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1 .\" $NetBSD: phantasia.6,v 1.11 2004/01/03 13:32:23 wiz Exp $
2 .\"
3 .Dd April 1, 2001
4 .Dt PHANTASIA 6
5 .Os
6 .Sh NAME
7 .Nm phantasia
8 .Nd an interterminal fantasy game
9 .Sh SYNOPSIS
10 .Nm
11 .Op Fl abHmpSsx
12 .Sh DESCRIPTION
13 .Nm
14 is a role playing game which allows players to roll up characters of
15 various types to fight monsters and other players.
16 Progression of characters is based upon gaining experience from fighting
17 monsters (and other players).
18 .Pp
19 Most of the game is menu driven and self-explanatory (more or less).
20 The screen is cursor updated, so be sure to set up the
21 .Ev TERM
22 variable in your environment.
23 .Pp
24 The options provide for a variety of functions to support the game.
25 They are:
26 .Pp
27 .Bl -tag -width aaa -offset indent
28 .It Fl a
29 Get a listing of all character names on file.
30 .It Fl b
31 Show scoreboard of top characters per login.
32 .It Fl H
33 Print header only.
34 .It Fl m
35 Get a monster listing.
36 .It Fl p
37 Purge old characters.
38 .It Fl S
39 Turn on wizard options, if allowed, if running as
40 .Dq root .
41 .It Fl s
42 Invokes
43 .Nm
44 without header information.
45 .It Fl x
46 Examine/change a particular character on file.
47 .El
48 .Pp
49 The characters are saved on a common file, in order to make the game
50 interactive between players.
51 The characters are given a password in order to retrieve them later.
52 Only characters above
53 .Em level
54 zero are saved.
55 Characters unused for awhile will be purged.
56 Characters are only placed on the scoreboard when they die.
57 .Sh PARTICULARS
58 .Ss Normal Play
59 A number of the player's more important statistics are almost always
60 displayed on the screen, with maximums (where applicable) in
61 parentheses.
62 .Pp
63 The character is placed randomly near the center of a Cartesian
64 system.
65 Most commands are selected with a single letter or digit.
66 For example, one may move by hitting 'W', 'S', 'N', or 'E',
67 (lower case may also be used, at no time is the game case dependent).
68 One may also use 'H', 'J', 'K', 'L',
69 for movement, similar to
70 .Xr vi 1 .
71 To move to a specific (x, y) coordinate, use the
72 .Ic move
73 ('1') command.
74 The distance a character can move is calculated by
75 1 plus 1.5 per
76 .Em level .
77 Moving in a compass direction will move the player the maximum
78 allowed distance in that direction.
79 .Pp
80 A player may see who else is playing by using the
81 .Ic players
82 ('2') option.
83 One may see the coordinates of those who are the same
84 distance or closer to the origin as he/she.
85 .Em Kings ,
86 and
87 .Em council of the wise
88 can see and can be seen by everyone.
89 A
90 .Em palantir
91 removes these restrictions.
92 .Pp
93 One can talk to other players with the
94 .Ic talk
95 ('3') option.
96 In general, this is a line or so of text.
97 To remove a current
98 message, just type
99 .Aq return
100 when prompted for a message.
101 .Pp
102 The
103 .Ic stats
104 ('4') option shows additional characteristics of a player.
105 .Pp
106 One may leave the game either with the
107 .Ic quit
108 ('5') option.
109 .Pp
110 One may rest by default.
111 Resting lets one regain maximum
112 .Em energy level ,
113 and also lets one find
114 .Em mana
115 (more is found for larger levels and further distances from the origin).
116 .Pp
117 One may call a monster by hitting '9' or 'C'.
118 .Pp
119 Use 'X' to examine other players.
120 .Pp
121 One may quit or execute a sub-shell by hitting interrupt.
122 Quitting during battle results in death for obvious reasons.
123 .Pp
124 Several other options become available as the player progresses in
125 .Em level
126 and
127 .Em magic ,
128 or to other stations in the game
129 .Em ( valar ,
130 .Em council of the wise ,
131 .Em king ) .
