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1 .de sh
2 .br
3 .ne 5
4 .PP
5 \fB\\$1\fR
6 .PP
7 ..
8 .TH PHANTASIA 6 "April 19, 1994"
9 .UC 4
10 .SH NAME
11 phantasia \- an interterminal fantasy game
12 .SH SYNOPSIS
13 phantasia [ \-HSabmpsx ]
14 .SH DESCRIPTION
15 .I Phantasia
16 is a role playing game
17 which allows players to roll up characters of various types to fight
18 monsters and other players.
19 Progression of characters is based upon gaining experience from fighting
20 monsters (and other players).
21 .PP
22 Most of the game is menu driven and self-explanatory (more or less).
23 The screen is cursor updated, so be sure to set up the
24 .B TERM
25 variable in your environment.
26 .PP
27 The options provide for a variety of functions to support the game.
28 They are:
29 .PP
30 .TP .5i
31 .B \-s
32 Invokes
33 .I phantasia
34 without header information.
35 .TP .5i
36 .B \-m
37 Get a monster listing.
38 .TP .5i
39 .B \-a
40 Get a listing of all character names on file.
41 .TP .5i
42 .B \-x
43 Examine/change a particular character on file.
44 .TP .5i
45 .B \-H
46 Print header only.
47 .TP .5i
48 .B \-p
49 Purge old characters.
50 .TP .5i
51 .B \-b
52 Show scoreboard of top characters per login.
53 .TP .5i
54 .B \-S
55 Turn on wizard options, if allowed, if running as ``root''.
56 .PP
57 The characters are saved on a common file, in order to make the game
58 interactive between players. The characters are given a password
59 in order to retrieve them later. Only characters above
60 .B level
61 zero are saved. Characters unused for awhile will be purged.
62 Characters are only placed on the scoreboard when they die.
63 .SH AUTHOR
64 Edward Estes, AT&T Information Systems, Skokie, IL
65 .SH PARTICULARS
66 .sh "Normal Play"
67 A number of the player's more important statistics are almost always
68 displayed on the screen, with maximums (where applicable) in
69 parentheses.
70 .PP
71 The character is placed randomly near the center of a cartesian
72 system.
73 Most commands are selected with a single letter or digit.
74 For example, one may move by hitting 'W', 'S', 'N', or 'E',
75 (lower case may also be used, at no time is the game case dependent).
76 One may also use 'H', 'J', 'K', 'L',
77 for movement, similar to
78 .IR vi (1).
79 To move to a specific (x, y) coordinate, use the
80 .B move
81 ('1') command. The distance a character can move is calculated by
82 1 plus 1.5 per
83 .B level.
84 Moving in a compass direction will move the player the maximum
85 allowed distance in that direction.
86 .PP
87 A player may see who else is playing by using the
88 .B players
89 ('2') option. One may see the coordinates of those who are the same
90 distance or closer to the origin as he/she.
91 .B Kings,
92 and
93 .B council of the wise
94 can see and can be seen by everyone. A
95 .B palantir
96 removes these restrictions.
97 .PP
98 One can talk to other players with the
99 .B talk
100 ('3') option. In general, this is a line or so of text. To remove a current
101 message, just type <return> when prompted for a message.
102 .PP
103 The
104 .B stats
105 ('4') option shows additional characteristics of a player.
106 .PP
107 One may leave the game either with the
108 .B quit
109 ('5') option.
110 .PP
111 One may rest by default. Resting lets one regain maximum
112 .B energy level,
113 and also lets one find
114 .B 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 .B level
126 and
127 .B magic,
128 or to other stations in the game (
129 .B valar, council of the wise, king
130 ).
131 These are described elsewhere.
132 In general, a control-L will force the redrawing of the screen.
133 .PP
134 Other things which may happen are more or less self-explanatory.
135 .sh "Fighting Monsters"
136 A player has several options while fighting monsters. They are as follows:
137 .TP 1.5i
138 .B melee
139 Inflicts damage on the monster, based upon
140 .B strength.
141 Also decreases the monster's
142 .B strength
143 some.
