Dark Sun Online: Crimson Sands чит-файл №1

Strategic Simulations, Inc. Official
Dark Sun Online: Crimson Sands Frequently Asked Questions (FAQ)
Last Update: June 17th, 1996
Version 1.5



ABOUT THIS DOCUMENT

This FAQ attempts to answer questions relating to SSI's new Dark
Sun Online role-playing game, available on the Total Entertainment
Network. Obviously, it is a work in progress; should you have a
question that isn't addressed in this FAQ, please send it to <
avrignaud@mindscape.com >. While we won't be able to respond
personally to all mail, we will attempt to incorporate your
questions into this document.

We'd also like to take this opportunity to thank all those people
who have already sent us questions. This FAQ would be nowhere near
as complete without your help! Thanks again, (especially for your
patience) and we look forward to seeing you in Dark Sun Online:
Crimson Sands!

-- Andre Vrignaud, Associate Producer, SSI


LEGAL STUFF THEY MADE US SAY

All information contained herein is Copyright 1996 by Strategic
Simulations, Inc. You are allowed to distribute this FAQ freely,
but not to make changes.

Dark Sun and TSR are trademarks of TSR, Inc.
Total Entertainment Network is a service mark of T E Network, Inc.

All other trademarks are of the respective owners.



TABLE OF CONTENTS

1. Introduction
1.1. What is Dark Sun Online?
1.2. When will Dark Sun Online be released?
1.3. What are the system requirements?
1.4. What network will Dark Sun Online be available on?
1.5. How can I play Dark Sun Online?
2. General Questions
2.1. Character Characteristics/Generation
2.1.1. Can I import my characters from other Dark Sun games?
2.1.2. Can I play an evil character?
2.1.3. How many different characters can I play?
2.1.4. What races can I play?
2.1.5. What are the classes/level-limits in Dark Sun Online?
2.1.6. What are multi-classed and dual-classed characters?
2.1.7. What are the multi-class options for demihumans in DSO?
2.1.8. Why are my stats rerolled when I choose another class?
2.2. Is Dark Sun Online CD-only?
2.3. Can I download Dark Sun Online from TEN?
2.4. How many people can play Dark Sun Online?
2.5. Player vs. Player (PvP) Combat
2.5.1. What is Player vs. Player (PvP) combat, anyway?
2.5.2. Is Player vs. Player (PvP) combat allowed in DSO?
2.5.3. Are there any checks and balances to PvP?
2.6. You and Mr. Death.
2.6.1. What happens when I die?
2.6.2. What happens to my hitpoints when I lose a level?
2.6.3. What happens to my spells when I lose a level?
2.6.4. How does losing a level affect multi-classed characters?
2.6.5. Is it possible to lose items due to death?
2.6.6. Just how deadly *is* death, anyway?
2.7. Is my character still in play while I'm gone?
2.8. Are there any safe areas in the game?
2.8.1. What about using magic and psionics in "safe areas"?
2.8.2. What exactly do you mean by "magic is forbidden in Tyr"?
2.8.3. Are there any exceptions to these city "safe areas"?
2.9. Do thieves have any use in Dark Sun Online?
2.10. Will Dark Sun Online be expanded in the future?
2.11. Why should I pay more for an inn?
3. Engine-Specific Questions
3.1. How do I talk to other people?
3.2. Are there hotkeys for common game functions?
3.3. Can I save or load my game?
3.4. Does the game have "following" options?
3.5. What commercial game does the game/interface most resemble?
4. Getting Help or Information
4.1. How to get Dark Sun Online.
4.2. Where can I get the latest version of this FAQ?
4.3. Useful and Cool World Wide Web sites.
5. Strange and Useless Dark Sun Online Trivia Section
5.1. Title Candidates for Dark Sun Online
5.2. Just how large *is* the source code for DSO, anyway?
5.3. Who are the people in the "Humans" load screen?
6. Reference
6.1. Hotkey List



------------------------------------------------------------------
1. Introduction
------------------------------------------------------------------

1.1. What is Dark Sun Online?

Dark Sun Online: Crimson Sands is the latest in the Dark Sun
series of games from Strategic Simulations, Inc. Based on TSR's
Dark Sun world, Dark Sun Online (also known as DSO) allows you to
adventure on the world of Athas. However, instead of playing alone
you'll now be able to explore the barren wastes of this world with
hundreds of other *real* people!

As you play DSO, you'll discover new, never-before seen regions.
You'll finally make it to the Silt Sea and visit the port city of
Altaruk. From there you can take silt ships to visit other areas
and islands. Be warned, however -- there are reasons few return
from the isles.

Closer to home, you'll be able to explore a newly-expanded Tyr
like never before! Non-player characters (NPCs) inhabit the
streets and buildings; they'll help or hinder you depending on
their personalities or agendas. Some will ask you to help them
with quests; others will give you tips and information on how to
survive in this savage world.

You'll even be able to go on quests with your friends; hopefully
they'll help you survive in those tougher regions. You'll *want*
friends at your side, too; some of the missions you'll be
undertaking will bring you into conflict with other players!

Ahh yes -- conflict . . . always a staple of role-playing games.
Remember all those arguments you had with your friends as to who
had the best character? Well, stop talking about it and find out!
Engage in bloody hand-to-hand combat and beat your foe into
submission. Hurl destructive spells and turn the peon who dared
challenge you into a flaming pyre. The choice is yours!

You'll also take on new roles in Dark Sun Online. Choose to be a
Templar, and you'll work for the good of the Tyrian Council,
undertaking quests and harassing innocent pedestrians with the
best of them! Sound too slimy? Fine -- join the Veiled Alliance
and fight the Templar scourge! No matter what side you choose,
you'll often find that your quest or mission might come into
conflict with the goals of the opposing group -- better be
prepared!

