]> git.cameronkatri.com Git - bsdgames-darwin.git/blob - phantasia/phantasia.6
Use standard section header; add nokeep to table to avoid page/line break
[bsdgames-darwin.git] / phantasia / phantasia.6
1 .\" $NetBSD: phantasia.6,v 1.10 2003/05/18 09:30:08 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 AUTHORS
58 .An Edward Estes ,
59 AT\*[Am]T Information Systems, Skokie, IL
60 .Sh PARTICULARS
61 .Ss Normal Play
62 A number of the player's more important statistics are almost always
63 displayed on the screen, with maximums (where applicable) in
64 parentheses.
65 .Pp
66 The character is placed randomly near the center of a Cartesian
67 system.
68 Most commands are selected with a single letter or digit.
69 For example, one may move by hitting 'W', 'S', 'N', or 'E',
70 (lower case may also be used, at no time is the game case dependent).
71 One may also use 'H', 'J', 'K', 'L',
72 for movement, similar to
73 .Xr vi 1 .
74 To move to a specific (x, y) coordinate, use the
75 .Ic move
76 ('1') command.
77 The distance a character can move is calculated by
78 1 plus 1.5 per
79 .Em level .
80 Moving in a compass direction will move the player the maximum
81 allowed distance in that direction.
82 .Pp
83 A player may see who else is playing by using the
84 .Ic players
85 ('2') option.
86 One may see the coordinates of those who are the same
87 distance or closer to the origin as he/she.
88 .Em Kings ,
89 and
90 .Em council of the wise
91 can see and can be seen by everyone.
92 A
93 .Em palantir
94 removes these restrictions.
95 .Pp
96 One can talk to other players with the
97 .Ic talk
98 ('3') option.
99 In general, this is a line or so of text.
100 To remove a current
101 message, just type
102 .Aq return
103 when prompted for a message.
104 .Pp
105 The
106 .Ic stats
107 ('4') option shows additional characteristics of a player.
108 .Pp
109 One may leave the game either with the
110 .Ic quit
111 ('5') option.
112 .Pp
113 One may rest by default.
114 Resting lets one regain maximum
115 .Em energy level ,
116 and also lets one find
117 .Em mana
118 (more is found for larger levels and further distances from the origin).
119 .Pp
120 One may call a monster by hitting '9' or 'C'.
121 .Pp
122 Use 'X' to examine other players.
123 .Pp
124 One may quit or execute a sub-shell by hitting interrupt.
125 Quitting during battle results in death for obvious reasons.
126 .Pp
127 Several other options become available as the player progresses in
128 .Em level
129 and
130 .Em magic ,
131 or to other stations in the game
132 .Em ( valar ,
133 .Em council of the wise ,
134 .Em king ) .
135 These are described elsewhere.
136 In general, a control-L will force the redrawing of the screen.
137 .Pp
138 Other things which may happen are more or less self-explanatory.
139 .Ss Fighting Monsters
140 A player has several options while fighting monsters.
141 They are as follows:
142 .Bl -tag -width skirmish -offset indent
143 .It Ic melee
144 Inflicts damage on the monster, based upon
145 .Em strength .
146 Also decreases the monster's
147 .Em strength
148 some.
149 .It Ic skirmish
150 Inflicts a little less damage than
151 .Ic melee ,
152 but decreases the monster's
153 .Em quickness
154 instead.
155 .It Ic evade
156 Attempt to run away.
157 Success is based upon both the player's and the monster's
158 .Em brains
159 and
160 .Em quickness .
161 .It Ic spell
162 Several options for throwing spells (described elsewhere).
163 .It Ic nick
164 Hits the monster one plus the player's
165 .Em sword ,
166 and gives the player 10% of the monster's
167 .Em experience .
168 Decreases the monster's
169 .Em experience
170 an amount proportional to the amount granted.
171 This also increases the monster's quickness.
172 Paralyzed monsters wake up very fast when nicked.
173 .It Ic luckout
174 This is essentially a battle of wits with the monster.
175 Success is based upon the player's and the monster's
176 .Em brains .
