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8.TH PHANTASIA 6 GAMES
9.UC 4
10.SH NAME
11phantasia \- an interterminal fantasy game
12.SH SYNOPSIS
13.B phantasia
14[
15.B \-s
16] [
17.B \-m
18] [
19.B \-a
20] [
21.B \-x
22] [
23.B \-h
24] [
25.B \-H
26] [
27.B \-p
28] [
29.B \-b
30] [
31.B \-S
32]
33.SH DESCRIPTION
34.I Phantasia
35is a role playing game
36which allows players to roll up characters of various types to fight
37monsters and other players.
38Progression of characters is based upon gaining experience from fighting
39monsters (and other players).
40.PP
41Most of the game is menu driven and self-explanatory (more or less).
42The screen is cursor updated, so be sure to set up the
43.B TERM
44variable in your environment.
45.PP
46The options provide for a variety of functions to support the game.
47They are:
48.PP
49.TP .5i
50.B \-s
51Invokes
52.I phantasia
53without header information.
54.TP .5i
55.B \-m
56Get a monster listing.
57.TP .5i
58.B \-a
59Get a listing of all character names on file.
60.TP .5i
61.B \-x
62Examine/change a particular character on file.
63.TP .5i
64.B \-h
65Print a help listing (this message).
66.TP .5i
67.B \-H
68Print header only.
69.TP .5i
70.B \-p
71Purge old characters.
72.TP .5i
73.B \-b
74Show scoreboard of top characters per login.
75.TP .5i
76.B \-S
77Turn on wizard options, if allowed.
78.PP
79The characters are saved on a common file, in order to make the game
80interactive between players. The characters are given a password
81in order to retrieve them later. Only characters above
82.B level
83zero are saved. Characters unused for awhile will be purged.
84Characters are only placed on the scoreboard when they die.
85.SH AUTHOR
86Edward Estes, AT&T Information Systems, Skokie, IL
87.SH PARTICULARS
88.sh "Normal Play"
89A number of the player's more important statistics are almost always
90displyed on the screen, with maximums (where applicable) in
91parentheses.
92.PP
93The character is placed randomly near the center of a cartesian
94system.
95Most commands are selected with a single letter or digit.
96For example, one may move by hitting 'W', 'S', 'N', or 'E',
97(lower case may also be used, at no time is the game case dependent).
98One may also use 'H', 'J', 'K', 'L',
99for movement, similar to
100.IR vi (1).
101To move to a specific (x, y) coordinate, use the
102.B move
103('1') command. The distance a character can move is calculated by
1041 plus 1.5 per
105.B level.
106Moving in a compass direction will move the player the maximum
107allowed distance in that direction.
108.PP
109A player may see who else is playing by using the
110.B players
111('2') option. One may see the coordinates of those who are the same
112distance or closer to the origin as he/she.
113.B Kings,
114and
115.B council of the wise
116can see and can be seen by everyone. A
117.B palantir
118removes these retrictions.
119.PP
120One can talk to other players with the
121.B talk
122('3') option. In general, this is a line or so of text. To remove a current
123message, just type <return> when prompted for a message.
124.PP
125The
126.B stats
127('4') option shows additional characteristics of a player.
128.PP
129One may leave the game either with the
130.B quit
131('5') option.
132.PP
133One may rest by default. Resting lets one regain maximum
134.B energy level,
135and also lets one find
136.B mana
137(more is found for larger levels and further distances from the origin).
138.PP
139One may call a monster by hitting '9' or 'C'.
140.PP
141Use 'X' to examine other players.
142.PP
143One may quit or execute a sub-shell by hitting interrupt.
144Quitting during battle results in death for obvious reasons.
145.PP
146Several other options become available as the player progresses in
147.B level
148and
149.B magic,
150or to other stations in the game (
151.B valar, council of the wise, king
152).
153These are described elsewhere.
154In general, a control-L will force the redrawing of the screen.
155.PP
156Other things which may happen are more or less self-explanatory.
157.sh "Fighting Monsters"
158A player has several options while fighting monsters. They are as follows:
159.TP 1.5i
160.B melee
161Inflicts damage on the monster, based upon
162.B strength.
163Also decreases the monster's
164.B strength
165some.
166.TP 1.5i
167.B skirmish
168Inflicts a little less damage than
169.B melee,
170but decreases the monster's
171.B quickness
172instead.