144 .TP 1.5i
145 .B skirmish
146 Inflicts a little less damage than
147 .B melee,
148 but decreases the monster's
149 .B quickness
150 instead.
151 .TP 1.5i
152 .B evade
153 Attempt to run away. Success is based upon both the player's and
154 the monster's
155 .B brains
156 and
157 .B quickness.
158 .TP 1.5i
159 .B spell
160 Several options for throwing spells (described elsewhere).
161 .TP 1.5i
162 .B nick
163 Hits the monster one plus the player's
164 .B sword,
165 and gives the player 10% of the monster's
166 .B experience.
167 Decreases the monster's
168 .B experience
169 an amount proportional to the amount granted.
170 This also increases the monster's quickness.
171 Paralyzed monsters wake up very fast when nicked.
172 .TP 1.5i
173 .B luckout
174 This is essentially a battle of wits with the monster. Success is based
175 upon the player's and the monster's
176 .B brains.
177 The player gets credit for slaying the monster if he/she succeeds.
178 Otherwise, nothing happens, and the chance to
179 .B luckout
180 is lost.
181 .sh "Character Statistics"
182 .TP 1.5i
183 .B strength
184 determines how much damage a character can inflict.
185 .TP 1.5i
186 .B quickness
187 determines how many chances a character gets to make decisions while
188 fighting.
189 .TP 1.5i
190 .B energy level
191 specifies how much damage a character may endure before dying.
192 .TP 1.5i
193 .B magic level
194 determines which spells a character may throw, and how effective those
195 spells will be.
196 .TP 1.5i
197 .B brains
198 basically, the character's intelligence; used for various fighting options
199 and spells.
200 .TP 1.5i
201 .B mana
202 used as a power source for throwing spells.
203 .TP 1.5i
204 .B experience
205 gained by fighting monsters and other characters.
206 .TP 1.5i
207 .B level
208 indicative of how much experience a character has accumulated; progresses
209 geometrically as
210 .B experience
211 increases.
212 .TP 1.5i
213 .B poison
214 sickness which degrades a character's performance (affects
215 .B energy level
216 and
217 .B strength
218 ).
219 .TP 1.5i
220 .B sin
221 accumulated as a character does certain nasty things; used only rarely
222 in normal play of the game.
223 .TP 1.5i
224 .B age
225 of player; roughly equivalent to number of turns.
226 As
227 .B age
228 increases, many personal statistics degenerate.
229 .sh "Character Types"
230 Character statistics are rolled randomly from the above list, according
231 to character type. The types are as follows:
232 .TP 1.5i
233 .B magic user
234 strong in
235 .B magic level
236 and
237 .B brains
238 , weak in other areas. Must rely on wits and magic to survive.
239 .TP 1.5i
240 .B fighter
241 good in
242 .B strength
243 and
244 .B energy level
245 , fairly good in other areas. This adds up to a well-equipped fighter.
246 .TP 1.5i
247 .B elf
248 very high
249 .B quickness
250 and above average
251 .B magic level
252 are
253 .B elves
254 selling points.
255 .TP 1.5i
256 .B dwarf
257 very high
258 .B strength
259 and
260 .B energy level
261 , but with a tendency to be rather slow and not too bright.
262 .TP 1.5i
263 .B halfling
264 rather quick and smart, with high
265 .B energy level
266 , but poor in
267 .B magic
268 and
269 .B strength.
270 Born with some
271 .B experience.
272 .TP 1.5i
273 .B experimento
274 very mediocre in all areas. However, the
275 .B experimento
276 may be placed almost anywhere within the playing grid.
277 .PP
278 The possible ranges for starting statistics are summarized in
279 the following table.
280 .PP
281 .TS
282 l c c c c c c
283 l c c c c c c.
284 Type Strength Quick Mana Energy Brains Magic
285 _
286 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
287 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
288 Elf 35-45 32-38 45-90 30-50 40-65 4-7
289 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
290 Halfling 20-25 34 25-45 55-90 40-75 1-4
291 Experimento 25 27 100 35 25 2
292 .TE
293 .PP
294 Not only are the starting characteristics different for the different
295 character types, the characteristics progress at different rates for the
296 different types as the character goes up in
297 .B level. Experimentoes'
298 characteristics progress randomly as one of the other types.
