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*** The party has to do this themselves with Tara, an immortal sorceress who is ReducedToDust when she dies, but always regenerates. Using a magical wind potion after killing her will scatter her (still conscious and screaming) remains to the corners of the world.



* DecapitatedArmy: The game ''says'' killing Kraxis will end the FinalBattle...[[BlatantLies but no,]] [[AvertedTrope you do have to kill everyone.]]



* MonsterShapedMountain: Wyrm, where Magera leave. The entrance is a skull of a giant reptile, which opens into a sinuous snake-like corridor. The rest is pretty boring rectangular rooms, though.

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* MoneyForNothing: Selling equipment your party has no use for nets huge amounts of cash, but there's not really much to buy as pretty much all the best equipment is either found or taken off dead bosses. The only real money sink is the one caravan merchant who sells +1 arrows.
* MonsterShapedMountain: Wyrm, where Magera leave.live. The entrance is a skull of a giant reptile, which opens into a sinuous snake-like corridor. The rest is pretty boring rectangular rooms, though.

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* AndIMustScream: There are hints that Dagolar turned somebody into a living tapestry depicting an animated screaming face.

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* AndIMustScream: There are hints that Early game villain Dagolar apparently does this for a hobby:
** He
turned somebody into a living tapestry depicting an animated screaming face.face.
** He reduced those who spied on him into disembodied eyes and made them into a sentry door.
** He took several people's souls ([[WouldHurtAChild including at least one child]]) and twisted them together into living sculptures [[ForTheEvulz purely for his own amusement.]]
** A sculpture with water running over it is labelled as a former pupil who [[IronicHell always hated baths.]] Given the other examples, it's almost certain that actually ''is'' the pupil.
** And in all of the above cases, killing Dagolar does ''not'' free them. They're stuck like that forever.
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Misplaced, moving to the correct tab


* ObviousBeta: Besides the {{Game Breaking Bug}}s listed above, there are a few non-critical, but glaring problems. ''Wake of the Ravager'' was reputed to be buggier.
** Synchronization of screen updates isn't working quite right. If you move too fast, pieces of sprites like doors and walking [=NPCs=] stay hanging in the air.
** Killed [=NPCs=] would occasionally start talking to you. Sometimes, from another location. It may be possible to rerun an old dialog or explore other branches, yet nothing changes: no XP, no items change hands, no enemies appear.
** Some quests are broken in ways that allow completing them, but cause weird consequences, if you return. One ''Shattered Lands'' LetsPlay [[https://lparchive.org/ADD-Dark-Sun-Shattered-Lands/Update%2035/ reports]] that if you save Jasmine, kill the GodGuise defiler and let her captors escape, leave the area and [[https://lparchive.org/ADD-Dark-Sun-Shattered-Lands/Update%2050/ come back later]], the captors attack you for ''killing their sacrifice''.
** Map may not work in ''Wake of the Ravager''. When it works, the dots representing characters are displaced a bit, occasionally putting them inside walls.
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Whoops, spelling error


* AllInARow: By default, the game works on PartyInMyPocket, but if you'd rather see your entire group walking around, there's the "Collapse Party" option, which shows your part in diamond formation, to be precise. If your group gets caught in a surprise attack, some characters may get stuck behind, but besides that, it doesn't have any advantages or disadvantages. As a nice touch, the leader walking through another party member causes them to swap.

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* AllInARow: By default, the game works on PartyInMyPocket, but if you'd rather see your entire group walking around, there's the "Collapse Party" option, which shows your part party in diamond formation, to be precise. If your group gets caught in a surprise attack, some characters may get stuck behind, but besides that, it doesn't have any advantages or disadvantages. As a nice touch, the leader walking through another party member causes them to swap.

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One trope per line. This will probably need to be fact-checked, because I've only taken a brief look at the manual and have not played this game. Took Trauma Inn off, because an inn isn't involved.


* AllInARow: By default, the game works on PartyInMyPocket, but if you'd rather see your entire group walking around, there's the "Collapse Party" option, which shows your part in diamond formation, to be precise. If your group gets caught in a surprise attack, some characters may get stuck behind, but besides that, it doesn't have any advantages or disadvantages. As a nice touch, the leader walking through another party member causes them to swap.



* AllThereInTheManual: The game actually tries to avoid this, by having dialogues give you all the necessary story details.