173.TP 1.5i
174.B evade
175Attempt to run away. Success is based upon both the player's and
176the monster's
177.B brains
178and
179.B quickness.
180.TP 1.5i
181.B spell
182Several options for throwing spells (described elsewhere).
183.TP 1.5i
184.B nick
185Hits the monster one plus the player's
186.B sword,
187and gives the player 10% of the monster's
188.B experience.
189Decreases the monster's
190.B experience
191an amount proportional to the amount granted.
192This also increases the monster's quickness.
193Paralyzed monsters wake up very fast when nicked.
194.TP 1.5i
195.B luckout
196This is essentially a battle of wits with the monster. Success is based
197upon the player's and the monster's
198.B brains.
199The player gets credit for slaying the monster if he/she succeeds.
200Otherwise, nothing happens, and the chance to
201.B luckout
202is lost.
203.sh "Character Statistics"
204.TP 1.5i
205.B strength
206determines how much damage a character can inflict.
207.TP 1.5i
208.B quickness
209determines how many chances a character gets to make decisions while
210fighting.
211.TP 1.5i
212.B energy level
213specifies how much damage a character may endure before dying.
214.TP 1.5i
215.B magic level
216determines which spells a character may throw, and how effective those
217spells will be.
218.TP 1.5i
219.B brains
220basically, the character's intelligence; used for various fighting options
221and spells.
222.TP 1.5i
223.B mana
224used as a power source for throwing spells.
225.TP 1.5i
226.B experience
227gained by fighting monsters and other characters.
228.TP 1.5i
229.B level
230indicative of how much experience a character has accumulated; progresses
231geometrically as
232.B experience
233increases.
234.TP 1.5i
235.B poison
236sickness which degrades a character's performance (affects
237.B energy level
238and
239.B strength
240).
241.TP 1.5i
242.B sin
243accumulated as a character does certain nasty things; used only rarely
244in normal play of the game.
245.TP 1.5i
246.B age
247of player; roughly equivalent to number of turns.
248As
249.B age
250increases, many personal statistics degenerate.
251.sh "Character Types"
252Character statistics are rolled randomly from the above list, according
253to character type. The types are as follows:
254.TP 1.5i
255.B magic user
256strong in
257.B magic level
258and
259.B brains
260, weak in other areas. Must rely on wits and magic to survive.
261.TP 1.5i
262.B fighter
263good in
264.B strength
265and
266.B energy level
267, fairly good in other areas. This adds up to a well-equipped fighter.
268.TP 1.5i
269.B elf
270very high
271.B quickness
272and above average
273.B magic level
274are
275.B elves
276selling points.
277.TP 1.5i
278.B dwarf
279very high
280.B strength
281and
282.B energy level
283, but with a tendency to be rather slow and not too bright.
284.TP 1.5i
285.B halfling
286rather quick and smart, with high
287.B energy level
288, but poor in
289.B magic
290and
291.B strength.
292Born with some
293.B experience.
294.TP 1.5i
295.B experimento
296very mediocre in all areas. However, the
297.B experimento
298may be placed almost anywhere within the playing grid.
299.PP
300The possible ranges for starting statistics are summarized in
301the following table.
302.PP
303.TS
304l c c c c c c
305l c c c c c c.
306Type Strength Quick Mana Energy Brains Magic
307_
308Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
309Fighter 40-55 30-35 30-50 45-70 25-45 3-6
310Elf 35-45 32-38 45-90 30-50 40-65 4-7
311Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
312Halfling 20-25 34 25-45 55-90 40-75 1-4
313Experimento 25 27 100 35 25 2
314.TE
315.PP
316Not only are the starting characteristics different for the different
317character types, the characteristics progress at different rates for the
318different types as the character goes up in
319.B level. Experimentoes'
320characteristics progress randomly as one of the other types.
321The progression as characters increase in
322.B level
323is summarized in the following table.
324.PP
325.TS
326l c c c c c
327l n n n n n.
328Type Strength Mana Energy Brains Magic
329_
330Mag. User 2.0 75 20 6 2.75
331Fighter 3.0 40 30 3.0 1.5
332Elf 2.5 65 25 4.0 2.0
333Dwarf 5 30 35 2.5 1
334Halfling 2.0 30 30 4.5 1
335.TE
336.PP
337The character type also determines how much gold a player may
338carry, how long until
339.B rings
340can overcome the player, and how much
341.B poison
342the player can withstand.
343.sh "Spells"
344During the course of the game, the player may exercise his/her
345magic powers. These cases are described below.
