phantasia.6 27 KB

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  1. .\" $NetBSD: phantasia.6,v 1.11 2004/01/03 13:32:23 wiz Exp $
  2. .\"
  3. .Dd April 1, 2001
  4. .Dt PHANTASIA 6
  5. .Os
  6. .Sh NAME
  7. .Nm phantasia
  8. .Nd an interterminal fantasy game
  9. .Sh SYNOPSIS
  10. .Nm
  11. .Op Fl abHmpSsx
  12. .Sh DESCRIPTION
  13. .Nm
  14. is a role playing game which allows players to roll up characters of
  15. various types to fight monsters and other players.
  16. Progression of characters is based upon gaining experience from fighting
  17. monsters (and other players).
  18. .Pp
  19. Most of the game is menu driven and self-explanatory (more or less).
  20. The screen is cursor updated, so be sure to set up the
  21. .Ev TERM
  22. variable in your environment.
  23. .Pp
  24. The options provide for a variety of functions to support the game.
  25. They are:
  26. .Pp
  27. .Bl -tag -width aaa -offset indent
  28. .It Fl a
  29. Get a listing of all character names on file.
  30. .It Fl b
  31. Show scoreboard of top characters per login.
  32. .It Fl H
  33. Print header only.
  34. .It Fl m
  35. Get a monster listing.
  36. .It Fl p
  37. Purge old characters.
  38. .It Fl S
  39. Turn on wizard options, if allowed, if running as
  40. .Dq root .
  41. .It Fl s
  42. Invokes
  43. .Nm
  44. without header information.
  45. .It Fl x
  46. Examine/change a particular character on file.
  47. .El
  48. .Pp
  49. The characters are saved on a common file, in order to make the game
  50. interactive between players.
  51. The characters are given a password in order to retrieve them later.
  52. Only characters above
  53. .Em level
  54. zero are saved.
  55. Characters unused for awhile will be purged.
  56. Characters are only placed on the scoreboard when they die.
  57. .Sh PARTICULARS
  58. .Ss Normal Play
  59. A number of the player's more important statistics are almost always
  60. displayed on the screen, with maximums (where applicable) in
  61. parentheses.
  62. .Pp
  63. The character is placed randomly near the center of a Cartesian
  64. system.
  65. Most commands are selected with a single letter or digit.
  66. For example, one may move by hitting 'W', 'S', 'N', or 'E',
  67. (lower case may also be used, at no time is the game case dependent).
  68. One may also use 'H', 'J', 'K', 'L',
  69. for movement, similar to
  70. .Xr vi 1 .
  71. To move to a specific (x, y) coordinate, use the
  72. .Ic move
  73. ('1') command.
  74. The distance a character can move is calculated by
  75. 1 plus 1.5 per
  76. .Em level .
  77. Moving in a compass direction will move the player the maximum
  78. allowed distance in that direction.
  79. .Pp
  80. A player may see who else is playing by using the
  81. .Ic players
  82. ('2') option.
  83. One may see the coordinates of those who are the same
  84. distance or closer to the origin as he/she.
  85. .Em Kings ,
  86. and
  87. .Em council of the wise
  88. can see and can be seen by everyone.
  89. A
  90. .Em palantir
  91. removes these restrictions.
  92. .Pp
  93. One can talk to other players with the
  94. .Ic talk
  95. ('3') option.
  96. In general, this is a line or so of text.
  97. To remove a current
  98. message, just type
  99. .Aq return
  100. when prompted for a message.
  101. .Pp
  102. The
  103. .Ic stats
  104. ('4') option shows additional characteristics of a player.
  105. .Pp
  106. One may leave the game either with the
  107. .Ic quit
  108. ('5') option.
  109. .Pp
  110. One may rest by default.
  111. Resting lets one regain maximum
  112. .Em energy level ,
  113. and also lets one find
  114. .Em 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. .Em level
  126. and
  127. .Em magic ,
  128. or to other stations in the game
  129. .Em ( valar ,
  130. .Em council of the wise ,
  131. .Em king ) .
  132. These are described elsewhere.
  133. In general, a control-L will force the redrawing of the screen.
  134. .Pp
  135. Other things which may happen are more or less self-explanatory.
  136. .Ss Fighting Monsters
  137. A player has several options while fighting monsters.
  138. They are as follows:
  139. .Bl -tag -width skirmish -offset indent
  140. .It Ic melee
  141. Inflicts damage on the monster, based upon
  142. .Em strength .
  143. Also decreases the monster's
  144. .Em strength
  145. some.