* CobwebJungle[=/=]ExtremelyDustyHome: Abandoned buildings. Sometimes abandoned rooms in still-used buildings -- this usually indicates something nasty lying in ambush.

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* CobwebJungle[=/=]ExtremelyDustyHome: CobwebJungle: Abandoned buildings. buildings are strewn with cobwebs as well as [[ExtremelyDustyHome lots of dust]]. Sometimes abandoned rooms in still-used buildings -- exhibit this trope too-- this usually indicates something nasty lying in ambush.



* PartyInMyPocket[=/=]AllInARow: The former is the default state after combat, the latter can be toggled manually (diamond formation, to be precise). PartyInMyPocket gurantees that any sudden attack would be met by a compact formation, while with AllInARow characters may get stuck behind. Besides that, neither gives any advantages. A leader walking through another party member causes them to swap -- at least this part was done right.

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* PartyInMyPocket[=/=]AllInARow: The former is the PartyInMyPocket: Compact formation, he default state after combat, combat. It has the latter can be toggled manually (diamond formation, to be precise). PartyInMyPocket gurantees that any advantage of giving a leg up in sudden attack would be met by a compact formation, attacks; parties who get ambushed while in this formation start ready to attack, while with AllInARow characters in [[AllInARow diamond formation]] may get stuck behind. Besides that, neither gives it doesn't have any advantages.other advantage over the other formation type. A leader walking through another party member causes them to swap -- at least this part was done right.



* ReadTheFreakingManual[=/=]AllThereInTheManual: In an attempt to avert that, the games contain an extensive on-line help (unsurpassed until ''Baldur's Gate'' and ''Fallout 1'') and enough story background in dialogues. ''Wake of the Ravager'' even boasted a "MANUAL-FREE ZONE, FULL ON-LINE DOCUMENTATION" sign on its [[http://www.mobygames.com/game/dos/dark-sun-wake-of-the-ravager/cover-art/gameCoverId,192993/ box]]. Still, floppy versions needed the manuals for CopyProtection.

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* ReadTheFreakingManual[=/=]AllThereInTheManual: ReadTheFreakingManual: In an attempt to avert that, the games contain an extensive on-line help (unsurpassed until ''Baldur's Gate'' and ''Fallout 1'') and enough story background in dialogues. ''Wake of the Ravager'' even boasted a "MANUAL-FREE ZONE, FULL ON-LINE DOCUMENTATION" sign on its [[http://www.mobygames.com/game/dos/dark-sun-wake-of-the-ravager/cover-art/gameCoverId,192993/ box]]. Still, floppy versions needed the manuals for CopyProtection.



* RestingRecovery[=/=]TraumaInn: You recover from all wounds and status ailments after resting at a "fire pit".

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* RestingRecovery[=/=]TraumaInn: RestingRecovery: You recover from all wounds and status ailments after resting at a "fire pit".
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Link to new SSI creator page


Three video games set on [[TabletopGame/DarkSun Athas]] were released by SSI in the 1990s:

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Three video games set on [[TabletopGame/DarkSun Athas]] were released by SSI [[Creator/StrategicSimulationsInc SSI]] in the 1990s:
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* AllThereInTheManual: In the Verni's underground temple is an ancient, long broken clockwork diorama which depicts the events that caused the world to enter into its current post-apocalyptic state. Examining it gives you very vague hints as to what happened thousands of years ago, but for the exact details you'd have to look at the actual tabletop sourcebooks.
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* KillEmAll: According to the official strategy guide, this is a possible solution to problems of other villages.

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* ThreeQuartersView: Very similar to contemporary VideoGame/AlQadimTheGeniesCurse. But see SlidingScaleOfShinyVersusGritty below.

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* ThreeQuartersView: Very similar to contemporary VideoGame/AlQadimTheGeniesCurse.''VideoGame/AlQadimTheGeniesCurse''. But see SlidingScaleOfShinyVersusGritty below.



** Multiclass characters: See MagikarpPower below.
** Multiclass Preservers: Can cast spells while wearing armor.

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** Multiclass characters: characters have level {{Cap}} instead of experience points {{Cap}}, becoming MasterOfAll rather than MasterOfNone. See MagikarpPower below.
** Multiclass Preservers: Can Preservers can cast spells while wearing armor. armor.