177 The player gets credit for slaying the monster if he/she succeeds.
178 Otherwise, nothing happens, and the chance to
179 .Ic luckout
180 is lost.
181 .El
182 .Ss Character Statistics
183 .Bl -tag -width quickness -offset indent
184 .It Em strength
185 determines how much damage a character can inflict.
186 .It Em quickness
187 determines how many chances a character gets to make decisions while fighting.
188 .It Em energy level
189 specifies how much damage a character may endure before dying.
190 .It Em magic level
191 determines which spells a character may throw, and how effective those
192 spells will be.
193 .It Em brains
194 basically, the character's intelligence; used for various fighting options
195 and spells.
196 .It Em mana
197 used as a power source for throwing spells.
198 .It Em experience
199 gained by fighting monsters and other characters.
200 .It Em level
201 indicative of how much experience a character has accumulated; progresses
202 geometrically as
203 .Em experience
204 increases.
205 .It Em poison
206 sickness which degrades a character's performance (affects
207 .Em energy level
208 and
209 .Em strength ) .
210 .It Em sin
211 accumulated as a character does certain nasty things; used only rarely
212 in normal play of the game.
213 .It Em age
214 of player; roughly equivalent to number of turns.
215 As
216 .Em age
217 increases, many personal statistics degenerate.
218 .El
219 .Ss Character Types
220 Character statistics are rolled randomly from the above list, according
221 to character type.
222 The types are as follows:
223 .Bl -tag -width "experimento" -offset indent
224 .It Em magic user
225 strong in
226 .Em magic level
227 and
228 .Em brains ,
229 weak in other areas.
230 Must rely on wits and magic to survive.
231 .It Em fighter
232 good in
233 .Em strength
234 and
235 .Em energy level ,
236 fairly good in other areas.
237 This adds up to a well-equipped fighter.
238 .It Em elf
239 very high
240 .Em quickness
241 and above average
242 .Em magic level
243 are
244 .Em elves
245 selling points.
246 .It Em dwarf
247 very high
248 .Em strength
249 and
250 .Em energy level ,
251 but with a tendency to be rather slow and not too bright.
252 .It Em halfling
253 rather quick and smart, with high
254 .Em energy level ,
255 but poor in
256 .Em magic
257 and
258 .Em strength .
259 Born with some
260 .Em experience .
261 .It Em experimento
262 very mediocre in all areas.
263 However, the
264 .Em experimento
265 may be placed almost anywhere within the playing grid.
266 .El
267 .Pp
268 The possible ranges for starting statistics are summarized in
269 the following table.
270 .TS
271 l c c c c c c
272 l c c c c c c.
273 Type Strength Quick Mana Energy Brains Magic
274 _
275 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
276 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
277 Elf 35-45 32-38 45-90 30-50 40-65 4-7
278 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
279 Halfling 20-25 34 25-45 55-90 40-75 1-4
280 Experimento 25 27 100 35 25 2
281 .TE
282 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
283 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
284 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
285 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
286 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
287 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
288 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
289 .\" .It Experimento 25 27 100 35 25 2
290 .\" .El
291 .Pp
292 Not only are the starting characteristics different for the different
293 character types, the characteristics progress at different rates for the
294 different types as the character goes up in
295 .Em level .
296 .Em Experimentoes Ns '
297 characteristics progress randomly as one of the other types.
298 The progression as characters increase in
299 .Em level
300 is summarized in the following table.
301 .Pp
302 .TS
303 nokeep ;
304 l c c c c c
305 l n n n n n.
306 Type Strength Mana Energy Brains Magic
307 _
308 Mag. User 2.0 75 20 6 2.75
309 Fighter 3.0 40 30 3.0 1.5
310 Elf 2.5 65 25 4.0 2.0
311 Dwarf 5 30 35 2.5 1
312 Halfling 2.0 30 30 4.5 1
313 .TE
314 .Pp
315 The character type also determines how much gold a player may
316 carry, how long until
317 .Em rings
318 can overcome the player, and how much
319 .Em poison
320 the player can withstand.
