Getting Help
We know that TSS will present a number of new features to people and they will need assistance. To make it a bit easier to learn the game quickly and easier, we will be supporting a Tutor Channel. This will be a live help channel available to all characters under level 8.
Higher level players, along with staff, will monitor this channel to offer help and answers to common questions to ease new players into the game. The HELP command will also be available.
Simply type HELP and a topic, and any help available on that subject will be displayed for you. After you pass level eight, the HELP command will still be available to you.
Forums, game documentation, The Wiki, and friendships with other players will allow you many ways to learn things. If you need additional help from the staff, a system will be in place to provide that access to you as well.
Connecting
You will connect to the game using a client of some sort. TSS will support our own client, one web based and one available for Windows OS.
Should our clients not suit you, there are others available, such as portal and Zmud. The TSS client will have special features designed specifically for TSS.
The ability to display portraits and use custom skins will be one of the bigger features that other clients may not support.
Our clients and support for them will be provided at no cost.
Actions vs. Socials
There will be commands for your character to use in the game called 'actions'. These actions will allow your character to do things like sit, stand, lie down, etc. It is important to understand that you will be able to do things like push, pull, turn, shake, and so on.
When the list is complete, we will publish the it here with information as to the results of each action. Actions are different than 'socials' or verbs. Socials will make your character do things, but they will not necessarily effect anything. Hug, kiss, whine, cry, are all examples of 'socials' not 'actions'.
Communication
There will be a few ways to communicate in TSS, but they will probably be a bit different than any you have experienced previously. We will cover all the current forms of communication here, and add to it as we develop new methods.
In the same room: If you're in the same room with someone, there are several ways you can communicate. You can do so with the 'say' command. You can also use emotions with say like say softly, say happily, etc. You can also 'whisper' to someone in the same room. This will result in only that person hearing what you said. You can also use emotions with whisper. You can 'yell', which will let everyone hear you in that room and the surrounding rooms.
Over a distance: The ability to communicate over a distance will be limited. Using special magical devices called 'thought stones', you will be able to communicate over a distance with other characters that also have thought stones. Different stones will allow a different 'range' in which people can hear you. Houses and Families will be able to have their own private stones.
There are no 'global' channels that are just magically available. We are considering a tutor channel. This channel would be available to all players under level 8. Players that have reached level 15+ will be able to log on to the channel and monitor it to answer common questions and offer help. TSS staff would also monitor this channel to offer help and answers to questions.
You can also take advantage of 'Mind Speak' spells different casting classes will have, carrier pigeons that can take notes to people, and messengers that can take items and notes to people.
Earning Money
The first thing you will probably want to do, once you become somewhat acclimated to the world of Xaltoria, is earn some money. You will want to purchase new equipment and advance your skills, purchase clothing, etc., all of which takes the coin of the kingdom.
There are many ways to make money in TSS. How you earn a living is really up to you and your choice of character class. You can hunt creatures, selling skins and meat, or take on monsters that creep aroundthe world causing trouble. These often drop money or items that can be sold for money.
Starting out, you may find that doing quests and odd jobs for various shopkeepers and NPC's will provide the funds for the necessities and minor equipment you need to get started.
If you're a trade person, you can begin to work on your skill with the help of your guild master. Merchants have the most tools available to provide funds. During the early training levels a merchant may run contracts, imports, exports and transports.
How much money is earned will depend on level and which kinds of contracts are available. Higher level merchants can open their own inns and shops. Whatever class you choose, be assured that you will have multiple ways to earn a living.
Death
When you die, you become a ghost. You're aware of what's going on, but your body is unable to move and you will be unable to communicate with anyone who does not have the ability to communicate with the dead. What do you lose when you die?
Well, dying is not supposed to be fun. It's no exception in The Seventh Sun. When you die, the following things happen:
1. You lose experience. You will lose OVERALL EXPERIENCE (which is applied toward your next level). How much you lose is based on your level, how long you remain dead, and how many devotional points you have. Devotional points can be used to buy back lost experience. If you have enough devotional points, the loss will be minimal.
2. You will lose SKILL EXPERIENCE. Skills will be randomly selected and small portions will be lost. For example: you have EVASION at 42.13 ranks. You die. You now have EVASION at 42.00 ranks. How much skill experience you lose will be based upon your attributes. Religious classes will have spells that can help minimize these losses for you.
