Ethereal Souls Project

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Status
Ongoing
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Introduction
The idea behind this project stemmed from my desire to see a world that combined...

Kokurokoki

"IDW DA NYA!"
Location
Area S09
Introduction
The idea behind this project stemmed from my desire to see a world that combined the events and elements of Demon's Souls, Dark Souls and Dark Souls II. I also started this because I was unsatisfied with Dark Souls II and its often poorly connected lore. The purpose is to maybe start a Log Horizon or SAO-styled RP or Quest based in such a world in the future, or at least give RPers tools to maybe start their own. But ultimately it's just another outlet for my creativity when I'm tired of doing my XCOM RP or my Lost Eden Quest. I was also inspired to start this from a lost discussion regarding a sort of Souls Online game or story.

If you have an idea that you wish to contribute to the Ethereal Souls Project, feel free to do so. I will credit you accordingly in the credits section.

Credits
- Kokurokoki: Project Starter
- VaatiVidya: Lore and speculation provider; inspiration
- Various SV/SB Members: Project inspiration
-
FromSoftware: Giving birth to the sadistic siblings known as the Souls series, with an upcoming 4th sibling on the way.

Plot
I have yet to actually write out a plot for the world... as I will need to do more research on the lore of Demon's and Dark Souls.

Great Summoning Event
The Great Summoning is an unofficial event where players suddenly found themselves trapped within the game.
 
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Character Stats

<Vigor> - Determines the amount of health an Ethereal Hunter has. Vigor also affects Will, and reduces the effect of status effects such as poison, curse, and bleeding by increasing Adaptability. Due to the events known as the Great Summoning in Aria, Vigor also now increases resilience to damage. Players with high Vigor will feel less pain from enemy attacks.

<Endurance> - Increases stamina. Players will find themselves tiring less easily. Also slows the fall of the sleep/hunger/thirst gauge by 0.1% per level of Endurance.

<Vitality> - Increases equip load and defense. Players will feel slightly stronger and survive against injuries that would kill a normal human. Also has the hidden stat of reducing pain felt from injuries.

<Attunement> - Increases spell and sword skill slots and affects casting speed. Players will feel an increase in spiritual and mental awareness.

<Strength> - Increases damage with physical weapons; grants access to stronger strength-based sword skills. Players will feel physically stronger. Bow firing speed will be increased as well.

<Dexterity> - Increases damage with physical weapons; grants access to stronger dexterity-based sword skills. Players will feel more agile when using weapons. Bow firing speed and spell casting speed will be increased as well.

<Agility> - Update coming...

<Intelligence> - Increases sorcery proficiency; grants access to more potent sorceries. Players will feel more intelligent, finding themselves more entuned to the intricacies of the soul.

<Faith> - Increases miracle proficiency; grants access to more potent miracles. Players will find themselves more entuned to the intricacies of the flame, able to sense the energies of miracles more easily.

Additional Stats

<HP> - Determines your resilience. Once this reaches 0 your character dies and is reborn at the bonfire. Souls and humanity are lost.

<Stamina> - Determines your longevity. Once this reaches 0 your character will tire and be unable to attack or use skills and spells. Wearing heavier armor will reduce stamina regeneration, whereas lighter armor will inhibit it less. Being wet or cold can also impede stamina regeneration.

<Hunger> - Determines effectiveness in combat. As hunger decreases, the character will begin to experience penalties in stats, such as reduced HP due to a Vigor stat penalty, or the inability to use a high-level sorcery due to an Intelligence stat penalty. At 0% hunger, a character will have recieved the maximum amount of penalties to their 3 highest stats (up to -5). At -100% hunger, a character will begin losing 50 hit points per second. Dying of hunger will restore the hunger meter to 25% upon respawning at a bonfire.

<Thirst> - Determines effectiveness in combat. As thirst decreases, the character will begin to experience severe penalties in abilities, such as greatly reduced movement speed and stunted stamina regeneration. At 0% thirst, a character will have recieved the maximum amount of penalties to their stats (up to 35% reduction). At -100% thirst, a character will begin losing 150 hit points per second. Dying of thirst will restore the thirst meter up to 25% upon respawning at a bonfire or the Nexus.