Dark Sun Online has been in development for over two years. The
engine has been completely overhauled for online gaming, and is
now a Windows 95 application. The interface has been streamlined
for multi-player gaming, including enhancements to party commands,
easy chat commands, and special options to make multi-player
adventuring the experience you've been looking for.


And for those of you who *really* want more of the same, here's
some of the relevant text from the Dark Sun Online Web Page:

So . . . you're back, eh? Another one of those die-hard gamers
always looking for the next challenge -- the next plateau in
gaming. No game is hard or intense enough for you. You see those
claims of "40 to 60 hours of game play" and scoff. You've picked
your teeth on the shattered remnants of "other" role-playing
games, and now, casting about for the next hot thing, you've come
across this promising web page. Well, you've waited a long time,
but you *have* come to the right place. Because you see, SSI is
proud to announce the newest member of the Dark Sun computer role-
playing game family -- Dark Sun Online: Crimson Sands.

Welcome to a world sucked dry by vampiric defilers, torn and
scarred by power-hungry mages, burnt and seared by a sun gone
slightly nova; a world known simply as Athas. Athas is bad -- real
bad. You've heard of Death Valley? You've heard of the Sahara?
They've got nothing on Athas. You see, Death Valley and the Sahara
end. They stop eventually. They run into jungles or forests or
even oceans. But not Athas. Athas never stops. It has no oceans.
And you're stuck in the middle of it.

You may have played Dark Sun I and II, chewed them up, and spit
out the little pieces. But you couldn't get enough. Maybe you
finished the games in mere hours and wanted more of a challenge.
Perhaps the regions we gave you to explore just whetted your
appetite, but you *still* wanted to stretch your legs some more.
And perhaps even the biggest battles weren't enough for you, and
you went through them like a wood-chipper through sushi. Well,
welcome to Dark Sun Online: Crimson Sands.

Give you a hint -- it's called "Crimson Sands" for a reason. . . .

Dark Sun Online is the biggest Dark Sun game yet. All new regions
guarantee hours and hours of exploration. Forty to sixty hours?
Ha! There's enough here to play for months and months -- and we
doubt you'll find everything we've put in here. You want tough?
Some of these areas are *nasty*; you may want to recruit trusted
companions for assistance, or make allies along the way. Although
there's strength in numbers, watch your back; your strongest ally
may become your most formidable foe.

Ahh yes . . . the more clever of you may have noticed something
intriguing here. You can now join your friends and play together
in the Dark Sun universe! That's right -- instead of dealing with
those piddly little monsters, you can deal with the meanest and
most devious creatures of all -- *real people*. And this ain't no
private party; in Dark Sun Online you'll be in a world inhabited
by hundreds and hundreds of these fiends.

Yep -- real, live, flesh-and-blood, conniving, backstabbing, (and
occasionally friendly) people. What does that mean to you? Lots.
Now you can test your might against your best friend and find out
for sure who's got the killer character. You can join the ranks of
the Templars and terrorize innocent citizens (including those
aforementioned friends). And if that doesn't sound entertaining
enough, you can join the Veiled Alliance and harass those Templars
right back!

Quests and treasures abound -- myriad non-player characters speak
with you, and often are willing to help you out. Of course, others
are just as happy to lie to you and cheat you out of your worldly
possessions. Sometimes they'll ask you to help them, or visit
strange, far-off lands. Be warned, though -- many of these regions
are rarely visited for a reason. . . .

What's that? Sounds hard? Pshaw! Not for you! However, we realize
that some people don't have as many years of experience as some of
the more advanced gamers out there. So, just because we're nice,
fuzzy-feeling sorts of people, we start new players off in the
city-state of Tyr. Why Tyr? Because it's protected from evil-doing
(at least the physical kind) by the city guard. So don't fear --
you won't get whacked the second you start the game . . . and if
you're smart, and listen to what people tell you, you'll do just
fine.

Dark Sun Online has been in development for over two years. The
engine has been completely overhauled for online gaming, and is
now a Windows 95 application. The interface has been streamlined
for multi-player gaming, including enhancements to party commands,
easy chat commands, and special options to make multi-player
adventuring the experience you've been looking for.


1.2. When will Dark Sun Online be released?

Dark Sun Online: Crimson Sands is first slated for release in the
third quarter of 1996 on the Total Entertainment Network (also
known as TEN). For more information on TEN please visit their web
site at < http://www.ten.net >.


1.3. What are the system requirements?

Almost any 486-based Windows 95 machine should be able to run Dark
Sun Online easily. Note that while we recommend the following, you
may be able to get away with a slightly lesser system. However,
it's more likely you'll be able to run the game on such a system
if you have a local bus video card.

Minimum system requirements:
IBM Compatible (486/66+)
2X CD-ROM w/redbook cable enabled
8 Megabytes of RAM
Mouse
Windows 95
9600 Modem

Recommended:
Local Bus Video Card (VLB/PCI)
14.4 Modem


1.4. What network will Dark Sun Online be available on?

Dark Sun Online will be first available on the Total Entertainment
Network (TEN). You'll be able to connect using your own Internet
connection or by calling one of TEN's nationwide access numbers.
More information about TEN is available at < http://www.ten.net >.


1.5 How can I play Dark Sun Online?

You can be a beta tester for DSO by going to the DSO/TEN beta page
at < http://www.ten.net/betazone >. The beta of DSO is available
for download from this page.