132 These are described elsewhere.
133 In general, a control-L will force the redrawing of the screen.
134 .Pp
135 Other things which may happen are more or less self-explanatory.
136 .Ss Fighting Monsters
137 A player has several options while fighting monsters.
138 They are as follows:
139 .Bl -tag -width skirmish -offset indent
140 .It Ic melee
141 Inflicts damage on the monster, based upon
142 .Em strength .
143 Also decreases the monster's
144 .Em strength
145 some.
146 .It Ic skirmish
147 Inflicts a little less damage than
148 .Ic melee ,
149 but decreases the monster's
150 .Em quickness
151 instead.
152 .It Ic evade
153 Attempt to run away.
154 Success is based upon both the player's and the monster's
155 .Em brains
156 and
157 .Em quickness .
158 .It Ic spell
159 Several options for throwing spells (described elsewhere).
160 .It Ic nick
161 Hits the monster one plus the player's
162 .Em sword ,
163 and gives the player 10% of the monster's
164 .Em experience .
165 Decreases the monster's
166 .Em experience
167 an amount proportional to the amount granted.
168 This also increases the monster's quickness.
169 Paralyzed monsters wake up very fast when nicked.
170 .It Ic luckout
171 This is essentially a battle of wits with the monster.
172 Success is based upon the player's and the monster's
173 .Em brains .
174 The player gets credit for slaying the monster if he/she succeeds.
175 Otherwise, nothing happens, and the chance to
176 .Ic luckout
177 is lost.
178 .El
179 .Ss Character Statistics
180 .Bl -tag -width quickness -offset indent
181 .It Em strength
182 determines how much damage a character can inflict.
183 .It Em quickness
184 determines how many chances a character gets to make decisions while fighting.
185 .It Em energy level
186 specifies how much damage a character may endure before dying.
187 .It Em magic level
188 determines which spells a character may throw, and how effective those
189 spells will be.
190 .It Em brains
191 basically, the character's intelligence; used for various fighting options
192 and spells.
193 .It Em mana
194 used as a power source for throwing spells.
195 .It Em experience
196 gained by fighting monsters and other characters.
197 .It Em level
198 indicative of how much experience a character has accumulated; progresses
199 geometrically as
200 .Em experience
201 increases.
202 .It Em poison
203 sickness which degrades a character's performance (affects
204 .Em energy level
205 and
206 .Em strength ) .
207 .It Em sin
208 accumulated as a character does certain nasty things; used only rarely
209 in normal play of the game.
210 .It Em age
211 of player; roughly equivalent to number of turns.
212 As
213 .Em age
214 increases, many personal statistics degenerate.
215 .El
216 .Ss Character Types
217 Character statistics are rolled randomly from the above list, according
218 to character type.
219 The types are as follows:
220 .Bl -tag -width "experimento" -offset indent
221 .It Em magic user
222 strong in
223 .Em magic level
224 and
225 .Em brains ,
226 weak in other areas.
227 Must rely on wits and magic to survive.
228 .It Em fighter
229 good in
230 .Em strength
231 and
232 .Em energy level ,
233 fairly good in other areas.
234 This adds up to a well-equipped fighter.
235 .It Em elf
236 very high
237 .Em quickness
238 and above average
239 .Em magic level
240 are
241 .Em elves
242 selling points.
243 .It Em dwarf
244 very high
245 .Em strength
246 and
247 .Em energy level ,
248 but with a tendency to be rather slow and not too bright.
249 .It Em halfling
250 rather quick and smart, with high
251 .Em energy level ,
252 but poor in
253 .Em magic
254 and
255 .Em strength .
256 Born with some
257 .Em experience .
258 .It Em experimento
259 very mediocre in all areas.
260 However, the
261 .Em experimento
262 may be placed almost anywhere within the playing grid.
263 .El
264 .Pp
265 The possible ranges for starting statistics are summarized in
266 the following table.
267 .TS
268 l c c c c c c
269 l c c c c c c.
270 Type Strength Quick Mana Energy Brains Magic
271 _
272 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
273 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
274 Elf 35-45 32-38 45-90 30-50 40-65 4-7
275 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
276 Halfling 20-25 34 25-45 55-90 40-75 1-4
277 Experimento 25 27 100 35 25 2
278 .TE
279 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
280 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
281 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
282 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
283 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
284 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
285 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
286 .\" .It Experimento 25 27 100 35 25 2
287 .\" .El
288 .Pp
289 Not only are the starting characteristics different for the different
290 character types, the characteristics progress at different rates for the
291 different types as the character goes up in
292 .Em level .
