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- .\" $NetBSD: phantasia.6,v 1.11 2004/01/03 13:32:23 wiz Exp $
- .\"
- .Dd April 1, 2001
- .Dt PHANTASIA 6
- .Os
- .Sh NAME
- .Nm phantasia
- .Nd an interterminal fantasy game
- .Sh SYNOPSIS
- .Nm
- .Op Fl abHmpSsx
- .Sh DESCRIPTION
- .Nm
- is a role playing game which allows players to roll up characters of
- various types to fight monsters and other players.
- Progression of characters is based upon gaining experience from fighting
- monsters (and other players).
- .Pp
- Most of the game is menu driven and self-explanatory (more or less).
- The screen is cursor updated, so be sure to set up the
- .Ev TERM
- variable in your environment.
- .Pp
- The options provide for a variety of functions to support the game.
- They are:
- .Pp
- .Bl -tag -width aaa -offset indent
- .It Fl a
- Get a listing of all character names on file.
- .It Fl b
- Show scoreboard of top characters per login.
- .It Fl H
- Print header only.
- .It Fl m
- Get a monster listing.
- .It Fl p
- Purge old characters.
- .It Fl S
- Turn on wizard options, if allowed, if running as
- .Dq root .
- .It Fl s
- Invokes
- .Nm
- without header information.
- .It Fl x
- Examine/change a particular character on file.
- .El
- .Pp
- The characters are saved on a common file, in order to make the game
- interactive between players.
- The characters are given a password in order to retrieve them later.
- Only characters above
- .Em level
- zero are saved.
- Characters unused for awhile will be purged.
- Characters are only placed on the scoreboard when they die.
- .Sh PARTICULARS
- .Ss Normal Play
- A number of the player's more important statistics are almost always
- displayed on the screen, with maximums (where applicable) in
- parentheses.
- .Pp
- The character is placed randomly near the center of a Cartesian
- system.
- Most commands are selected with a single letter or digit.
- For example, one may move by hitting 'W', 'S', 'N', or 'E',
- (lower case may also be used, at no time is the game case dependent).
- One may also use 'H', 'J', 'K', 'L',
- for movement, similar to
- .Xr vi 1 .
- To move to a specific (x, y) coordinate, use the
- .Ic move
- ('1') command.
- The distance a character can move is calculated by
- 1 plus 1.5 per
- .Em level .
- Moving in a compass direction will move the player the maximum
- allowed distance in that direction.
- .Pp
- A player may see who else is playing by using the
- .Ic players
- ('2') option.
- One may see the coordinates of those who are the same
- distance or closer to the origin as he/she.
- .Em Kings ,
- and
- .Em council of the wise
- can see and can be seen by everyone.
- A
- .Em palantir
- removes these restrictions.
- .Pp
- One can talk to other players with the
- .Ic talk
- ('3') option.
- In general, this is a line or so of text.
- To remove a current
- message, just type
- .Aq return
- when prompted for a message.
- .Pp
- The
- .Ic stats
- ('4') option shows additional characteristics of a player.
- .Pp
- One may leave the game either with the
- .Ic quit
- ('5') option.
- .Pp
- One may rest by default.
- Resting lets one regain maximum
- .Em energy level ,
- and also lets one find
- .Em mana
- (more is found for larger levels and further distances from the origin).
- .Pp
- One may call a monster by hitting '9' or 'C'.
- .Pp
- Use 'X' to examine other players.
- .Pp
- One may quit or execute a sub-shell by hitting interrupt.
- Quitting during battle results in death for obvious reasons.
- .Pp
- Several other options become available as the player progresses in
- .Em level
- and
- .Em magic ,
- or to other stations in the game
- .Em ( valar ,
- .Em council of the wise ,
- .Em king ) .
- These are described elsewhere.
- In general, a control-L will force the redrawing of the screen.
- .Pp
- Other things which may happen are more or less self-explanatory.
- .Ss Fighting Monsters
- A player has several options while fighting monsters.
- They are as follows:
- .Bl -tag -width skirmish -offset indent
- .It Ic melee
- Inflicts damage on the monster, based upon
- .Em strength .
- Also decreases the monster's
- .Em strength
- some.
- .It Ic skirmish
- Inflicts a little less damage than
- .Ic melee ,
- but decreases the monster's
- .Em quickness
- instead.
- .It Ic evade
- Attempt to run away.
