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1.\" $FreeBSD: src/games/phantasia/phantasia.6,v 1.6.2.1 2001/07/22 11:32:36 dd Exp $
2.\"
3.de sh
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5.ne 5
6.PP
7\fB\\$1\fR
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9..
10.TH PHANTASIA 6 "June 1, 1994"
11.UC 4
12.SH NAME
13phantasia \- an interterminal fantasy game
14.SH SYNOPSIS
15phantasia [ \-HSabmpsx ]
16.SH DESCRIPTION
17.I Phantasia
18is a role playing game
19which allows players to roll up characters of various types to fight
20monsters and other players.
21Progression of characters is based upon gaining experience from fighting
22monsters (and other players).
23.PP
24Most of the game is menu driven and self-explanatory (more or less).
25The screen is cursor updated, so be sure to set up the
26.B TERM
27variable in your environment.
28.PP
29The options provide for a variety of functions to support the game.
30They are:
31.PP
32.TP .5i
33.B \-s
34Invokes
35.I phantasia
36without header information.
37.TP .5i
38.B \-m
39Get a monster listing.
40.TP .5i
41.B \-a
42Get a listing of all character names on file.
43.TP .5i
44.B \-x
45Examine/change a particular character on file.
46.TP .5i
47.B \-H
48Print header only.
49.TP .5i
50.B \-p
51Purge old characters.
52.TP .5i
53.B \-b
54Show scoreboard of top characters per login.
55.TP .5i
56.B \-S
57Turn on wizard options, if allowed, if running as ``root''.
58.PP
59The characters are saved on a common file, in order to make the game
60interactive between players. The characters are given a password
61in order to retrieve them later. Only characters above
62.B level
63zero are saved. Characters unused for awhile will be purged.
64Characters are only placed on the scoreboard when they die.
65.SH AUTHOR
66Edward Estes, AT&T Information Systems, Skokie, IL
67.SH PARTICULARS
68.sh "Normal Play"
69A number of the player's more important statistics are almost always
70displayed on the screen, with maximums (where applicable) in
71parentheses.
72.PP
73The character is placed randomly near the center of a cartesian
74system.
75Most commands are selected with a single letter or digit.
76For example, one may move by hitting 'W', 'S', 'N', or 'E',
77(lower case may also be used, at no time is the game case dependent).
78One may also use 'H', 'J', 'K', 'L',
79for movement, similar to
80.IR vi (1).
81To move to a specific (x, y) coordinate, use the
82.B move
83('1') command. The distance a character can move is calculated by
841 plus 1.5 per
85.B level.
86Moving in a compass direction will move the player the maximum
87allowed distance in that direction.
88.PP
89A player may see who else is playing by using the
90.B players
91('2') option. One may see the coordinates of those who are the same
92distance or closer to the origin as he/she.
93.B Kings,
94and
95.B council of the wise
96can see and can be seen by everyone. A
97.B palantir
98removes these restrictions.
99.PP
100One can talk to other players with the
101.B talk
102('3') option. In general, this is a line or so of text. To remove a current
103message, just type <return> when prompted for a message.
104.PP
105The
106.B stats
107('4') option shows additional characteristics of a player.
108.PP
109One may leave the game either with the
110.B quit
111('5') option.
112.PP
113One may rest by default. Resting lets one regain maximum
114.B energy level,
115and also lets one find
116.B mana
117(more is found for larger levels and further distances from the origin).
118.PP
119One may call a monster by hitting '9' or 'C'.
120.PP
121Use 'X' to examine other players.
122.PP
123One may quit or execute a sub-shell by hitting interrupt.
124Quitting during battle results in death for obvious reasons.
125.PP
126Several other options become available as the player progresses in
127.B level
128and
129.B magic,
130or to other stations in the game (
131.B valar, council of the wise, king
132).
133These are described elsewhere.
134In general, a control-L will force the redrawing of the screen.