  146. .It Ic skirmish
  147. Inflicts a little less damage than
  148. .Ic melee ,
  149. but decreases the monster's
  150. .Em quickness
  151. instead.
  152. .It Ic evade
  153. Attempt to run away.
  154. Success is based upon both the player's and the monster's
  155. .Em brains
  156. and
  157. .Em quickness .
  158. .It Ic spell
  159. Several options for throwing spells (described elsewhere).
  160. .It Ic nick
  161. Hits the monster one plus the player's
  162. .Em sword ,
  163. and gives the player 10% of the monster's
  164. .Em experience .
  165. Decreases the monster's
  166. .Em experience
  167. an amount proportional to the amount granted.
  168. This also increases the monster's quickness.
  169. Paralyzed monsters wake up very fast when nicked.
  170. .It Ic luckout
  171. This is essentially a battle of wits with the monster.
  172. Success is based upon the player's and the monster's
  173. .Em brains .
  174. The player gets credit for slaying the monster if he/she succeeds.
  175. Otherwise, nothing happens, and the chance to
  176. .Ic luckout
  177. is lost.
  178. .El
  179. .Ss Character Statistics
  180. .Bl -tag -width quickness -offset indent
  181. .It Em strength
  182. determines how much damage a character can inflict.
  183. .It Em quickness
  184. determines how many chances a character gets to make decisions while fighting.
  185. .It Em energy level
  186. specifies how much damage a character may endure before dying.
  187. .It Em magic level
  188. determines which spells a character may throw, and how effective those
  189. spells will be.
  190. .It Em brains
  191. basically, the character's intelligence; used for various fighting options
  192. and spells.
  193. .It Em mana
  194. used as a power source for throwing spells.
  195. .It Em experience
  196. gained by fighting monsters and other characters.
  197. .It Em level
  198. indicative of how much experience a character has accumulated; progresses
  199. geometrically as
  200. .Em experience
  201. increases.
  202. .It Em poison
  203. sickness which degrades a character's performance (affects
  204. .Em energy level
  205. and
  206. .Em strength ) .
  207. .It Em sin
  208. accumulated as a character does certain nasty things; used only rarely
  209. in normal play of the game.
  210. .It Em age
  211. of player; roughly equivalent to number of turns.
  212. As
  213. .Em age
  214. increases, many personal statistics degenerate.
  215. .El
  216. .Ss Character Types
  217. Character statistics are rolled randomly from the above list, according
  218. to character type.
  219. The types are as follows:
  220. .Bl -tag -width "experimento" -offset indent
  221. .It Em magic user
  222. strong in
  223. .Em magic level
  224. and
  225. .Em brains ,
  226. weak in other areas.
  227. Must rely on wits and magic to survive.
  228. .It Em fighter
  229. good in
  230. .Em strength
  231. and
  232. .Em energy level ,
  233. fairly good in other areas.
  234. This adds up to a well-equipped fighter.
  235. .It Em elf
  236. very high
  237. .Em quickness
  238. and above average
  239. .Em magic level
  240. are
  241. .Em elves
  242. selling points.
  243. .It Em dwarf
  244. very high
  245. .Em strength
  246. and
  247. .Em energy level ,
  248. but with a tendency to be rather slow and not too bright.
  249. .It Em halfling
  250. rather quick and smart, with high
  251. .Em energy level ,
  252. but poor in
  253. .Em magic
  254. and
  255. .Em strength .
  256. Born with some
  257. .Em experience .
  258. .It Em experimento
  259. very mediocre in all areas.
  260. However, the
  261. .Em experimento
  262. may be placed almost anywhere within the playing grid.
  263. .El
  264. .Pp
  265. The possible ranges for starting statistics are summarized in
  266. the following table.
  267. .TS
  268. l c c c c c c
  269. l c c c c c c.
  270. Type Strength Quick Mana Energy Brains Magic
  271. _
  272. Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
  273. Fighter 40-55 30-35 30-50 45-70 25-45 3-6
  274. Elf 35-45 32-38 45-90 30-50 40-65 4-7
  275. Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
  276. Halfling 20-25 34 25-45 55-90 40-75 1-4
  277. Experimento 25 27 100 35 25 2
  278. .TE
  279. .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
  280. .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
  281. .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
  282. .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
  283. .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
  284. .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
  285. .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
  286. .\" .It Experimento 25 27 100 35 25 2
  287. .\" .El
  288. .Pp
  289. Not only are the starting characteristics different for the different
  290. character types, the characteristics progress at different rates for the
  291. different types as the character goes up in
  292. .Em level .
  293. .Em Experimentoes Ns '
  294. characteristics progress randomly as one of the other types.