Note that DSO is free of charge for the duration of the beta test.
You *do* need to sign up as a TEN member to access the game but,
again, will not be charged during the testing.

If you don't care to beta test, but want to play DSO as soon as
it's commercial, just sign up for TEN on their web page at
< http://www.ten.net > and they'll ship you a CD when DSO is
final.



------------------------------------------------------------------
2. General Questions
------------------------------------------------------------------

2.1. Character Characteristics/Generation
                               
2.1.1. Can I import my characters from other Dark Sun games?

No. It is far too easy to hack or edit a character file from Dark
Sun I or II. If we allowed character transfer, we'd have people
importing godlike characters into the game. This would totally
destroy the game balance and be unfair to non-cheating players.

On the plus side, the game does have anti-hacking checks in place
which will help protect the game's balance. Note that should
someone be found hacking the game, they will summarily removed and
locked out from DSO.


2.1.2. Can I play an evil character?

Of course! You can select any alignment from Lawful Good to
Chaotic Evil, although you can only select alignments appropriate
to the class you are playing (i.e., no Chaotic Evil Rangers).
Depending on what you choose, you can then role-play your
character as you wish.

Note that you can *not* change a character's alignment once you
have started play with him or her.


2.1.3. How many different characters can I play?

You may create up to four different characters; however, you can
only play *one* of them at a time. This allows you to play a
Fighter during the times you feel overly aggressive and a Thief
when you just feel like slipping through the dark corners of Tyr.

Note, however, that your characters are completely separate;
experience points and items gained by one do *not* carry over to
any other one of your characters.


2.1.4. What races can I play?

You may play either a Dwarf, Elf, Half-Elf, Half-Giant, Halfling,
Human, Mul, or Thri-kreen. More information about these races,
their racial ability adjustments, and their class restrictions can
be found in the Dark Sun Online manual.


2.1.5. What are the classes/level-limits in Dark Sun Online?

The maximum level any character can attain in any one class is
15th. Once you reach 15th level you continue to collect experience
points, but will no longer climb in levels.

Although it is technically possible to continue past this level in
the paper AD&D games, it is not feasible in a computer
environment. Once you get to a level this high, you're already
crushing everything with ease; it is very difficult to keep the
game challenging at this point. Thus we do not support character
levels above 15th.

For more specific information, refer to the following information
(also available in the DSO rule book):


CLASS RESTRICTION AND LEVEL LIMITS

As per the traditional AD&D Game there are restrictions to the
classes available to a character, and the level that character may
advance to. Players and DMs familiar with the AD&D game will find
that these restrictions are very different in the Dark Sun
campaign setting however. This is due to the unusual nature of the
demihuman races. Humans are always unrestricted in level
advancement or class selection. This optional rule on exceeding
level limits is used when playing Dark Sun Online: Crimson Sands.


Racial Class and Level Limits Table

CLASS HUMAN DWARF ELF H-ELF H-GNT H-LING MUL THRI-KRN
Cleric U 12 15 15 12 12 10 12
Druid U - - 14 - 12 12 15
Fighter U 15 14 U 15 12 U 15
Glad. U U 10 U 14 12 U 15
Presrvr. U - 15 12 - - - -
Psion. U U U U U U U U
Ranger U - 15 14 8 15 - 12
Thief U 12 12 12 - 15 12 -

U: The character has unlimited advancement potential in the given
class.
Any #: A player character can advance to the maximum possible
level in a given class.
-: A player character cannot belong to the listed class.

NOTE: In Dark Sun Online the maximum level advancement for any
character is 15th level. This is a computer game restriction, not
an AD&D restriction.


EXCEEDING LEVEL LIMITS

Demihuman characters with extremely high ability scores in their
prime requisites can exceed the racial maximum levels. In cases
where multiple prime requisites are used, all requisites must
exceed those listed in the Prime Requisite Bonus Table below.

The additional levels listed in this table are added to the normal
maximum allowed, regardless of what class or race is involved.


Prime Requisite Bonus Table

Ability Score Additional Levels
14, 15 +1
16, 17 +2
18 +3
19 +4


2.1.6. What are multi-classed and dual-classed characters?

(Please note that most of this material is quoted from the AD&D
Second Edition Player's Handbook and the Dark Sun: The Age of
Heroes source book, and should be considered copyright material of
TSR, Inc. Also note that for completeness, some of this material
is duplicated in section 2.1.7.)

A multi-class character is a character that improves in two or
more classes simultaneously. His experience is divided equally
between each class. The available class combinations vary
according to race. The character can use the abilities of both
classes at any time, with only a few restrictions. Only demihumans
can be multi-class characters.

A dual-class character is one who starts with a single class,
advances to moderate level, and then changes to a second character
class and starts over again. The character retains the benefits
and abilities of the first class but never again earns experience
for using them. There are some limitations on combining the
abilities of the two classes but, as long as minimum ability and
alignment requirements are met, there are no restrictions on the
possible character class combinations. Only humans can be dual-
class characters.


Multi-Class Benefits and Restrictions

A multi-class character always uses the most favorable combat
value and the best saving throw from his different classes.

The character's hit points are determined as follows: for each
class level, the class hit die is rolled (d10 for fighters, d8 for
priests, etc.) and divided by the number of classes the character
has, fractions are rounded down but never lower than one. The
Constitution hit point bonus is calculated in a similar manner.

Multi-class characters can combine abilities from their different
classes with the following restrictions (the PC must follow the
most restrictive class):

WARRIOR: A multi-classed warrior can use all of his abilities
without restriction.
PRIEST: Regardless of his other classes, a multi-classed priest
must abide by the weapon restrictions of his mythos. He retains
all his normal priest abilities.
WIZARD: A multi-classed wizard can freely combine the powers of
the wizard with any other class allowed, although the wearing of
armor is restricted.
ROGUE: A multi-classed rogue can wear only leather armor or less.


