From bcced3608bdd120315d4ed1d9b9478f7caa4a2f1 Mon Sep 17 00:00:00 2001 From: jtc Date: Fri, 21 Oct 1994 21:19:39 +0000 Subject: phantasia(6), from 44lite --- phantasia/phantasia.6 | 1220 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1220 insertions(+) create mode 100644 phantasia/phantasia.6 (limited to 'phantasia/phantasia.6') diff --git a/phantasia/phantasia.6 b/phantasia/phantasia.6 new file mode 100644 index 00000000..a7cb7f1a --- /dev/null +++ b/phantasia/phantasia.6 @@ -0,0 +1,1220 @@ +.de sh +.br +.ne 5 +.PP +\fB\\$1\fR +.PP +.. +.TH PHANTASIA 6 "April 19, 1994" +.UC 4 +.SH NAME +phantasia \- an interterminal fantasy game +.SH SYNOPSIS +phantasia [ \-HSabmpsx ] +.SH DESCRIPTION +.I Phantasia +is a role playing game +which allows players to roll up characters of various types to fight +monsters and other players. +Progression of characters is based upon gaining experience from fighting +monsters (and other players). +.PP +Most of the game is menu driven and self-explanatory (more or less). +The screen is cursor updated, so be sure to set up the +.B TERM +variable in your environment. +.PP +The options provide for a variety of functions to support the game. +They are: +.PP +.TP .5i +.B \-s +Invokes +.I phantasia +without header information. +.TP .5i +.B \-m +Get a monster listing. +.TP .5i +.B \-a +Get a listing of all character names on file. +.TP .5i +.B \-x +Examine/change a particular character on file. +.TP .5i +.B \-H +Print header only. +.TP .5i +.B \-p +Purge old characters. +.TP .5i +.B \-b +Show scoreboard of top characters per login. +.TP .5i +.B \-S +Turn on wizard options, if allowed, if running as ``root''. +.PP +The characters are saved on a common file, in order to make the game +interactive between players. The characters are given a password +in order to retrieve them later. Only characters above +.B level +zero are saved. Characters unused for awhile will be purged. +Characters are only placed on the scoreboard when they die. +.SH AUTHOR +Edward Estes, AT&T Information Systems, Skokie, IL +.SH PARTICULARS +.sh "Normal Play" +A number of the player's more important statistics are almost always +displayed on the screen, with maximums (where applicable) in +parentheses. +.PP +The character is placed randomly near the center of a cartesian +system. +Most commands are selected with a single letter or digit. +For example, one may move by hitting 'W', 'S', 'N', or 'E', +(lower case may also be used, at no time is the game case dependent). +One may also use 'H', 'J', 'K', 'L', +for movement, similar to +.IR vi (1). +To move to a specific (x, y) coordinate, use the +.B move +('1') command. The distance a character can move is calculated by +1 plus 1.5 per +.B level. +Moving in a compass direction will move the player the maximum +allowed distance in that direction. +.PP +A player may see who else is playing by using the +.B players +('2') option. One may see the coordinates of those who are the same +distance or closer to the origin as he/she. +.B Kings, +and +.B council of the wise +can see and can be seen by everyone. A +.B palantir +removes these restrictions. +.PP +One can talk to other players with the +.B talk +('3') option. In general, this is a line or so of text. To remove a current +message, just type when prompted for a message. +.PP +The +.B stats +('4') option shows additional characteristics of a player. +.PP +One may leave the game either with the +.B quit +('5') option. +.PP +One may rest by default. Resting lets one regain maximum +.B energy level, +and also lets one find +.B mana +(more is found for larger levels and further distances from the origin). +.PP +One may call a monster by hitting '9' or 'C'. +.PP +Use 'X' to examine other players. +.PP +One may quit or execute a sub-shell by hitting interrupt. +Quitting during battle results in death for obvious reasons. +.PP +Several other options become available as the player progresses in +.B level +and +.B magic, +or to other stations in the game ( +.B valar, council of the wise, king +). +These are described