299 The progression as characters increase in
300 .B level
301 is summarized in the following table.
302 .PP
303 .TS
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 .B rings
318 can overcome the player, and how much
319 .B poison
320 the player can withstand.
321 .sh "Spells"
322 During the course of the game, the player may exercise his/her
323 magic powers. These cases are described below.
324 .TP 1.5i
325 .B cloak
326 .I magic level necessary:
327 20 (plus level 7)
328 .br
329 .I mana used:
330 35 plus 3 per rest period
331 .br
332 Used during normal play. Prevents monsters from finding the character,
333 as well as hiding the player from other players. His/her coordinates
334 show up as '?' in the
335 .B players
336 option. Players cannot collect
337 .B mana,
338 find trading posts, or discover the
339 .B grail
340 while cloaked. Calling a monster uncloaks, as well as choosing
341 this option while cloaked.
342 .br
343 .TP 1.5i
344 .B teleport
345 .I magic level necessary:
346 40 (plus level 12)
347 .br
348 .I mana used:
349 30 per 75 moved
350 .br
351 Used during normal play. Allows the player too move with much more freedom
352 than with the
353 .B move
354 option, at the price of expending mana. The maximum distance possible
355 to move is based upon
356 .B level
357 and
358 .B magic level.
359 .TP 1.5i
360 .B power blast
361 .I magic level necessary:
362 none
363 .br
364 .I mana used:
365 5 times
366 .B level
367 .br
368 Used during inter-terminal battle. Damage is based upon
369 .B magic level
370 and
371 .B strength.
372 Hits much harder than a normal hit.
373 .TP 1.5i
374 .B all or nothing
375 .I magic level necessary:
376 none
377 .br
378 .I mana used:
379 1
380 .br
381 Used while combating monsters.
382 Has a 25% chance of working. If it works it hits the monster just enough
383 to kill it. If it fails, it doesn't hit the monster, and doubles the
384 monster's
385 .B quickness
386 and
387 .B strength.
388 Paralyzed monsters wake up much quicker as a result of this spell.
389 .TP 1.5i
390 .B magic bolt
391 .I magic level necessary:
392 5
393 .br
394 .I mana used:
395 variable
396 .br
397 Used while combating monsters. Hits the monster based upon the amount
398 of
399 .B mana
400 expended and
401 .B magic level.
402 Guaranteed to hit at least 10 per
403 .B mana.
404 .TP 1.5i
405 .B force field
406 .I magic level necessary:
407 15
408 .br
409 .I mana used:
410 30
411 .br
412 Used during monster combat. 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. Normally, damage occurs first to the shield, and
415 then to the players actual
416 .B energy level.
417 .TP 1.5i
418 .B transform
419 .I magic level necessary:
420 25
421 .br
422 .I mana used:
423 50
424 .br
425 Used during monster combat. Transforms the monster randomly into one
426 of the 100 monsters from the monster file.
427 .TP 1.5i
428 .B increase might
429 .I magic level necessary:
430 35
431 .br
432 .I mana used:
433 75
434 .br
435 Used during combat with monsters. Increases strength up to a maximum.
436 .TP 1.5i
437 .B invisibility
438 .I magic level necessary:
439 45
440 .br
441 .I mana used:
442 90
443 .br
444 Used while fighting monsters. Makes it harder for the monster to hit,
445 by temporarily increasing the player's
446 .B quickness.
447 This spell may be thrown several times, but a maximum level will be reached.
448 .TP 1.5i
449 .B transport
450 .I magic level necessary:
451 60
452 .br
453 .I mana used:
454 125
455 .br
456 Used during monster combat. Transports the monster away from the
457 player. Success is base upon player's
458 .B magic
459 and
460 .B brains,
461 and the monster's
462 .B experience.
463 If it fails the player is transported instead. 60% of the time, the monster
464 will drop any treasure it was carrying.