135.PP
136Other things which may happen are more or less self-explanatory.
137.sh "Fighting Monsters"
138A player has several options while fighting monsters. They are as follows:
139.TP 1.5i
140.B melee
141Inflicts damage on the monster, based upon
142.B strength.
143Also decreases the monster's
144.B strength
145some.
146.TP 1.5i
147.B skirmish
148Inflicts a little less damage than
149.B melee,
150but decreases the monster's
151.B quickness
152instead.
153.TP 1.5i
154.B evade
155Attempt to run away. Success is based upon both the player's and
156the monster's
157.B brains
158and
159.B quickness.
160.TP 1.5i
161.B spell
162Several options for throwing spells (described elsewhere).
163.TP 1.5i
164.B nick
165Hits the monster one plus the player's
166.B sword,
167and gives the player 10% of the monster's
168.B experience.
169Decreases the monster's
170.B experience
171an amount proportional to the amount granted.
172This also increases the monster's quickness.
173Paralyzed monsters wake up very fast when nicked.
174.TP 1.5i
175.B luckout
176This is essentially a battle of wits with the monster. Success is based
177upon the player's and the monster's
178.B brains.
179The player gets credit for slaying the monster if he/she succeeds.
180Otherwise, nothing happens, and the chance to
181.B luckout
182is lost.
183.sh "Character Statistics"
184.TP 1.5i
185.B strength
186determines how much damage a character can inflict.
187.TP 1.5i
188.B quickness
189determines how many chances a character gets to make decisions while
190fighting.
191.TP 1.5i
192.B energy level
193specifies how much damage a character may endure before dying.
194.TP 1.5i
195.B magic level
196determines which spells a character may throw, and how effective those
197spells will be.
198.TP 1.5i
199.B brains
200basically, the character's intelligence; used for various fighting options
201and spells.
202.TP 1.5i
203.B mana
204used as a power source for throwing spells.
205.TP 1.5i
206.B experience
207gained by fighting monsters and other characters.
208.TP 1.5i
209.B level
210indicative of how much experience a character has accumulated; progresses
211geometrically as
212.B experience
213increases.
214.TP 1.5i
215.B poison
216sickness which degrades a character's performance (affects
217.B energy level
218and
219.B strength
220).
221.TP 1.5i
222.B sin
223accumulated as a character does certain nasty things; used only rarely
224in normal play of the game.
225.TP 1.5i
226.B age
227of player; roughly equivalent to number of turns.
228As
229.B age
230increases, many personal statistics degenerate.
231.sh "Character Types"
232Character statistics are rolled randomly from the above list, according
233to character type. The types are as follows:
234.TP 1.5i
235.B magic user
236strong in
237.B magic level
238and
239.B brains
240, weak in other areas. Must rely on wits and magic to survive.
241.TP 1.5i
242.B fighter
243good in
244.B strength
245and
246.B energy level
247, fairly good in other areas. This adds up to a well-equipped fighter.
248.TP 1.5i
249.B elf
250very high
251.B quickness
252and above average
253.B magic level
254are
255.B elves
256selling points.
257.TP 1.5i
258.B dwarf
259very high
260.B strength
261and
262.B energy level
263, but with a tendency to be rather slow and not too bright.
264.TP 1.5i
265.B halfling
266rather quick and smart, with high
267.B energy level
268, but poor in
269.B magic
270and
271.B strength.
272Born with some
273.B experience.
274.TP 1.5i
275.B experimento
276very mediocre in all areas. However, the
277.B experimento
278may be placed almost anywhere within the playing grid.
279.PP
280The possible ranges for starting statistics are summarized in
281the following table.
282.PP
283.TS
284l c c c c c c
285l c c c c c c.