- Success is based upon both the player's and the monster's
- .Em brains
- and
- .Em quickness .
- .It Ic spell
- Several options for throwing spells (described elsewhere).
- .It Ic nick
- Hits the monster one plus the player's
- .Em sword ,
- and gives the player 10% of the monster's
- .Em experience .
- Decreases the monster's
- .Em experience
- an amount proportional to the amount granted.
- This also increases the monster's quickness.
- Paralyzed monsters wake up very fast when nicked.
- .It Ic luckout
- This is essentially a battle of wits with the monster.
- Success is based upon the player's and the monster's
- .Em brains .
- The player gets credit for slaying the monster if he/she succeeds.
- Otherwise, nothing happens, and the chance to
- .Ic luckout
- is lost.
- .El
- .Ss Character Statistics
- .Bl -tag -width quickness -offset indent
- .It Em strength
- determines how much damage a character can inflict.
- .It Em quickness
- determines how many chances a character gets to make decisions while fighting.
- .It Em energy level
- specifies how much damage a character may endure before dying.
- .It Em magic level
- determines which spells a character may throw, and how effective those
- spells will be.
- .It Em brains
- basically, the character's intelligence; used for various fighting options
- and spells.
- .It Em mana
- used as a power source for throwing spells.
- .It Em experience
- gained by fighting monsters and other characters.
- .It Em level
- indicative of how much experience a character has accumulated; progresses
- geometrically as
- .Em experience
- increases.
- .It Em poison
- sickness which degrades a character's performance (affects
- .Em energy level
- and
- .Em strength ) .
- .It Em sin
- accumulated as a character does certain nasty things; used only rarely
- in normal play of the game.
- .It Em age
- of player; roughly equivalent to number of turns.
- As
- .Em age
- increases, many personal statistics degenerate.
- .El
- .Ss Character Types
- Character statistics are rolled randomly from the above list, according
- to character type.
- The types are as follows:
- .Bl -tag -width "experimento" -offset indent
- .It Em magic user
- strong in
- .Em magic level
- and
- .Em brains ,
- weak in other areas.
- Must rely on wits and magic to survive.
- .It Em fighter
- good in
- .Em strength
- and
- .Em energy level ,
- fairly good in other areas.
- This adds up to a well-equipped fighter.
- .It Em elf
- very high
- .Em quickness
- and above average
- .Em magic level
- are
- .Em elves
- selling points.
- .It Em dwarf
- very high
- .Em strength
- and
- .Em energy level ,
- but with a tendency to be rather slow and not too bright.
- .It Em halfling
- rather quick and smart, with high
- .Em energy level ,
- but poor in
- .Em magic
- and
- .Em strength .
- Born with some
- .Em experience .
- .It Em experimento
- very mediocre in all areas.
- However, the
- .Em experimento
- may be placed almost anywhere within the playing grid.
- .El
- .Pp
- The possible ranges for starting statistics are summarized in
- the following table.
- .TS
- l c c c c c c
- l c c c c c c.
- Type Strength Quick Mana Energy Brains Magic
- _
- Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
- Fighter 40-55 30-35 30-50 45-70 25-45 3-6
- Elf 35-45 32-38 45-90 30-50 40-65 4-7
- Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
- Halfling 20-25 34 25-45 55-90 40-75 1-4
- Experimento 25 27 100 35 25 2
- .TE
- .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
- .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
- .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
- .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
- .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
- .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
- .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
- .\" .It Experimento 25 27 100 35 25 2
- .\" .El
- .Pp
- Not only are the starting characteristics different for the different
- character types, the characteristics progress at different rates for the
- different types as the character goes up in
- .Em level .
- .Em Experimentoes Ns '
- characteristics progress randomly as one of the other types.
- The progression as characters increase in
- .Em level
- is summarized in the following table.
- .Pp
- .TS
- nokeep ;
- l c c c c c
- l n n n n n.
- Type Strength Mana Energy Brains Magic
- _
- Mag. User 2.0 75 20 6 2.75
- Fighter 3.0 40 30 3.0 1.5
- Elf 2.5 65 25 4.0 2.0
- Dwarf 5 30 35 2.5 1
- Halfling 2.0 30 30 4.5 1
- .TE
- .Pp
- The character type also determines how much gold a player may
- carry, how long until
- .Em rings
- can overcome the player, and how much
- .Em poison
- the player can withstand.