  295. The progression as characters increase in
  296. .Em level
  297. is summarized in the following table.
  298. .Pp
  299. .TS
  300. nokeep ;
  301. l c c c c c
  302. l n n n n n.
  303. Type Strength Mana Energy Brains Magic
  304. _
  305. Mag. User 2.0 75 20 6 2.75
  306. Fighter 3.0 40 30 3.0 1.5
  307. Elf 2.5 65 25 4.0 2.0
  308. Dwarf 5 30 35 2.5 1
  309. Halfling 2.0 30 30 4.5 1
  310. .TE
  311. .Pp
  312. The character type also determines how much gold a player may
  313. carry, how long until
  314. .Em rings
  315. can overcome the player, and how much
  316. .Em poison
  317. the player can withstand.
  318. .Ss Spells
  319. During the course of the game, the player may exercise his/her
  320. magic powers.
  321. These cases are described below.
  322. .Bl -tag -width "all or nothing" -offset indent
  323. .It Ic cloak
  324. .Em magic level necessary :
  325. 20 (plus level 7)
  326. .br
  327. .Em mana used :
  328. 35 plus 3 per rest period
  329. .br
  330. Used during normal play.
  331. Prevents monsters from finding the character,
  332. as well as hiding the player from other players.
  333. His/her coordinates show up as '?' in the
  334. .Ic players
  335. option.
  336. Players cannot collect
  337. .Em mana ,
  338. find trading posts, or discover the
  339. .Em grail
  340. while cloaked.
  341. Calling a monster uncloaks, as well as choosing this option while cloaked.
  342. .It Ic teleport
  343. .Em magic level necessary :
  344. 40 (plus level 12)
  345. .br
  346. .Em mana used :
  347. 30 per 75 moved
  348. .br
  349. Used during normal play.
  350. Allows the player to move with much more freedom than with the
  351. .Ic move
  352. option, at the price of expending mana.
  353. The maximum distance possible to move is based upon
  354. .Em level
  355. and
  356. .Em magic level .
  357. .It Ic power blast
  358. .Em magic level necessary :
  359. none
  360. .br
  361. .Em mana used :
  362. 5 times
  363. .Em level
  364. .br
  365. Used during inter-terminal battle.
  366. Damage is based upon
  367. .Em magic level
  368. and
  369. .Em strength .
  370. Hits much harder than a normal hit.
  371. .It Ic all or nothing
  372. .Em magic level necessary :
  373. none
  374. .br
  375. .Em mana used :
  376. 1
  377. .br
  378. Used while combating monsters.
  379. Has a 25% chance of working.
  380. If it works it hits the monster just enough to kill it.
  381. If it fails, it doesn't hit the monster, and doubles the monster's
  382. .Em quickness
  383. and
  384. .Em strength .
  385. Paralyzed monsters wake up much quicker as a result of this spell.
  386. .It Ic magic bolt
  387. .Em magic level necessary :
  388. 5
  389. .br
  390. .Em mana used :
  391. variable
  392. .br
  393. Used while combating monsters.
  394. Hits the monster based upon the amount
  395. of
  396. .Em mana
  397. expended and
  398. .Em magic level .
  399. Guaranteed to hit at least 10 per
  400. .Em mana .
  401. .It Ic force field
  402. .Em magic level necessary :
  403. 15
  404. .br
  405. .Em mana used :
  406. 30
  407. .br
  408. Used during monster combat.
  409. Throws up a shield to protect from damage.
  410. The shield is added to actual energy level, and is a fixed number, based
  411. upon maximum energy.
  412. Normally, damage occurs first to the shield, and then to the players actual
  413. .Em energy level .
  414. .It Ic transform
  415. .Em magic level necessary :
  416. 25
  417. .br
  418. .Em mana used :
  419. 50
  420. .br
  421. Used during monster combat.
  422. Transforms the monster randomly into one of the 100 monsters from
  423. the monster file.
  424. .It Ic increase might
  425. .Em magic level necessary :
  426. 35
  427. .br
  428. .Em mana used :
  429. 75
  430. .br
  431. Used during combat with monsters.
  432. Increases strength up to a maximum.
  433. .It Ic invisibility
  434. .Em magic level necessary :
  435. 45
  436. .br
  437. .Em mana used :
  438. 90
  439. .br
  440. Used while fighting monsters.
  441. Makes it harder for the monster to hit, by temporarily increasing the player's
  442. .Em quickness .