321 .Ss Spells
322 During the course of the game, the player may exercise his/her
323 magic powers.
324 These cases are described below.
325 .Bl -tag -width "all or nothing" -offset indent
326 .It Ic cloak
327 .Em magic level necessary :
328 20 (plus level 7)
329 .br
330 .Em mana used :
331 35 plus 3 per rest period
332 .br
333 Used during normal play.
334 Prevents monsters from finding the character,
335 as well as hiding the player from other players.
336 His/her coordinates show up as '?' in the
337 .Ic players
338 option.
339 Players cannot collect
340 .Em mana ,
341 find trading posts, or discover the
342 .Em grail
343 while cloaked.
344 Calling a monster uncloaks, as well as choosing this option while cloaked.
345 .It Ic teleport
346 .Em magic level necessary :
347 40 (plus level 12)
348 .br
349 .Em mana used :
350 30 per 75 moved
351 .br
352 Used during normal play.
353 Allows the player to move with much more freedom than with the
354 .Ic move
355 option, at the price of expending mana.
356 The maximum distance possible to move is based upon
357 .Em level
358 and
359 .Em magic level .
360 .It Ic power blast
361 .Em magic level necessary :
362 none
363 .br
364 .Em mana used :
365 5 times
366 .Em level
367 .br
368 Used during inter-terminal battle.
369 Damage is based upon
370 .Em magic level
371 and
372 .Em strength .
373 Hits much harder than a normal hit.
374 .It Ic all or nothing
375 .Em magic level necessary :
376 none
377 .br
378 .Em mana used :
379 1
380 .br
381 Used while combating monsters.
382 Has a 25% chance of working.
383 If it works it hits the monster just enough to kill it.
384 If it fails, it doesn't hit the monster, and doubles the monster's
385 .Em quickness
386 and
387 .Em strength .
388 Paralyzed monsters wake up much quicker as a result of this spell.
389 .It Ic magic bolt
390 .Em magic level necessary :
391 5
392 .br
393 .Em mana used :
394 variable
395 .br
396 Used while combating monsters.
397 Hits the monster based upon the amount
398 of
399 .Em mana
400 expended and
401 .Em magic level .
402 Guaranteed to hit at least 10 per
403 .Em mana .
404 .It Ic force field
405 .Em magic level necessary :
406 15
407 .br
408 .Em mana used :
409 30
410 .br
411 Used during monster combat.
412 Throws up a shield to protect from damage.
413 The shield is added to actual energy level, and is a fixed number, based
414 upon maximum energy.
415 Normally, damage occurs first to the shield, and then to the players actual
416 .Em energy level .
417 .It Ic transform
418 .Em magic level necessary :
419 25
420 .br
421 .Em mana used :
422 50
423 .br
424 Used during monster combat.
425 Transforms the monster randomly into one of the 100 monsters from
426 the monster file.
427 .It Ic increase might
428 .Em magic level necessary :
429 35
430 .br
431 .Em mana used :
432 75
433 .br
434 Used during combat with monsters.
435 Increases strength up to a maximum.
436 .It Ic invisibility
437 .Em magic level necessary :
438 45
439 .br
440 .Em mana used :
441 90
442 .br
443 Used while fighting monsters.
444 Makes it harder for the monster to hit, by temporarily increasing the player's
445 .Em quickness .
446 This spell may be thrown several times, but a maximum level will be reached.
447 .It Ic transport
448 .Em magic level necessary :
449 60
450 .br
451 .Em mana used :
452 125
453 .br
454 Used during monster combat.
455 Transports the monster away from the player.
456 Success is based upon player's
457 .Em magic
458 and
459 .Em brains ,
460 and the monster's
461 .Em experience .
462 If it fails the player is transported instead.
463 60% of the time, the monster will drop any treasure it was carrying.
464 .It Ic paralyze
465 .Em magic level necessary :
466 75
467 .br
468 .Em mana used :
469 150
470 .br
471 Used during monster combat.
472 .Dq Freezes
473 the monster by putting its
474 .Em quickness
475 slightly negative.