- .Ss Spells
- During the course of the game, the player may exercise his/her
- magic powers.
- These cases are described below.
- .Bl -tag -width "all or nothing" -offset indent
- .It Ic cloak
- .Em magic level necessary :
- 20 (plus level 7)
- .br
- .Em mana used :
- 35 plus 3 per rest period
- .br
- Used during normal play.
- Prevents monsters from finding the character,
- as well as hiding the player from other players.
- His/her coordinates show up as '?' in the
- .Ic players
- option.
- Players cannot collect
- .Em mana ,
- find trading posts, or discover the
- .Em grail
- while cloaked.
- Calling a monster uncloaks, as well as choosing this option while cloaked.
- .It Ic teleport
- .Em magic level necessary :
- 40 (plus level 12)
- .br
- .Em mana used :
- 30 per 75 moved
- .br
- Used during normal play.
- Allows the player to move with much more freedom than with the
- .Ic move
- option, at the price of expending mana.
- The maximum distance possible to move is based upon
- .Em level
- and
- .Em magic level .
- .It Ic power blast
- .Em magic level necessary :
- none
- .br
- .Em mana used :
- 5 times
- .Em level
- .br
- Used during inter-terminal battle.
- Damage is based upon
- .Em magic level
- and
- .Em strength .
- Hits much harder than a normal hit.
- .It Ic all or nothing
- .Em magic level necessary :
- none
- .br
- .Em mana used :
- 1
- .br
- Used while combating monsters.
- Has a 25% chance of working.
- If it works it hits the monster just enough to kill it.
- If it fails, it doesn't hit the monster, and doubles the monster's
- .Em quickness
- and
- .Em strength .
- Paralyzed monsters wake up much quicker as a result of this spell.
- .It Ic magic bolt
- .Em magic level necessary :
- 5
- .br
- .Em mana used :
- variable
- .br
- Used while combating monsters.
- Hits the monster based upon the amount
- of
- .Em mana
- expended and
- .Em magic level .
- Guaranteed to hit at least 10 per
- .Em mana .
- .It Ic force field
- .Em magic level necessary :
- 15
- .br
- .Em mana used :
- 30
- .br
- Used during monster combat.
- Throws up a shield to protect from damage.
- The shield is added to actual energy level, and is a fixed number, based
- upon maximum energy.
- Normally, damage occurs first to the shield, and then to the players actual
- .Em energy level .
- .It Ic transform
- .Em magic level necessary :
- 25
- .br
- .Em mana used :
- 50
- .br
- Used during monster combat.
- Transforms the monster randomly into one of the 100 monsters from
- the monster file.
- .It Ic increase might
- .Em magic level necessary :
- 35
- .br
- .Em mana used :
- 75
- .br
- Used during combat with monsters.
- Increases strength up to a maximum.
- .It Ic invisibility
- .Em magic level necessary :
- 45
- .br
- .Em mana used :
- 90
- .br
- Used while fighting monsters.
- Makes it harder for the monster to hit, by temporarily increasing the player's
- .Em quickness .
- This spell may be thrown several times, but a maximum level will be reached.
- .It Ic transport
- .Em magic level necessary :
- 60
- .br
- .Em mana used :
- 125
- .br
- Used during monster combat.
- Transports the monster away from the player.
- Success is based upon player's
- .Em magic
- and
- .Em brains ,
- and the monster's
- .Em experience .
- If it fails the player is transported instead.
- 60% of the time, the monster will drop any treasure it was carrying.
- .It Ic paralyze
- .Em magic level necessary :
- 75
- .br
- .Em mana used :
- 150
- .br
- Used during monster combat.
- .Dq Freezes
- the monster by putting its
- .Em quickness
- slightly negative.
- The monster will slowly wake up.
- Success is based upon player's
- .Em magic
- and the monster's
- .Em experience .
- If it fails, nothing happens.
- .It Ic specify
- .Em magic level necessary :
- none
- .br
- .Em mana used :
- 1000
- .br
- Used during monster combat only by
- .Em valar
- or
- .Em council of the wise .
- Allows the player to pick which monster to fight.
- .El
- .Ss Monsters
- Monsters get bigger as one moves farther from the origin (0,0).
- Rings of distance 125 from the origin determine the size.
- A monster's
- .Em experience ,
- .Em energy level ,
- and
- .Em brains
- are multiplied by the size.