  443. This spell may be thrown several times, but a maximum level will be reached.
  444. .It Ic transport
  445. .Em magic level necessary :
  446. 60
  447. .br
  448. .Em mana used :
  449. 125
  450. .br
  451. Used during monster combat.
  452. Transports the monster away from the player.
  453. Success is based upon player's
  454. .Em magic
  455. and
  456. .Em brains ,
  457. and the monster's
  458. .Em experience .
  459. If it fails the player is transported instead.
  460. 60% of the time, the monster will drop any treasure it was carrying.
  461. .It Ic paralyze
  462. .Em magic level necessary :
  463. 75
  464. .br
  465. .Em mana used :
  466. 150
  467. .br
  468. Used during monster combat.
  469. .Dq Freezes
  470. the monster by putting its
  471. .Em quickness
  472. slightly negative.
  473. The monster will slowly wake up.
  474. Success is based upon player's
  475. .Em magic
  476. and the monster's
  477. .Em experience .
  478. If it fails, nothing happens.
  479. .It Ic specify
  480. .Em magic level necessary :
  481. none
  482. .br
  483. .Em mana used :
  484. 1000
  485. .br
  486. Used during monster combat only by
  487. .Em valar
  488. or
  489. .Em council of the wise .
  490. Allows the player to pick which monster to fight.
  491. .El
  492. .Ss Monsters
  493. Monsters get bigger as one moves farther from the origin (0,0).
  494. Rings of distance 125 from the origin determine the size.
  495. A monster's
  496. .Em experience ,
  497. .Em energy level ,
  498. and
  499. .Em brains
  500. are multiplied by the size.
  501. .Em Strength
  502. is increased 50% per size over one, and
  503. .Em quickness
  504. remains the same, regardless of size.
  505. .Pp
  506. Also, nastier monsters are found as one progress farther out from the origin.
  507. Monsters also may flock.
  508. The percent chance of that happening is designated as
  509. .Em flock%
  510. in the monster listing.
  511. Monsters outside the first ring
  512. may carry treasure, as determined by their treasure type.
  513. Flocking monsters, and bigger monsters increase the chances of treasure.
  514. .Pp
  515. Certain monsters have special abilities; they are as follows:
  516. .Bl -tag -width "Assorted Faeries"
  517. .It Em Unicorn
  518. can only be subdued if the player is in possession of a
  519. .Em virgin .
  520. .It Em Modnar
  521. has random characteristics, including treasure type.
  522. .It Em Mimic
  523. will pick another name from the list of monsters in order to confuse.
  524. .It Em Dark Lord
  525. very nasty person.
  526. Does not like to be hit (especially nicked),
  527. and many spells do not work well (or at all) against him.
  528. One can always
  529. .Em evade
  530. from the
  531. .Em Dark Lord .
  532. .It Em Leanan-Sidhe
  533. also a very nasty person.
  534. She will permanently sap
  535. .Em strength
  536. from someone.
  537. .It Em Saruman
  538. wanders around with
  539. .Em Wormtongue ,
  540. who can steal a
  541. .Em palantir .
  542. Also,
  543. .Em Saruman
  544. may turn a player's gems into gold pieces, or scramble her/his stats.
  545. .It Em Thaumaturgist
  546. can transport a player.
  547. .It Em Balrog
  548. inflicts damage by taking away
  549. .Em experience ,
  550. not
  551. .Em energy .
  552. .It Em Vortex
  553. may take some
  554. .Em mana .
  555. .It Em Nazgul
  556. may try to steal a
  557. .Em ring
  558. or neutralize part of one's
  559. .Em brains .
  560. .It Em Tiamat
  561. may take half a player's
  562. .Em gold
  563. and
  564. .Em gems
  565. and escape.
  566. .It Em Kobold
  567. may get nasty and steal one gold piece and run away.
  568. .It Em Shelob
  569. may bite, inflicting the equivalent of one
  570. .Em poison .
  571. .It Em Assorted Faeries
  572. These are killed if attacking someone carrying
  573. .Em holy water .
  574. These are
  575. .Em Cluricaun , Fir Darrig , Fachan ,
  576. .Em Ghille Dhu , Bogle , Killmoulis ,
  577. and
  578. .Em Bwca .
  579. .It Em Lamprey
  580. may bite, inflicting 1/2 of a
  581. .Em poison .
  582. .It Em Shrieker
  583. will call one of its (much bigger) buddies if picked upon.
  584. .It Em Bonnacon
  585. will become bored with battle, fart, and run off.
  586. .It Em Smeagol
  587. will try to steal a
  588. .Em ring
  589. from a player, if given the chance.
  590. .It Em Succubus
  591. may inflict damage through a
  592. .Ic force field .
  593. This subtracts from
  594. .Em energy level
  595. instead of any shield the player may have thrown up.