286Type Strength Quick Mana Energy Brains Magic
287_
288Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
289Fighter 40-55 30-35 30-50 45-70 25-45 3-6
290Elf 35-45 32-38 45-90 30-50 40-65 4-7
291Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
292Halfling 20-25 34 25-45 55-90 40-75 1-4
293Experimento 25 27 100 35 25 2
294.TE
295.PP
296Not only are the starting characteristics different for the different
297character types, the characteristics progress at different rates for the
298different types as the character goes up in
299.B level. Experimentoes'
300characteristics progress randomly as one of the other types.
301The progression as characters increase in
302.B level
303is summarized in the following table.
304.PP
305.TS
306l c c c c c
307l n n n n n.
308Type Strength Mana Energy Brains Magic
309_
310Mag. User 2.0 75 20 6 2.75
311Fighter 3.0 40 30 3.0 1.5
312Elf 2.5 65 25 4.0 2.0
313Dwarf 5 30 35 2.5 1
314Halfling 2.0 30 30 4.5 1
315.TE
316.PP
317The character type also determines how much gold a player may
318carry, how long until
319.B rings
320can overcome the player, and how much
321.B poison
322the player can withstand.
323.sh "Spells"
324During the course of the game, the player may exercise his/her
325magic powers. These cases are described below.
326.TP 1.5i
327.B cloak
328.I magic level necessary:
32920 (plus level 7)
330.br
331.I mana used:
33235 plus 3 per rest period
333.br
334Used during normal play. Prevents monsters from finding the character,
335as well as hiding the player from other players. His/her coordinates
336show up as '?' in the
337.B players
338option. Players cannot collect
339.B mana,
340find trading posts, or discover the
341.B grail
342while cloaked. Calling a monster uncloaks, as well as choosing
343this option while cloaked.
344.br
345.TP 1.5i
346.B teleport
347.I magic level necessary:
34840 (plus level 12)
349.br
350.I mana used:
35130 per 75 moved
352.br
353Used during normal play. Allows the player too move with much more freedom
354than with the
355.B move
356option, at the price of expending mana. The maximum distance possible
357to move is based upon
358.B level
359and
360.B magic level.
361.TP 1.5i
362.B power blast
363.I magic level necessary:
364none
365.br
366.I mana used:
3675 times
368.B level
369.br
370Used during inter-terminal battle. Damage is based upon
371.B magic level
372and
373.B strength.
374Hits much harder than a normal hit.
375.TP 1.5i
376.B all or nothing
377.I magic level necessary:
378none
379.br
380.I mana used:
3811
382.br
383Used while combating monsters.
384Has a 25% chance of working. If it works it hits the monster just enough
385to kill it. If it fails, it doesn't hit the monster, and doubles the
386monster's
387.B quickness
388and
389.B strength.
390Paralyzed monsters wake up much quicker as a result of this spell.
391.TP 1.5i
392.B magic bolt
393.I magic level necessary:
3945
395.br
396.I mana used:
397variable
398.br
399Used while combating monsters. Hits the monster based upon the amount
400of
401.B mana
402expended and
403.B magic level.
404Guaranteed to hit at least 10 per
405.B mana.
406.TP 1.5i
407.B force field
408.I magic level necessary:
40915
410.br
411.I mana used:
41230
413.br
414Used during monster combat. Throws up a shield to protect from damage.
415The shield is added to actual energy level, and is a fixed number, based
416upon maximum energy. Normally, damage occurs first to the shield, and
417then to the players actual
418.B energy level.
419.TP 1.5i
420.B transform
421.I magic level necessary:
42225
423.br
424.I mana used:
42550
426.br
427Used during monster combat. Transforms the monster randomly into one
428of the 100 monsters from the monster file.
429.TP 1.5i
430.B increase might
431.I magic level necessary:
43235
433.br
434.I mana used:
43575
436.br
437Used during combat with monsters. Increases strength up to a maximum.
438.TP 1.5i
439.B invisibility
440.I magic level necessary:
44145
442.br
443.I mana used:
44490
445.br
446Used while fighting monsters. Makes it harder for the monster to hit,
447by temporarily increasing the player's
448.B quickness.
