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Long jumpPressing jump and roll on the same frame while standing still will cause a jump with the speed from a roll. Pressing and holding the direction you are moving immediately after the long jump input will cause you to keep the speed for much longer. On the PC version of the game, keys can be rebound such that a single key will input both jump and roll while still having unique keys for roll and jump, essentially creating a long jump button.NPC transferIf any NPC dialog is initiated as the game is quit, it will still be open on the next character that is loaded. This allows characters to use NPCs and vendors that do not exist in their world, so long as they exist in some other character's world. This sometimes has side effects that I don't entirely understand yet."Free" creed rewardsUsing the mouse to select your creed reward will cause the game to attempt to consume whatever items are used for the turn in under you mouse. This can be used to receive all rewards with only one turn in in every creed except for the betrayers. Can only be done on patch 1.0.0.3 of the PC version of the game.
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Bell dropUsing a stained page to desecrate a sanctuary will cause it to no longer be a valid spawn location. If you rest at a sanctuary, then desecrate it, the bell of return will spawn you back into the location you are currently at, because there is no valid spawn for it to put you at. This works regardless of if the player is alive or not, allowing a bell to be used to survive fatal falls and enemy attacks. This still counts as a death, so salt and gold will be lost as normal. Since you cannot move with the bell menu open, you must do something to start the fall as you are opening the menu, such as jumping or rolling. Note that sanctuaries of the player's creed cannot be desecratedLevel reset / Save duplicationIf the options menu is opened as the character quits, the game will have two instances of the main menu running (At least, I think that's why this works). Because of this, all inputs will be doubled and you will need to loop around the menu once to reach the continue button. This also makes every other character impossible to load. Upon continuing into a world, the load character menu will still be open in game. Any character can be loaded with seemingly no negative effects from here. If the new game menu is opened, the character's level will reset to 3, but none of their progress will be reset. Changing class to something such as pauper can further reduce your level to 1, but you will lose your starter skills in favor of the starter skills of the new class. This will also change your save file to the next available one, effectively creating a low level copy of your previous character. This can be prevented by deleting your character from in game before entering the new game menu.Bell duplicationIf the bell of return animation does not finish, the bell will not be used but the teleport will still occur. The easiest way to do this is to jump on the same frame as you use the bell, then hit yes before you land. Your landing will cancel the animation.
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Ladder clipHolding either up or down and pressing roll and jump on the same frame will move the player slightly up and away from the ladder, ignoring all collision in the way. After this first jump+roll, every jump+roll press will move the player up and away, regardless of holding up or down. If at any point the player fails to mash fast enough or stops entirely, the glitch will be lost and the player character will fall down slightly before landing on what appears to be solid ground, regardless of the actual presence of ground. This glitch is nearly impossible to pull off without a bind for jump+roll.Dissapearing platform clipsIf you stand still on a platform directly adjacent to a wall as it dissapears, it will move you partially inside of the wall. From here, if you have the bell glitch active, using a bell of return will move you the rest of the way into the wall, allowing you to go through it if it is only one tile thick. If it is more than one tile thick, you will simply get stuck inside of the wall.Kraekan Wyrm suicideThe Kraekan Wyrm will sometimes fall off of the left side of his arena, ending the fight instantly. The easiest way to do this is to bait his fire breath into jump attack combo in the second phase, but it can happen before that. No video because I had trouble replicating this one.
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Position transferIf you quit out as the player begins some action that will teleport them, the next character loaded will teleport instead. This can be done with bells of return, deaths, and calling horns. Note that this cannot work in conjunction with the bell glitch to send characters to places that are not normally spawn points.Salt duplicationQuitting the game then immediately using a salt consumable will cause the next character loaded to receive the salt, but will not consume the item.Enemy magnetizationOpen a bottle at the same time as riposting an enemy. What happens here is chaotic and hard to explain, just watch the video.
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Level transferIf as you quit out, you open a sanctuary, hit level up, then hold down the key for leveling up, the next character to be loaded will receive all of these levels. The salt will still be lost, and can in fact put your character into the negatives. Any negative salt will be lost upon death, taking you back to the regular respawn of 0 salt.Enemy grab clippingEnemy grabs will ignore collision when they give you back character control, which in some rare situations can clip you through collision. The grab will also place you on the closest floor beneath you, making for some pretty large teleports if the clip is in the right spot.Debug modeWhile not really a glitch, this is still nice to know of. Adding "debug=1" to the config.ini under the config folder will allow you to access the debug menu by pressing LT+LS and moving the right stick.
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Progress transferIf you open the tree of skill as you are quitting, the next character to be loaded will be able to place points into any skills that the previous character was able to place points into, allowing you to skip around in the tree of skill as much as you want.Coveted de-agroThe ghosts in the coveted fight can be made to de-agro, allowing the player to hit the axe until the fight is done without the boss attacking at all.Incantation multicastingIncantation casting animation can be canceled by jumping or rolling on the same frame as animation starts. Canceling the animation doesn't cancel a timer for when the incantation should take effect (spawning static geist, healing etc.). When a timer reaches 0 the game checks if character is in casting animation and incantation takes effect if true. This allows us to cancel animation and start another cast before first timer runs out for faster casting.
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Dialog skipDialogs that do not need any user input (apart from pressing A to continue to next sentence) to complete can be skipped by starting the dialog on the same frame as you jump and use a bell of return. You also need to cancel the bell's prompt before landing either using back button or selecting "no". That will however also skip any action that NPC would normally do right after the dialog (like giving you a brand) and can soft lock you out of that action's effect for that run.No fall damage ladder clipEnding the ladder clip with a jump before the game places you on a temporary platform will trick the game to calculate the fall damage based on the Y-coordinate of where you started the clip from and in turn let you survive some lethal falls after ladder clipping.Bottle animation stackingInteracting with journey bottle on the same frame as you start another animation (jumping, rolling, etc.) let's you do another action (jumping, rolling, reading another bottle, etc.) mid air after reading the message. Also refered to as bottle jumping.
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