<Sleep> - Determines effectiveness in combat. As sleep decreases, the character will begin to experience penalties in judgment, such as reduced accuracy of weapons and slower swing speeds. At 0% sleep, a character will have recieved the maximum amount of penalties to their stats (25% reduction). Undead cannot die from lack of sleep, but the hollowing process increases with lack of sleep. Resting at a bonfire will restore the sleep meter by 5% each time. Sleeping for 8 hours will restore 100% of the sleep meter.

<Will> - TBD
 
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Starting Classes
There are [X]* number of starting classes for new players beginning Ethereal Souls. A player's character is referred to as an "Ethereal Hunter". The Ethereal Hunters were fallen warriors who had been called from across the shattered timeline to the Nexus by The Last Elemental before they disappeared.

Unlike the other Souls series, all characters start at Soul Level 5. Soul Level is now determined as an average of all the stats, rounded down. Additionally, unlike the other Souls games, roleplaying as a specific class is far more encouraged due to the MMO nature of Ethereal Souls, increased enemy difficulty and AI, and the larger scale of the game compared to the original titles. Additionally, each class has available to them unique skills that dramatically increase the effectiveness of said class. With that said, using these skills in unorthodox ways due to the unique leveling system of the Souls series can lead to some unexpected results.
Knight
Soul Level: 5
[6] Vigor
[10] Vitality
[7] Endurance
[3] Attunement
[6] Strength
[5] Dexterity
[3] Agility
[2] Intelligence
[3] Faith

Equipment
- Bronze-Iron Half-Plate Set
- Iron Longsword
- Iron Plated Kiteshield

Spells/Sword Skills
- Retreating Sweep


Description:
*Flavor text coming soon...*

The Knight is a heavy melee fighter specialized for defense. Knights possess above average health, and a balanced mix of strength and dexterity which makes them very flexible fighters when engaging melee opponents. They come equipped with a fairly robust shield and the versatile longsword. Further bolstered by half-plate armor, they can be incredibly difficult to defeat in melee combat. Bear in mind that Knights are much slower, and will have difficulty keeping up with faster or ranged opponents. They also possess low aptitude for miracles and sorcery, although their high Vitality and Endurance makes them prime candidates for off-hand pyromancers.



*Placeholder for when I can figure out the number of starting classes.
Souls and Hollows
 
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Would Hunger, Thirst and Sleep affect those who're currently Undead (as opposed to being human by using a humanity/effigy)? It sounds a little weird to have that when you're technically dead. Unless you're changing some aspects of being undead.

<Faith> - Increases miracle proficiency; grants access to more potent miracles. Players will find themselves more entuned to the intricacies of the flame, able to sense the energies of miracles more easily.

Also, Faith was linked more with the Lords themselves than the Flame, even though the power of the Lords were entirely derived from it. "intricacies of the flame" sound more like Pyromancy than Miracles, so even though it is applicable, it doesn't sound quite right in my head.

Other than this, looking forward to what you'll have here.
 
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Would Hunger, Thirst and Sleep affect those who're currently Undead (as opposed to being human by using a humanity/effigy)? It sounds a little weird to have that when you're technically dead. Unless you're changing some aspects of being undead.



Also, Faith was linked more with the Lords themselves than the Flame, even though the power of the Lords were entirely derived from it. "intricacies of the flame" sound more like Pyromancy than Miracles, so even though it is applicable, it doesn't sound quite right in my head.

Other than this, looking forward to what you'll have here.

There is a lot I still need to fix. The descriptions haven't been updated yet and are still based off of the original draft that I wrote awhile back. However I am currently away from the computer so I can't work on it right now...

I'm back! I'm gonna try incorporating elements of Demon's Souls into the stats as well..
 
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Added the Knight as the starting class. Will update the Stats with a 2.0 revision to reflect this.
 
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