465 .TP 1.5i
466 .B paralyze
467 .I magic level necessary:
468 75
469 .br
470 .I mana used:
471 150
472 .br
473 Used during monster combat. "Freezes" the monster by putting its
474 .B quickness
475 slightly negative. The monster will slowly wake up. Success is based
476 upon player's
477 .B magic
478 and the monster's
479 .B experience.
480 If it fails, nothing happens.
481 .TP 1.5i
482 .B specify
483 .I magic level necessary:
484 none
485 .br
486 .I mana used:
487 1000
488 .br
489 Used during monster combat only by
490 .B valar
491 or
492 .B council of the wise.
493 Allows the player to pick which monster to fight.
494 .sh "Monsters"
495 Monsters get bigger as one moves farther from the origin (0,0). Rings of
496 distance 125 from the origin determine the size. A monster's
497 .B experience, energy level,
498 and
499 .B brains
500 are multiplied by the size.
501 .B Strength
502 is increase 50% per size over one, and
503 .B quickness
504 remains the same, regardless of size.
505 .PP
506 Also, nastier monsters are found as one progress farther out
507 from the origin. Monsters also may flock. The percent chance of that
508 happening is designated as
509 .B flock%
510 in the monster listing. Monsters outside the first ring
511 may carry treasure, as determined by their treasure type.
512 Flocking monsters, and bigger monsters increase the chances of treasure.
513 .PP
514 Certain monsters have special abilities; they are as follows:
515 .TP 1.5i
516 .B Unicorn
517 can only be subdued if the player is in possession of a
518 .B virgin.
519 .TP 1.5i
520 .B Modnar
521 has random characteristics, including treasure type.
522 .TP 1.5i
523 .B Mimic
524 will pick another name from the list of monsters in order to
525 confuse.
526 .TP 1.5i
527 .B Dark Lord
528 very nasty person. Does not like to be hit (especially nicked),
529 and many spells do not work well (or at all) against him.
530 One can always
531 .B evade
532 from the
533 .B Dark Lord.
534 .TP 1.5i
535 .B Leanan-Sidhe
536 also a very nasty person. She will permanently sap
537 .B strength
538 from someone.
539 .TP 1.5i
540 .B Saruman
541 wanders around with
542 .B Wormtongue
543 , who can steal a
544 .B palantir.
545 Also,
546 .B Saruman
547 may turn a player's gems into gold pieces,
548 or scramble her/his stats.
549 .TP 1.5i
550 .B Thaumaturgist
551 can transport a player.
552 .TP 1.5i
553 .B Balrog
554 inflicts damage by taking away
555 .B experience
556 , not
557 .B energy.
558 .TP 1.5i
559 .B Vortex
560 may take some
561 .B mana.
562 .TP 1.5i
563 .B Nazgul
564 may try to steal a
565 .B ring
566 or neutralize part of one's
567 .B brains.
568 .TP 1.5i
569 .B Tiamat
570 may take half a player's
571 .B gold
572 and
573 .B gems
574 and escape.
575 .TP 1.5i
576 .B Kobold
577 may get nasty and steal one gold piece and run away.
578 .TP 1.5i
579 .B Shelob
580 may bite, inflicting the equivalent of one
581 .B poison.
582 .TP 1.5i
583 .B Assorted Faeries
584 These are killed if attacking someone carrying
585 .B holy water.
586 These are
587 .B Cluricaun, Fir Darrig, Fachan,
588 .B Ghille Dhu, Bogle, Killmoulis,
589 and
590 .B Bwca.
591 .TP 1.5i
592 .B Lamprey
593 may bite, inflicting 1/2 of a
594 .B poison.
595 .TP 1.5i
596 .B Shrieker
597 will call one of its (much bigger) buddies if picked upon.
598 .TP 1.5i
599 .B Bonnacon
600 will become bored with battle, fart, and run off.
601 .TP 1.5i
602 .B Smeagol
603 will try to steal a
604 .B ring
605 from a player, if given the chance.
606 .TP 1.5i
607 .B Succubus
608 may inflict damage through a
609 .B force field.
610 This subtracts from
611 .B energy level
612 instead of any shield the player may have thrown up.