- .Em Strength
- is increased 50% per size over one, and
- .Em quickness
- remains the same, regardless of size.
- .Pp
- Also, nastier monsters are found as one progress farther out from the origin.
- Monsters also may flock.
- The percent chance of that happening is designated as
- .Em flock%
- in the monster listing.
- Monsters outside the first ring
- may carry treasure, as determined by their treasure type.
- Flocking monsters, and bigger monsters increase the chances of treasure.
- .Pp
- Certain monsters have special abilities; they are as follows:
- .Bl -tag -width "Assorted Faeries"
- .It Em Unicorn
- can only be subdued if the player is in possession of a
- .Em virgin .
- .It Em Modnar
- has random characteristics, including treasure type.
- .It Em Mimic
- will pick another name from the list of monsters in order to confuse.
- .It Em Dark Lord
- very nasty person.
- Does not like to be hit (especially nicked),
- and many spells do not work well (or at all) against him.
- One can always
- .Em evade
- from the
- .Em Dark Lord .
- .It Em Leanan-Sidhe
- also a very nasty person.
- She will permanently sap
- .Em strength
- from someone.
- .It Em Saruman
- wanders around with
- .Em Wormtongue ,
- who can steal a
- .Em palantir .
- Also,
- .Em Saruman
- may turn a player's gems into gold pieces, or scramble her/his stats.
- .It Em Thaumaturgist
- can transport a player.
- .It Em Balrog
- inflicts damage by taking away
- .Em experience ,
- not
- .Em energy .
- .It Em Vortex
- may take some
- .Em mana .
- .It Em Nazgul
- may try to steal a
- .Em ring
- or neutralize part of one's
- .Em brains .
- .It Em Tiamat
- may take half a player's
- .Em gold
- and
- .Em gems
- and escape.
- .It Em Kobold
- may get nasty and steal one gold piece and run away.
- .It Em Shelob
- may bite, inflicting the equivalent of one
- .Em poison .
- .It Em Assorted Faeries
- These are killed if attacking someone carrying
- .Em holy water .
- These are
- .Em Cluricaun , Fir Darrig , Fachan ,
- .Em Ghille Dhu , Bogle , Killmoulis ,
- and
- .Em Bwca .
- .It Em Lamprey
- may bite, inflicting 1/2 of a
- .Em poison .
- .It Em Shrieker
- will call one of its (much bigger) buddies if picked upon.
- .It Em Bonnacon
- will become bored with battle, fart, and run off.
- .It Em Smeagol
- will try to steal a
- .Em ring
- from a player, if given the chance.
- .It Em Succubus
- may inflict damage through a
- .Ic force field .
- This subtracts from
- .Em energy level
- instead of any shield the player may have thrown up.
- This is a very easy way to die.
- .It Em Cerberus
- loves metal and will steal all the metal treasures from a player if able.
- .It Em Ungoliant
- can bite and poison.
- This inflicts five
- .Em poisons ,
- and also takes one from the player's
- .Em quickness .
- .It Em Jabberwock
- may tire of battle, and leave after calling one of his friends
- .Em ( Jubjub Bird
- or
- .Em Bandersnatch ) .
- .It Em Morgoth
- actually
- .Em Modnar ,
- but reserved for
- .Em council of the wise , valar ,
- and
- .Em ex-valar .
- Fights with
- .Em Morgoth
- end when either he or the player dies.
- His characteristics are calculated based upon the player's.
- The player is given the chance to ally with him.
- No magic, except
- .Ic force field
- works when battling
- .Em Morgoth .
- .It Em Troll
- may regenerate its
- .Em energy
- and
- .Em strength
- while in battle.
- .It Em Wraith
- may make a player blind.
- .El
- .Ss Treasures
- The various treasure types are as follows:
- .Bl -tag -width "type twelve/thirteen"
- .It Type zero
- none
- .It Type one
- .Em power booster
- \- adds mana.
- .br
- .Em druid
- \- adds experience.
- .br
- .Em holy orb
- \- subtracts 0.25 sin.
- .TP 1.5i
- .It Type two
- .Em amulet
- \- protects from cursed treasure.
- .br
- .Em holy water
- \- kills
- .Em assorted faeries .
- .br
- .Em hermit
- \- reduces sin by 25% and adds some mana.
- .It Type three
- .Em shield
- \- adds to maximum
- .Em energy level .