449This spell may be thrown several times, but a maximum level will be reached.
450.TP 1.5i
451.B transport
452.I magic level necessary:
45360
454.br
455.I mana used:
456125
457.br
458Used during monster combat. Transports the monster away from the
459player. Success is base upon player's
460.B magic
461and
462.B brains,
463and the monster's
464.B experience.
465If it fails the player is transported instead. 60% of the time, the monster
466will drop any treasure it was carrying.
467.TP 1.5i
468.B paralyze
469.I magic level necessary:
47075
471.br
472.I mana used:
473150
474.br
475Used during monster combat. "Freezes" the monster by putting its
476.B quickness
477slightly negative. The monster will slowly wake up. Success is based
478upon player's
479.B magic
480and the monster's
481.B experience.
482If it fails, nothing happens.
483.TP 1.5i
484.B specify
485.I magic level necessary:
486none
487.br
488.I mana used:
4891000
490.br
491Used during monster combat only by
492.B valar
493or
494.B council of the wise.
495Allows the player to pick which monster to fight.
496.sh "Monsters"
497Monsters get bigger as one moves farther from the origin (0,0). Rings of
498distance 125 from the origin determine the size. A monster's
499.B experience, energy level,
500and
501.B brains
502are multiplied by the size.
503.B Strength
504is increase 50% per size over one, and
505.B quickness
506remains the same, regardless of size.
507.PP
508Also, nastier monsters are found as one progress farther out
509from the origin. Monsters also may flock. The percent chance of that
510happening is designated as
511.B flock%
512in the monster listing. Monsters outside the first ring
513may carry treasure, as determined by their treasure type.
514Flocking monsters, and bigger monsters increase the chances of treasure.
515.PP
516Certain monsters have special abilities; they are as follows:
517.TP 1.5i
518.B Unicorn
519can only be subdued if the player is in possession of a
520.B virgin.
521.TP 1.5i
522.B Modnar
523has random characteristics, including treasure type.
524.TP 1.5i
525.B Mimic
526will pick another name from the list of monsters in order to
527confuse.
528.TP 1.5i
529.B Dark Lord
530very nasty person. Does not like to be hit (especially nicked),
531and many spells do not work well (or at all) against him.
532One can always
533.B evade
534from the
535.B Dark Lord.
536.TP 1.5i
537.B Leanan-Sidhe
538also a very nasty person. She will permanently sap
539.B strength
540from someone.
541.TP 1.5i
542.B Saruman
543wanders around with
544.B Wormtongue
545, who can steal a
546.B palantir.
547Also,
548.B Saruman
549may turn a player's gems into gold pieces,
550or scramble her/his stats.
551.TP 1.5i
552.B Thaumaturgist
553can transport a player.
554.TP 1.5i
555.B Balrog
556inflicts damage by taking away
557.B experience
558, not
559.B energy.
560.TP 1.5i
561.B Vortex
562may take some
563.B mana.
564.TP 1.5i
565.B Nazgul
566may try to steal a
567.B ring
568or neutralize part of one's
569.B brains.
570.TP 1.5i
571.B Tiamat
572may take half a player's
573.B gold
574and
575.B gems
576and escape.
577.TP 1.5i
578.B Kobold
579may get nasty and steal one gold piece and run away.
580.TP 1.5i
581.B Shelob
582may bite, inflicting the equivalent of one
583.B poison.
584.TP 1.5i
585.B Assorted Faeries
586These are killed if attacking someone carrying
587.B holy water.
588These are
589.B Cluricaun, Fir Darrig, Fachan,
590.B Ghille Dhu, Bogle, Killmoulis,
591and
592.B Bwca.
593.TP 1.5i
594.B Lamprey
595may bite, inflicting 1/2 of a
596.B poison.