613 This is a very easy way to die.
614 .TP 1.5i
615 .B Cerberus
616 loves metal and will steal all the metal treasures from
617 a player if able.
618 .TP 1.5i
619 .B Ungoliant
620 can bite and poison. This inflicts five
621 .B poisons
622 , and also takes one from the player's
623 .B quickness.
624 .TP 1.5i
625 .B Jabberwock
626 may tire of battle, and leave after calling one of his friends
627 (
628 .B Jubjub Bird
629 or
630 .B Bandersnatch
631 ).
632 .TP 1.5i
633 .B Morgoth
634 actually
635 .B Modnar
636 , but reserved for
637 .B council of the wise, valar,
638 and
639 .B ex-valar.
640 Fights with
641 .B Morgoth
642 end when either he or the player dies. His characteristics
643 are calculated based upon the player's. The player is given
644 the chance to ally with him. No magic, except
645 .B force field
646 works when battling
647 .B Morgoth.
648 .TP 1.5i
649 .B Troll
650 may regenerate its
651 .B energy
652 and
653 .B strength
654 while in battle.
655 .TP 1.5i
656 .B Wraith
657 may make a player blind.
658 .sh "Treasures"
659 The various treasure types are as follows:
660 .TP 1.5i
661 .B Type zero
662 .I none
663 .TP 1.5i
664 .B Type one
665 .I power booster
666 \- adds mana.
667 .br
668 .I druid
669 \- adds experience.
670 .br
671 .I holy orb
672 \- subtracts 0.25 sin.
673 .TP 1.5i
674 .B Type two
675 .I amulet
676 \- protects from cursed treasure.
677 .br
678 .I holy water
679 \- kills
680 .B assorted faeries.
681 .br
682 .I hermit
683 \- reduces sin by 25% and adds some mana.
684 .TP 1.5i
685 .B Type three
686 .I shield
687 \- adds to maximum
688 .B energy level
689 .br
690 .I virgin
691 \- used to subdue a
692 .B unicorn
693 , or to give much
694 .B experience
695 (and some
696 .B sin
697 ).
698 .br
699 .I athelas
700 \- subtracts one
701 .B poison.
702 .TP 1.5i
703 .B Type four (scrolls)
704 .I shield
705 \- throws a bigger than normal
706 .B force field.
707 .br
708 .I invisible
709 \- temporarily puts the finder's
710 .B quickness
711 to one million.
712 .br
713 .I ten fold strength
714 \- multiplies finder's strength by ten.
715 .br
716 .I pick monster
717 \- allows finder to pick next monster to battle.
718 .br
719 .I general knowledge
720 \- adds to finder's
721 .B brains
722 and
723 .B magic level.
724 .PP
725 All the scrolls except
726 .B general knowledge
727 automatically call a monster. These preserve any
728 spells that were already in effect, but are only in
729 effect while in battle.
730 .TP 1.5i
731 .B Type five
732 .I dagger
733 \- adds to
734 .B strength.
735 .br
736 .I armour
737 \- same as a
738 .B shield,
739 but bigger.
740 .br
741 .I tablet
742 \- adds brains.
743 .TP 1.5i
744 .B Type six
745 .I priest
746 \- rests to maximum; adds
747 .B mana, brains;
748 and halves
749 .B sin.
750 .br
751 .I Robin Hood
752 \- increases
753 .B shield
754 and adds permanently to
755 .B strength.
756 .br
757 .I axe
758 \- like
759 .B dagger,
760 but bigger.
761 .TP 1.5i
762 .B Type seven
763 .I charm
764 \- protects from cursed treasure (used before
765 .B amulet
766 ); used in conjunction with
767 .B blessing
768 to battle
769 .B Dark Lord.
770 .br
771 .I Merlyn
772 \- adds
773 .B brains, magic,
774 and
775 .B mana.
776 .br
777 .I war hammer
778 \- like an
779 .B axe,
780 but bigger.
781 .TP 1.5i
782 .B Type eight
783 .I healing potion
784 \- sets
785 .B poison
786 to -2, or subtracts two from
787 .B poison,
788 whichever is better.
789 .br
790 .I transporter
791 \- allows finder to move anywhere.