293 .Em Experimentoes Ns '
294 characteristics progress randomly as one of the other types.
295 The progression as characters increase in
296 .Em level
297 is summarized in the following table.
298 .Pp
299 .TS
300 nokeep ;
301 l c c c c c
302 l n n n n n.
303 Type Strength Mana Energy Brains Magic
304 _
305 Mag. User 2.0 75 20 6 2.75
306 Fighter 3.0 40 30 3.0 1.5
307 Elf 2.5 65 25 4.0 2.0
308 Dwarf 5 30 35 2.5 1
309 Halfling 2.0 30 30 4.5 1
310 .TE
311 .Pp
312 The character type also determines how much gold a player may
313 carry, how long until
314 .Em rings
315 can overcome the player, and how much
316 .Em poison
317 the player can withstand.
318 .Ss Spells
319 During the course of the game, the player may exercise his/her
320 magic powers.
321 These cases are described below.
322 .Bl -tag -width "all or nothing" -offset indent
323 .It Ic cloak
324 .Em magic level necessary :
325 20 (plus level 7)
326 .br
327 .Em mana used :
328 35 plus 3 per rest period
329 .br
330 Used during normal play.
331 Prevents monsters from finding the character,
332 as well as hiding the player from other players.
333 His/her coordinates show up as '?' in the
334 .Ic players
335 option.
336 Players cannot collect
337 .Em mana ,
338 find trading posts, or discover the
339 .Em grail
340 while cloaked.
341 Calling a monster uncloaks, as well as choosing this option while cloaked.
342 .It Ic teleport
343 .Em magic level necessary :
344 40 (plus level 12)
345 .br
346 .Em mana used :
347 30 per 75 moved
348 .br
349 Used during normal play.
350 Allows the player to move with much more freedom than with the
351 .Ic move
352 option, at the price of expending mana.
353 The maximum distance possible to move is based upon
354 .Em level
355 and
356 .Em magic level .
357 .It Ic power blast
358 .Em magic level necessary :
359 none
360 .br
361 .Em mana used :
362 5 times
363 .Em level
364 .br
365 Used during inter-terminal battle.
366 Damage is based upon
367 .Em magic level
368 and
369 .Em strength .
370 Hits much harder than a normal hit.
371 .It Ic all or nothing
372 .Em magic level necessary :
373 none
374 .br
375 .Em mana used :
376 1
377 .br
378 Used while combating monsters.
379 Has a 25% chance of working.
380 If it works it hits the monster just enough to kill it.
381 If it fails, it doesn't hit the monster, and doubles the monster's
382 .Em quickness
383 and
384 .Em strength .
385 Paralyzed monsters wake up much quicker as a result of this spell.
386 .It Ic magic bolt
387 .Em magic level necessary :
388 5
389 .br
390 .Em mana used :
391 variable
392 .br
393 Used while combating monsters.
394 Hits the monster based upon the amount
395 of
396 .Em mana
397 expended and
398 .Em magic level .
399 Guaranteed to hit at least 10 per
400 .Em mana .
401 .It Ic force field
402 .Em magic level necessary :
403 15
404 .br
405 .Em mana used :
406 30
407 .br
408 Used during monster combat.
409 Throws up a shield to protect from damage.
410 The shield is added to actual energy level, and is a fixed number, based
411 upon maximum energy.
412 Normally, damage occurs first to the shield, and then to the players actual
413 .Em energy level .
414 .It Ic transform
415 .Em magic level necessary :
416 25
417 .br
418 .Em mana used :
419 50
420 .br
421 Used during monster combat.
422 Transforms the monster randomly into one of the 100 monsters from
423 the monster file.
424 .It Ic increase might
425 .Em magic level necessary :
426 35
427 .br
428 .Em mana used :
429 75
430 .br
431 Used during combat with monsters.
432 Increases strength up to a maximum.
433 .It Ic invisibility
434 .Em magic level necessary :
435 45
436 .br
437 .Em mana used :
438 90
439 .br
440 Used while fighting monsters.
441 Makes it harder for the monster to hit, by temporarily increasing the player's
442 .Em quickness .