597.TP 1.5i
598.B Shrieker
599will call one of its (much bigger) buddies if picked upon.
600.TP 1.5i
601.B Bonnacon
602will become bored with battle, fart, and run off.
603.TP 1.5i
604.B Smeagol
605will try to steal a
606.B ring
607from a player, if given the chance.
608.TP 1.5i
609.B Succubus
610may inflict damage through a
611.B force field.
612This subtracts from
613.B energy level
614instead of any shield the player may have thrown up.
615This is a very easy way to die.
616.TP 1.5i
617.B Cerberus
618loves metal and will steal all the metal treasures from
619a player if able.
620.TP 1.5i
621.B Ungoliant
622can bite and poison. This inflicts five
623.B poisons
624, and also takes one from the player's
625.B quickness.
626.TP 1.5i
627.B Jabberwock
628may tire of battle, and leave after calling one of his friends
629(
630.B Jubjub Bird
631or
632.B Bandersnatch
633).
634.TP 1.5i
635.B Morgoth
636actually
637.B Modnar
638, but reserved for
639.B council of the wise, valar,
640and
641.B ex-valar.
642Fights with
643.B Morgoth
644end when either he or the player dies. His characteristics
645are calculated based upon the player's. The player is given
646the chance to ally with him. No magic, except
647.B force field
648works when battling
649.B Morgoth.
650.TP 1.5i
651.B Troll
652may regenerate its
653.B energy
654and
655.B strength
656while in battle.
657.TP 1.5i
658.B Wraith
659may make a player blind.
660.sh "Treasures"
661The various treasure types are as follows:
662.TP 1.5i
663.B Type zero
664.I none
665.TP 1.5i
666.B Type one
667.I power booster
668\- adds mana.
669.br
670.I druid
671\- adds experience.
672.br
673.I holy orb
674\- subtracts 0.25 sin.
675.TP 1.5i
676.B Type two
677.I amulet
678\- protects from cursed treasure.
679.br
680.I holy water
681\- kills
682.B assorted faeries.
683.br
684.I hermit
685\- reduces sin by 25% and adds some mana.
686.TP 1.5i
687.B Type three
688.I shield
689\- adds to maximum
690.B energy level
691.br
692.I virgin
693\- used to subdue a
694.B unicorn
695, or to give much
696.B experience
697(and some
698.B sin
699).
700.br
701.I athelas
702\- subtracts one
703.B poison.
704.TP 1.5i
705.B Type four (scrolls)
706.I shield
707\- throws a bigger than normal
708.B force field.
709.br
710.I invisible
711\- temporarily puts the finder's
712.B quickness
713to one million.
714.br
715.I ten fold strength
716\- multiplies finder's strength by ten.
717.br
718.I pick monster
719\- allows finder to pick next monster to battle.
720.br
721.I general knowledge
722\- adds to finder's
723.B brains
724and
725.B magic level.
726.PP
727All the scrolls except
728.B general knowledge
729automatically call a monster. These preserve any
730spells that were already in effect, but are only in
731effect while in battle.
732.TP 1.5i
733.B Type five
734.I dagger
735\- adds to
736.B strength.
737.br
738.I armour
739\- same as a
740.B shield,
741but bigger.
742.br
743.I tablet
744\- adds brains.
745.TP 1.5i
746.B Type six
747.I priest
748\- rests to maximum; adds
749.B mana, brains;
750and halves
751.B sin.
752.br
753.I Robin Hood
754\- increases
755.B shield
756and adds permanently to
757.B strength.
758.br
759.I axe
760\- like
761.B dagger,
762but bigger.
763.TP 1.5i
764.B Type seven
765.I charm
766\- protects from cursed treasure (used before
767.B amulet
768); used in conjunction with
769.B blessing
770to battle
771.B Dark Lord.
772.br
773.I Merlyn
774\- adds
775.B brains, magic,
776and
777.B mana.