476 The monster will slowly wake up.
477 Success is based upon player's
478 .Em magic
479 and the monster's
480 .Em experience .
481 If it fails, nothing happens.
482 .It Ic specify
483 .Em magic level necessary :
484 none
485 .br
486 .Em mana used :
487 1000
488 .br
489 Used during monster combat only by
490 .Em valar
491 or
492 .Em council of the wise .
493 Allows the player to pick which monster to fight.
494 .El
495 .Ss Monsters
496 Monsters get bigger as one moves farther from the origin (0,0).
497 Rings of distance 125 from the origin determine the size.
498 A monster's
499 .Em experience ,
500 .Em energy level ,
501 and
502 .Em brains
503 are multiplied by the size.
504 .Em Strength
505 is increased 50% per size over one, and
506 .Em quickness
507 remains the same, regardless of size.
508 .Pp
509 Also, nastier monsters are found as one progress farther out from the origin.
510 Monsters also may flock.
511 The percent chance of that happening is designated as
512 .Em flock%
513 in the monster listing.
514 Monsters outside the first ring
515 may carry treasure, as determined by their treasure type.
516 Flocking monsters, and bigger monsters increase the chances of treasure.
517 .Pp
518 Certain monsters have special abilities; they are as follows:
519 .Bl -tag -width "Assorted Faeries"
520 .It Em Unicorn
521 can only be subdued if the player is in possession of a
522 .Em virgin .
523 .It Em Modnar
524 has random characteristics, including treasure type.
525 .It Em Mimic
526 will pick another name from the list of monsters in order to confuse.
527 .It Em Dark Lord
528 very nasty person.
529 Does not like to be hit (especially nicked),
530 and many spells do not work well (or at all) against him.
531 One can always
532 .Em evade
533 from the
534 .Em Dark Lord .
535 .It Em Leanan-Sidhe
536 also a very nasty person.
537 She will permanently sap
538 .Em strength
539 from someone.
540 .It Em Saruman
541 wanders around with
542 .Em Wormtongue ,
543 who can steal a
544 .Em palantir .
545 Also,
546 .Em Saruman
547 may turn a player's gems into gold pieces, or scramble her/his stats.
548 .It Em Thaumaturgist
549 can transport a player.
550 .It Em Balrog
551 inflicts damage by taking away
552 .Em experience ,
553 not
554 .Em energy .
555 .It Em Vortex
556 may take some
557 .Em mana .
558 .It Em Nazgul
559 may try to steal a
560 .Em ring
561 or neutralize part of one's
562 .Em brains .
563 .It Em Tiamat
564 may take half a player's
565 .Em gold
566 and
567 .Em gems
568 and escape.
569 .It Em Kobold
570 may get nasty and steal one gold piece and run away.
571 .It Em Shelob
572 may bite, inflicting the equivalent of one
573 .Em poison .
574 .It Em Assorted Faeries
575 These are killed if attacking someone carrying
576 .Em holy water .
577 These are
578 .Em Cluricaun , Fir Darrig , Fachan ,
579 .Em Ghille Dhu , Bogle , Killmoulis ,
580 and
581 .Em Bwca .
582 .It Em Lamprey
583 may bite, inflicting 1/2 of a
584 .Em poison .
585 .It Em Shrieker
586 will call one of its (much bigger) buddies if picked upon.
587 .It Em Bonnacon
588 will become bored with battle, fart, and run off.
589 .It Em Smeagol
590 will try to steal a
591 .Em ring
592 from a player, if given the chance.
593 .It Em Succubus
594 may inflict damage through a
595 .Ic force field .
596 This subtracts from
597 .Em energy level
598 instead of any shield the player may have thrown up.
599 This is a very easy way to die.
600 .It Em Cerberus
601 loves metal and will steal all the metal treasures from a player if able.
602 .It Em Ungoliant
603 can bite and poison.
604 This inflicts five
605 .Em poisons ,
606 and also takes one from the player's
607 .Em quickness .