* MagikarpPower: As usual for SSI adaptations (and unlike ''VideoGame/BaldursGate''), the game didn't have an XP {{Cap}}, but a ''level'' {{Cap}} instead — which meant that the game greatly incentivized players to create characters with triple class combinations instead of single-classed ones: since you can't get above level 9 (Shattered Lands) and 15 (Wake of the Ravager), any XP gained after that are essentially wasted, so multiclassing becomes a lot more attractive than in the tabletop version of the game (where single class characters would simply continue progressing further). While this makes leveling up a lot more tedious, with the party being comparatively weaker at lower levels than a group of "pure" characters (who have access to the better mid or high level abilities a lot sooner), about halfway through the game the scales start to tip in your favor, and in the endgame your group will consist of a hardcore platoon of guys who can fight like warriors, heal like druids and cast spells like preservers.

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* MagikarpPower: As usual for SSI adaptations (and unlike ''VideoGame/BaldursGate''), the game didn't have an XP {{Cap}}, but a ''level'' {{Cap}} instead — which meant that the game greatly incentivized players to create characters with triple class combinations instead of single-classed ones: since you can't get above level 9 (Shattered Lands) and 15 (Wake of the Ravager), any XP gained after that are essentially wasted, so multiclassing becomes a lot more attractive than in the tabletop version of the game (where single class characters would simply continue progressing further). While this makes leveling up a lot more tedious, with the party being comparatively weaker at lower levels than a group of "pure" characters (who have get access to the better mid or high level abilities a lot sooner), about halfway through the game the scales start to tip in your favor, and in the endgame your group will consist of a hardcore platoon of guys who can fight like warriors, heal like druids and cast spells like preservers.
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* NoGearLevel: At one point you may get [[SlippingAMickey drugged]], lose all your possessions and be sold into slavery. Of course, you can still fight with fists, spells/psionics and Thri-Kreen poison. When you reach the trader who drugged you, you get your possessions back.
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half-giants ultimately turn out to be considerably less attractive than they would be otherwise since they can only pick two classes and are fairly weak as anything else but a warrior class.

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* AdaptationalBadass: In the ''Dark Sun'' setting, half-giants are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food, water and metal are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages (up to STR 24 and twice the HP) with none of the roleplay drawbacks. Their disadvantages are the highest (weakest) Armor Class and their fairly limited multiclassing options - however, with the latter being a far more severe drawback than in the tabletop version (see MagikarpPower below), half-giants ultimately turn out to be considerably less attractive than they would be otherwise since they can only pick two classes and are fairly weak as anything else but a warrior class.

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* AdaptationalBadass: AdaptationalBadass:
** As usual for SSI adaptation, you can max out your abilities, which makes every class competent at everything (which is particularly useful for fighting since even mages may have a strength of 19 or 20 by default, outperforming the infamous 18/00 which in the baseline version of the game was restricted to warrior characters).
** Multiclass characters: See MagikarpPower below.
** Multiclass Preservers: Can cast spells while wearing armor.
** Played straight and inverted with the half-giants:
In the ''Dark Sun'' setting, half-giants Pen&Paper-setting they are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food, water and metal are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages (up to STR 24 and twice the HP) with none of the roleplay drawbacks. Their disadvantages However, their perks are offset by their disadvantages: the highest (weakest) Armor Class and is annoying but overall relatively harmless (and gets more than mitigated by their HP). But their fairly limited multiclassing options - however, with half-giants can only take two classes instead of three and are barred from most classes (among them the latter being a far more severe drawback most powerful casters, the preserver and the druid) - ultimately make them *still* less attractive than in the tabletop version (see MagikarpPower below), most other races.
half-giants ultimately turn out to be considerably less attractive than they would be otherwise since they can only pick two classes and are fairly weak as anything else but a warrior class.



* MagikarpPower: As usual for SSI adaptations (and unlike ''VideoGame/BaldursGate''), the game didn't have an XP {{Cap}}, but a ''level'' {{Cap}} instead — which meant that the game greatly incentivized players to create characters with triple class combinations instead of single-classed ones. And while this made leveling up a lot more tedious, with the party being comparatively weaker at lower levels than a group of "pure" characters (who have access to the better mid or high level abilities a lot sooner), about halfway through the game the scales start to tip in your favor, and in the endgame your group will consist of a hardcore platoon of guys who can fight like warriors, heal like druids and cast spells like preservers.