Multi-Class Options for Demihumans

DWARF
Cleric/Psionicist Thief/Psionicist
Fighter/Cleric Fighter/Cleric/Psionicist
Fighter/Psionicist Fighter/Thief/Psionicist
Fighter/Thief

ELF OR HALF-ELF
Fighter/Mage Fighter/Mage/Cleric
Fighter/Thief Fighter/Mage/Thief
Fighter/Psionicist Cleric/Mage/Thief
Fighter/Cleric Cleric/Fighter/Thief
Cleric/Mage Fighter/Mage/Psionicist
Cleric/Psionicist Fighter/Thief/Psionicist
Cleric/Thief Fighter/Cleric/Psionicist
Mage/Psionicist Cleric/Mage/Psionicist
Mage/Thief Cleric/Thief/Psionicist
Thief/Psionicist Mage/Thief/Psionicist

HALF-GIANT
Fighter/Cleric Cleric/Psionicist
Fighter/Psionicist

HALFLING
Fighter/Thief Cleric/Psionicist
Fighter/Cleric Fighter/Psionicist
Thief/Psionicist Fighter/Thief/Psionicist
Cleric/Thief

MUL
Fighter/Thief Cleric/Thief
Fighter/Cleric Psionicist/Thief
Fighter/Psionicist Fighter/Thief/Psionicist
Cleric/Thief

THRI-KREEN
Fighter/Cleric Cleric/Psionicist
Fighter/Psionicist Fighter/Cleric/Psionicist

Notes:
"Ranger" may be substituted for any "fighter" entry under elves,
half-elves, half-giants, halflings, and thri-kreen.
"Druid" may be substituted for any "cleric" entry under half-
elves, halflings, muls, or thri-kreen.
"Gladiator" may never be a part of a multi-class combination for
demihumans.


Dual-Class Benefits and Restrictions

Only humans can be dual-classed characters. To be dual-classed,
the character must have scores of 15 or more in the prime
requisites of his first class and scores of 17 or more in the
prime requisites of any classes he switches to. The character
selects one class to begin his adventuring life. He can advance in
this class as many levels as he desires before switching to
another class; there is no cut-off point beyond which a character
cannot switch. However, he must attain at least 2nd level in his
current class before changing to another class. There is no limit
to the number of classes a character can acquire, as long as he
has the ability scores and wants to make the change. (Certain
character classes have alignment restrictions that the character
must meet, however.)

After switching to a new class, the character no longer earns
experience points in his previous character class and he can no
longer advance in level in that class. Nor can he switch back to
his first class at a later date, hoping to resume his advancement
where he left off. Once he leaves a class he has finished his
studies in it. Instead, he starts over in a new class, at 1st
level with 0 experience points, but he does retain his previous
Hit Dice and hit points. He gains the abilities, and must abide by
all of the restrictions, of the new class. He does not gain or
lose any points on his ability scores. The character uses the
combat and saving throw tables appropriate to his new class and
level.

The only values that can be carried over from the previous class
without restriction are the character's Hit Dice and hit points.
In addition, the character earns no additional Hit Dice or hit
points while advancing in his new class.

The restrictions of the previous two paragraphs last until the
character reaches a *higher* level in his new class than his
maximum level in any of his previous classes. At that point, all
restrictions are dropped: the character gains the abilities of his
previous classes, and he earns additional Hit Dice (those of his
new class) and hit points for gaining experience levels in his new
class.

When a dual-class or multi-class character is struck by a level-
draining creature, he first loses levels in the class in which he
has advanced the highest. When his different classes are equal in
level, the class level requiring the most experience points is
lost first.


2.1.7. What are the multi-class options for demihumans in DSO?

That's an easy one; simply refer to the handy chart below. Note
that you can also refer to section 2.1.6 for a more complete
discussion of multi-class options.

DWARF
Cleric/Psionicist Thief/Psionicist
Fighter/Cleric Fighter/Cleric/Psionicist
Fighter/Psionicist Fighter/Thief/Psionicist
Fighter/Thief

ELF OR HALF-ELF
Fighter/Mage Fighter/Mage/Cleric
Fighter/Thief Fighter/Mage/Thief
Fighter/Psionicist Cleric/Mage/Thief
Fighter/Cleric Cleric/Fighter/Thief
Cleric/Mage Fighter/Mage/Psionicist
Cleric/Psionicist Fighter/Thief/Psionicist
Cleric/Thief Fighter/Cleric/Psionicist
Mage/Psionicist Cleric/Mage/Psionicist
Mage/Thief Cleric/Thief/Psionicist
Thief/Psionicist Mage/Thief/Psionicist

HALF-GIANT
Fighter/Cleric Cleric/Psionicist
Fighter/Psionicist

HALFLING
Fighter/Thief Cleric/Psionicist
Fighter/Cleric Fighter/Psionicist
Thief/Psionicist Fighter/Thief/Psionicist
Cleric/Thief

MUL
Fighter/Thief Cleric/Thief
Fighter/Cleric Psionicist/Thief
Fighter/Psionicist Fighter/Thief/Psionicist
Cleric/Thief

THRI-KREEN
Fighter/Cleric Cleric/Psionicist
Fighter/Psionicist Fighter/Cleric/Psionicist

Notes:
"Ranger" may be substituted for any "fighter" entry under elves,
half-elves, half-giants, halflings, and thri-kreen.
"Druid" may be substituted for any "cleric" entry under half-
elves, halflings, muls, or thri-kreen.
"Gladiator" may never be a part of a multi-class combination for
demihumans.