elsewhere. +In general, a control-L will force the redrawing of the screen. +.PP +Other things which may happen are more or less self-explanatory. +.sh "Fighting Monsters" +A player has several options while fighting monsters. They are as follows: +.TP 1.5i +.B melee +Inflicts damage on the monster, based upon +.B strength. +Also decreases the monster's +.B strength +some. +.TP 1.5i +.B skirmish +Inflicts a little less damage than +.B melee, +but decreases the monster's +.B quickness +instead. +.TP 1.5i +.B evade +Attempt to run away. Success is based upon both the player's and +the monster's +.B brains +and +.B quickness. +.TP 1.5i +.B spell +Several options for throwing spells (described elsewhere). +.TP 1.5i +.B nick +Hits the monster one plus the player's +.B sword, +and gives the player 10% of the monster's +.B experience. +Decreases the monster's +.B experience +an amount proportional to the amount granted. +This also increases the monster's quickness. +Paralyzed monsters wake up very fast when nicked. +.TP 1.5i +.B luckout +This is essentially a battle of wits with the monster. Success is based +upon the player's and the monster's +.B brains. +The player gets credit for slaying the monster if he/she succeeds. +Otherwise, nothing happens, and the chance to +.B luckout +is lost. +.sh "Character Statistics" +.TP 1.5i +.B strength +determines how much damage a character can inflict. +.TP 1.5i +.B quickness +determines how many chances a character gets to make decisions while +fighting. +.TP 1.5i +.B energy level +specifies how much damage a character may endure before dying. +.TP 1.5i +.B magic level +determines which spells a character may throw, and how effective those +spells will be. +.TP 1.5i +.B brains +basically, the character's intelligence; used for various fighting options +and spells. +.TP 1.5i +.B mana +used as a power source for throwing spells. +.TP 1.5i +.B experience +gained by fighting monsters and other characters. +.TP 1.5i +.B level +indicative of how much experience a character has accumulated; progresses +geometrically as +.B experience +increases. +.TP 1.5i +.B poison +sickness which degrades a character's performance (affects +.B energy level +and +.B strength +). +.TP 1.5i +.B sin +accumulated as a character does certain nasty things; used only rarely +in normal play of the game. +.TP 1.5i +.B age +of player; roughly equivalent to number of turns. +As +.B age +increases, many personal statistics degenerate. +.sh "Character Types" +Character statistics are rolled randomly from the above list, according +to character type. The types are as follows: +.TP 1.5i +.B magic user +strong in +.B magic level +and +.B brains +, weak in other areas. Must rely on wits and magic to survive. +.TP 1.5i +.B fighter +good in +.B strength +and +.B energy level +, fairly good in other areas. This adds up to a well-equipped fighter. +.TP 1.5i +.B elf +very high +.B quickness +and above average +.B magic level +are +.B elves +selling points. +.TP 1.5i +.B dwarf +very high +.B strength +and +.B energy level +, but with a tendency to be rather slow and not too bright. +.TP 1.5i +.B halfling +rather quick and smart, with high +.B energy level +, but poor in +.B magic +and +.B strength. +Born with some +.B experience. +.TP 1.5i +.B experimento +very mediocre in all areas. However, the +.B experimento +may be placed almost anywhere within the playing grid. +.PP +The possible ranges for starting statistics are summarized in +the following table. +.PP +.TS +l c c c c c c +l c c c c c c. +Type Strength Quick Mana Energy Brains Magic +_ +Mag. User 10-15 30-35 50-100 30-45 60-85 5-9 +Fighter 40-55 30-35 30-50 45-70 25-45 3-6 +Elf 35-45 32-38 45-90 30-50 40-65 4-7 +Dwarf 50-70 25-30 25-45 60-100 20-40 2-5 +Halfling 20-25 34 25-45 55-90 40-75 1-4 +Experimento 25 27 100 35 25 2 +.TE +.PP +Not only are the starting characteristics different for the different +character types, the characteristics progress at different rates for the +different types as the character goes up in +.B level. Experimentoes' +characteristics