346.TP 1.5i
347.B cloak
348.I magic level necessary:
34920 (plus level 7)
350.br
351.I mana used:
35235 plus 3 per rest period
353.br
354Used during normal play. Prevents monsters from finding the character,
355as well as hiding the player from other players. His/her coordinates
356show up as '?' in the
357.B players
358option. Players cannot collect
359.B mana,
360find trading posts, or discover the
361.B grail
362while cloaked. Calling a monster uncloaks, as well as choosing
363this option while cloaked.
364.br
365.TP 1.5i
366.B teleport
367.I magic level necessary:
36840 (plus level 12)
369.br
370.I mana used:
37130 per 75 moved
372.br
373Used during normal play. Allows the player too move with much more freedom
374than with the
375.B move
376option, at the price of expending mana. The maximum distance possible
377to move is based upon
378.B level
379and
380.B magic level.
381.TP 1.5i
382.B power blast
383.I magic level necessary:
384none
385.br
386.I mana used:
3875 times
388.B level
389.br
390Used during inter-terminal battle. Damage is based upon
391.B magic level
392and
393.B strength.
394Hits much harder than a normal hit.
395.TP 1.5i
396.B all or nothing
397.I magic level necessary:
398none
399.br
400.I mana used:
4011
402.br
403Used while combatting monsters.
404Has a 25% chance of working. If it works it hits the monster just enough
405to kill it. If it fails, it doesn't hit the monster, and doubles the
406monster's
407.B quickness
408and
409.B strength.
410Paralyzed monsters wake up much quicker as a result of this spell.
411.TP 1.5i
412.B magic bolt
413.I magic level necessary:
4145
415.br
416.I mana used:
417variable
418.br
419Used while combatting monsters. Hits the monster based upon the amount
420of
421.B mana
422expended and
423.B magic level.
424Guaranteed to hit at least 10 per
425.B mana.
426.TP 1.5i
427.B force field
428.I magic level necessary:
42915
430.br
431.I mana used:
43230
433.br
434Used during monster combat. Throws up a shield to protect from damage.
435The shield is added to actual energy level, and is a fixed number, based
436upon maximum energy. Normally, damage occurs first to the shield, and
437then to the players actual
438.B energy level.
439.TP 1.5i
440.B transform
441.I magic level necessary:
44225
443.br
444.I mana used:
44550
446.br
447Used during monster combat. Transforms the monster randomly into one
448of the 100 monsters from the monster file.
449.TP 1.5i
450.B increase might
451.I magic level necessary:
45235
453.br
454.I mana used:
45575
456.br
457Used during combat with monsters. Increases strength up to a maximum.
458.TP 1.5i
459.B invisibility
460.I magic level necessary:
46145
462.br
463.I mana used:
46490
465.br
466Used while fighting monsters. Makes it harder for the monster to hit,
467by temporarily increasing the player's
468.B quickness.
469This spell may be thrown several times, but a maximum level will be reached.
470.TP 1.5i
471.B transport
472.I magic level necessary:
47360
474.br
475.I mana used:
476125
477.br
478Used during monster combat. Transports the monster away from the
479player. Success is base upon player's
480.B magic
481and
482.B brains,
483and the monster's
484.B experience.
485If it fails the player is transported instead. 60% of the time, the monster
486will drop any treasure it was carrying.
487.TP 1.5i
488.B paralyze
489.I magic level necessary:
49075
491.br
492.I mana used:
493150
494.br
495Used during monster combat. "Freezes" the monster by putting its
496.B quickness
497slightly negative. The monster will slowly wake up. Success is based
498upon player's
499.B magic
500and the monster's
501.B experience.
502If it fails, nothing happens.
503.TP 1.5i
504.B specify
505.I magic level necessary:
506none
507.br
508.I mana used:
5091000
510.br
511Used during monster combat only by
512.B valar
513or
514.B council of the wise.
515Allows the player to pick which monster to fight.
516.sh "Monsters"
517Monsters get bigger as one moves farther from the origin (0,0). Rings of
518distance 125 from the origin determine the size. A monster's
519.B experience, energy level,
520and
521.B brains
522are multiplied by the size.
523.B Strength
524is increase 50% per size over one, and
525.B quickness
526remains the same, regardless of size.
527.PP
528Also, nastier monsters are found as one progress farther out
529from the origin. Monsters also may flock. The percent chance of that
530happening is designated as
531.B flock%
532in the monster listing. Monsters outside the first ring
533may carry treasure, as determined by their treasure type.
