fireballs makes them effective against corporeal beasts and Undead, who by nature fear flame.
*Fire Orb: Pyromancy which improves upon Fireball. Hurl fire orb. The flaming fire orb explodes upon impact, causing fire splash damage in a spectacle which seems to symbolize the strength of the fire-manipulating pyromancers.
*Great Fireball: Ultimate fireball pyromancy. Hurl giant fireball. Salaman the Master Pyromancer, also called Great Fireball after this spell, believed pyromancy was rooted in an adoration of fire. Those who acquire this spell usually agree.
*Great Chaos Fireball: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Hurl giant chaos fireball. The Flames of Chaos can melt stone, producing a short-lived lava glob.
*Firestorm: Primal pyromancy taught by Quelana of Izalith. Erect fire pillars in vicinity. The storm of flame is indiscriminate, and incinerates all nearby life.
*Fire Tempest: Primal pyromancy of Quelana of Izalith. Erect giant fire pillars in vicinity. The tempestuous raging flames resemble those summoned by the Daughters of Chaos when they challenged the ancient dragons and scorched the very earth.
*Chaos Storm: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Erects localized chaos fire pillars and leave localized pools of lava in their wake.
*Combustion: Elementary pyromancy. Create powerful flame in hand. One of the most basic pyromancies. For this very reason, the flame thus created is fierce.
*Great Combustion: Pyromancy which improves upon Combustion. Create powerful, giant flame in hand. Great Combustion creates a powerful flame, but many sorcerers mock the simplicity of this spell.
*Fire Surge: Pyromancy foreign of the Great Swamp. Creates a surge of flame from palm to hand.
*Fire Whip: Primal pyromancy taught by Quelana of Izalith. Sweep foes with fire whip. The root pyromancy of Combustion, but much more difficult to wield.
*Chaos Fire Whip: Art of the Flame of Chaos, which engulfed the Witch of Izalith and her daughters. Sweep foes with chaos fire whip. This spell was wielded by the eldest of The Daughters of Chaos.
*Poison Mist: Unique pyromancy crafted by Eingyi, considered a heretic even at the Great Swamp. Create poison mist.
*Toxic Mist: Unique pyromancy crafted by Eingyi, considered a heretic even at the Great Swamp. Create intense poison mist.
*Acid Surge: Pyromancy foreign to the Great Swamp. Emit acid which corrodes weapons and armor.
*Flash Sweat: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Intense sweating reduces flame damage.
*Iron Flesh: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Iron flesh boosts defense and resilience. Use of this pyromancy requires caution, as the caster becomes exceedingly heavy and unable to move freely.
*Power Within: Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. Short strength/endurance boost, but lose HP. Excessive power eats away the life-force of its caster, and like all dangerous spells, Power Within was kept secret for eons.
*Undead Rapport: Advanced pyromancy of Quelana of Izalith. Charm Undead and gain temporary allies. The living are lured by flame, and this relationship is part and parcel to the art of pyromancy. Can be used by either gender.
*Black Flame: A pyromancy discovered from the Dark of the Abyss by a pyromancer who wandered Oolacile. Conjure a great black flame in one's palm. Black flames are weighty, and inflict physical damage, enough to smack away the mightiest of the shields.
|-|Sorcery=
*Soul Arrow: Elementary sorcery. Fire a soul arrow. Soul arrows inflict magic damage, making them effective against iron armor, tough scales, and other physically resilient materials.
*Great Soul Arrow: Sorcery which improves upon Soul Arrow. Fire strong soul arrow. At the Vinheim Dragon School, the acquisition of this spell marks an apprentice's coronation as a sorcerer.
*Heavy Soul Arrow: Soul sorcery emphasizing power. Fire heavy soul arrow. A more powerful, but also slower sorcery. Difficult to use due to a long cool down and a limitation on the number of castings.
*Great Heavy Soul Arrow: Sorcery which improves upon Heavy Soul Arrow. Fire strong heavy soul arrow. As difficult to use as Heavy Soul Arrow, but powerful enough to make it well worth it. Adored by certain sorcerers.
*Homing Soulmass: Sorcery developed by Big Hat Logan. Fire homing soulmass. Life originates in the soul; no wonder the soulmass draws toward it. This sorcery is a window into seeker Logan's methods.
*Homing Crystal Soulmass: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. Fire homing crystal soulmass. The mysteries of souls, crystals, and the sorceries are deeply intertwined.
*Soul Spear: Sorcery developed by Big Hat Logan. Fire piercing soul spear. A symbol of Logan's strength, the soul spear is referenced repeatedly in the legends, and is said to be on par with Lord Gwyn's lightning.
*Crystal Soul Spear: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. Fire piercing crystal soul spear. These pale magic spears, sharpened through crystallization. are on par with the armaments of the ancient lords.