progress randomly as one of the other types. +The progression as characters increase in +.B level +is summarized in the following table. +.PP +.TS +l c c c c c +l n n n n n. +Type Strength Mana Energy Brains Magic +_ +Mag. User 2.0 75 20 6 2.75 +Fighter 3.0 40 30 3.0 1.5 +Elf 2.5 65 25 4.0 2.0 +Dwarf 5 30 35 2.5 1 +Halfling 2.0 30 30 4.5 1 +.TE +.PP +The character type also determines how much gold a player may +carry, how long until +.B rings +can overcome the player, and how much +.B poison +the player can withstand. +.sh "Spells" +During the course of the game, the player may exercise his/her +magic powers. These cases are described below. +.TP 1.5i +.B cloak +.I magic level necessary: +20 (plus level 7) +.br +.I mana used: +35 plus 3 per rest period +.br +Used during normal play. Prevents monsters from finding the character, +as well as hiding the player from other players. His/her coordinates +show up as '?' in the +.B players +option. Players cannot collect +.B mana, +find trading posts, or discover the +.B grail +while cloaked. Calling a monster uncloaks, as well as choosing +this option while cloaked. +.br +.TP 1.5i +.B teleport +.I magic level necessary: +40 (plus level 12) +.br +.I mana used: +30 per 75 moved +.br +Used during normal play. Allows the player too move with much more freedom +than with the +.B move +option, at the price of expending mana. The maximum distance possible +to move is based upon +.B level +and +.B magic level. +.TP 1.5i +.B power blast +.I magic level necessary: +none +.br +.I mana used: +5 times +.B level +.br +Used during inter-terminal battle. Damage is based upon +.B magic level +and +.B strength. +Hits much harder than a normal hit. +.TP 1.5i +.B all or nothing +.I magic level necessary: +none +.br +.I mana used: +1 +.br +Used while combating monsters. +Has a 25% chance of working. If it works it hits the monster just enough +to kill it. If it fails, it doesn't hit the monster, and doubles the +monster's +.B quickness +and +.B strength. +Paralyzed monsters wake up much quicker as a result of this spell. +.TP 1.5i +.B magic bolt +.I magic level necessary: +5 +.br +.I mana used: +variable +.br +Used while combating monsters. Hits the monster based upon the amount +of +.B mana +expended and +.B magic level. +Guaranteed to hit at least 10 per +.B mana. +.TP 1.5i +.B force field +.I magic level necessary: +15 +.br +.I mana used: +30 +.br +Used during monster combat. Throws up a shield to protect from damage. +The shield is added to actual energy level, and is a fixed number, based +upon maximum energy. Normally, damage occurs first to the shield, and +then to the players actual +.B energy level. +.TP 1.5i +.B transform +.I magic level necessary: +25 +.br +.I mana used: +50 +.br +Used during monster combat. Transforms the monster randomly into one +of the 100 monsters from the monster file. +.TP 1.5i +.B increase might +.I magic level necessary: +35 +.br +.I mana used: +75 +.br +Used during combat with monsters. Increases strength up to a maximum. +.TP 1.5i +.B invisibility +.I magic level necessary: +45 +.br +.I mana used: +90 +.br +Used while fighting monsters. Makes it harder for the monster to hit, +by temporarily increasing the player's +.B quickness. +This spell may be thrown several times, but a maximum level will be reached. +.TP 1.5i +.B transport +.I magic level necessary: +60 +.br +.I mana used: +125 +.br +Used during monster combat. Transports the monster away from the +player. Success is base upon player's +.B magic +and +.B brains, +and the monster's +.B experience. +If it fails the player is transported instead. 