  596. This is a very easy way to die.
  597. .It Em Cerberus
  598. loves metal and will steal all the metal treasures from a player if able.
  599. .It Em Ungoliant
  600. can bite and poison.
  601. This inflicts five
  602. .Em poisons ,
  603. and also takes one from the player's
  604. .Em quickness .
  605. .It Em Jabberwock
  606. may tire of battle, and leave after calling one of his friends
  607. .Em ( Jubjub Bird
  608. or
  609. .Em Bandersnatch ) .
  610. .It Em Morgoth
  611. actually
  612. .Em Modnar ,
  613. but reserved for
  614. .Em council of the wise , valar ,
  615. and
  616. .Em ex-valar .
  617. Fights with
  618. .Em Morgoth
  619. end when either he or the player dies.
  620. His characteristics are calculated based upon the player's.
  621. The player is given the chance to ally with him.
  622. No magic, except
  623. .Ic force field
  624. works when battling
  625. .Em Morgoth .
  626. .It Em Troll
  627. may regenerate its
  628. .Em energy
  629. and
  630. .Em strength
  631. while in battle.
  632. .It Em Wraith
  633. may make a player blind.
  634. .El
  635. .Ss Treasures
  636. The various treasure types are as follows:
  637. .Bl -tag -width "type twelve/thirteen"
  638. .It Type zero
  639. none
  640. .It Type one
  641. .Em power booster
  642. \- adds mana.
  643. .br
  644. .Em druid
  645. \- adds experience.
  646. .br
  647. .Em holy orb
  648. \- subtracts 0.25 sin.
  649. .TP 1.5i
  650. .It Type two
  651. .Em amulet
  652. \- protects from cursed treasure.
  653. .br
  654. .Em holy water
  655. \- kills
  656. .Em assorted faeries .
  657. .br
  658. .Em hermit
  659. \- reduces sin by 25% and adds some mana.
  660. .It Type three
  661. .Em shield
  662. \- adds to maximum
  663. .Em energy level .
  664. .br
  665. .Em virgin
  666. \- used to subdue a
  667. .Em unicorn ,
  668. or to give much
  669. .Em experience
  670. (and some
  671. .Em sin ) .
  672. .br
  673. .Em athelas
  674. \- subtracts one
  675. .Em poison .
  676. .It Type four (scrolls)
  677. .Em shield
  678. \- throws a bigger than normal
  679. .Ic force field .
  680. .br
  681. .Em invisible
  682. \- temporarily puts the finder's
  683. .Em quickness
  684. to one million.
  685. .br
  686. .Em ten fold strength
  687. \- multiplies finder's strength by ten.
  688. .br
  689. .Em pick monster
  690. \- allows finder to pick next monster to battle.
  691. .br
  692. .Em general knowledge
  693. \- adds to finder's
  694. .Em brains
  695. and
  696. .Em magic level .
  697. .Pp
  698. All the scrolls except
  699. .Em general knowledge
  700. automatically call a monster.
  701. These preserve any spells that were already in effect, but are only in
  702. effect while in battle.
  703. .It Type five
  704. .Em dagger
  705. \- adds to
  706. .Em strength .
  707. .br
  708. .Em armour
  709. \- same as a
  710. .Em shield ,
  711. but bigger.
  712. .br
  713. .Em tablet
  714. \- adds
  715. .Em brains .
  716. .It Type six
  717. .Em priest
  718. \- rests to maximum; adds
  719. .Em mana , brains ;
  720. and halves
  721. .Em sin .
  722. .br
  723. .Em Robin Hood
  724. \- increases
  725. .Em shield
  726. and adds permanently to
  727. .Em strength .
  728. .br
  729. .Em axe
  730. \- like
  731. .Em dagger ,
  732. but bigger.
  733. .It Type seven
  734. .Em charm
  735. \- protects from cursed treasure (used before
  736. .Em amulet ) ;
  737. used in conjunction with
  738. .Em blessing
  739. to battle
  740. .Em Dark Lord .
  741. .br
  742. .Em Merlyn
  743. \- adds
  744. .Em brains , magic ,
  745. and
  746. .Em mana .
  747. .br
  748. .Em war hammer
  749. \- like an
  750. .Em axe ,
  751. but bigger.
  752. .It Type eight
  753. .Em healing potion
  754. \- sets
  755. .Em poison
  756. to -2, or subtracts two from
  757. .Em poison ,
  758. whichever is better.
  759. .br
  760. .Em transporter
  761. \- allows finder to move anywhere.
  762. .br
  763. .Em sword
  764. \- like a
  765. .Em war hammer ,
  766. but bigger.