534Flocking monsters, and bigger monsters increase the chances of treasure.
535.PP
536Certain monsters have special abilities; they are as follows:
537.TP 1.5i
538.B Unicorn
539can only be subdued if the player is in possession of a
540.B virgin.
541.TP 1.5i
542.B Modnar
543has random characteristics, including treasure type.
544.TP 1.5i
545.B Mimic
546will pick another name from the list of monsters in order to
547confuse.
548.TP 1.5i
549.B Dark Lord
550very nasty person. Does not like to be hit (especially nicked),
551and many spells do not work well (or at all) against him.
552One can always
553.B evade
554from the
555.B Dark Lord.
556.TP 1.5i
557.B Leanan-Sidhe
558also a very nasty person. She will permanently sap
559.B strength
560from someone.
561.TP 1.5i
562.B Saruman
563wanders around with
564.B Wormtongue
565, who can steal a
566.B palantir.
567Also,
568.B Saruman
569may turn a player's gems into gold pieces,
570or scramble her/his stats.
571.TP 1.5i
572.B Thaumaturgist
573can transport a player.
574.TP 1.5i
575.B Balrog
576inflicts damage by taking away
577.B experience
578, not
579.B energy.
580.TP 1.5i
581.B Vortex
582may take some
583.B mana.
584.TP 1.5i
585.B Nazgul
586may try to steal a
587.B ring
588or neutralize part of one's
589.B brains.
590.TP 1.5i
591.B Tiamat
592may take half a players
593.B gold
594and
595.B gems
596and escape.
597.TP 1.5i
598.B Kobold
599may get nasty and steal one gold piece and run away.
600.TP 1.5i
601.B Shelob
602may bite, inflicting the equivalent of one
603.B poison.
604.TP 1.5i
605.B Assorted Faeries
606These are killed if attacking someone carrying
607.B holy water.
608These are
609.B Cluricaun, Fir Darrig, Fachan,
610.B Ghille Dhu, Bogle, Killmoulis,
611and
612.B Bwca.
613.TP 1.5i
614.B Lamprey
615may bite, inflicting 1/2 of a
616.B poison.
617.TP 1.5i
618.B Shrieker
619will call one of its (much bigger) buddies if picked upon.
620.TP 1.5i
621.B Bonnacon
622will become bored with battle, fart, and run off.
623.TP 1.5i
624.B Smeagol
625will try to steal a
626.B ring
627from a player, if given the chance.
628.TP 1.5i
629.B Succubus
630may inflict damage through a
631.B force field.
632This subtracts from
633.B energy level
634instead of any shield the player may have thrown up.
635This is a very easy way to die.
636.TP 1.5i
637.B Cerberus
638loves metal and will steal all the metal treasures from
639a player if able.
640.TP 1.5i
641.B Ungoliant
642can bite and poison. This inflicts five
643.B poisons
644, and also takes one from the player's
645.B quickness.
646.TP 1.5i
647.B Jabberwock
648may tire of battle, and leave after calling one of his friends
649(
650.B Jubjub Bird
651or
652.B Bandersnatch
653).
654.TP 1.5i
655.B Morgoth
656actually
657.B Modnar
658, but reserved for
659.B council of the wise, valar,
660and
661.B ex-valar.
662Fights with
663.B Morgoth
664end when either he or the player dies. His characteristics
665are calculated based upon the player's. The player is given
666the chance to ally with him. No magic, except
667.B force field
668works when battling
669.B Morgoth.
670.TP 1.5i
671.B Troll
672may regenerate its
673.B energy
674and
675.B strength
676while in battle.
677.TP 1.5i
678.B Wraith
679may make a player blind.
680.sh "Treasures"
681The various treasure types are as follows:
682.TP 1.5i
683.B Type zero
684.I none
685.TP 1.5i
686.B Type one
687.I power booster
688\- adds mana.
689.br
690.I druid
691\- adds experience.
692.br
693.I holy orb
694\- subtracts 0.25 sin.
695.TP 1.5i
696.B Type two
697.I amulet
698\- protects from cursed treasure.
699.br
700.I holy water
701\- kills
702.B assorted faeries.
703.br
704.I hermit
705\- reduces sin by 25% and adds some mana.