2.1.8. Why are my stats rerolled when I choose another class?

All classes require certain minimum and maximum attributes; thus
we reroll your attributes when you select a different class. We
suggest choosing the class you wish to play first and then rolling
your attributes.


2.2. Is Dark Sun Online CD-only?

Yes. Although you will install the game itself (<50 Megs) to your
hard drive, you'll need the CD-ROM in the drive for the redbook
music. Note that even without the redbook music, the game is just
too large to be distributed on floppies.


2.3. Can I download Dark Sun Online from TEN?

No. See 2.2 for more information, but in short the game is too
large, and you would not get the music tracks.

** Please note that for purposes of the beta only, you *can*
download DSO (and its patches) from TEN at
. (Note that you will not get any
music with the downloaded version.) However, once we go final, DSO
will not be available for download. **


2.4. How many people can play Dark Sun Online?

Many, many hundreds, and possibly thousands. Exactly how many
depends on server and engine limitations, which we won't encounter
until we begin major stress testing. More information will be
available later.


2.5. Player vs. Player (PvP) Combat

2.5.1. What is Player vs. Player (PvP) combat, anyway?

Player vs. Player combat is a term which describes the violent and
often unsolicited interaction between player characters. Some
players will often (for reasons of alignment, class, rivalry, or
just plain spite) attack another player and try to "kill" them.
Sometimes, players agree to these battles . . . however, sometimes
innocent players are also dragged into the fray.


2.5.2. Is Player vs. Player (PvP) combat allowed in DSO?

PvP combat is possible within most regions of Athas -- but its
acceptability depends on its context. We've broken PvP combat into
three categories: In-character, Competitive, and Maniacal. The
first two are acceptable, the last one is not.

* IN-CHARACTER PvP combat include attacks that are justifiable
within the context of the game. If a character has a rational
reason for an attack, such as personal safety, monetary gain, a
vendetta, etc., then the attack is in-character. (Although evil
characters will need less justification to fight someone,
attacking other players simply because of evil alignment does
*not* qualify as in-character PvP.)

In-character PvP will certainly lead to in-character consequences
and enemies, but the attacker need not feel that they are doing
something wrong as a DSO player.

* COMPETITIVE PvP occurs when all participants have consented to
the battle. As long as everyone agrees to the fight, no good
reason is necessary.

Although competitive PvP is acceptable, it is best to try to find
some in-game reason for the combat, or to otherwise conduct the
battle within the Arena in Shadow Square.

* MANIACAL PvP is when a character initiates PvP against unwilling
or unsuspecting opponents without a reasonable, in-character
justification.

Maniacal PvP is *not* approved. Because maniacal PvPers threaten
the game itself, we encourage player characters to set up
organizations which punish and deter its use. TEN may directly
assist such organizations and, in extreme cases, may take direct
action against problem players.

More detailed policies on how TEN handles PvP will be made
available as they evolve.


2.5.3. Are there any checks and balances to PvP?

Yes. For one, players are *not* allowed to attack other player
characters in certain "safe" areas -- this includes large portions
of Tyr. Secondly, we do *not* grant experience points for killing
other player characters. Finally, keep in mind that it is
completely legal for an oppressed player to join with some friends
(or pay more mercenary types) and gang up on the oppressor. Should
make for some interesting situations.


2.6. You and Mr. Death.

2.6.1. What happens when I die?

If your character is reduced to zero hitpoints, he or she falls
unconscious. Once awakened, you'll find yourself in the hospital
in Tyr. You'll have a few hitpoints and may have lost some ceramic
pieces or equipment. As a penalty for "dying," you will have also
lost one experience level. If you're curious, you can ask the
hospital medicine man to give you a brief explanation of how you
were returned to Tyr.

Essentially, no character ever dies in Crimson Sands. This allows
you to resume your game with no loss of current quests. Of course,
you will need to have your character healed, and you may have to
wander around the city for a while to collect enough equipment and
ceramic to continue your quests. In some cases, your character may
not have a level high enough to continue a quest previously given.
Such is the penalty of defeat.


2.6.2. What happens to my hitpoints when I lose a level?

If you lose a level you also lose the hitpoints that were
associated with that level. When you regain the level, the
hitpoints are rerolled just as though it was the first time you
had achieved that level.

Keep in mind that you get run through the hose routine (as we like
to call it) every time you die, so it would probably be an
exercise in extreme masochism to try and get perfect hitpoint
rolls for every level. You'd never actually get around to
*playing* the game!


2.6.3. What happens to my spells when I lose a level?

You do not lose the spell; however, regaining that lost level does
not allow you to choose a new spell.


2.6.4. How does losing a level affect multi-classed characters?

You lose an average amount of experience points to drop you at
least one level in one of your classes. However, you may lose more
levels depending on your class levels. If your class levels are
close to each other, you could theoretically lose more than one
level.

Also note that you lose the abilities of the level/class were at
previously until you regain it. As an example, if you were a 14th
level preserver casting Delayed Blast Fireballs (a 7th level spell)
and dropped a level to 13th, you wouldn't be able to cast 7th level
spells like it until you regained 14th level.


2.6.5. Is it possible to lose items due to death?

Yes -- but only unique items, quest items, and ceramic pieces. A
unique item is one in which there is only a single instance in the
game world. Some extremely valuable magic items, swords, etc. fall
in this category. However, normal, everyday items are no longer
lost when you die.