443 This spell may be thrown several times, but a maximum level will be reached.
444 .It Ic transport
445 .Em magic level necessary :
446 60
447 .br
448 .Em mana used :
449 125
450 .br
451 Used during monster combat.
452 Transports the monster away from the player.
453 Success is based upon player's
454 .Em magic
455 and
456 .Em brains ,
457 and the monster's
458 .Em experience .
459 If it fails the player is transported instead.
460 60% of the time, the monster will drop any treasure it was carrying.
461 .It Ic paralyze
462 .Em magic level necessary :
463 75
464 .br
465 .Em mana used :
466 150
467 .br
468 Used during monster combat.
469 .Dq Freezes
470 the monster by putting its
471 .Em quickness
472 slightly negative.
473 The monster will slowly wake up.
474 Success is based upon player's
475 .Em magic
476 and the monster's
477 .Em experience .
478 If it fails, nothing happens.
479 .It Ic specify
480 .Em magic level necessary :
481 none
482 .br
483 .Em mana used :
484 1000
485 .br
486 Used during monster combat only by
487 .Em valar
488 or
489 .Em council of the wise .
490 Allows the player to pick which monster to fight.
491 .El
492 .Ss Monsters
493 Monsters get bigger as one moves farther from the origin (0,0).
494 Rings of distance 125 from the origin determine the size.
495 A monster's
496 .Em experience ,
497 .Em energy level ,
498 and
499 .Em brains
500 are multiplied by the size.
501 .Em Strength
502 is increased 50% per size over one, and
503 .Em quickness
504 remains the same, regardless of size.
505 .Pp
506 Also, nastier monsters are found as one progress farther out from the origin.
507 Monsters also may flock.
508 The percent chance of that happening is designated as
509 .Em flock%
510 in the monster listing.
511 Monsters outside the first ring
512 may carry treasure, as determined by their treasure type.
513 Flocking monsters, and bigger monsters increase the chances of treasure.
514 .Pp
515 Certain monsters have special abilities; they are as follows:
516 .Bl -tag -width "Assorted Faeries"
517 .It Em Unicorn
518 can only be subdued if the player is in possession of a
519 .Em virgin .
520 .It Em Modnar
521 has random characteristics, including treasure type.
522 .It Em Mimic
523 will pick another name from the list of monsters in order to confuse.
524 .It Em Dark Lord
525 very nasty person.
526 Does not like to be hit (especially nicked),
527 and many spells do not work well (or at all) against him.
528 One can always
529 .Em evade
530 from the
531 .Em Dark Lord .
532 .It Em Leanan-Sidhe
533 also a very nasty person.
534 She will permanently sap
535 .Em strength
536 from someone.
537 .It Em Saruman
538 wanders around with
539 .Em Wormtongue ,
540 who can steal a
541 .Em palantir .
542 Also,
543 .Em Saruman
544 may turn a player's gems into gold pieces, or scramble her/his stats.
545 .It Em Thaumaturgist
546 can transport a player.
547 .It Em Balrog
548 inflicts damage by taking away
549 .Em experience ,
550 not
551 .Em energy .
552 .It Em Vortex
553 may take some
554 .Em mana .
555 .It Em Nazgul
556 may try to steal a
557 .Em ring
558 or neutralize part of one's
559 .Em brains .
560 .It Em Tiamat
561 may take half a player's
562 .Em gold
563 and
564 .Em gems
565 and escape.
566 .It Em Kobold
567 may get nasty and steal one gold piece and run away.
568 .It Em Shelob
569 may bite, inflicting the equivalent of one
570 .Em poison .
571 .It Em Assorted Faeries
572 These are killed if attacking someone carrying
573 .Em holy water .
574 These are
575 .Em Cluricaun , Fir Darrig , Fachan ,
576 .Em Ghille Dhu , Bogle , Killmoulis ,
577 and
578 .Em Bwca .
579 .It Em Lamprey
580 may bite, inflicting 1/2 of a
581 .Em poison .
582 .It Em Shrieker
583 will call one of its (much bigger) buddies if picked upon.
584 .It Em Bonnacon
585 will become bored with battle, fart, and run off.
586 .It Em Smeagol
587 will try to steal a
588 .Em ring
589 from a player, if given the chance.