3. You will lose your devotional points. You will lose the devotional points needed get your OVERALL EXPERIENCE back. These points can be regained by doing devotional actions. The actions vary from god to god. NOTE: You only lose devotion points from death if you have the help of a Parson or Dark Priest. (See below)
4. Any money you have on you will fall to the ground and anyone will be able to pick it up without penalty. There are spells that can prevent this from happening. While there are a number of things that can happen to you, as long as you prepare, there are plenty of ways to minimize the penalties. Let's suggest a scenario. You die and are now a ghost. You are floating around near your body, your items are safe on your body, and no one can do anything tothem. All your money will fall to the ground unless you have some kind of spell that keeps that from happening. (See Parson or Dark Priest.) You can not leave your body without typing RELEASE.
So you have a couple options now that you're a ghost.
1. You can hang around your body till someone comes along, realizes that you probably need help and gives you a hand. The only problem with this approach is that the longer you are dead, the greater the difficulty and cost of resurrection. (Explained further down.)
2. You type RELEASE. This allows you to wander around as a ghost to try to find someone to help you. You can not communicate with people unless they have the ability to speak to the dead. Some people might not even be able to see you unless they are Parsons, Dark Priests, or Holy Knights. You have a limited amount of time (based on level) before your items become vulnerable. So RELEASING is not really a good idea unless you're sure about finding help.
3. You type RIP. Rest In Peace. This causes you to basically DIE both in body and spirit. Your spirit will teleport to the nearest shrine of the god you worship, and they will provide you with a new body. Your items will remain in a grave that is under the protection of your god for a period of time (Based on your devotion to your god.) You must then travel back from the shrine to the site of your death before your time runs out or your items will be vulnerable. Again, you can have a spell placed on your things that will keep any player other than yourself from picking them up.
OPTION 1: The kind of help you'd be hoping for would be that of a Parson, Dark Priest, or possibly a Holy Knight or Necromancer if they were at a high enough level. If one of these classes came along, they would be able to cast spells to bring back overall experience, skill experience, and heal your broken body. If they are willing to help you, there is no reason for you to need to RELEASE. If they are high enough level, they can probably resurrect you and would not need to RIP in that case. While you're dead, overall experience and skill experience continue to be lost. But while you are a ghost WITH your body, the loss is at its lowest level.
OPTION 2: If you release, as stated above, you can leave your body to find help and bring them back to your body to reunite your soul and body. Remember though, you only have a limited time to get back to your grave and get your items. Also, while your soul is released from your body, your earthly experience fades away at the fastest rate.
OPTION 3: RIP. If you RIP without help, your lost experience can not be regained. If a Parson or a Dark Priest help you out, but don't resurrect you, they can translate your devotional points into your lost experience. If you do not have enough devotional points to cover your lost experience, they can translate as much as possible and you can either take the loss, or the person tending you can choose to sacrifice their devotional points to help you. You would then RIP and not lose anything but the minimum. If the Parson or Dark Priest is of a high enough level, and has the proper components on them, they can resurrect you after fixing your experience and body. If they do this, your soul reattaches to your body.
Either way, you will have Resurrection Sickness which means that for a time after you're resurrected, your attributes, health, stamina and mana, will all be very low. These affects can be shortened by a Bard and or good food from a Baker, potions from an Alchemist, and various spells.
Getting Around
This section will deal with two separate issues on movement within the game. The first issue will be the ways in which you can move about. The second will be more of an explanation of how the world of Xaltoria was designed. You can move around by walking from room to room and can also ride some animals like horses and wolves.
There will be wagons, carts, boats, etc. that will be available to haul people and goods. You can also teleport using spells, either purchased or cast on you by another player.
Destinations vary within Xaltoria with roads and paths that lead pretty much everywhere. You will be able to explore the wilds in most areas outside the villages and towns. For example you could be going down a path that runs east and west through the woods. You could GO WOODS NORTH and enter the woods on the north side of the path. Or GO WOODS SOUTH to enter them on the south side of the path.
From there, you can wander about the woods, hunt creatures, get into trouble, maybe even discover some lost ruins or the entrance to a secret underground network of caverns. You will be able to traverse the land of Xaltoria without ever having to use roads and paths if you so desire.
Some vehicles will have to stay on the roads and paths, and some mounts may not be suitable for certain terrain, but the opportunity to really explore and adventure awaits you.