  767. .It Type nine
  768. .Em golden crown
  769. \- allows the player to become
  770. .Em king ,
  771. by going to (0,0).
  772. .br
  773. .Em blessing
  774. \- cuts
  775. .Em sin
  776. to 1/3, adds
  777. .Em mana ,
  778. rests to maximum, kills
  779. .Em Dark Lord
  780. with a
  781. .Em charm ,
  782. and gives bearer first hit on all monsters.
  783. .br
  784. .Em quicksilver
  785. \- adds to
  786. .Em quickness .
  787. .It Type ten
  788. .Em elven boots
  789. \- adds permanently to
  790. .Em quickness .
  791. .It Type eleven
  792. .Em palantir
  793. \- allows one to see all the other players; used by
  794. .Em council of the wise
  795. to seek the
  796. .Em grail .
  797. .It Type twelve/thirteen
  798. .Em ring
  799. \- allows one to hit much harder in battle, etc.
  800. .El
  801. .Pp
  802. Any treasure type 10-13 monsters may instead carry a type nine treasure.
  803. .Pp
  804. A monster may also be carrying
  805. .Em gold
  806. or
  807. .Em gems .
  808. These are used at
  809. .Em trading posts
  810. to buy things.
  811. A
  812. .Em gem
  813. is worth 1000 gold pieces.
  814. Too much
  815. .Em gold
  816. will slow a player down.
  817. One may carry 1000 plus 200 per
  818. .Em level
  819. of
  820. .Em gold .
  821. A
  822. .Em gem
  823. weighs one half a gold piece.
  824. Monsters of treasure type 7 or higher may carry
  825. .Em gems .
  826. .Pp
  827. The chance of a cursed treasure is based upon treasure type.
  828. The more valuable treasures have a greater chance of being cursed.
  829. A cursed treasure knocks
  830. .Em energy level
  831. very low, and adds 0.25
  832. .Em poison .
  833. .Ss Rings
  834. .Em Rings
  835. are only carried by
  836. .Em nazguls
  837. and
  838. .Em Dark Lords .
  839. They come in four different flavors.
  840. All
  841. .Em rings
  842. rest the player to maximum and cause him/her to hit much harder
  843. in battle with monsters (assuming one has chosen to use the
  844. .Em ring
  845. for battle.)
  846. .Pp
  847. Two types of
  848. .Em rings
  849. are cursed and come either from
  850. .Em nazguls
  851. or
  852. .Em Dark Lord .
  853. After a few times of using these types, the player falls
  854. under the control of the
  855. .Em ring ,
  856. and strange, random things will occur.
  857. Eventually, the player dies, and gives his/her name to a monster
  858. on the file.
  859. Dying before the
  860. .Em ring
  861. is used up also renames the monster.
  862. .Pp
  863. The two remaining types of
  864. .Em rings
  865. are much more benign.
  866. The one from a
  867. .Em nazgul
  868. is good for a limited number of battle rounds, and will save
  869. the player from death if it was being used when he/she died.
  870. The one from
  871. .Em Dark Lord
  872. is the same, except that it never is used up.
  873. .Em rings
  874. disappear after saving someone from death.
  875. In general, cursed
  876. .Em rings
  877. occur much more often than normal ones.
  878. It is usually not a good idea to pick one up.
  879. The only way to get rid of a
  880. .Em ring
  881. is to have a monster steal it.
  882. .Ss King
  883. A player may become
  884. .Em king
  885. by finding a
  886. .Em crown
  887. and going to (0,0).
  888. Players must have a
  889. .Em level
  890. in the range of 10 to 1000 to be able to find a
  891. .Em crown .
  892. When a player with one or more
  893. .Em crowns
  894. reaches
  895. .Em level
  896. 1000, the
  897. .Em crowns
  898. are converted to
  899. .Em gold .
  900. .Pp
  901. Once a player is king, he/she may do certain things while in
  902. the Lord's Chamber (0,0).
  903. These are exercised with the
  904. .Ic decree
  905. ('0') option.
  906. .Bl -tag -width "collect taxes"
  907. .It Ic transport
  908. This is done to another player.
  909. It randomly moves the affected player about.
  910. A
  911. .Em charm
  912. protects from transports.
  913. .It Ic curse
  914. This is done to another player.
  915. It is analogous to cursed treasure, but worse.
  916. It inflicts two
  917. .Em poison ,
  918. knocks
  919. .Em energy level
  920. very low, and degrades the maximum energy.
  921. It also removes a
  922. .Em cloak .
  923. A
  924. .Em blessing
  925. protects from king's curses.
