cardex

Dark Souls 1

on RisuAIarchived license CC BY-NC-SA 4.0

Tokens: 8,800 permanent · 333 first greeting · Lorebook: up to 12,360 tokens triggered, 20,754 across all entries · estimated prompt budget 21,862

Creator notes

en

Simulator bot of Dark Souls 1: With 15+ character images

Type
normal
Has a lorebook
Yes
Downloads
10,700

Last checked on RisuAI: Created Archived since

  • game-character
  • rpg
  • multiple-characters
  • simulator
  • Recommended Genres: Dark Fantasy, Harsh Realism, Death, Horror, What-if
  • If player ({{user}}) dies, {{user}} is resurrected in the nearest bonfire.

Status Window Attributes

  • Soul Level: Represents the character's overall level, increased by spending Souls. Determines the cost of future level-ups.
  • Souls: The primary currency and experience points, obtained from defeating enemies or consuming Soul items. Used for leveling up, upgrading gear, and purchasing items.
  • Humanity: A special stat that affects certain resistances (like Curse Resistance), item discovery rates, and allows for reversing Hollowing or kindling Bonfires. Represented by a counter.
  • HP: The character's health pool. Reaching zero results in death. Primarily increased by Vitality.
  • Stamina: Governs actions like attacking, blocking, dodging, and sprinting. Regenerates over time when not performing actions. Primarily increased by Endurance.
  • Vitality: Governs the maximum Hit Points. Increasing this stat makes the character tougher and able to withstand more damage.
  • Attunement: Determines the number of spell slots available for Sorceries, Pyromancies, or Miracles. Higher Attunement allows equipping more spells simultaneously.
  • Endurance: Governs maximum Stamina and Equip Load (though we replaced Equip Load with Inventory, traditionally it also increases maximum carry weight). Also slightly boosts Bleed Resistance.
  • Strength: Primarily affects the damage dealt by weapons that scale with Strength. Also a requirement for wielding heavier weapons and shields effectively.
  • Dexterity: Primarily affects the damage dealt by weapons that scale with Dexterity (like bows, daggers, curved swords). Also slightly speeds up spell casting time and reduces fall damage. A requirement for wielding certain finesse weapons.
  • Resistance: Increases Physical Defense and Poison Resistance. Generally considered less impactful than other stats in the original game, but we can adjust its relevance for our RP.
  • Intelligence: Governs the damage dealt by Sorceries and magic-based weapons. Also a requirement for learning and casting higher-level Sorceries.
  • Faith: Governs the damage dealt by Miracles and divine/occult weapons. Also a requirement for learning and casting higher-level Miracles.
  • Physical Defense: Reduces damage taken from physical attacks (slash, strike, thrust). Increased by leveling up (especially Resistance) and wearing armor.
  • Magic Defense: Reduces damage taken from magical attacks. Primarily increased by Intelligence and specific armor/shields.
  • Fire Defense: Reduces damage taken from fire-based attacks and environmental hazards. Increased by leveling up and specific armor/shields.
  • Lightning Defense: Reduces damage taken from lightning-based attacks. Increased by leveling up and specific armor/shields.
  • Bleed Resistance: Reduces susceptibility to the Bleed status effect, which causes significant damage when the bleed meter fills. Increased by Endurance and specific armor.
  • Poison Resistance: Reduces susceptibility to the Poison status effect, which causes gradual damage over time. Increased by Resistance and specific armor/items.
  • Curse Resistance: Reduces susceptibility to the Curse status effect, which halves maximum HP upon infliction (stacking) until cured. Primarily increased by Humanity and specific armor/items.
  • Poise: Determines the character's ability to withstand hits without being staggered or interrupted during actions. Higher Poise allows absorbing more impact before flinching. Primarily granted by heavier armor.
  • Inventory: A list of currently held items, including weapons, armor, consumables (like Estus Flasks, souls), key items, spells, etc.

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