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* MagikarpPower: As usual for SSI adaptations (and unlike ''VideoGame/BaldursGate''), the game didn't have an XP {{Cap}}, but a ''level'' {{Cap}} instead — which meant that the game greatly incentivized players to create characters with triple class combinations instead of single-classed ones. And while ones: since you can't get above level 9 (Shattered Lands) and 15 (Wake of the Ravager), any XP gained after that are essentially wasted, so multiclassing becomes a lot more attractive than in the tabletop version of the game (where single class characters would simply continue progressing further). While this made makes leveling up a lot more tedious, with the party being comparatively weaker at lower levels than a group of "pure" characters (who have access to the better mid or high level abilities a lot sooner), about halfway through the game the scales start to tip in your favor, and in the endgame your group will consist of a hardcore platoon of guys who can fight like warriors, heal like druids and cast spells like preservers.
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* WorldOfBadass: Instead of usual 3d6 for stats when rolling characters, the games give 4d6+2 plus racial bonuses and penalties.

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* WorldOfBadass: Instead of usual 3d6 3-18 (3d6) for stats when rolling characters, the games give 4d6+2 5-20 (5d4) plus racial bonuses and penalties.penalties that are a lot more severe (+1 is standard in the basic ruleset, here +2 is common and one race gets up to +4).
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* EasyLogistics: In a notable departure from the tabletop version, the desert survival mechanics were not implemented. Food and water are not consumed, heat strokes do not happen.
** ''Shattered Lands'' does contain what may be leftovers of water-related mechanics: there are pots and buckets that can be filled with water in several key points, [=NPCs=] warn the player how important the water is, but none of it affects the gameplay.

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split trope


* ShopFodder: You can sell near everything. While Gedron is BrainwashedAndCrazy, you can even sell broken pots there -- for ridiculously high price.



* VendorTrash: You can sell near everything. While Gedron is BrainwashedAndCrazy, you can even sell broken pots there -- for ridiculously high price.
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* ThreeWishes: Near the end you acquire a genie who can grant this. Two wishes can be chosen from a list of options, such as healing, gaining wealth, or duplicating a magic item; but if you want to be able to beat the game you ''must'' spend a wish to teleport to the final battle.
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* AdaptationalBadass: In the ''Dark Sun'' setting, half-giants are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food, water and metal are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages (up to STR 24 and twice the HP) with none of the roleplay drawbacks. Their disadvantages are the highest (weakest) Armor Class and their fairly limited multiclassing options - however, with the latter being a far more severe drawback than in the tabletop version, half-giants ultimately turn out to be considerably less attractive than they would be otherwise.

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* AdaptationalBadass: In the ''Dark Sun'' setting, half-giants are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food, water and metal are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages (up to STR 24 and twice the HP) with none of the roleplay drawbacks. Their disadvantages are the highest (weakest) Armor Class and their fairly limited multiclassing options - however, with the latter being a far more severe drawback than in the tabletop version, version (see MagikarpPower below), half-giants ultimately turn out to be considerably less attractive than they would be otherwise.otherwise since they can only pick two classes and are fairly weak as anything else but a warrior class.
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* AdaptationalBadass: In the ''Dark Sun'' setting, half-giants are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food and water are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages with none of the roleplay drawbacks. Their disadvantages are the highest (weakest) Armor Class and their fairly limited multiclassing options.

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* AdaptationalBadass: In the ''Dark Sun'' setting, half-giants are walking tanks, but their massive physical advantages are heavily offset by their heavy resource requirements in a post-apocalyptic setting where food and food, water and metal are scarce and valuable commodities. Because these two computer games have no Survival Gameplay elements, with a half-giant fighter or gladiator you get all the combat advantages (up to STR 24 and twice the HP) with none of the roleplay drawbacks. Their disadvantages are the highest (weakest) Armor Class and their fairly limited multiclassing options.options - however, with the latter being a far more severe drawback than in the tabletop version, half-giants ultimately turn out to be considerably less attractive than they would be otherwise.
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* MonsterAllies: You can summon elementals and some other monsters, like dust deils.

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* MonsterAllies: You can summon elementals and some other monsters, like dust deils.devils.

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