590 .It Em Succubus
591 may inflict damage through a
592 .Ic force field .
593 This subtracts from
594 .Em energy level
595 instead of any shield the player may have thrown up.
596 This is a very easy way to die.
597 .It Em Cerberus
598 loves metal and will steal all the metal treasures from a player if able.
599 .It Em Ungoliant
600 can bite and poison.
601 This inflicts five
602 .Em poisons ,
603 and also takes one from the player's
604 .Em quickness .
605 .It Em Jabberwock
606 may tire of battle, and leave after calling one of his friends
607 .Em ( Jubjub Bird
608 or
609 .Em Bandersnatch ) .
610 .It Em Morgoth
611 actually
612 .Em Modnar ,
613 but reserved for
614 .Em council of the wise , valar ,
615 and
616 .Em ex-valar .
617 Fights with
618 .Em Morgoth
619 end when either he or the player dies.
620 His characteristics are calculated based upon the player's.
621 The player is given the chance to ally with him.
622 No magic, except
623 .Ic force field
624 works when battling
625 .Em Morgoth .
626 .It Em Troll
627 may regenerate its
628 .Em energy
629 and
630 .Em strength
631 while in battle.
632 .It Em Wraith
633 may make a player blind.
634 .El
635 .Ss Treasures
636 The various treasure types are as follows:
637 .Bl -tag -width "type twelve/thirteen"
638 .It Type zero
639 none
640 .It Type one
641 .Em power booster
642 \- adds mana.
643 .br
644 .Em druid
645 \- adds experience.
646 .br
647 .Em holy orb
648 \- subtracts 0.25 sin.
649 .TP 1.5i
650 .It Type two
651 .Em amulet
652 \- protects from cursed treasure.
653 .br
654 .Em holy water
655 \- kills
656 .Em assorted faeries .
657 .br
658 .Em hermit
659 \- reduces sin by 25% and adds some mana.
660 .It Type three
661 .Em shield
662 \- adds to maximum
663 .Em energy level .
664 .br
665 .Em virgin
666 \- used to subdue a
667 .Em unicorn ,
668 or to give much
669 .Em experience
670 (and some
671 .Em sin ) .
672 .br
673 .Em athelas
674 \- subtracts one
675 .Em poison .
676 .It Type four (scrolls)
677 .Em shield
678 \- throws a bigger than normal
679 .Ic force field .
680 .br
681 .Em invisible
682 \- temporarily puts the finder's
683 .Em quickness
684 to one million.
685 .br
686 .Em ten fold strength
687 \- multiplies finder's strength by ten.
688 .br
689 .Em pick monster
690 \- allows finder to pick next monster to battle.
691 .br
692 .Em general knowledge
693 \- adds to finder's
694 .Em brains
695 and
696 .Em magic level .
697 .Pp
698 All the scrolls except
699 .Em general knowledge
700 automatically call a monster.
701 These preserve any spells that were already in effect, but are only in
702 effect while in battle.
703 .It Type five
704 .Em dagger
705 \- adds to
706 .Em strength .
707 .br
708 .Em armour
709 \- same as a
710 .Em shield ,
711 but bigger.
712 .br
713 .Em tablet
714 \- adds
715 .Em brains .
716 .It Type six
717 .Em priest
718 \- rests to maximum; adds
719 .Em mana , brains ;
720 and halves
721 .Em sin .
722 .br
723 .Em Robin Hood
724 \- increases
725 .Em shield
726 and adds permanently to
727 .Em strength .
728 .br
729 .Em axe
730 \- like
731 .Em dagger ,
732 but bigger.
733 .It Type seven
734 .Em charm
735 \- protects from cursed treasure (used before
736 .Em amulet ) ;
737 used in conjunction with
738 .Em blessing
739 to battle
740 .Em Dark Lord .
741 .br
742 .Em Merlyn
743 \- adds
744 .Em brains , magic ,
745 and
746 .Em mana .
747 .br
748 .Em war hammer
749 \- like an
750 .Em axe ,
751 but bigger.
752 .It Type eight
753 .Em healing potion
754 \- sets
755 .Em poison
756 to -2, or subtracts two from
757 .Em poison ,
758 whichever is better.
759 .br
760 .Em transporter
761 \- allows finder to move anywhere.