706.TP 1.5i
707.B Type three
708.I shield
709\- adds to maximum
710.B energy level
711.br
712.I virgin
713\- used to subdue a
714.B unicorn
715, or to give much
716.B experience
717(and some
718.B sin
719).
720.br
721.I athelas
722\- subtracts one
723.B poison.
724.TP 1.5i
725.B Type four (scrolls)
726.I shield
727\- throws a bigger than normal
728.B force field.
729.br
730.I invisible
731\- temporarily puts the finder's
732.B quickness
733to one million.
734.br
735.I ten fold strength
736\- multiplies finder's strength by ten.
737.br
738.I pick monster
739\- allows finder to pick next monster to battle.
740.br
741.I general knowledge
742\- adds to finder's
743.B brains
744and
745.B magic level.
746.PP
747All the scrolls except
748.B general knowledge
749automatically call a monster. These preserve any
750spells that were already in effect, but are only in
751effect while in battle.
752.TP 1.5i
753.B Type five
754.I dagger
755\- adds to
756.B strength.
757.br
758.I armour
759\- same as a
760.B shield,
761but bigger.
762.br
763.I tablet
764\- adds brains.
765.TP 1.5i
766.B Type six
767.I priest
768\- rests to maximum; adds
769.B mana, brains;
770and halves
771.B sin.
772.br
773.I Robin Hood
774\- increases
775.B shield
776and adds permanently to
777.B strength.
778.br
779.I axe
780\- like
781.B dagger,
782but bigger.
783.TP 1.5i
784.B Type seven
785.I charm
786\- protects from cursed treasure (used before
787.B amulet
788); used in conjunction with
789.B blessing
790to battle
791.B Dark Lord.
792.br
793.I Merlyn
794\- adds
795.B brains, magic,
796and
797.B mana.
798.br
799.I war hammer
800\- like an
801.B axe,
802but bigger.
803.TP 1.5i
804.B Type eight
805.I healing potion
806\- sets
807.B poison
808to -2, or subtracts two from
809.B poison,
810whichever is better.
811.br
812.I transporter
813\- allows finder to move anywhere.
814.br
815.I sword
816\- like a
817.B war hammer
818, but bigger.
819.TP 1.5i
820.B Type nine
821.I golden crown
822\- allows the player to become
823.B king,
824by going to (0,0).
825.br
826.I blessing
827\- cuts
828.B sin
829to 1/3, adds
830.B mana,
831rests to max., kills
832.B Dark Lord
833with a
834.B charm,
835and gives bearer first hit on all monsters.
836.br
837.I quicksilver
838\- adds to
839.B quickness.
840.TP 1.5i
841.B Type ten
842.I elven boots
843\- adds permanently to
844.B quickness.
845.TP 1.5i
846.B Type eleven
847.I palantir
848\- allows one to see all the other players; used by
849.B council of the wise
850to seek the
851.B grail.
852.TP 1.5i
853.B Type twelve/thirteen
854.I ring
855\- allows one to hit much harder in battle, etc.
856.PP
857Any treasure type 10-13 monsters may instead carry a type nine treasure.
858.PP
859A monster may also be carrying
860.B gold
861or
862.B gems.
863These are used at
864.B trading posts
865to buy things. A
866.B gem
867is worth 1000 gold pieces. Too much
868.B gold
869will slow a player down. One may carry 1000 plus 200 per
870.B level
871of
872.B gold.
873A
874.B gem
875weighs one half a gold piece.
876Monsters of treasure type 7 or higher may carry
877.B gems.
878.PP
879The chance of a cursed treasure is based upon treasure type.
880The more valuable treasures have a greater chance of being cursed.
881A cursed treasure knocks
882.B energy level
883very low, and adds 0.25
884.B poison.
885.sh "Rings"
886.B Rings
887are only carried by
888.B nazguls
889and
890.B Dark Lord.
891They come in four different flavors.
892All
893.B rings
894rest the player to maximum and cause him/her to hit much harder
895in battle with monsters (assuming one has chosen to use the
896.B ring
897for battle.)
898.PP
899Two types of
900.B rings
901are cursed and come either from
902.B nazguls
903or
904.B Dark Lord.
905After a few times of using these types, the player falls
906under the control of the
907.B ring,
908and strange, random things will occur.
909Eventually, the player dies, and gives his/her name to a monster
910on the file.
911Dying before the
912.B ring
913is used up also renames the monster.
914.PP
915The two remaining types of
916.B rings
917are much more benign.