2.6.6. Just how deadly *is* death, anyway?

Couple of distinctions here. First off, keep in mind that you
*never* actually die in Dark Sun Online. You get knocked
unconscious, beaten, looted, mangled, harassed, laughed at, and
otherwise maligned . . . but you never die.

That said, you may wish you *had* died. Once you've fallen to the
point of "death", we do run you through our handy hose routine.
(Details of which will *not* be forthcoming.) This happens no
matter how you "die". You also lose any unique, one-of-a-kind
items you may have had, and some ceramic pieces.

Again, Player vs. Player combat *is* dangerous. If you choose to
engage in PvP you are choosing to engage in a potentially deadly
sport. Be prepared to accept the consequences if you fall in
battle.

A final note: If you want to fight against someone and not risk
losing a level, you can always go and set up a match in the Arena
(located in Tyr).


2.7. Is my character still in play while I'm gone?

No -- your character is removed from the game when you leave. If
you aren't able to come back into the game for a long time (heaven
forbid), your character would surely be slain before you returned.
That, and a month-long sleeping period is uncommon for most races
on Athas.


2.8. Are there any safe areas in the game?

Yes. Combat and magic are forbidden in the city of Tyr, which
includes Caravan Way, Shadow Square, and some of the taverns.
However, since some of the taverns *are* notorious for their
brawls, it is in your best interest to buy protective armor as
soon as possible.


2.8.1. What about using magic and psionics in "safe areas"?

Magic and psionics are absolutely forbidden in Tyr. Even equipping
magical armor (which activates the appropriate spell effect) will
cause you to be arrested. These rules are mainly to keep players
in line within city limits. Elsewhere, anything goes.

Please note that these restrictions also apply to defensive or
healing magic. Again, all magic is forbidden in safe areas.


2.8.2. What exactly do you mean by "magic is forbidden in Tyr"?

As the Templar Council officially frowns upon all use of magic in
Tyr, any spell you cast or psionic power you use will most likely
be blocked or get you arrested. (Yes, we are aware that psionics
are not technically magic.) For that matter, using or equipping
any object which has some sort of magical power will also cause
you to be arrested. Any successful mixing of magical ingredients,
and anything else that causes some sort of magical effect, will
*also* cause your confinement. Selling any magical items in the
city (without a safe "contact") is another good way to get
arrested, though in this case you may not always be caught (the
guards can't watch *everyone* all the time, after all). It is best
to avoid such things at all costs; the penalty is severe.


2.8.3. Are there any exceptions to these city "safe areas"?

As a matter of fact, yes. If you are at one of the seedy taverns
in Tyr's Shadow Square, fighting and magic are completely legal;
for reasons of self-preservation the city guards will not
intervene in these dives. Also, the Elite Headquarters (a club for
high-level adventurers), the Templar Inner Sanctum, and the Veiled
Alliance Headquarters are all okay to fight in, as the guards are
either unable or not allowed to enter these locations. Naturally,
the Arena also allows intra-city combat.


2.9. Do thieves have any use in Dark Sun Online?

Of course! You'll be happy to know that there is, in fact, a
thieves' guild hidden within the city. There are also special
thief quests that have been designed for all levels of experience.

One thing to keep in mind -- if your thief character fails a skill
check on a given quest, he or she will most certainly be arrested.
Prepare for this by having a partner hold your character's items
and ceramic when you attempt a mission. (You *do* have a partner,
right?)


2.10. Will Dark Sun Online be expanded in the future?

The best answer is "probably." It is difficult to answer this
definitely, as there are several issues and questions that must be
resolved first. The best I can do is touch on these issues and
leave it at that.

First off, SSI does have the rights to use TSR's Dark Sun world,
which also includes all of the material released in the past year
or two. Obviously, future expansions would take this material into
account.

Secondly, although it would take work, the tools do exist to
expand the world, and in the long-term it is also *technically*
possible to expand the world.

Finally, the biggest issue is simply whether Dark Sun Online
succeeds as an online game. While I have no doubt that it will, it
certainly wouldn't make much business sense to expand a game that
has all of 10 or 15 people playing in it. Obviously, this is
something we'll see as time progresses.


2.11. Why should I pay more for an inn?

It's pretty simple -- the more you pay, the less likely it is that
you'll have ceramic pieces stolen from you as you sleep. Also note
that you no longer lose items when you stay in an inn, with the
exception of some arrows and darts.



------------------------------------------------------------------
3. Engine-Specific Questions
------------------------------------------------------------------

3.1. How do I talk to other people?

Extremely easily -- you just type. Overlaying the upper quarter of
the screen are two to seven (user-configurable) lines of text.
Whatever you type appears right there. Only people within a
certain range of your character can read the text -- beyond that,
you'll need to send a specific message to them.

Chat Commands:
TEXT Sends text to all people nearby
:TEXT Sends text to people in party
NAME: sends a message that only NAME can read
NAME1,NAME2: sends a message to only NAME1 & NAME2
@ smiles "YourName smiles." @=your name

//muzzle NAME Muzzles (ignores chat from) Name
//unmuzzle NAME Unmuzzles Name
//muzzlelist Lists names of muzzled people

Ctrl-PgUp Moves chat buffer up one line
Ctrl-PgDn Moves chat buffer down one line
Ctrl-Home Moves to top of chat buffer
Ctrl-End Moves to bottom of chat buffer
Ctrl- Left/Right Edits current chat line
Ctrl- Up/Down Scrolls back/forward through text, *not*
names in chat line history
Alt- Up/Down Scrolls back/forward through names, *not*
text in chat line history
Ctrl-Alt- Up/Down Scrolls back/forward through names
*and*
text in chat line history
Ctrl-Delete Deletes current line of chat text
Ctrl-Shift-Delete Clears entire chat buffer
Ctrl-[/] Displays less/more lines of chat text
on screen (Min. of 2, Max. of 7)