608 .It Em Jabberwock
609 may tire of battle, and leave after calling one of his friends
610 .Em ( Jubjub Bird
611 or
612 .Em Bandersnatch ) .
613 .It Em Morgoth
614 actually
615 .Em Modnar ,
616 but reserved for
617 .Em council of the wise , valar ,
618 and
619 .Em ex-valar .
620 Fights with
621 .Em Morgoth
622 end when either he or the player dies.
623 His characteristics are calculated based upon the player's.
624 The player is given the chance to ally with him.
625 No magic, except
626 .Ic force field
627 works when battling
628 .Em Morgoth .
629 .It Em Troll
630 may regenerate its
631 .Em energy
632 and
633 .Em strength
634 while in battle.
635 .It Em Wraith
636 may make a player blind.
637 .El
638 .Ss Treasures
639 The various treasure types are as follows:
640 .Bl -tag -width "type twelve/thirteen"
641 .It Type zero
642 none
643 .It Type one
644 .Em power booster
645 \- adds mana.
646 .br
647 .Em druid
648 \- adds experience.
649 .br
650 .Em holy orb
651 \- subtracts 0.25 sin.
652 .TP 1.5i
653 .It Type two
654 .Em amulet
655 \- protects from cursed treasure.
656 .br
657 .Em holy water
658 \- kills
659 .Em assorted faeries .
660 .br
661 .Em hermit
662 \- reduces sin by 25% and adds some mana.
663 .It Type three
664 .Em shield
665 \- adds to maximum
666 .Em energy level .
667 .br
668 .Em virgin
669 \- used to subdue a
670 .Em unicorn ,
671 or to give much
672 .Em experience
673 (and some
674 .Em sin ) .
675 .br
676 .Em athelas
677 \- subtracts one
678 .Em poison .
679 .It Type four (scrolls)
680 .Em shield
681 \- throws a bigger than normal
682 .Ic force field .
683 .br
684 .Em invisible
685 \- temporarily puts the finder's
686 .Em quickness
687 to one million.
688 .br
689 .Em ten fold strength
690 \- multiplies finder's strength by ten.
691 .br
692 .Em pick monster
693 \- allows finder to pick next monster to battle.
694 .br
695 .Em general knowledge
696 \- adds to finder's
697 .Em brains
698 and
699 .Em magic level .
700 .Pp
701 All the scrolls except
702 .Em general knowledge
703 automatically call a monster.
704 These preserve any spells that were already in effect, but are only in
705 effect while in battle.
706 .It Type five
707 .Em dagger
708 \- adds to
709 .Em strength .
710 .br
711 .Em armour
712 \- same as a
713 .Em shield ,
714 but bigger.
715 .br
716 .Em tablet
717 \- adds
718 .Em brains .
719 .It Type six
720 .Em priest
721 \- rests to maximum; adds
722 .Em mana , brains ;
723 and halves
724 .Em sin .
725 .br
726 .Em Robin Hood
727 \- increases
728 .Em shield
729 and adds permanently to
730 .Em strength .
731 .br
732 .Em axe
733 \- like
734 .Em dagger ,
735 but bigger.
736 .It Type seven
737 .Em charm
738 \- protects from cursed treasure (used before
739 .Em amulet ) ;
740 used in conjunction with
741 .Em blessing
742 to battle
743 .Em Dark Lord .
744 .br
745 .Em Merlyn
746 \- adds
747 .Em brains , magic ,
748 and
749 .Em mana .
750 .br
751 .Em war hammer
752 \- like an
753 .Em axe ,
754 but bigger.
755 .It Type eight
756 .Em healing potion
757 \- sets
758 .Em poison
759 to -2, or subtracts two from
760 .Em poison ,
761 whichever is better.
762 .br
763 .Em transporter
764 \- allows finder to move anywhere.
765 .br
766 .Em sword
767 \- like a
768 .Em war hammer ,
769 but bigger.
770 .It Type nine
771 .Em golden crown
772 \- allows the player to become
773 .Em king ,
774 by going to (0,0).