778.br
779.I war hammer
780\- like an
781.B axe,
782but bigger.
783.TP 1.5i
784.B Type eight
785.I healing potion
786\- sets
787.B poison
788to -2, or subtracts two from
789.B poison,
790whichever is better.
791.br
792.I transporter
793\- allows finder to move anywhere.
794.br
795.I sword
796\- like a
797.B war hammer
798, but bigger.
799.TP 1.5i
800.B Type nine
801.I golden crown
802\- allows the player to become
803.B king,
804by going to (0,0).
805.br
806.I blessing
807\- cuts
808.B sin
809to 1/3, adds
810.B mana,
811rests to max., kills
812.B Dark Lord
813with a
814.B charm,
815and gives bearer first hit on all monsters.
816.br
817.I quicksilver
818\- adds to
819.B quickness.
820.TP 1.5i
821.B Type ten
822.I elven boots
823\- adds permanently to
824.B quickness.
825.TP 1.5i
826.B Type eleven
827.I palantir
828\- allows one to see all the other players; used by
829.B council of the wise
830to seek the
831.B grail.
832.TP 1.5i
833.B Type twelve/thirteen
834.I ring
835\- allows one to hit much harder in battle, etc.
836.PP
837Any treasure type 10-13 monsters may instead carry a type nine treasure.
838.PP
839A monster may also be carrying
840.B gold
841or
842.B gems.
843These are used at
844.B trading posts
845to buy things. A
846.B gem
847is worth 1000 gold pieces. Too much
848.B gold
849will slow a player down. One may carry 1000 plus 200 per
850.B level
851of
852.B gold.
853A
854.B gem
855weighs one half a gold piece.
856Monsters of treasure type 7 or higher may carry
857.B gems.
858.PP
859The chance of a cursed treasure is based upon treasure type.
860The more valuable treasures have a greater chance of being cursed.
861A cursed treasure knocks
862.B energy level
863very low, and adds 0.25
864.B poison.
865.sh "Rings"
866.B Rings
867are only carried by
868.B nazguls
869and
870.B Dark Lord.
871They come in four different flavors.
872All
873.B rings
874rest the player to maximum and cause him/her to hit much harder
875in battle with monsters (assuming one has chosen to use the
876.B ring
877for battle.)
878.PP
879Two types of
880.B rings
881are cursed and come either from
882.B nazguls
883or
884.B Dark Lord.
885After a few times of using these types, the player falls
886under the control of the
887.B ring,
888and strange, random things will occur.
889Eventually, the player dies, and gives his/her name to a monster
890on the file.
891Dying before the
892.B ring
893is used up also renames the monster.
894.PP
895The two remaining types of
896.B rings
897are much more benign.
898The one from a
899.B nazgul
900is good for a limited number of battle rounds, and will save
901the player from death if it was being used when he/she died.
902The one from
903.B Dark Lord
904is the same, except that it never is used up.
905.B rings
906disappear after saving someone from death.
907In general, cursed
908.B rings
909occur much more often than normal ones.
910It is usually not a good idea to pick one up.
911The only way to get rid of a
912.B ring
913is to have a monster steal it.
914.sh "King"
915A player may become
916.B king by finding a
917.I crown
918and going to (0,0). Players must have a
919.B level
920in the range of 10 to 1000 to be able to find a
921.I crown.
922When a player with one or more
923.I crowns
924reaches
925.B level
9261000, the
927.I crowns
928are converted to
929.I gold.
930.PP
931Once a player is king, he/she may do certain things while in
932the Lord's Chamber (0,0). These are exercised with the
933.B decree
934('0') option.
935.TP 1.5i
936.I transport
937This is done to another player. It randomly moves the affected
938player about. A
939.B charm
940protects from transports.
941.TP 1.5i
942.I curse
943This is done to another player. It is analogous to cursed treasure,
944but worse. It inflicts two
945.B poison,
946knocks
947.B energy level
948very low, and degrades the maximum energy. It also
949removes a
950.B cloak.