792 .br
793 .I sword
794 \- like a
795 .B war hammer
796 , but bigger.
797 .TP 1.5i
798 .B Type nine
799 .I golden crown
800 \- allows the player to become
801 .B king,
802 by going to (0,0).
803 .br
804 .I blessing
805 \- cuts
806 .B sin
807 to 1/3, adds
808 .B mana,
809 rests to max., kills
810 .B Dark Lord
811 with a
812 .B charm,
813 and gives bearer first hit on all monsters.
814 .br
815 .I quicksilver
816 \- adds to
817 .B quickness.
818 .TP 1.5i
819 .B Type ten
820 .I elven boots
821 \- adds permanently to
822 .B quickness.
823 .TP 1.5i
824 .B Type eleven
825 .I palantir
826 \- allows one to see all the other players; used by
827 .B council of the wise
828 to seek the
829 .B grail.
830 .TP 1.5i
831 .B Type twelve/thirteen
832 .I ring
833 \- allows one to hit much harder in battle, etc.
834 .PP
835 Any treasure type 10-13 monsters may instead carry a type nine treasure.
836 .PP
837 A monster may also be carrying
838 .B gold
839 or
840 .B gems.
841 These are used at
842 .B trading posts
843 to buy things. A
844 .B gem
845 is worth 1000 gold pieces. Too much
846 .B gold
847 will slow a player down. One may carry 1000 plus 200 per
848 .B level
849 of
850 .B gold.
851 A
852 .B gem
853 weighs one half a gold piece.
854 Monsters of treasure type 7 or higher may carry
855 .B gems.
856 .PP
857 The chance of a cursed treasure is based upon treasure type.
858 The more valuable treasures have a greater chance of being cursed.
859 A cursed treasure knocks
860 .B energy level
861 very low, and adds 0.25
862 .B poison.
863 .sh "Rings"
864 .B Rings
865 are only carried by
866 .B nazguls
867 and
868 .B Dark Lord.
869 They come in four different flavors.
870 All
871 .B rings
872 rest the player to maximum and cause him/her to hit much harder
873 in battle with monsters (assuming one has chosen to use the
874 .B ring
875 for battle.)
876 .PP
877 Two types of
878 .B rings
879 are cursed and come either from
880 .B nazguls
881 or
882 .B Dark Lord.
883 After a few times of using these types, the player falls
884 under the control of the
885 .B ring,
886 and strange, random things will occur.
887 Eventually, the player dies, and gives his/her name to a monster
888 on the file.
889 Dying before the
890 .B ring
891 is used up also renames the monster.
892 .PP
893 The two remaining types of
894 .B rings
895 are much more benign.
896 The one from a
897 .B nazgul
898 is good for a limited number of battle rounds, and will save
899 the player from death if it was being used when he/she died.
900 The one from
901 .B Dark Lord
902 is the same, except that it never is used up.
903 .B rings
904 disappear after saving someone from death.
905 In general, cursed
906 .B rings
907 occur much more often than normal ones.
908 It is usually not a good idea to pick one up.
909 The only way to get rid of a
910 .B ring
911 is to have a monster steal it.
912 .sh "King"
913 A player may become
914 .B king by finding a
915 .I crown
916 and going to (0,0). Players must have a
917 .B level
918 in the range of 10 to 1000 to be able to find a
919 .I crown.
920 When a player with one or more
921 .I crowns
922 reaches
923 .B level
924 1000, the
925 .I crowns
926 are converted to
927 .I gold.
928 .PP
929 Once a player is king, he/she may do certain things while in
930 the Lord's Chamber (0,0). These are exercised with the
931 .B decree
932 ('0') option.
933 .TP 1.5i
934 .I transport
935 This is done to another player. It randomly moves the affected
936 player about. A
937 .B charm
938 protects from transports.
939 .TP 1.5i
940 .I curse
941 This is done to another player. It is analogous to cursed treasure,
942 but worse. It inflicts two
943 .B poison,
944 knocks
945 .B energy level
946 very low, and degrades the maximum energy. It also
947 removes a
948 .B cloak.
949 A
950 .B blessing
951 protects from king's curses.