775 .br
776 .Em blessing
777 \- cuts
778 .Em sin
779 to 1/3, adds
780 .Em mana ,
781 rests to maximum, kills
782 .Em Dark Lord
783 with a
784 .Em charm ,
785 and gives bearer first hit on all monsters.
786 .br
787 .Em quicksilver
788 \- adds to
789 .Em quickness .
790 .It Type ten
791 .Em elven boots
792 \- adds permanently to
793 .Em quickness .
794 .It Type eleven
795 .Em palantir
796 \- allows one to see all the other players; used by
797 .Em council of the wise
798 to seek the
799 .Em grail .
800 .It Type twelve/thirteen
801 .Em ring
802 \- allows one to hit much harder in battle, etc.
803 .El
804 .Pp
805 Any treasure type 10-13 monsters may instead carry a type nine treasure.
806 .Pp
807 A monster may also be carrying
808 .Em gold
809 or
810 .Em gems .
811 These are used at
812 .Em trading posts
813 to buy things.
814 A
815 .Em gem
816 is worth 1000 gold pieces.
817 Too much
818 .Em gold
819 will slow a player down.
820 One may carry 1000 plus 200 per
821 .Em level
822 of
823 .Em gold .
824 A
825 .Em gem
826 weighs one half a gold piece.
827 Monsters of treasure type 7 or higher may carry
828 .Em gems .
829 .Pp
830 The chance of a cursed treasure is based upon treasure type.
831 The more valuable treasures have a greater chance of being cursed.
832 A cursed treasure knocks
833 .Em energy level
834 very low, and adds 0.25
835 .Em poison .
836 .Ss Rings
837 .Em Rings
838 are only carried by
839 .Em nazguls
840 and
841 .Em Dark Lords .
842 They come in four different flavors.
843 All
844 .Em rings
845 rest the player to maximum and cause him/her to hit much harder
846 in battle with monsters (assuming one has chosen to use the
847 .Em ring
848 for battle.)
849 .Pp
850 Two types of
851 .Em rings
852 are cursed and come either from
853 .Em nazguls
854 or
855 .Em Dark Lord .
856 After a few times of using these types, the player falls
857 under the control of the
858 .Em ring ,
859 and strange, random things will occur.
860 Eventually, the player dies, and gives his/her name to a monster
861 on the file.
862 Dying before the
863 .Em ring
864 is used up also renames the monster.
865 .Pp
866 The two remaining types of
867 .Em rings
868 are much more benign.
869 The one from a
870 .Em nazgul
871 is good for a limited number of battle rounds, and will save
872 the player from death if it was being used when he/she died.
873 The one from
874 .Em Dark Lord
875 is the same, except that it never is used up.
876 .Em rings
877 disappear after saving someone from death.
878 In general, cursed
879 .Em rings
880 occur much more often than normal ones.
881 It is usually not a good idea to pick one up.
882 The only way to get rid of a
883 .Em ring
884 is to have a monster steal it.
885 .Ss King
886 A player may become
887 .Em king
888 by finding a
889 .Em crown
890 and going to (0,0).
891 Players must have a
892 .Em level
893 in the range of 10 to 1000 to be able to find a
894 .Em crown .
895 When a player with one or more
896 .Em crowns
897 reaches
898 .Em level
899 1000, the
900 .Em crowns
901 are converted to
902 .Em gold .
903 .Pp
904 Once a player is king, he/she may do certain things while in
905 the Lord's Chamber (0,0).
906 These are exercised with the
907 .Ic decree
908 ('0') option.
909 .Bl -tag -width "collect taxes"
910 .It Ic transport
911 This is done to another player.
912 It randomly moves the affected player about.
913 A
914 .Em charm
915 protects from transports.
916 .It Ic curse
917 This is done to another player.
918 It is analogous to cursed treasure, but worse.
919 It inflicts two
920 .Em poison ,
921 knocks
922 .Em energy level
923 very low, and degrades the maximum energy.
924 It also removes a
925 .Em cloak .
926 A
927 .Em blessing
928 protects from king's curses.
929 .It Ic energy void
930 The king may put a number of these scattered about
931 his/her kingdom as he/she pleases.