918The one from a
919.B nazgul
920is good for a limited number of battle rounds, and will save
921the player from death if it was being used when he/she died.
922The one from
923.B Dark Lord
924is the same, except that it never is used up.
925.B rings
926disappear after saving someone from death.
927In general, cursed
928.B rings
929occur much more often than normal ones.
930It is usually not a good idea to pick one up.
931The only way to get rid of a
932.B ring
933is to have a monster steal it.
934.sh "King"
935A player may become
936.B king by finding a
937.I crown
938and going to (0,0). Players must have a
939.B level
940in the range of 10 to 1000 to be able to find a
941.I crown.
942When a player with one or more
943.I crowns
944reaches
945.B level
9461000, the
947.I crowns
948are converted to
949.I gold.
950.PP
951Once a player is king, he/she may do certain things while in
952the Lord's Chamber (0,0). These are exercised with the
953.B decree
954('0') option.
955.TP 1.5i
956.I transport
957This is done to another player. It randomly moves the affected
958player about. A
959.B charm
960protects from transports.
961.TP 1.5i
962.I curse
963This is done to another player. It is analogous to cursed treasure,
964but worse. It inflicts two
965.B poison,
966knocks
967.B energy level
968very low, and degrades the maximum energy. It also
969removes a
970.B cloak.
971A
972.B blessing
973protects from king's curses.
974.TP 1.5i
975.I energy void
976The king may put a number these scattered about
977his/her kingdom as he/she pleases.
978If a player hits one, he/she loses
979.B mana, energy,
980and
981.B gold.
982The energy void disappears after being hit.
983.TP 1.5i
984.I bestow
985This is also done to another player. The king may
986wish to reward one or more loyal subjects by sharing his/her
987riches (
988.B gold
989). Or it is a convenient way to dispose of some unwanted
990deadweight.
991.TP 1.5i
992.I collect taxes
993Everyone pays 7% tax on all
994.B gold
995and
996.B gems
997acquired, regardless of the existence of a
998.B king.
999The king collects the accrued taxes with this option.
1000.PP
1001The
1002.B king
1003may also
1004.B teleport
1005anywhere for free by using the origin as a starting place.
1006.sh "Council of the Wise, Valar"
1007A player automatically becomes a member of the
1008.B council of the wise
1009upon reaching level 3000. Members of the council cannot have
1010.B rings.
1011Members of the council have a few extra options which they can exercise.
1012These are exercised
1013.B intervene
1014('8') option.
1015All
1016.B intervene
1017options cost 1000 mana.
1018One
1019.B intervene
1020option is to
1021.I heal
1022another player. This is just a quick way for that player to be rested
1023to maximum and lose a little
1024.B poison.
1025The main purpose in life for members of the council is to seek the
1026.B Holy Grail.
1027This is done with a
1028.B palantir
1029under the
1030.I seek grail
1031option. The distance cited by the seek is accurate within 10%, in order
1032not to make it too easy to find the grail.
1033A player must have infintesimally small
1034.B sin,
1035or else it's all over upon finding the grail.
1036In order to help members of the council on their quest, they
1037may
1038.I teleport
1039with greater ease.
1040.PP
1041Upon finding the grail, the player advance to position of
1042.B valar.
1043He/she may then exercise more and niftier options under
1044.I intervention.
1045These include all of the council members' option plus the
1046ability to move other players about, bless them, and throw monsters at
1047them.
1048A
1049.BR valar 's
1050blessing has the same effect as the treasure
1051.I blessing,
1052except that the affected player does not get his/her
1053.I blessing
1054flag set.
1055All
1056.I intervention
1057options which affect other players age the player
1058who uses them.
1059.B Valar
1060are essentially immortal, but are actually given five lives.
1061If these are used up, the player is left to die, and becomes an
1062.B ex-valar.
1063.B Valar
1064cannot
1065.I move, teleport,
1066or call monsters.
1067(An exception to this is if the
1068.I valar
1069finds a
1070.I transporter.
1071This is to allow him/her to dispose of excess
1072.I gold.
1073Any monsters which a
1074.B valar
1075encounters are based upon his/her size.
1076Only one valar may exists at a time.
1077The current valar is replaced when another player finds the grail.
1078The valar is then bumped back to the council of the wise.
1079.sh "Wizard"
1080The
1081.I wizard
1082is usually the owner of the game, and the one who maintains
1083the associated files.
1084The
1085.I wizard
1086is granted special powers within the game, if it is invoked
1087with the '\-S' option.