762 .br
763 .Em sword
764 \- like a
765 .Em war hammer ,
766 but bigger.
767 .It Type nine
768 .Em golden crown
769 \- allows the player to become
770 .Em king ,
771 by going to (0,0).
772 .br
773 .Em blessing
774 \- cuts
775 .Em sin
776 to 1/3, adds
777 .Em mana ,
778 rests to maximum, kills
779 .Em Dark Lord
780 with a
781 .Em charm ,
782 and gives bearer first hit on all monsters.
783 .br
784 .Em quicksilver
785 \- adds to
786 .Em quickness .
787 .It Type ten
788 .Em elven boots
789 \- adds permanently to
790 .Em quickness .
791 .It Type eleven
792 .Em palantir
793 \- allows one to see all the other players; used by
794 .Em council of the wise
795 to seek the
796 .Em grail .
797 .It Type twelve/thirteen
798 .Em ring
799 \- allows one to hit much harder in battle, etc.
800 .El
801 .Pp
802 Any treasure type 10-13 monsters may instead carry a type nine treasure.
803 .Pp
804 A monster may also be carrying
805 .Em gold
806 or
807 .Em gems .
808 These are used at
809 .Em trading posts
810 to buy things.
811 A
812 .Em gem
813 is worth 1000 gold pieces.
814 Too much
815 .Em gold
816 will slow a player down.
817 One may carry 1000 plus 200 per
818 .Em level
819 of
820 .Em gold .
821 A
822 .Em gem
823 weighs one half a gold piece.
824 Monsters of treasure type 7 or higher may carry
825 .Em gems .
826 .Pp
827 The chance of a cursed treasure is based upon treasure type.
828 The more valuable treasures have a greater chance of being cursed.
829 A cursed treasure knocks
830 .Em energy level
831 very low, and adds 0.25
832 .Em poison .
833 .Ss Rings
834 .Em Rings
835 are only carried by
836 .Em nazguls
837 and
838 .Em Dark Lords .
839 They come in four different flavors.
840 All
841 .Em rings
842 rest the player to maximum and cause him/her to hit much harder
843 in battle with monsters (assuming one has chosen to use the
844 .Em ring
845 for battle.)
846 .Pp
847 Two types of
848 .Em rings
849 are cursed and come either from
850 .Em nazguls
851 or
852 .Em Dark Lord .
853 After a few times of using these types, the player falls
854 under the control of the
855 .Em ring ,
856 and strange, random things will occur.
857 Eventually, the player dies, and gives his/her name to a monster
858 on the file.
859 Dying before the
860 .Em ring
861 is used up also renames the monster.
862 .Pp
863 The two remaining types of
864 .Em rings
865 are much more benign.
866 The one from a
867 .Em nazgul
868 is good for a limited number of battle rounds, and will save
869 the player from death if it was being used when he/she died.
870 The one from
871 .Em Dark Lord
872 is the same, except that it never is used up.
873 .Em rings
874 disappear after saving someone from death.
875 In general, cursed
876 .Em rings
877 occur much more often than normal ones.
878 It is usually not a good idea to pick one up.
879 The only way to get rid of a
880 .Em ring
881 is to have a monster steal it.
882 .Ss King
883 A player may become
884 .Em king
885 by finding a
886 .Em crown
887 and going to (0,0).
888 Players must have a
889 .Em level
890 in the range of 10 to 1000 to be able to find a
891 .Em crown .
892 When a player with one or more
893 .Em crowns
894 reaches
895 .Em level
896 1000, the
897 .Em crowns
898 are converted to
899 .Em gold .
900 .Pp
901 Once a player is king, he/she may do certain things while in
902 the Lord's Chamber (0,0).
903 These are exercised with the
904 .Ic decree
905 ('0') option.
906 .Bl -tag -width "collect taxes"
907 .It Ic transport
908 This is done to another player.
909 It randomly moves the affected player about.
910 A
911 .Em charm
912 protects from transports.
913 .It Ic curse
914 This is done to another player.
915 It is analogous to cursed treasure, but worse.
916 It inflicts two
917 .Em poison ,
918 knocks
919 .Em energy level
920 very low, and degrades the maximum energy.
921 It also removes a
922 .Em cloak .
923 A
924 .Em blessing
925 protects from king's curses.