//#TEXT Sets color of text for line to color 0-9
//#TEXT// Sets color of text between slashes to
color 0-9
//#. Sets your chat text color to whatever
color number you wish (0-9)

Colors: 1 Yellow, 2 Red, 3 Purple, 4 Blue, 5 Green,
6 White, 7 Color-cycling Purple, 8 Color-cycling Blue,
9 Color-cycling Green, 0 Clear


KEYBOARD: SYMBOL/MEANING:
` Hitpoints (HP)
$ Ceramic Pieces (CP)
\ Experience Points (XP)
| Psionic Points (PP)
@ Your Name --stick figure represents "you"

Ctrl-1 Sleeping (ZZ)
Ctrl-2 Veiled Alliance (VA)
Ctrl-3 Templar Council (TC)
Ctrl-4 In My Humble Opinion (IMHO)
Ctrl-5 Laughing Out Loud (LOL)
Ctrl-6 Away From Keyboard (AFK)
Ctrl-7 Be Right Back (BRB)
Ctrl-8 Talk To You Later (TTYL)
Ctrl-9 Bye (BYE)
Ctrl-0 Okay (OK)

Alt-1 Smiley Face
Alt-2 Angry Face
Alt-3 Weaponry
Alt-4 Armor
Alt-5 Treasure
Alt-6 Magic/Lightning
Alt-7 Key
Alt-8 Mug
Alt-9 White Flag
Alt-0 Skull/Death

//macro# TEXT Sets TEXT for macro #
//m# TEXT Sets TEXT for macro #
Ctrl-Alt-# Prints TEXT for macro #


3.2. Are there hotkeys for common game functions?

Yes. For the sake of completeness, the entire hotkey list is
printed below in the Reference Section (6.1). Some will be
duplicates of listings in other portions of this FAQ, but you'll
always be able to refer to 6.1 for the complete list.


3.3. Can I save my game?

Yes, although you may only save safely at specific points. Saving
is done automatically when you leave the game. In order to log out
safely you will need to have your character stay in an inn, or at
the very least, sleep next to a campfire or in a poor bed
somewhere. Don't worry -- the game will warn you if you are about
to log out in an unsafe area. However, you should also note that
it *is* possible to simply log out at any time, but you run the
risk of being attacked or robbed, losing some ceramic, or even
being slain!

Generally, it's always a good idea to log out in the safest place
you possibly can. Be prepared to lose the occasional item or
ceramic pieces as it is impossible to avoid thievery in all cases
(unless, of course, you're filthy rich and sleep in the finest
inns regularly).

As a habit, we suggest you keep in mind where the last safe place
to log out was at. Before you adventure into an unexplored area,
try to make sure you have plenty of time to explore and get back
before you must leave the game. There are some areas where you may
not see daylight or safety for quite a while.


3.4. Does the game have "following" options?

Yes. In Dark Sun Online you'll be able to create parties of up to
four people. When you "join" someone (by looking at someone and
selecting "join"), you are automatically added to that person's
party. When that person moves, your character follows him or her.

Keep in mind that you can also follow someone while not actually
being in the party. In this case, you would manually follow the
person as they moved through the game.


3.5. What commercial game does the game/interface most resemble?

Dark Sun Online very closely resembles both Dark Sun I and II. The
view is top-down/overhead, *not* first-person. Your character is
visible at all times, and you can graphically see other people as
they maneuver through the world. Objects, buildings, and anything
else you can think of are all art pieces in the engine.

The interface is also extremely similar to the original Dark Sun
games. Obviously, we have added chat and party functions. We've
added a money button to give ceramic to people. Several toggles
have been added to allow/disallow followers and accepting objects.
Finally, some hot keys were added to give quick access to all
these new functions.



------------------------------------------------------------------
4. Getting Help or Information
------------------------------------------------------------------

4.1. How to get Dark Sun Online.

Dark Sun Online will be available from the online service. You'll
simply have to request a copy, which will then be mailed to you.


4.2. Where can I get the latest version of this FAQ?

The latest version of this FAQ is always available on our web site
at < http://www.ssionline.com >. It will also occasionally be
posted to the comp.sys.ibm.pc.games.rpg newsgroup.

You can also find an HTML version of the FAQ (or download it) at
< http://www.ten.net/DSO >.


4.3. Useful and Cool World Wide Web sites.

SSI's web site can be found at < http://www.ssionline.com >. Here
you'll find the latest on all SSI games, including screen shots,
demos, patches, and release schedules.

TEN's web site can be found at < http://www.ten.net >. Check it
out to see the future of online multi-player gaming on the net!
(If you're really lucky, they'll even let you sign up for their
beta program.)



------------------------------------------------------------------
5. Strange and Useless Dark Sun Online Trivia Section
------------------------------------------------------------------

This section is in response to the many trivia-like questions we
have received on DSO. We'll try to answer some of them here;
however, *real* information seekers may want to save themselves
some time and frustration and move right along.

5.1. Title Candidates for Dark Sun Online

Yes, as some of you have guessed, Dark Sun Online: Crimson Sands
wasn't always the title for the game. There were many bandied
about, most of which we have forgotten. However, here are the few
we were able to resurrect from the clutches of time.