*White Dragon Breath: Sorcery developed by Logan during his infatuation with Seath the Scaleless. Emit crystal breath of Seath the Scaleless. Although it no longer causes curses, what madness caused old Big Hat to appropriate this frightful power of the ancient dragons?
*Magic Weapon: Sorcery for casters who wield swords. Magic augmentation: right weapon. The power of the magic swordsmen of Vinheim is predicated upon this and Magic Shield. Many warriors learn sorcery just for this.
*Great Magic Weapon: Sorcery which improves upon Magic Weapon. High magic augmentation: right weapon. At Vinheim Dragon School, only magic swordsmen on special orders are allowed to learn this spell which grants powerful augmentation to various weapons.
*Crystal Magic Weapon: Sorcery boosted by the knowledge Logan acquired at the Regal Archives. High magic + crystallization: right weapon. Logan's trials were successful, and the crystal medium facilitated a stronger bond between weapon and soul.
*Magic Shield: Sorcery for casters who wield swords. Magic augmentation: left shield. Shields augmented by magic are resistant to magic attacks and have higher stability. This spell makes it possible to challenge powerful foes with a small shield.
*Strong Magic Shield: Sorcery which improves upon Magic Shield. High magic augmentation: left shield. At Vinheim Dragon School, only magic swordsmen on special orders are allowed to learn this spell which grants temporary strength to greatshields.
*Aural Decoy: Sorcery used by playful sorcerers. Lure enemies away by creating a sound originating in the distance. This spell is not the first choice for serious sorcerers, but it has a surprising amount of applications, some of them extremely effective.
*Hush: Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School. Masks all noises of caster. Effectively, Vinheim is controlled by the Dragon School, and it is no wonder that the town has its share of dark secrets.
*Fall Control: Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School. Reduce damage and noise from fall. This sorcery, along with Hush, explains the extravagant cost of hiring Vinheim spooks.
*Hidden Weapon: Ancient sorcery of the lost land of Oolacile. Turns right weapon invisible. Not a simple augmentation, making it dependent on the skill of its caster. An example of the capacity of Ooalcile sorceries to control light.
*Hidden Body: Ancient sorcery of the lost land of Oolacile. Turns body nearly invisible. Although perfect invisibility is unachievable due to the risk of dissipation, the caster need only stand still for a moment to blend in to environs with astounding camouflage.
*Repair: Ancient sorcery of the lost land of Oolacile. Repair equipped weapons and armor. This sorcery was part of everyday life in Oolacile. Its effects resembles Repair Powder, which must have found its way into the culture of this lost land.
*Cast Light: Ancient sorcery of the lost land of Oolacile. Cast a bright light upon surroundings. This light-producing sorcery is elementary but nonetheless demonstrates the achievements in mysticism of Oolacile. Such magic has not been developed even in Vinheim.
*Chameleon: Ancient sorcery of the lost land of Oolacile. Transform into something inconspicuous. A separate stealth spell from Hidden Body. A skilled stealth sorcerer must be aware of his or her surroundings and of which objects are prime candidates for imitation.
*Remedy: Sorcery of the red-robed Yulva, one of the Sealers of New Londo. Reduce bleeding and poison build-up, and undo various poisonous effects. One of the New Londo's unique healing sorceries. Perhaps she abandoned her Sealer duty to take her healing arts back to Blighttown.
*Resist Curse: Sorcery of the red-robed remedician. Ingward, guardian of the seal in New Londo. Sacrifice humanity to undo curse. Abhorrent curses eat away at the core of one's very existence, and cleansing oneself of curses is no easy task indeed.
*Dark Orb: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fire giant Dark Orb. In contrast to standard soul sorceries, Abyss sorceries are weighty and inflict physical damage. Perhaps human souls, because of their humanity, produce sorceries with a more tangible presence.
*Dark Bead: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Fire successive Dark Orbs. In contrast to standard soul sorceries, Abyss sorceries are weighty and inflict physical damage. Perhaps a human soul is closer to matter in it's humanity.
*Dark Fog: Abyss sorcery discovered by an Oolacile sorcerer on the brink of madness. Create a cloud of Dark Fog. Although Dark Fog is, in theory, relatively close to humanity, it also happens to be a terrible poison for humans. Perhaps it reflects man's cruelty against his own.
*Pursuers: Sorcery of Manus, Father of the Abyss. Grant a fleeting will to the Dark of humanity, and volley the result. The will feels envy, or perhaps love, and despite the inevitably trite and tragic ending, the will sees no alternative, and is driven madly toward its target.
|-|Miracles=
*Heal: Elementary miracle cast by clerics. Restores HP. To cast a miracle, the caster learns a tale of the Gods, and says a prayer to be blessed by its revelations. Heal is the shortest of such miraculous tales.