951A
952.B blessing
953protects from king's curses.
954.TP 1.5i
955.I energy void
956The king may put a number of these scattered about
957his/her kingdom as he/she pleases.
958If a player hits one, he/she loses
959.B mana, energy,
960and
961.B gold.
962The energy void disappears after being hit.
963.TP 1.5i
964.I bestow
965This is also done to another player. The king may
966wish to reward one or more loyal subjects by sharing his/her
967riches (
968.B gold
969). Or it is a convenient way to dispose of some unwanted
970deadweight.
971.TP 1.5i
972.I collect taxes
973Everyone pays 7% tax on all
974.B gold
975and
976.B gems
977acquired, regardless of the existence of a
978.B king.
979The king collects the accrued taxes with this option.
980.PP
981The
982.B king
983may also
984.B teleport
985anywhere for free by using the origin as a starting place.
986.sh "Council of the Wise, Valar"
987.pl +0.5
988A player automatically becomes a member of the
989.B council of the wise
990upon reaching level 3000. Members of the council cannot have
991.B rings.
992Members of the council have a few extra options which they can exercise.
993These are exercised
994.B intervene
995('8') option.
996All
997.B intervene
998options cost 1000 mana.
999One
1000.B intervene
1001option is to
1002.I heal
1003another player. This is just a quick way for that player to be rested
1004to maximum and lose a little
1005.B poison.
1006The main purpose in life for members of the council is to seek the
1007.B Holy Grail.
1008This is done with a
1009.B palantir
1010under the
1011.I seek grail
1012option. The distance cited by the seek is accurate within 10%, in order
1013not to make it too easy to find the grail.
1014A player must have infinitesimally small
1015.B sin,
1016or else it's all over upon finding the grail.
1017In order to help members of the council on their quest, they
1018may
1019.I teleport
1020with greater ease.
1021.pl -0.5
1022.sp 1
1023.fM
1024.ne 1i
1025.PP
1026Upon finding the grail, the player advances to position of
1027.B valar.
1028He/she may then exercise more and niftier options under
1029.I intervention.
1030These include all of the council members' options plus the
1031ability to move other players about, bless them, and throw monsters at
1032them.
1033A
1034.BR valar 's
1035blessing has the same effect as the treasure
1036.I blessing,
1037except that the affected player does not get his/her
1038.I blessing
1039flag set.
1040All
1041.I intervention
1042options which affect other players age the player
1043who uses them.
1044.B Valars
1045are essentially immortal, but are actually given five lives.
1046If these are used up, the player is left to die, and becomes an
1047.B ex-valar.
1048A
1049.B valar
1050cannot
1051.I move, teleport,
1052or call monsters.
1053(An exception to this is if the
1054.I valar
1055finds a
1056.I transporter.
1057This is to allow him/her to dispose of excess
1058.I gold.
1059Any monsters which a
1060.B valar
1061encounters are based upon his/her size.
1062Only one valar may exist at a time.
1063The current valar is replaced when another player finds the grail.
1064The valar is then bumped back to the council of the wise.
1065.sh "Wizard"
1066The
1067.I wizard
1068is usually the owner of the game, and the one who maintains
1069the associated files.
1070The
1071.I wizard
1072is granted special powers within the game, if it is invoked
1073with the '\-S' option.
1074Otherwise, the
1075.I wizard
1076plays no different from other players.
1077The
1078.I wizard
1079abilities are outlined below.
1080.TP
1081.I change players
1082When examining a player, (game invoked with '-x', or use 'X' from within game),
1083the
1084.I wizard
1085may also change the player.
1086.TP
1087.I intervention
1088The
1089.I wizard
1090may do all the
1091.I intervention
1092options. One extra option,
1093.I vaporize,
1094is added to kill any offensive players.