- .br
- .Em virgin
- \- used to subdue a
- .Em unicorn ,
- or to give much
- .Em experience
- (and some
- .Em sin ) .
- .br
- .Em athelas
- \- subtracts one
- .Em poison .
- .It Type four (scrolls)
- .Em shield
- \- throws a bigger than normal
- .Ic force field .
- .br
- .Em invisible
- \- temporarily puts the finder's
- .Em quickness
- to one million.
- .br
- .Em ten fold strength
- \- multiplies finder's strength by ten.
- .br
- .Em pick monster
- \- allows finder to pick next monster to battle.
- .br
- .Em general knowledge
- \- adds to finder's
- .Em brains
- and
- .Em magic level .
- .Pp
- All the scrolls except
- .Em general knowledge
- automatically call a monster.
- These preserve any spells that were already in effect, but are only in
- effect while in battle.
- .It Type five
- .Em dagger
- \- adds to
- .Em strength .
- .br
- .Em armour
- \- same as a
- .Em shield ,
- but bigger.
- .br
- .Em tablet
- \- adds
- .Em brains .
- .It Type six
- .Em priest
- \- rests to maximum; adds
- .Em mana , brains ;
- and halves
- .Em sin .
- .br
- .Em Robin Hood
- \- increases
- .Em shield
- and adds permanently to
- .Em strength .
- .br
- .Em axe
- \- like
- .Em dagger ,
- but bigger.
- .It Type seven
- .Em charm
- \- protects from cursed treasure (used before
- .Em amulet ) ;
- used in conjunction with
- .Em blessing
- to battle
- .Em Dark Lord .
- .br
- .Em Merlyn
- \- adds
- .Em brains , magic ,
- and
- .Em mana .
- .br
- .Em war hammer
- \- like an
- .Em axe ,
- but bigger.
- .It Type eight
- .Em healing potion
- \- sets
- .Em poison
- to -2, or subtracts two from
- .Em poison ,
- whichever is better.
- .br
- .Em transporter
- \- allows finder to move anywhere.
- .br
- .Em sword
- \- like a
- .Em war hammer ,
- but bigger.
- .It Type nine
- .Em golden crown
- \- allows the player to become
- .Em king ,
- by going to (0,0).
- .br
- .Em blessing
- \- cuts
- .Em sin
- to 1/3, adds
- .Em mana ,
- rests to maximum, kills
- .Em Dark Lord
- with a
- .Em charm ,
- and gives bearer first hit on all monsters.
- .br
- .Em quicksilver
- \- adds to
- .Em quickness .
- .It Type ten
- .Em elven boots
- \- adds permanently to
- .Em quickness .
- .It Type eleven
- .Em palantir
- \- allows one to see all the other players; used by
- .Em council of the wise
- to seek the
- .Em grail .
- .It Type twelve/thirteen
- .Em ring
- \- allows one to hit much harder in battle, etc.
- .El
- .Pp
- Any treasure type 10-13 monsters may instead carry a type nine treasure.
- .Pp
- A monster may also be carrying
- .Em gold
- or
- .Em gems .
- These are used at
- .Em trading posts
- to buy things.
- A
- .Em gem
- is worth 1000 gold pieces.
- Too much
- .Em gold
- will slow a player down.
- One may carry 1000 plus 200 per
- .Em level
- of
- .Em gold .
- A
- .Em gem
- weighs one half a gold piece.
- Monsters of treasure type 7 or higher may carry
- .Em gems .
- .Pp
- The chance of a cursed treasure is based upon treasure type.
- The more valuable treasures have a greater chance of being cursed.
- A cursed treasure knocks
- .Em energy level
- very low, and adds 0.25
- .Em poison .
- .Ss Rings
- .Em Rings
- are only carried by
- .Em nazguls
- and
- .Em Dark Lords .
- They come in four different flavors.
- All
- .Em rings
- rest the player to maximum and cause him/her to hit much harder
- in battle with monsters (assuming one has chosen to use the
- .Em ring
- for battle.)
- .Pp
- Two types of
- .Em rings
- are cursed and come either from
- .Em nazguls
- or
- .Em Dark Lord .
- After a few times of using these types, the player falls
- under the control of the
- .Em ring ,
- and strange, random things will occur.
- Eventually, the player dies, and gives his/her name to a monster
- on the file.
- Dying before the
- .Em ring
- is used up also renames the monster.
- .Pp
- The two remaining types of
- .Em rings
- are much more benign.