926 .It Ic energy void
927 The king may put a number of these scattered about
928 his/her kingdom as he/she pleases.
929 If a player hits one, he/she loses
930 .Em mana , energy ,
931 and
932 .Em gold .
933 The energy void disappears after being hit.
934 .It Ic bestow
935 This is also done to another player.
936 The king may wish to reward one or more loyal subjects by sharing his/her
937 riches
938 .Em ( gold ) .
939 Or it is a convenient way to dispose of some unwanted deadweight.
940 .It Ic collect taxes
941 Everyone pays 7% tax on all
942 .Em gold
943 and
944 .Em gems
945 acquired, regardless of the existence of a
946 .Em king .
947 The king collects the accrued taxes with this option.
948 .El
949 .Pp
950 The
951 .Em king
952 may also
953 .Ic teleport
954 anywhere for free by using the origin as a starting place.
955 .Ss Council of the Wise, Valar
956 A player automatically becomes a member of the
957 .Em council of the wise
958 upon reaching level 3000.
959 Members of the council cannot have
960 .Em rings .
961 Members of the council have a few extra options which they can exercise.
962 These are exercised with the
963 .Ic intervene
964 ('8') option.
965 All
966 .Ic intervene
967 options cost 1000 mana.
968 One
969 .Ic intervene
970 option is to
971 .Ic heal
972 another player.
973 This is just a quick way for that player to be rested
974 to maximum and lose a little
975 .Em poison .
976 The main purpose in life for members of the council is to seek the
977 .Em Holy Grail .
978 This is done with a
979 .Em palantir
980 under the
981 .Ic seek grail
982 option.
983 The distance cited by the seek is accurate within 10%, in order
984 not to make it too easy to find the grail.
985 A player must have infinitesimally small
986 .Em sin ,
987 or else it's all over upon finding the grail.
988 In order to help members of the council on their quest, they
989 may
990 .Ic teleport
991 with greater ease.
992 .Pp
993 Upon finding the grail, the player advances to position of
994 .Em valar .
995 He/she may then exercise more and niftier options under
996 .Ic intervention .
997 These include all of the council members' options plus the
998 ability to move other players about, bless them, and throw monsters at
999 them.
1000 A
1001 .Em valar Ns 's
1002 blessing has the same effect as the treasure
1003 .Em blessing ,
1004 except that the affected player does not get his/her
1005 .Em blessing
1006 flag set.
1007 All
1008 .Ic intervention
1009 options which affect other players age the player who uses them.
1010 .Em Valars
1011 are essentially immortal, but are actually given five lives.
1012 If these are used up, the player is left to die, and becomes an
1013 .Em ex-valar .
1014 A
1015 .Em valar
1016 cannot
1017 .Ic move , teleport ,
1018 or call monsters.
1019 (An exception to this is if the
1020 .Em valar
1021 finds a
1022 .Em transporter . )
1023 This is to allow him/her to dispose of excess
1024 .Em gold .
1025 Any monsters which a
1026 .Em valar
1027 encounters are based upon his/her size.
1028 Only one valar may exist at a time.
1029 The current valar is replaced when another player finds the grail.
1030 The valar is then bumped back to the council of the wise.
1031 .Ss Wizard
1032 The
1033 .Em wizard
1034 is usually the owner of the game, and the one who maintains
1035 the associated files.
1036 The
1037 .Em wizard
1038 is granted special powers within the game, if it is invoked
1039 with the
1040 .Fl S
1041 option.
1042 Otherwise, the
1043 .Em wizard
1044 plays no different from other players.
1045 The
1046 .Em wizard
1047 abilities are outlined below.
1048 .Bl -tag -width "super character type"
1049 .It Ic change players
1050 When examining a player, (game invoked with
1051 .Fl x ,
1052 or use 'X' from within game), the
1053 .Em wizard
1054 may also change the player.
1055 .It Ic intervention
1056 The
1057 .Em wizard
1058 may do all the
1059 .Ic intervention
1060 options.
1061 One extra option,
1062 .Ic vaporize ,
1063 is added to kill any offensive players.
1064 .It Ic super character type
1065 An extra character type is added.
1066 This character starts with the
1067 maximum possible in all statistics, selected from the other character types.