932 If a player hits one, he/she loses
933 .Em mana , energy ,
934 and
935 .Em gold .
936 The energy void disappears after being hit.
937 .It Ic bestow
938 This is also done to another player.
939 The king may wish to reward one or more loyal subjects by sharing his/her
940 riches
941 .Em ( gold ) .
942 Or it is a convenient way to dispose of some unwanted deadweight.
943 .It Ic collect taxes
944 Everyone pays 7% tax on all
945 .Em gold
946 and
947 .Em gems
948 acquired, regardless of the existence of a
949 .Em king .
950 The king collects the accrued taxes with this option.
951 .El
952 .Pp
953 The
954 .Em king
955 may also
956 .Ic teleport
957 anywhere for free by using the origin as a starting place.
958 .Ss Council of the Wise, Valar
959 A player automatically becomes a member of the
960 .Em council of the wise
961 upon reaching level 3000.
962 Members of the council cannot have
963 .Em rings .
964 Members of the council have a few extra options which they can exercise.
965 These are exercised with the
966 .Ic intervene
967 ('8') option.
968 All
969 .Ic intervene
970 options cost 1000 mana.
971 One
972 .Ic intervene
973 option is to
974 .Ic heal
975 another player.
976 This is just a quick way for that player to be rested
977 to maximum and lose a little
978 .Em poison .
979 The main purpose in life for members of the council is to seek the
980 .Em Holy Grail .
981 This is done with a
982 .Em palantir
983 under the
984 .Ic seek grail
985 option.
986 The distance cited by the seek is accurate within 10%, in order
987 not to make it too easy to find the grail.
988 A player must have infinitesimally small
989 .Em sin ,
990 or else it's all over upon finding the grail.
991 In order to help members of the council on their quest, they
992 may
993 .Ic teleport
994 with greater ease.
995 .Pp
996 Upon finding the grail, the player advances to position of
997 .Em valar .
998 He/she may then exercise more and niftier options under
999 .Ic intervention .
1000 These include all of the council members' options plus the
1001 ability to move other players about, bless them, and throw monsters at
1002 them.
1003 A
1004 .Em valar Ns 's
1005 blessing has the same effect as the treasure
1006 .Em blessing ,
1007 except that the affected player does not get his/her
1008 .Em blessing
1009 flag set.
1010 All
1011 .Ic intervention
1012 options which affect other players age the player who uses them.
1013 .Em Valars
1014 are essentially immortal, but are actually given five lives.
1015 If these are used up, the player is left to die, and becomes an
1016 .Em ex-valar .
1017 A
1018 .Em valar
1019 cannot
1020 .Ic move , teleport ,
1021 or call monsters.
1022 (An exception to this is if the
1023 .Em valar
1024 finds a
1025 .Em transporter . )
1026 This is to allow him/her to dispose of excess
1027 .Em gold .
1028 Any monsters which a
1029 .Em valar
1030 encounters are based upon his/her size.
1031 Only one valar may exist at a time.
1032 The current valar is replaced when another player finds the grail.
1033 The valar is then bumped back to the council of the wise.
1034 .Ss Wizard
1035 The
1036 .Em wizard
1037 is usually the owner of the game, and the one who maintains
1038 the associated files.
1039 The
1040 .Em wizard
1041 is granted special powers within the game, if it is invoked
1042 with the
1043 .Fl S
1044 option.
1045 Otherwise, the
1046 .Em wizard
1047 plays no different from other players.
1048 The
1049 .Em wizard
1050 abilities are outlined below.
1051 .Bl -tag -width "super character type"
1052 .It Ic change players
1053 When examining a player, (game invoked with
1054 .Fl x ,
1055 or use 'X' from within game), the
1056 .Em wizard
1057 may also change the player.
1058 .It Ic intervention
1059 The
1060 .Em wizard
1061 may do all the
1062 .Ic intervention
1063 options.
1064 One extra option,
1065 .Ic vaporize ,
1066 is added to kill any offensive players.