- The one from a
- .Em nazgul
- is good for a limited number of battle rounds, and will save
- the player from death if it was being used when he/she died.
- The one from
- .Em Dark Lord
- is the same, except that it never is used up.
- .Em rings
- disappear after saving someone from death.
- In general, cursed
- .Em rings
- occur much more often than normal ones.
- It is usually not a good idea to pick one up.
- The only way to get rid of a
- .Em ring
- is to have a monster steal it.
- .Ss King
- A player may become
- .Em king
- by finding a
- .Em crown
- and going to (0,0).
- Players must have a
- .Em level
- in the range of 10 to 1000 to be able to find a
- .Em crown .
- When a player with one or more
- .Em crowns
- reaches
- .Em level
- 1000, the
- .Em crowns
- are converted to
- .Em gold .
- .Pp
- Once a player is king, he/she may do certain things while in
- the Lord's Chamber (0,0).
- These are exercised with the
- .Ic decree
- ('0') option.
- .Bl -tag -width "collect taxes"
- .It Ic transport
- This is done to another player.
- It randomly moves the affected player about.
- A
- .Em charm
- protects from transports.
- .It Ic curse
- This is done to another player.
- It is analogous to cursed treasure, but worse.
- It inflicts two
- .Em poison ,
- knocks
- .Em energy level
- very low, and degrades the maximum energy.
- It also removes a
- .Em cloak .
- A
- .Em blessing
- protects from king's curses.
- .It Ic energy void
- The king may put a number of these scattered about
- his/her kingdom as he/she pleases.
- If a player hits one, he/she loses
- .Em mana , energy ,
- and
- .Em gold .
- The energy void disappears after being hit.
- .It Ic bestow
- This is also done to another player.
- The king may wish to reward one or more loyal subjects by sharing his/her
- riches
- .Em ( gold ) .
- Or it is a convenient way to dispose of some unwanted deadweight.
- .It Ic collect taxes
- Everyone pays 7% tax on all
- .Em gold
- and
- .Em gems
- acquired, regardless of the existence of a
- .Em king .
- The king collects the accrued taxes with this option.
- .El
- .Pp
- The
- .Em king
- may also
- .Ic teleport
- anywhere for free by using the origin as a starting place.
- .Ss Council of the Wise, Valar
- A player automatically becomes a member of the
- .Em council of the wise
- upon reaching level 3000.
- Members of the council cannot have
- .Em rings .
- Members of the council have a few extra options which they can exercise.
- These are exercised with the
- .Ic intervene
- ('8') option.
- All
- .Ic intervene
- options cost 1000 mana.
- One
- .Ic intervene
- option is to
- .Ic heal
- another player.
- This is just a quick way for that player to be rested
- to maximum and lose a little
- .Em poison .
- The main purpose in life for members of the council is to seek the
- .Em Holy Grail .
- This is done with a
- .Em palantir
- under the
- .Ic seek grail
- option.
- The distance cited by the seek is accurate within 10%, in order
- not to make it too easy to find the grail.
- A player must have infinitesimally small
- .Em sin ,
- or else it's all over upon finding the grail.
- In order to help members of the council on their quest, they
- may
- .Ic teleport
- with greater ease.
- .Pp
- Upon finding the grail, the player advances to position of
- .Em valar .
- He/she may then exercise more and niftier options under
- .Ic intervention .
- These include all of the council members' options plus the
- ability to move other players about, bless them, and throw monsters at
- them.
- A
- .Em valar Ns 's
- blessing has the same effect as the treasure
- .Em blessing ,
- except that the affected player does not get his/her
- .Em blessing
- flag set.
- All
- .Ic intervention
- options which affect other players age the player who uses them.
- .Em Valars
- are essentially immortal, but are actually given five lives.
- If these are used up, the player is left to die, and becomes an
- .Em ex-valar .
- A
- .Em valar
- cannot
- .Ic move , teleport ,
- or call monsters.
- (An exception to this is if the
- .Em valar
- finds a
- .Em transporter . )
- This is to allow him/her to dispose of excess
- .Em gold .
- Any monsters which a
- .Em valar
- encounters are based upon his/her size.
- Only one valar may exist at a time.
- The current valar is replaced when another player finds the grail.
- The valar is then bumped back to the council of the wise.
- .Ss Wizard
- The
- .Em wizard
- is usually the owner of the game, and the one who maintains
- the associated files.