1095.TP
1096.I super character type
1097An extra character type is added. This character starts with the
1098maximum possible in all statistics, selected from the other character types.
1099A
1100.B super
1101character's statistics also progress at the maximum possible rate, selected
1102from the other character types.
1103.sh "Special Places"
1104Certain regions of the playing grid have different names.
1105In general, this is only to give the player some idea of
1106his/her present location. Some special places do exist.
1107.TP 1.5i
1108.I Trading Posts
1109These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1110Trading posts farther out have more things for sale.
1111Be careful about cheating the merchants there, as they have short
1112tempers.
1113Merchants are dishonest about 5% of the time.
1114.TP 1.5i
1115.I Lord's Chamber
1116This is located at (0,0). Only players with
1117.B crowns
1118may enter.
1119.TP 1.5i
1120.I Point of No Return
1121This is located beyond 1.2e+6 in any direction.
1122The only way to return from here is a
1123.B transporter
1124or to have a
1125.B valar
1126relocate the player.
1127.TP 1.5i
1128.I Dead Marshes
1129This is a band located fairly distant from the origin. The first
1130fourteen monsters (water monsters) can normally only be found here.
1131.TP 1.5i
1132.I Valhala
1133This place is where the
1134.B valar
1135resides. It is associated with no particular coordinate on the
1136playing grid.
1137.sh "Miscellaneous"
1138Once a player reaches
1139.B level
11405, the game will start to time out waiting for input.
1141This is to try to keep the game a bit faster paced.
1142.PP
1143A
1144.I guru
1145will never be disgusted with your
1146.B sins
1147if they are less than one.
1148.PP
1149A
1150.I medic
1151wants half of a player's
1152.B gold
1153to be happy. Offering more than one has, or a negative amount
1154will anger the
1155.I medic,
1156who will make the player worse (add one
1157.B poison
1158).
1159.PP
1160The
1161.B Holy Grail
1162does little for those who are not ready to behold it.
1163Whenever anyone finds it, it moves.
1164It is always located within 1e+6 in any compass direction of the origin.
1165.PP
1166There is a maximum amount of
1167.B mana
1168and
1169.B charms
1170a player may posses, based upon
1171.B level.
1172.I Quicksilver
1173is always limited to a maximum of 99.
1174.PP
1175.I Books
1176bought at a
1177.B trading post
1178increase
1179.B brains,
1180based upon the number bought.
1181It is unwise, however to buy more than 1/10 of one's
1182.B level
1183in books at a time.
1184.PP
1185Players over level 10000 are automatically retired.
1186.PP
1187A
1188.I blindness
1189goes away in random time.
1190.PP
1191Players with
1192.I crowns
1193are identified with a '*' before their character type.
1194.sh "Inter-terminal Battle"
1195When two player's coordinates correspond, they may engage in battle.
1196In general, the player with the highest
1197.B quickness
1198gets the first hit.
1199If the two players are severely mis-matched, the stronger player
1200is drastically handicapped for the battle.
1201In order to protect from being stuck in an infinite loop,
1202the player waiting for response may time out. Options for battle are:
1203.TP 1.5i
1204.I fight
1205Inflicts damage upon other person.
1206.TP 1.5i
1207.I run away
1208Escape from battle. Has a 75% chance of working.
1209.TP 1.5i
1210.I power blast
1211Battle spell.
1212.TP 1.5i
1213.I luckout
1214One-time chance to try to win against the foe. Has a 10% chance of working.
1215.PP
1216Sometimes waits for the other player may be excessive, because
1217he/she may be battling a monster. Upon slaying a player in battle
1218the winner gets the other's
1219.B experience
1220and treasures.
1221.B Rings
1222do not work for inter-terminal battle.
1223.SH BUGS
1224All screen formats assume at least 24 lines by at least 80 columns.
1225No provisions are made for when any of the data items get too big
1226for the allotted space on the screen.