  926. .It Ic energy void
  927. The king may put a number of these scattered about
  928. his/her kingdom as he/she pleases.
  929. If a player hits one, he/she loses
  930. .Em mana , energy ,
  931. and
  932. .Em gold .
  933. The energy void disappears after being hit.
  934. .It Ic bestow
  935. This is also done to another player.
  936. The king may wish to reward one or more loyal subjects by sharing his/her
  937. riches
  938. .Em ( gold ) .
  939. Or it is a convenient way to dispose of some unwanted deadweight.
  940. .It Ic collect taxes
  941. Everyone pays 7% tax on all
  942. .Em gold
  943. and
  944. .Em gems
  945. acquired, regardless of the existence of a
  946. .Em king .
  947. The king collects the accrued taxes with this option.
  948. .El
  949. .Pp
  950. The
  951. .Em king
  952. may also
  953. .Ic teleport
  954. anywhere for free by using the origin as a starting place.
  955. .Ss Council of the Wise, Valar
  956. A player automatically becomes a member of the
  957. .Em council of the wise
  958. upon reaching level 3000.
  959. Members of the council cannot have
  960. .Em rings .
  961. Members of the council have a few extra options which they can exercise.
  962. These are exercised with the
  963. .Ic intervene
  964. ('8') option.
  965. All
  966. .Ic intervene
  967. options cost 1000 mana.
  968. One
  969. .Ic intervene
  970. option is to
  971. .Ic heal
  972. another player.
  973. This is just a quick way for that player to be rested
  974. to maximum and lose a little
  975. .Em poison .
  976. The main purpose in life for members of the council is to seek the
  977. .Em Holy Grail .
  978. This is done with a
  979. .Em palantir
  980. under the
  981. .Ic seek grail
  982. option.
  983. The distance cited by the seek is accurate within 10%, in order
  984. not to make it too easy to find the grail.
  985. A player must have infinitesimally small
  986. .Em sin ,
  987. or else it's all over upon finding the grail.
  988. In order to help members of the council on their quest, they
  989. may
  990. .Ic teleport
  991. with greater ease.
  992. .Pp
  993. Upon finding the grail, the player advances to position of
  994. .Em valar .
  995. He/she may then exercise more and niftier options under
  996. .Ic intervention .
  997. These include all of the council members' options plus the
  998. ability to move other players about, bless them, and throw monsters at
  999. them.
  1000. A
  1001. .Em valar Ns 's
  1002. blessing has the same effect as the treasure
  1003. .Em blessing ,
  1004. except that the affected player does not get his/her
  1005. .Em blessing
  1006. flag set.
  1007. All
  1008. .Ic intervention
  1009. options which affect other players age the player who uses them.
  1010. .Em Valars
  1011. are essentially immortal, but are actually given five lives.
  1012. If these are used up, the player is left to die, and becomes an
  1013. .Em ex-valar .
  1014. A
  1015. .Em valar
  1016. cannot
  1017. .Ic move , teleport ,
  1018. or call monsters.
  1019. (An exception to this is if the
  1020. .Em valar
  1021. finds a
  1022. .Em transporter . )
  1023. This is to allow him/her to dispose of excess
  1024. .Em gold .
  1025. Any monsters which a
  1026. .Em valar
  1027. encounters are based upon his/her size.
  1028. Only one valar may exist at a time.
  1029. The current valar is replaced when another player finds the grail.
  1030. The valar is then bumped back to the council of the wise.
  1031. .Ss Wizard
  1032. The
  1033. .Em wizard
  1034. is usually the owner of the game, and the one who maintains
  1035. the associated files.
  1036. The
  1037. .Em wizard
  1038. is granted special powers within the game, if it is invoked
  1039. with the
  1040. .Fl S
  1041. option.
  1042. Otherwise, the
  1043. .Em wizard
  1044. plays no different from other players.
  1045. The
  1046. .Em wizard
  1047. abilities are outlined below.
  1048. .Bl -tag -width "super character type"
  1049. .It Ic change players
  1050. When examining a player, (game invoked with
  1051. .Fl x ,
  1052. or use 'X' from within game), the
  1053. .Em wizard
  1054. may also change the player.
  1055. .It Ic intervention
  1056. The
  1057. .Em wizard
  1058. may do all the
  1059. .Ic intervention
  1060. options.
  1061. One extra option,
  1062. .Ic vaporize ,
  1063. is added to kill any offensive players.
  1064. .It Ic super character type
  1065. An extra character type is added.
  1066. This character starts with the
  1067. maximum possible in all statistics, selected from the other character types.