1068 A
1069 .Em super
1070 character's statistics also progress at the maximum possible rate, selected
1071 from the other character types.
1072 .El
1073 .Ss Special Places
1074 Certain regions of the playing grid have different names.
1075 In general, this is only to give the player some idea of
1076 his/her present location.
1077 Some special places do exist.
1078 .Bl -tag -width "Trading Posts"
1079 .It Em Trading Posts
1080 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1081 Trading posts farther out have more things for sale.
1082 Be careful about cheating the merchants there, as they have short tempers.
1083 Merchants are dishonest about 5% of the time.
1084 .It Em Lord's Chamber
1085 This is located at (0,0).
1086 Only players with
1087 .Em crowns
1088 may enter.
1089 .It Em Point of \&No Return
1090 This is located beyond 1.2e+6 in any direction.
1091 The only way to return from here is a
1092 .Em transporter
1093 or to have a
1094 .Em valar
1095 relocate the player.
1096 .It Em Dead Marshes
1097 This is a band located fairly distant from the origin.
1098 The first fourteen monsters (water monsters) can normally only be found here.
1099 .It Em Valhala
1100 This place is where the
1101 .Em valar
1102 resides.
1103 It is associated with no particular coordinate on the playing grid.
1104 .El
1105 .Ss Miscellaneous
1106 Once a player reaches
1107 .Em level
1108 5, the game will start to time out waiting for input.
1109 This is to try to keep the game a bit faster paced.
1110 .Pp
1111 A
1112 .Em guru
1113 will never be disgusted with your
1114 .Em sins
1115 if they are less than one.
1116 .Pp
1117 A
1118 .Em medic
1119 wants half of a player's
1120 .Em gold
1121 to be happy.
1122 Offering more than one has, or a negative amount will anger the
1123 .Em medic ,
1124 who will make the player worse (add one
1125 .Em poison ) .
1126 .Pp
1127 The
1128 .Em Holy Grail
1129 does little for those who are not ready to behold it.
1130 Whenever anyone finds it, it moves.
1131 It is always located within 1e+6 in any compass direction of the origin.
1132 .Pp
1133 There is a maximum amount of
1134 .Em mana
1135 and
1136 .Em charms
1137 a player may posses, based upon
1138 .Em level .
1139 .Em Quicksilver
1140 is always limited to to a maximum of 99.
1141 .Pp
1142 .Em Books
1143 bought at a
1144 .Em trading post
1145 increase
1146 .Em brains ,
1147 based upon the number bought.
1148 It is unwise, however to buy more than 1/10 of one's
1149 .Em level
1150 in books at a time.
1151 .Pp
1152 Players over level 10000 are automatically retired.
1153 .Pp
1154 A
1155 .Em blindness
1156 goes away in random time.
1157 .Pp
1158 Players with
1159 .Em crowns
1160 are identified with a '*' before their character type.
1161 .Ss Inter-terminal Battle
1162 When two player's coordinates correspond, they may engage in battle.
1163 In general, the player with the highest
1164 .Em quickness
1165 gets the first hit.
1166 If the two players are severely mismatched, the stronger player
1167 is drastically handicapped for the battle.
1168 In order to protect from being stuck in an infinite loop,
1169 the player waiting for response may time out.
1170 Options for battle are:
1171 .Bl -tag -width "power blast"
1172 .It Ic fight
1173 Inflicts damage upon other person.
1174 .It Ic run away
1175 Escape from battle.
1176 Has a 75% chance of working.
1177 .It Ic power blast
1178 Battle spell.
1179 .It Ic luckout
1180 One-time chance to try to win against the foe.
1181 Has a 10% chance of working.
1182 .El
1183 .Pp
1184 Sometimes waits for the other player may be excessive, because
1185 he/she may be battling a monster.
1186 Upon slaying a player in battle the winner gets the other's
1187 .Em experience
1188 and treasures.
1189 .Em Rings
1190 do not work for inter-terminal battle.
1191 .Sh AUTHORS
1192 .An Edward Estes ,
1193 AT\*[Am]T Information Systems, Skokie, IL
1194 .Sh BUGS
1195 All screen formats assume at least 24 lines by at least 80 columns.
1196 No provisions are made for when any of the data items get too big
1197 for the allotted space on the screen.