1067 .It Ic super character type
1068 An extra character type is added.
1069 This character starts with the
1070 maximum possible in all statistics, selected from the other character types.
1071 A
1072 .Em super
1073 character's statistics also progress at the maximum possible rate, selected
1074 from the other character types.
1075 .El
1076 .Ss Special Places
1077 Certain regions of the playing grid have different names.
1078 In general, this is only to give the player some idea of
1079 his/her present location.
1080 Some special places do exist.
1081 .Bl -tag -width "Trading Posts"
1082 .It Em Trading Posts
1083 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1084 Trading posts farther out have more things for sale.
1085 Be careful about cheating the merchants there, as they have short tempers.
1086 Merchants are dishonest about 5% of the time.
1087 .It Em Lord's Chamber
1088 This is located at (0,0).
1089 Only players with
1090 .Em crowns
1091 may enter.
1092 .It Em Point of \&No Return
1093 This is located beyond 1.2e+6 in any direction.
1094 The only way to return from here is a
1095 .Em transporter
1096 or to have a
1097 .Em valar
1098 relocate the player.
1099 .It Em Dead Marshes
1100 This is a band located fairly distant from the origin.
1101 The first fourteen monsters (water monsters) can normally only be found here.
1102 .It Em Valhala
1103 This place is where the
1104 .Em valar
1105 resides.
1106 It is associated with no particular coordinate on the playing grid.
1107 .El
1108 .Ss Miscellaneous
1109 Once a player reaches
1110 .Em level
1111 5, the game will start to time out waiting for input.
1112 This is to try to keep the game a bit faster paced.
1113 .Pp
1114 A
1115 .Em guru
1116 will never be disgusted with your
1117 .Em sins
1118 if they are less than one.
1119 .Pp
1120 A
1121 .Em medic
1122 wants half of a player's
1123 .Em gold
1124 to be happy.
1125 Offering more than one has, or a negative amount will anger the
1126 .Em medic ,
1127 who will make the player worse (add one
1128 .Em poison ) .
1129 .Pp
1130 The
1131 .Em Holy Grail
1132 does little for those who are not ready to behold it.
1133 Whenever anyone finds it, it moves.
1134 It is always located within 1e+6 in any compass direction of the origin.
1135 .Pp
1136 There is a maximum amount of
1137 .Em mana
1138 and
1139 .Em charms
1140 a player may posses, based upon
1141 .Em level .
1142 .Em Quicksilver
1143 is always limited to to a maximum of 99.
1144 .Pp
1145 .Em Books
1146 bought at a
1147 .Em trading post
1148 increase
1149 .Em brains ,
1150 based upon the number bought.
1151 It is unwise, however to buy more than 1/10 of one's
1152 .Em level
1153 in books at a time.
1154 .Pp
1155 Players over level 10000 are automatically retired.
1156 .Pp
1157 A
1158 .Em blindness
1159 goes away in random time.
1160 .Pp
1161 Players with
1162 .Em crowns
1163 are identified with a '*' before their character type.
1164 .Ss Inter-terminal Battle
1165 When two player's coordinates correspond, they may engage in battle.
1166 In general, the player with the highest
1167 .Em quickness
1168 gets the first hit.
1169 If the two players are severely mismatched, the stronger player
1170 is drastically handicapped for the battle.
1171 In order to protect from being stuck in an infinite loop,
1172 the player waiting for response may time out.
1173 Options for battle are:
1174 .Bl -tag -width "power blast"
1175 .It Ic fight
1176 Inflicts damage upon other person.
1177 .It Ic run away
1178 Escape from battle.
1179 Has a 75% chance of working.
1180 .It Ic power blast
1181 Battle spell.
1182 .It Ic luckout
1183 One-time chance to try to win against the foe.
1184 Has a 10% chance of working.
1185 .El
1186 .Pp
1187 Sometimes waits for the other player may be excessive, because
1188 he/she may be battling a monster.
1189 Upon slaying a player in battle the winner gets the other's
1190 .Em experience
1191 and treasures.
1192 .Em Rings
1193 do not work for inter-terminal battle.
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.