952 .TP 1.5i
953 .I energy void
954 The king may put a number of these scattered about
955 his/her kingdom as he/she pleases.
956 If a player hits one, he/she loses
957 .B mana, energy,
958 and
959 .B gold.
960 The energy void disappears after being hit.
961 .TP 1.5i
962 .I bestow
963 This is also done to another player. The king may
964 wish to reward one or more loyal subjects by sharing his/her
965 riches (
966 .B gold
967 ). Or it is a convenient way to dispose of some unwanted
968 deadweight.
969 .TP 1.5i
970 .I collect taxes
971 Everyone pays 7% tax on all
972 .B gold
973 and
974 .B gems
975 acquired, regardless of the existence of a
976 .B king.
977 The king collects the accrued taxes with this option.
978 .PP
979 The
980 .B king
981 may also
982 .B teleport
983 anywhere for free by using the origin as a starting place.
984 .sh "Council of the Wise, Valar"
985 A player automatically becomes a member of the
986 .B council of the wise
987 upon reaching level 3000. Members of the council cannot have
988 .B rings.
989 Members of the council have a few extra options which they can exercise.
990 These are exercised
991 .B intervene
992 ('8') option.
993 All
994 .B intervene
995 options cost 1000 mana.
996 One
997 .B intervene
998 option is to
999 .I heal
1000 another player. This is just a quick way for that player to be rested
1001 to maximum and lose a little
1002 .B poison.
1003 The main purpose in life for members of the council is to seek the
1004 .B Holy Grail.
1005 This is done with a
1006 .B palantir
1007 under the
1008 .I seek grail
1009 option. The distance cited by the seek is accurate within 10%, in order
1010 not to make it too easy to find the grail.
1011 A player must have infinitesimally small
1012 .B sin,
1013 or else it's all over upon finding the grail.
1014 In order to help members of the council on their quest, they
1015 may
1016 .I teleport
1017 with greater ease.
1018 .PP
1019 Upon finding the grail, the player advances to position of
1020 .B valar.
1021 He/she may then exercise more and niftier options under
1022 .I intervention.
1023 These include all of the council members' options plus the
1024 ability to move other players about, bless them, and throw monsters at
1025 them.
1026 A
1027 .BR valar 's
1028 blessing has the same effect as the treasure
1029 .I blessing,
1030 except that the affected player does not get his/her
1031 .I blessing
1032 flag set.
1033 All
1034 .I intervention
1035 options which affect other players age the player
1036 who uses them.
1037 .B Valars
1038 are essentially immortal, but are actually given five lives.
1039 If these are used up, the player is left to die, and becomes an
1040 .B ex-valar.
1041 A
1042 .B valar
1043 cannot
1044 .I move, teleport,
1045 or call monsters.
1046 (An exception to this is if the
1047 .I valar
1048 finds a
1049 .I transporter.
1050 This is to allow him/her to dispose of excess
1051 .I gold.
1052 Any monsters which a
1053 .B valar
1054 encounters are based upon his/her size.
1055 Only one valar may exist at a time.
1056 The current valar is replaced when another player finds the grail.
1057 The valar is then bumped back to the council of the wise.
1058 .sh "Wizard"
1059 The
1060 .I wizard
1061 is usually the owner of the game, and the one who maintains
1062 the associated files.
1063 The
1064 .I wizard
1065 is granted special powers within the game, if it is invoked
1066 with the '\-S' option.
1067 Otherwise, the
1068 .I wizard
1069 plays no different from other players.
1070 The
1071 .I wizard
1072 abilities are outlined below.
1073 .TP
1074 .I change players
1075 When examining a player, (game invoked with '-x', or use 'X' from within game),
1076 the
1077 .I wizard
1078 may also change the player.
1079 .TP
1080 .I intervention
1081 The
1082 .I wizard
1083 may do all the
1084 .I intervention
1085 options. One extra option,
1086 .I vaporize,
1087 is added to kill any offensive players.
1088 .TP
1089 .I super character type
1090 An extra character type is added. This character starts with the
1091 maximum possible in all statistics, selected from the other character types.