1088Otherwise, the
1089.I wizard
1090plays no different from other players.
1091The
1092.I wizard
1093abilities are outlined below.
1094.TP
1095.I change players
1096When examining a player, (game invoked with '-x', or use 'X' from within game),
1097the
1098.I wizard
1099may also change the player.
1100.TP
1101.I intervention
1102The
1103.I wizard
1104may do all the
1105.I intervention
1106options. One extra option,
1107.I vaporize,
1108is added to kill any offensive players.
1109.TP
1110.I super character type
1111An extra character type is added. This character starts with the
1112maximum possible in all statistics, selected from the other character types.
1113A
1114.B super
1115character's statistics also progress at the maximum possible rate, selected
1116from the other character types.
1117.sh "Special Places"
1118Certain regions of the playing grid have different names.
1119In general, this is only to give the player some idea of
1120his/her present location. Some special places do exist.
1121.TP 1.5i
1122.I Trading Posts
1123These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1124Trading posts farther out have more things for sale.
1125Be careful about cheating the merchants there, as they have short
1126tempers.
1127Merchants are dishonest about 5% of the time.
1128.TP 1.5i
1129.I Lord's Chamber
1130This is located at (0,0). Only players with
1131.B crowns
1132may enter.
1133.TP 1.5i
1134.I Point of No Return
1135This is located beyond 1.2e+6 in any direction.
1136The only way to return from here is a
1137.B transporter
1138or to have a
1139.B valar
1140relocate the player.
1141.TP 1.5i
1142.I Dead Marshes
1143This is a band located fairly distant from the origin. The first
1144fourteen monsters (water monsters) can normally only be found here.
1145.TP 1.5i
1146.I Valhala
1147This place is where the
1148.B valar
1149resides. It is associated with no particular coordinate on the
1150playing grid.
1151.TP 1.5i
1152.sh "Miscellaneous"
1153Once a player reaches
1154.B level
11555, the game will start to time out waiting for input.
1156This is to try to keep the game a bit faster paced.
1157.PP
1158A
1159.I guru
1160will never be disgusted with your
1161.B sins
1162if they are less than one.
1163.PP
1164A
1165.I medic
1166wants half of a player's
1167.B gold
1168to be happy. Offering more than one has, or a negative amount
1169will anger the
1170.I medic,
1171who will make the player worse (add one
1172.B poison
1173).
1174.PP
1175The
1176.B Holy Grail
1177does little for those who are not ready to behold it.
1178Whenever anyone finds it, it moves.
1179It is always located within 1e+6 in any compass direction of the origin.
1180.PP
1181There is a maximum amount of
1182.B mana
1183and
1184.B charms
1185a player may posses, based upon
1186.B level.
1187.I Quicksilver
1188is always limited to to a maximum of 99.
1189.PP
1190.I Books
1191bought at a
1192.B trading post
1193increase
1194.B brains,
1195based upon the number bought.
1196It is unwise, however to buy more than 1/10 of one's
1197.B level
1198in books at a time.
1199.PP
1200Players over level 10000 are automatically retired.
1201.PP
1202A
1203.I blindness
1204goes away in random time.
1205.PP
1206Players with
1207.I crowns
1208are identified with a '*' before their character type.
1209.sh "Inter-terminal Battle"
1210When two player's coordinates correspond, they may engage in battle.
1211In general, the player with the highest
1212.B quickness
1213gets the first hit.
1214If the two players are severely mis-matched, the stronger player
1215is drastically handicapped for the battle.
1216In order to protect from being stuck in an infinite loop,
1217the player waiting for response may time out. Options for battle are:
1218.TP 1.5i
1219.I fight
1220Inflicts damage upon other person.
1221.TP 1.5i
1222.I run away
1223Escape from battle. Has a 75% chance of working.
1224.TP 1.5i
1225.I power blast
1226Battle spell.
1227.TP 1.5i
1228.I luckout
1229One-time chance to try to win against the foe. Has a 10% chance of working.
1230.PP
1231Sometimes waits for the other player may be excessive, because
1232he/she may be battling a monster. Upon slaying a player in battle
1233the winner gets the other's
1234.B experience
1235and treasures.
1236.B Rings
1237do not work for inter-terminal battle.
1238.SH BUGS
1239All screen formats assumme at least 24 lines by at least 80 columns.
1240No provisions are made for when any of the data items get too big
1241for the allotted space on the screen.