*Great Heal Excerpt: Great miracle cast by advanced clerics. Restores high HP. Great Heal Excerpt borrows from only several verses of Great Heal. As a result, it can only be cast a stark few times.
*Great Heal: Great miracle cast by advanced clerics. Restores high HP. Great Heal is a long tale, only learned by a select few. No caster will be disappointed by the bountiful life it yields.
*Soothing Sunlight: Special miracle granted to the maidens of Gwynevere, Princess of the Sun. Restores high HP for self and vicinity. The miracles of Gwynevere, the princess cherished by all, grant their blessing to a great many warriors.
*Replenishment: Common miracle amongst cleric knights. Gradual HP restoration. Beware of the cleric knight blessed by Replenishment, for he shall not fall easily.
*Bountiful Sunlight: Special miracle granted to the maidens of Gwynevere, Princess of the Sun. Gradual HP restoration for self and vicinity. The miracles of Gwynevere, the princess cherished by all, grant their blessing to a great many warriors.
*Force: Common miracle among cleric knights. Creates shockwave. This quickly-acting miracle inflicts no damage, but propels foes back and defends against arrows. Cleric knights use this miracle when charging into enemy mobs.
*Wrath of the Gods: Primal form of Force. Create powerful shockwave. Wrath of the Gods was an epic tale that tattered into the modern Force. This primal form of Force emits a shockwave that also emits damage.
*Emit Force: Outland miracle, foreign to the Way of White. Emit shockwave. Considered an alternate branching of Force. Emits an expanding shockwave orb.
*Magic Barrier: Miracle of Bishop Havel the Rock. Cover body in defensive magic coating. This coating greatly boosts magic defense, assisting warriors who must face the magic which Bishop Havel countered so proficiently.
*Great Magic Barrier: Miracle of Bishop Havel the Rock. Cover body in powerful def. magic coating. Havel the Rock, an old battlefield compatriot of Lord Gwyn, was the sworn enemy of Seath the Scaleless. He despised magic, and made certain to devise means of counteraction.
*Homeward: Great miracle cast by advance clerics. Return to last bonfire rested at. Would normally link to one's homeland, only the curse of the Undead has distorted its power, redirecting casters to a bonfire. Or perhaps for Undead, this serves as home?
*Seek Guidance: Miracle of Clerics on an Undead mission. Display more guidance from other worlds. Guidance facilitates communication between Undead, but their value varies greatly. A balance of faith and wisdom is required.
*Karmic Justice: Miracle of the black-haired witch Velka. Temporary autocounter vs. heavy damage. For each sin there is a punishment, and it is the task of Goddess Velka to define the sin, and mete out the punishment.
*Vow of Silence: Secret rite of black-haired witch Velka. Prevents casting of magic within effect area. Velka, the Goddess of Sin, is a rogue deity, but she is versed in arts both new and old, and is considered to have a great range of influence even as gods are concerned.
*Tranquil Walk of Peace: Outland miracle, foreign to the Way of White Slows all walking within effect area. This miracle is normally used to flee, as it slows walking but does not affect attacks, but nevertheless defines peace perfectly.
*Lightning Spear: Miracle passed down to those bound by the Warrior of Sunlight covenant. Hurl Lightning spear. Lightning spears inflict rare lightning damage, and are very effective against magic, fire, and most of all, dragons.
*Great Lightning Spear: 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.
*Sunlight Spear: Miracle born from the fading soul of Gwyn. Hurl sunlight spear. In the war that marked the dawn of the Age of Fire, Gwyn wielded these rays of sunlight, which remain fierce even as they fade.
*Sunlight Blade: Miracle wielded by Lord Gwyn's firstborn. Boost right weapon with rays of Sun. The power of sunlight, manifested as lightning, is very effective against dragons.
*Darkmoon Blade: 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.
*Gravelord Sword Dance: Miracle known only by the servants of the first dead, Gravelord Nito. Giant Gravelord swords jut out in vicinity.
*Gravelord Greatsword Dance: Miracle known only by the servants of the first dead, Gravelord Nito. Giant Gravelord swords jut out in vicinity. Many have died, and many eyes were claimed to realize the Greatsword Dance, a Gravelord ritual known only by his closest servants.
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==Notable Matchups==
Victories:
Losses:
Inconclusive:
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Category:Magma Users
Category:Acid Users
Category:Corrosion Users
Category:Mind Users
Category:Status Effect Users
Category:Morality Users
Category:Darkness Users
Category:Homing Attack Users
Category:Shapeshifters
Category:Forcefield Users
Category:Weapon Creation Users
Category:Ring Users
Category:Food Users
Category:Snipers
Category:Cursed Characters
Category:Sorcerers
Category:Blade Users