1092 A
1093 .B super
1094 character's statistics also progress at the maximum possible rate, selected
1095 from the other character types.
1096 .sh "Special Places"
1097 Certain regions of the playing grid have different names.
1098 In general, this is only to give the player some idea of
1099 his/her present location. Some special places do exist.
1100 .TP 1.5i
1101 .I Trading Posts
1102 These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1103 Trading posts farther out have more things for sale.
1104 Be careful about cheating the merchants there, as they have short
1105 tempers.
1106 Merchants are dishonest about 5% of the time.
1107 .TP 1.5i
1108 .I Lord's Chamber
1109 This is located at (0,0). Only players with
1110 .B crowns
1111 may enter.
1112 .TP 1.5i
1113 .I Point of No Return
1114 This is located beyond 1.2e+6 in any direction.
1115 The only way to return from here is a
1116 .B transporter
1117 or to have a
1118 .B valar
1119 relocate the player.
1120 .TP 1.5i
1121 .I Dead Marshes
1122 This is a band located fairly distant from the origin. The first
1123 fourteen monsters (water monsters) can normally only be found here.
1124 .TP 1.5i
1125 .I Valhala
1126 This place is where the
1127 .B valar
1128 resides. It is associated with no particular coordinate on the
1129 playing grid.
1130 .TP 1.5i
1131 .sh "Miscellaneous"
1132 Once a player reaches
1133 .B level
1134 5, the game will start to time out waiting for input.
1135 This is to try to keep the game a bit faster paced.
1136 .PP
1137 A
1138 .I guru
1139 will never be disgusted with your
1140 .B sins
1141 if they are less than one.
1142 .PP
1143 A
1144 .I medic
1145 wants half of a player's
1146 .B gold
1147 to be happy. Offering more than one has, or a negative amount
1148 will anger the
1149 .I medic,
1150 who will make the player worse (add one
1151 .B poison
1152 ).
1153 .PP
1154 The
1155 .B Holy Grail
1156 does little for those who are not ready to behold it.
1157 Whenever anyone finds it, it moves.
1158 It is always located within 1e+6 in any compass direction of the origin.
1159 .PP
1160 There is a maximum amount of
1161 .B mana
1162 and
1163 .B charms
1164 a player may posses, based upon
1165 .B level.
1166 .I Quicksilver
1167 is always limited to to a maximum of 99.
1168 .PP
1169 .I Books
1170 bought at a
1171 .B trading post
1172 increase
1173 .B brains,
1174 based upon the number bought.
1175 It is unwise, however to buy more than 1/10 of one's
1176 .B level
1177 in books at a time.
1178 .PP
1179 Players over level 10000 are automatically retired.
1180 .PP
1181 A
1182 .I blindness
1183 goes away in random time.
1184 .PP
1185 Players with
1186 .I crowns
1187 are identified with a '*' before their character type.
1188 .sh "Inter-terminal Battle"
1189 When two player's coordinates correspond, they may engage in battle.
1190 In general, the player with the highest
1191 .B quickness
1192 gets the first hit.
1193 If the two players are severely mis-matched, the stronger player
1194 is drastically handicapped for the battle.
1195 In order to protect from being stuck in an infinite loop,
1196 the player waiting for response may time out. Options for battle are:
1197 .TP 1.5i
1198 .I fight
1199 Inflicts damage upon other person.
1200 .TP 1.5i
1201 .I run away
1202 Escape from battle. Has a 75% chance of working.
1203 .TP 1.5i
1204 .I power blast
1205 Battle spell.
1206 .TP 1.5i
1207 .I luckout
1208 One-time chance to try to win against the foe. Has a 10% chance of working.
1209 .PP
1210 Sometimes waits for the other player may be excessive, because
1211 he/she may be battling a monster. Upon slaying a player in battle
1212 the winner gets the other's
1213 .B experience
1214 and treasures.
1215 .B Rings
1216 do not work for inter-terminal battle.
1217 .SH BUGS
1218 All screen formats assume at least 24 lines by at least 80 columns.
1219 No provisions are made for when any of the data items get too big
1220 for the allotted space on the screen.