- The
- .Em wizard
- is granted special powers within the game, if it is invoked
- with the
- .Fl S
- option.
- Otherwise, the
- .Em wizard
- plays no different from other players.
- The
- .Em wizard
- abilities are outlined below.
- .Bl -tag -width "super character type"
- .It Ic change players
- When examining a player, (game invoked with
- .Fl x ,
- or use 'X' from within game), the
- .Em wizard
- may also change the player.
- .It Ic intervention
- The
- .Em wizard
- may do all the
- .Ic intervention
- options.
- One extra option,
- .Ic vaporize ,
- is added to kill any offensive players.
- .It Ic super character type
- An extra character type is added.
- This character starts with the
- maximum possible in all statistics, selected from the other character types.
- A
- .Em super
- character's statistics also progress at the maximum possible rate, selected
- from the other character types.
- .El
- .Ss Special Places
- Certain regions of the playing grid have different names.
- In general, this is only to give the player some idea of
- his/her present location.
- Some special places do exist.
- .Bl -tag -width "Trading Posts"
- .It Em Trading Posts
- These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
- Trading posts farther out have more things for sale.
- Be careful about cheating the merchants there, as they have short tempers.
- Merchants are dishonest about 5% of the time.
- .It Em Lord's Chamber
- This is located at (0,0).
- Only players with
- .Em crowns
- may enter.
- .It Em Point of \&No Return
- This is located beyond 1.2e+6 in any direction.
- The only way to return from here is a
- .Em transporter
- or to have a
- .Em valar
- relocate the player.
- .It Em Dead Marshes
- This is a band located fairly distant from the origin.
- The first fourteen monsters (water monsters) can normally only be found here.
- .It Em Valhala
- This place is where the
- .Em valar
- resides.
- It is associated with no particular coordinate on the playing grid.
- .El
- .Ss Miscellaneous
- Once a player reaches
- .Em level
- 5, the game will start to time out waiting for input.
- This is to try to keep the game a bit faster paced.
- .Pp
- A
- .Em guru
- will never be disgusted with your
- .Em sins
- if they are less than one.
- .Pp
- A
- .Em medic
- wants half of a player's
- .Em gold
- to be happy.
- Offering more than one has, or a negative amount will anger the
- .Em medic ,
- who will make the player worse (add one
- .Em poison ) .
- .Pp
- The
- .Em Holy Grail
- does little for those who are not ready to behold it.
- Whenever anyone finds it, it moves.
- It is always located within 1e+6 in any compass direction of the origin.
- .Pp
- There is a maximum amount of
- .Em mana
- and
- .Em charms
- a player may posses, based upon
- .Em level .
- .Em Quicksilver
- is always limited to to a maximum of 99.
- .Pp
- .Em Books
- bought at a
- .Em trading post
- increase
- .Em brains ,
- based upon the number bought.
- It is unwise, however to buy more than 1/10 of one's
- .Em level
- in books at a time.
- .Pp
- Players over level 10000 are automatically retired.
- .Pp
- A
- .Em blindness
- goes away in random time.
- .Pp
- Players with
- .Em crowns
- are identified with a '*' before their character type.
- .Ss Inter-terminal Battle
- When two player's coordinates correspond, they may engage in battle.
- In general, the player with the highest
- .Em quickness
- gets the first hit.
- If the two players are severely mismatched, the stronger player
- is drastically handicapped for the battle.
- In order to protect from being stuck in an infinite loop,
- the player waiting for response may time out.
- Options for battle are:
- .Bl -tag -width "power blast"
- .It Ic fight
- Inflicts damage upon other person.
- .It Ic run away
- Escape from battle.
- Has a 75% chance of working.
- .It Ic power blast
- Battle spell.
- .It Ic luckout
- One-time chance to try to win against the foe.
- Has a 10% chance of working.
- .El
- .Pp
- Sometimes waits for the other player may be excessive, because
- he/she may be battling a monster.
- Upon slaying a player in battle the winner gets the other's
- .Em experience
- and treasures.
- .Em Rings
- do not work for inter-terminal battle.
- .Sh AUTHORS
- .An Edward Estes ,
- AT\*[Am]T Information Systems, Skokie, IL
- .Sh BUGS
- All screen formats assume at least 24 lines by at least 80 columns.
- No provisions are made for when any of the data items get too big
- for the allotted space on the screen.
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