60% of the time, the monster +will drop any treasure it was carrying. +.TP 1.5i +.B paralyze +.I magic level necessary: +75 +.br +.I mana used: +150 +.br +Used during monster combat. "Freezes" the monster by putting its +.B quickness +slightly negative. The monster will slowly wake up. Success is based +upon player's +.B magic +and the monster's +.B experience. +If it fails, nothing happens. +.TP 1.5i +.B specify +.I magic level necessary: +none +.br +.I mana used: +1000 +.br +Used during monster combat only by +.B valar +or +.B council of the wise. +Allows the player to pick which monster to fight. +.sh "Monsters" +Monsters get bigger as one moves farther from the origin (0,0). Rings of +distance 125 from the origin determine the size. A monster's +.B experience, energy level, +and +.B brains +are multiplied by the size. +.B Strength +is increase 50% per size over one, and +.B quickness +remains the same, regardless of size. +.PP +Also, nastier monsters are found as one progress farther out +from the origin. Monsters also may flock. The percent chance of that +happening is designated as +.B flock% +in the monster listing. Monsters outside the first ring +may carry treasure, as determined by their treasure type. +Flocking monsters, and bigger monsters increase the chances of treasure. +.PP +Certain monsters have special abilities; they are as follows: +.TP 1.5i +.B Unicorn +can only be subdued if the player is in possession of a +.B virgin. +.TP 1.5i +.B Modnar +has random characteristics, including treasure type. +.TP 1.5i +.B Mimic +will pick another name from the list of monsters in order to +confuse. +.TP 1.5i +.B Dark Lord +very nasty person. Does not like to be hit (especially nicked), +and many spells do not work well (or at all) against him. +One can always +.B evade +from the +.B Dark Lord. +.TP 1.5i +.B Leanan-Sidhe +also a very nasty person. She will permanently sap +.B strength +from someone. +.TP 1.5i +.B Saruman +wanders around with +.B Wormtongue +, who can steal a +.B palantir. +Also, +.B Saruman +may turn a player's gems into gold pieces, +or scramble her/his stats. +.TP 1.5i +.B Thaumaturgist +can transport a player. +.TP 1.5i +.B Balrog +inflicts damage by taking away +.B experience +, not +.B energy. +.TP 1.5i +.B Vortex +may take some +.B mana. +.TP 1.5i +.B Nazgul +may try to steal a +.B ring +or neutralize part of one's +.B brains. +.TP 1.5i +.B Tiamat +may take half a player's +.B gold +and +.B gems +and escape. +.TP 1.5i +.B Kobold +may get nasty and steal one gold piece and run away. +.TP 1.5i +.B Shelob +may bite, inflicting the equivalent of one +.B poison. +.TP 1.5i +.B Assorted Faeries +These are killed if attacking someone carrying +.B holy water. +These are +.B Cluricaun, Fir Darrig, Fachan, +.B Ghille Dhu, Bogle, Killmoulis, +and +.B Bwca. +.TP 1.5i +.B Lamprey +may bite, inflicting 1/2 of a +.B poison. +.TP 1.5i +.B Shrieker +will call one of its (much bigger) buddies if picked upon. +.TP 1.5i +.B Bonnacon +will become bored with battle, fart, and run off. +.TP 1.5i +.B Smeagol +will try to steal a +.B ring +from a player, if given the chance. +.TP 1.5i +.B Succubus +may inflict damage through a +.B force field. +This subtracts from +.B energy level +instead of any shield the player may have thrown up. +This is a very easy way to die. +.TP 1.5i +.B Cerberus +loves metal and will steal all the metal treasures from +a player if able. +.TP 1.5i +.B Ungoliant +can bite and poison. This inflicts five +.B poisons +, and also takes one from the player's +.B quickness. +.TP 1.5i +.B Jabberwock +may tire of battle, and leave after calling one of his friends +( +.B Jubjub Bird +or +.B Bandersnatch +). +.TP 1.5i +.B Morgoth +actually +.B Modnar +, but reserved for +.B council of the wise, valar, +and +.B ex-valar. +Fights with +.B Morgoth +end when either he or the player dies. His characteristics +are calculated based upon the player's. The player is given +the chance to ally with him. No magic, except +.B force field +works when battling +.B Morgoth. +.TP 1.5i +.B Troll +may regenerate its +.B energy +and +.B strength +while in battle. +.TP 1.5i +.B Wraith +may make a player blind. +.sh "Treasures" +The various treasure types are as follows: +.TP 1.5i +.B Type zero +.I none +.TP 1.5i +.B Type one +.I power booster +\- adds mana. +.br +.I druid +\- adds experience. +.br +.I holy orb +\- subtracts 0.25 sin. +.TP 1.5i +.B Type two +.I amulet +\- protects from cursed treasure. +.br +.I holy water +\- kills +.B assorted faeries. +.br +.I hermit +\- reduces sin by 25% and adds some mana. +.TP 1.5i +.B Type three +.I shield +\- adds to maximum +.B energy level +.br +.I virgin +\- used to subdue a +.B unicorn +, or to give much +.B experience +(and some +.B sin +). +.br +.I athelas +\- subtracts one +.B poison. +.TP 1.5i +.B Type four (scrolls) +.I shield +\- throws a bigger than normal +.B force field. +.br +.I invisible +\- temporarily puts the finder's +.B quickness +to one million. +.br +.I ten fold strength +\- multiplies finder's strength by ten. +.br +.I pick monster +\- allows finder to pick next monster to battle. +.br +.I general knowledge +\- adds to finder's +.B brains +and +.B magic level. +.PP +All the scrolls except +.B general knowledge +automatically call a monster. These preserve any +spells that were already in effect, but are only in +effect while in battle. +.TP 1.5i +.B Type five +.I dagger +\- adds to +.B strength. +.br +.I armour +\- same as a +.B shield, +but bigger. +.br +.I tablet +\- adds brains. +.TP 1.5i +.B Type six +.I priest +\- rests to maximum; adds +.B mana, brains; +and halves +.B sin. +.br +.I Robin Hood +\- increases +.B shield +and adds permanently to +.B strength. +.br +.I axe +\- like +.B dagger, +but bigger. +.TP 1.5i +.B Type seven +.I charm +\- protects from cursed treasure (used before +.B amulet +); used in conjunction with +.B blessing +to battle +.B Dark Lord. +.br +.I Merlyn +\- adds +.B brains, magic, +and +.B mana. +.br +.I war hammer +\- like an +.B axe, +but bigger. +.TP 1.5i +.B Type eight +.I healing potion +\- sets +.B poison +to -2, or subtracts two from +.B poison, +whichever is better. +.br +.I transporter +\- allows finder to move anywhere. +.br +.I sword +\- like a +.B war hammer +, but bigger. +.TP 1.5i +.B Type nine +.I golden crown +\- allows the player to become +.B king, +by going to (0,0). +.br +.I blessing +\- cuts +.B sin +to 1/3, adds +.B mana, +rests to max., kills +.B Dark Lord +with a +.B charm, +and gives bearer first hit on all monsters. +.br +.I quicksilver +\- adds to +.B quickness. +.TP 1.5i +.B Type ten +.I elven boots +\- adds permanently to +.B quickness. +.TP 1.5i +.B Type eleven +.I palantir +\- allows one to see all the other players; used by +.B council of the wise +to seek the +.B grail. +.TP 1.5i +.B Type twelve/thirteen +.I ring +\- allows one to hit much harder in battle, etc. +.PP +Any treasure type 10-13 monsters may instead carry a type nine treasure. +.PP +A monster may also be carrying +.B gold +or +.B gems. +These are used at +.B trading posts +to buy things. A +.B gem +is worth 1000 gold pieces. Too much +.B gold +will slow a player down. One may carry 1000 plus 200 per +.B level +of +.B gold. +A +.B gem +weighs one half a gold piece. +Monsters of treasure type 7 or higher may carry +.B gems. +.PP +The chance of a cursed treasure is based upon treasure type. +The more valuable treasures have a greater chance of being cursed. +A cursed treasure knocks +.B energy level +very low, and adds 0.25 +.B poison. +.sh "Rings" +.B Rings +are only carried by +.B nazguls +and +.B Dark Lord. +They come in four different flavors. +All +.B rings +rest the player to maximum and cause him/her to hit much harder +in battle with monsters (assuming one has chosen to use the +.B ring +for battle.) +.PP +Two types of +.B rings +are cursed and come either from +.B nazguls +or +.B Dark Lord. +After a few times of using these types, the player falls +under the control of the +.B ring, +and strange, random things will occur. +Eventually, the player dies, and gives his/her name to a monster +on the file. +Dying before the +.B ring +is used up also renames the monster. +.PP +The two remaining types of +.B rings +are much more benign. +The one from a +.B nazgul +is good for a limited number of battle rounds, and will save +the player from death if it was being used when he/she died. +The one from +.B Dark Lord +is the same, except that it never is used up. +.B rings +disappear after saving someone from death. +In general, cursed +.B rings +occur much more often than normal ones. +It is usually not a good idea to pick one up. +The only way to get rid of a +.B ring +is to have a monster steal it. +.sh "King" +A player may become +.B king by finding a +.I crown +and going to (0,0). Players must have a +.B level +in the range of 10 to 1000 to be able to find a +.I crown. +When a player with one or more +.I crowns +reaches +.B level +1000, the +.I crowns +are converted to +.I gold. +.PP +Once a player is king, he/she may do certain things while in +the Lord's Chamber (0,0). These are exercised with the +.B decree +('0') option. +.TP 1.5i +.I transport +This is done to another player. It randomly moves the affected +player about. A +.B charm +protects from transports. +.TP 1.5i +.I curse +This is done to another player. It is analogous to cursed treasure, +but worse. It inflicts two +.B poison, +knocks +.B energy level +very low, and degrades the maximum energy. It also +removes a +.B cloak. +A +.B blessing +protects from king's curses. +.TP 1.5i +.I energy void +The king may put a number of these scattered about +his/her kingdom as he/she pleases. +If a player hits one, he/she loses +.B mana, energy, +and +.B gold. +The energy void disappears after being hit. +.TP 1.5i +.I bestow +This is also done to another player. The king may +wish to reward one or more loyal subjects by sharing his/her +riches ( +.B gold +). Or it is a convenient way to dispose of some unwanted +deadweight. +.TP 1.5i +.I collect taxes +Everyone pays 7% tax on all +.B gold +and +.B gems +acquired, regardless of the existence of a +.B king. +The king collects the accrued taxes with this option. +.PP +The +.B king +may also +.B teleport +anywhere for free by using the origin as a starting place. +.sh "Council of the Wise, Valar" +A player automatically becomes a member of the +.B council of the wise +upon reaching level 3000. Members of the council cannot have +.B rings. +Members of the council have a few extra options which they can exercise. +These are exercised +.B intervene +('8') option. +All +.B intervene +options cost 1000 mana. +One +.B intervene +option is to +.I heal +another player. This is just a quick way for that player to be rested +to maximum and lose a little +.B poison. +The main purpose in life for members of the council is to seek the +.B Holy Grail. +This is done with a +.B palantir +under the +.I seek grail +option. The distance cited by the seek is accurate within 10%, in order +not to make it too easy to find the grail. +A player must have infinitesimally small +.B sin, +or else it's all over upon finding the grail. +In order to help members of the council on their quest, they +may +.I teleport +with greater ease. +.PP +Upon finding the grail, the player advances to position of +.B valar. +He/she may then exercise more and niftier options under +.I intervention. +These include all of the council members' options plus the +ability to move other players about, bless them, and throw monsters at +them. +A +.BR valar 's +blessing has the same effect as the treasure +.I blessing, +except that the affected player does not get his/her +.I blessing +flag set. +All +.I intervention +options which affect other players age the player +who uses them. +.B Valars +are essentially immortal, but are actually given five lives. +If these are used up, the player is left to die, and becomes an +.B ex-valar. +A +.B valar +cannot +.I move, teleport, +or call monsters. +(An exception to this is if the +.I valar +finds a +.I transporter. +This is to allow him/her to dispose of excess +.I gold. +Any monsters which a +.B valar +encounters are based upon his/her size. +Only one valar may exist at a time. +The current valar is replaced when another player finds the grail. +The valar is then bumped back to the council of the wise. +.sh "Wizard" +The +.I wizard +is usually the owner of the game, and the one who maintains +the associated files. +The +.I wizard +is granted special powers within the game, if it is invoked +with the '\-S' option. +Otherwise, the +.I wizard +plays no different from other players. +The +.I wizard +abilities are outlined below. +.TP +.I change players +When examining a player, (game invoked with '-x', or use 'X' from within game), +the +.I wizard +may also change the player. +.TP +.I intervention +The +.I wizard +may do all the +.I intervention +options. One extra option, +.I vaporize, +is added to kill any offensive players. +.TP +.I super character type +An extra character type is added. This character starts with the +maximum possible in all statistics, selected from the other character types. +A +.B super +character's statistics also progress at the maximum possible rate, selected +from the other character types. +.sh "Special Places" +Certain regions of the playing grid have different names. +In general, this is only to give the player some idea of +his/her present location. Some special places do exist. +.TP 1.5i +.I Trading Posts +These are located at |x| == |y| == n*n*100 for n = 1, 2...1000. +Trading posts farther out have more things for sale. +Be careful about cheating the merchants there, as they have short +tempers. +Merchants are dishonest about 5% of the time. +.TP 1.5i +.I Lord's Chamber +This is located at (0,0). Only players with +.B crowns +may enter. +.TP 1.5i +.I Point of No Return +This is located beyond 1.2e+6 in any direction. +The only way to return from here is a +.B transporter +or to have a +.B valar +relocate the player. +.TP 1.5i +.I Dead Marshes +This is a band located fairly distant from the origin. The first +fourteen monsters (water monsters) can normally only be found here. +.TP 1.5i +.I Valhala +This place is where the +.B valar +resides. It is associated with no particular coordinate on the +playing grid. +.TP 1.5i +.sh "Miscellaneous" +Once a player reaches +.B level +5, the game will start to time out waiting for input. +This is to try to keep the game a bit faster paced. +.PP +A +.I guru +will never be disgusted with your +.B sins +if they are less than one. +.PP +A +.I medic +wants half of a player's +.B gold +to be happy. Offering more than one has, or a negative amount +will anger the +.I medic, +who will make the player worse (add one +.B poison +). +.PP +The +.B Holy Grail +does little for those who are not ready to behold it. +Whenever anyone finds it, it moves. +It is always located within 1e+6 in any compass direction of the origin. +.PP +There is a maximum amount of +.B mana +and +.B charms +a player may posses, based upon +.B level. +.I Quicksilver +is always limited to to a maximum of 99. +.PP +.I Books +bought at a +.B trading post +increase +.B brains, +based upon the number bought. +It is unwise, however to buy more than 1/10 of one's +.B level +in books at a time. +.PP +Players over level 10000 are automatically retired. +.PP +A +.I blindness +goes away in random time. +.PP +Players with +.I crowns +are identified with a '*' before their character type. +.sh "Inter-terminal Battle" +When two player's coordinates correspond, they may engage in battle. +In general, the player with the highest +.B quickness +gets the first hit. +If the two players are severely mis-matched, the stronger player +is drastically handicapped for the battle. +In order to protect from being stuck in an infinite loop, +the player waiting for response may time out. Options for battle are: +.TP 1.5i +.I fight +Inflicts damage upon other person. +.TP 1.5i +.I run away +Escape from battle. Has a 75% chance of working. +.TP 1.5i +.I power blast +Battle spell. +.TP 1.5i +.I luckout +One-time chance to try to win against the foe. Has a 10% chance of working. +.PP +Sometimes waits for the other player may be excessive, because +he/she may be battling a monster. Upon slaying a player in battle +the winner gets the other's +.B experience +and treasures. +.B Rings +do not work for inter-terminal battle. +.SH BUGS +All screen formats assume at least 24 lines by at least 80 columns. +No provisions are made for when any of the data items get too big +for the allotted space on the screen. -- cgit v1.2.3-56-ge451