Dark Sun Online: Desert Hunters
Dark Sun Online: Athas Defiled
Dark Sun Online: Sands of Twilight
Dark Sun Online: Raging Sands
Dark Sun Online: Of Heroes & Fools

There were also less "official" titles that got posted to the
walls; these are only ones I can remember right off:

DSO: The Sandbox
DSO: Ship it or we're all back in test
DSO: We will have a Christmas! (We'll just be here.)


5.2. Just how large *is* the source code for DSO, anyway?

This is always a tough one to answer. So when the going gets
tough, the tough get cheesy and do a DIR /S.

Survey says:

Total files listed:
32,647 file(s) 1,789,507,548 bytes
1,373 dir(s) 786,694,144 bytes free

O:\ONLINE>

Yep -- that's approximately 1.8 gigs of art, cinematics, sound,
redbook music, GPL code, rule book information and, of course,
this humble FAQ. This directory size listing includes all the art
we reused from previous games, all tools, and pretty much
everything else you can think of *except* for the actual engine
source which is about 15 megabytes of code.


5.3. Who are the people in the "Humans" load screen?

Those people are all of the SSI employees working on Dark Sun
Online. We couldn't resist; humans, you know!


------------------------------------------------------------------
6. Reference
------------------------------------------------------------------

6.1. Dark Sun Online Hotkey List

Hotkeys:
Alt-A Toggles animations on/off
Alt-C Brings up Cast Spells/Use Psionics screen
Alt-E Brings up Current Spell/Effects screen
Alt-F Toggles Followers Allowed/not allowed;
disengages followers if attached
Alt-G Sets Character to Guard (in combat)
Alt-H Centers screen on character
Alt-I Brings up View Inventory screen
Alt-L Toggles chat logging on/off
Alt-N Targets next opponent if in combat
Alt-O Toggles Accepting Items on/off
Alt-P Preferences Menu; targets previous
opponent in combat
Alt-Q Ends character's turn (in combat)
Alt-U Brings up Cast Spells/Use Psionics screen
Alt-V Brings up View Character screen
Alt-W Sets character to Wait (in combat)
Alt-X Quits Dark Sun Online

Tab Brings up Game Menu
Esc Exits all menus; quits game if no menus
on screen


KEYBOARD: SYMBOL/MEANING:
` Hitpoints (HP)
$ Ceramic Pieces (CP)
\ Experience Points (XP)
| Psionic Points (PP)
@ Your Name --stick figure represents "you"

Ctrl-1 Sleeping (ZZ)
Ctrl-2 Veiled Alliance (VA)
Ctrl-3 Templar Council (TC)
Ctrl-4 In My Humble Opinion (IMHO)
Ctrl-5 Laughing Out Loud (LOL)
Ctrl-6 Away From Keyboard (AFK)
Ctrl-7 Be Right Back (BRB)
Ctrl-8 Talk To You Later (TTYL)
Ctrl-9 Bye (BYE)
Ctrl-0 Okay (OK)

Alt-1 Smiley Face
Alt-2 Angry Face
Alt-3 Weaponry
Alt-4 Armor
Alt-5 Treasure
Alt-6 Magic/Lightning
Alt-7 Key
Alt-8 Mug
Alt-9 White Flag
Alt-0 Skull/Death

//macro# TEXT Sets TEXT for macro #
//m# TEXT Sets TEXT for macro #
Ctrl-Alt-# Prints TEXT for macro #


Function Keys:
F1 Brings up DSO Help screen/Sysop call
F2 Lists all players in region
F3 Lists all players in Dark Sun Online
F4 Toggles music on/off
F5 Toggles sound effects on/off
F6 Toggles animations on/off
F7 Toggles chat area between 2 or 7 line
display
F8 Quits Dark Sun Online
F9 Changes color of chat text; Shift-F9
cycles backwards
F10 Toggles computer-controlled combat on/off


Chat Commands:
TEXT Sends text to all people nearby
:TEXT Sends text to people in party
NAME: sends a message that only NAME can read
NAME1,NAME2: sends a message to only NAME1 & NAME2
@ smiles "YourName smiles." @=your name

//muzzle NAME Muzzles (ignores chat from) NAME
//unmuzzle NAME Unmuzzles NAME
//muzzlelist Lists names of muzzled people

Ctrl-PgUp Moves chat buffer up one line
Ctrl-PgDn Moves chat buffer down one line
Ctrl-Home Moves to top of chat buffer
Ctrl-End Moves to bottom of chat buffer
Ctrl- Left/Right Edits current chat line
Ctrl- Up/Down Scrolls back/forward through text, *not*
names in chat line history
Alt- Up/Down Scrolls back/forward through names, *not*
text in chat line history
Ctrl-Alt- Up/Down Scrolls back/forward through names
*and*
text in chat line history
Ctrl-Delete Deletes current line of chat text
Ctrl-Shift-Delete Clears entire chat buffer
Ctrl-[/] Displays less/more lines of chat text
on screen (Min. of 2, Max. of 7)

//#TEXT Sets color of text for line to color 0-9
//#TEXT// Sets color of text between slashes to
color 0-9
//#. Sets your chat text color to whatever
color number you wish (0-9)

Colors: 1 Yellow, 2 Red, 3 Purple, 4 Blue, 5 Green,
6 White, 7 Color-cycling Purple, 8 Color-cycling Blue,
9 Color-cycling Green, 0 Clear


Sound Control Keys:
//sound# Sends sound to people in range (0-9)
//s# Sends sound to people in range (0-9)

Sound Effect List:
1. "You! Stop!" 6. Laughter
2. "Come back here!" 7. Baby crying
3. "Move along there!" 8. Male scream
4. "Out of the way!" 9. Female scream
5. "Hey, sewer scum!" 0. "Die!"