  1068. A
  1069. .Em super
  1070. character's statistics also progress at the maximum possible rate, selected
  1071. from the other character types.
  1072. .El
  1073. .Ss Special Places
  1074. Certain regions of the playing grid have different names.
  1075. In general, this is only to give the player some idea of
  1076. his/her present location.
  1077. Some special places do exist.
  1078. .Bl -tag -width "Trading Posts"
  1079. .It Em Trading Posts
  1080. These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
  1081. Trading posts farther out have more things for sale.
  1082. Be careful about cheating the merchants there, as they have short tempers.
  1083. Merchants are dishonest about 5% of the time.
  1084. .It Em Lord's Chamber
  1085. This is located at (0,0).
  1086. Only players with
  1087. .Em crowns
  1088. may enter.
  1089. .It Em Point of \&No Return
  1090. This is located beyond 1.2e+6 in any direction.
  1091. The only way to return from here is a
  1092. .Em transporter
  1093. or to have a
  1094. .Em valar
  1095. relocate the player.
  1096. .It Em Dead Marshes
  1097. This is a band located fairly distant from the origin.
  1098. The first fourteen monsters (water monsters) can normally only be found here.
  1099. .It Em Valhala
  1100. This place is where the
  1101. .Em valar
  1102. resides.
  1103. It is associated with no particular coordinate on the playing grid.
  1104. .El
  1105. .Ss Miscellaneous
  1106. Once a player reaches
  1107. .Em level
  1108. 5, the game will start to time out waiting for input.
  1109. This is to try to keep the game a bit faster paced.
  1110. .Pp
  1111. A
  1112. .Em guru
  1113. will never be disgusted with your
  1114. .Em sins
  1115. if they are less than one.
  1116. .Pp
  1117. A
  1118. .Em medic
  1119. wants half of a player's
  1120. .Em gold
  1121. to be happy.
  1122. Offering more than one has, or a negative amount will anger the
  1123. .Em medic ,
  1124. who will make the player worse (add one
  1125. .Em poison ) .
  1126. .Pp
  1127. The
  1128. .Em Holy Grail
  1129. does little for those who are not ready to behold it.
  1130. Whenever anyone finds it, it moves.
  1131. It is always located within 1e+6 in any compass direction of the origin.
  1132. .Pp
  1133. There is a maximum amount of
  1134. .Em mana
  1135. and
  1136. .Em charms
  1137. a player may posses, based upon
  1138. .Em level .
  1139. .Em Quicksilver
  1140. is always limited to to a maximum of 99.
  1141. .Pp
  1142. .Em Books
  1143. bought at a
  1144. .Em trading post
  1145. increase
  1146. .Em brains ,
  1147. based upon the number bought.
  1148. It is unwise, however to buy more than 1/10 of one's
  1149. .Em level
  1150. in books at a time.
  1151. .Pp
  1152. Players over level 10000 are automatically retired.
  1153. .Pp
  1154. A
  1155. .Em blindness
  1156. goes away in random time.
  1157. .Pp
  1158. Players with
  1159. .Em crowns
  1160. are identified with a '*' before their character type.
  1161. .Ss Inter-terminal Battle
  1162. When two player's coordinates correspond, they may engage in battle.
  1163. In general, the player with the highest
  1164. .Em quickness
  1165. gets the first hit.
  1166. If the two players are severely mismatched, the stronger player
  1167. is drastically handicapped for the battle.
  1168. In order to protect from being stuck in an infinite loop,
  1169. the player waiting for response may time out.
  1170. Options for battle are:
  1171. .Bl -tag -width "power blast"
  1172. .It Ic fight
  1173. Inflicts damage upon other person.
  1174. .It Ic run away
  1175. Escape from battle.
  1176. Has a 75% chance of working.
  1177. .It Ic power blast
  1178. Battle spell.
  1179. .It Ic luckout
  1180. One-time chance to try to win against the foe.
  1181. Has a 10% chance of working.
  1182. .El
  1183. .Pp
  1184. Sometimes waits for the other player may be excessive, because
  1185. he/she may be battling a monster.
  1186. Upon slaying a player in battle the winner gets the other's
  1187. .Em experience
  1188. and treasures.
  1189. .Em Rings
  1190. do not work for inter-terminal battle.
  1191. .Sh AUTHORS
  1192. .An Edward Estes ,
  1193. AT\*[Am]T Information Systems, Skokie, IL
  1194. .Sh BUGS
  1195. All screen formats assume at least 24 lines by at least 80 columns.
  1196. No provisions are made for when any of the data items get too big
  1197. for the allotted space on the screen.