1196 lines
27 KiB
Groff
1196 lines
27 KiB
Groff
.\" $NetBSD: phantasia.6,v 1.7 2002/09/26 16:29:26 wiz Exp $
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.\"
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.Dd April 1, 2001
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.Dt PHANTASIA 6
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.Os
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.Sh NAME
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.Nm phantasia
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.Nd an interterminal fantasy game
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.Sh SYNOPSIS
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.Nm
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.Op Fl abHmpSsx
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.Sh DESCRIPTION
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.Nm
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is a role playing game
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which allows players to roll up characters of various types to fight
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monsters and other players.
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Progression of characters is based upon gaining experience from fighting
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monsters (and other players).
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.Pp
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Most of the game is menu driven and self-explanatory (more or less).
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The screen is cursor updated, so be sure to set up the
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.Ev TERM
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variable in your environment.
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.Pp
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The options provide for a variety of functions to support the game.
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They are:
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.Pp
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.Bl -tag -width aaa -offset indent
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.It Fl a
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Get a listing of all character names on file.
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.It Fl b
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Show scoreboard of top characters per login.
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.It Fl H
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Print header only.
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.It Fl m
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Get a monster listing.
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.It Fl p
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Purge old characters.
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.It Fl S
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Turn on wizard options, if allowed, if running as
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.Dq root .
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.It Fl s
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Invokes
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.Nm
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without header information.
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.It Fl x
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Examine/change a particular character on file.
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.El
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.Pp
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The characters are saved on a common file, in order to make the game
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interactive between players.
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The characters are given a password in order to retrieve them later.
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Only characters above
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.Em level
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zero are saved.
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Characters unused for awhile will be purged.
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Characters are only placed on the scoreboard when they die.
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.Sh AUTHOR
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Edward Estes, AT\*[Am]T Information Systems, Skokie, IL
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.Sh PARTICULARS
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.Ss "Normal Play"
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A number of the player's more important statistics are almost always
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displayed on the screen, with maximums (where applicable) in
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parentheses.
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.Pp
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The character is placed randomly near the center of a Cartesian
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system.
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Most commands are selected with a single letter or digit.
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For example, one may move by hitting 'W', 'S', 'N', or 'E',
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(lower case may also be used, at no time is the game case dependent).
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One may also use 'H', 'J', 'K', 'L',
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for movement, similar to
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.Xr vi 1 .
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To move to a specific (x, y) coordinate, use the
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.Ic move
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('1') command.
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The distance a character can move is calculated by
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1 plus 1.5 per
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.Em level .
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Moving in a compass direction will move the player the maximum
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allowed distance in that direction.
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.Pp
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A player may see who else is playing by using the
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.Ic players
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('2') option.
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One may see the coordinates of those who are the same
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distance or closer to the origin as he/she.
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.Em Kings ,
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and
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.Em council of the wise
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can see and can be seen by everyone.
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A
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.Em palantir
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removes these restrictions.
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.Pp
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One can talk to other players with the
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.Ic talk
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('3') option.
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In general, this is a line or so of text.
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To remove a current
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message, just type \*[Lt]return\*[Gt] when prompted for a message.
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.Pp
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The
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.Ic stats
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('4') option shows additional characteristics of a player.
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.Pp
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One may leave the game either with the
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.Ic quit
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('5') option.
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.Pp
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One may rest by default.
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Resting lets one regain maximum
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.Em energy level ,
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and also lets one find
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.Em mana
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(more is found for larger levels and further distances from the origin).
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.Pp
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One may call a monster by hitting '9' or 'C'.
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.Pp
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Use 'X' to examine other players.
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.Pp
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One may quit or execute a sub-shell by hitting interrupt.
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Quitting during battle results in death for obvious reasons.
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.Pp
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Several other options become available as the player progresses in
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.Em level
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and
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.Em magic ,
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or to other stations in the game (
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.Em valar ,
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.Em council of the wise ,
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.Em king ) .
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These are described elsewhere.
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In general, a control-L will force the redrawing of the screen.
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.Pp
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Other things which may happen are more or less self-explanatory.
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.Ss "Fighting Monsters"
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A player has several options while fighting monsters.
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They are as follows:
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.Bl -tag -width skirmish -offset indent
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.It Ic melee
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Inflicts damage on the monster, based upon
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.Em strength .
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Also decreases the monster's
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.Em strength
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some.
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.It Ic skirmish
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Inflicts a little less damage than
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.Ic melee ,
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but decreases the monster's
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.Em quickness
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instead.
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.It Ic evade
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Attempt to run away.
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Success is based upon both the player's and the monster's
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.Em brains
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and
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.Em quickness .
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.It Ic spell
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Several options for throwing spells (described elsewhere).
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.It Ic nick
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Hits the monster one plus the player's
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.Em sword ,
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and gives the player 10% of the monster's
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.Em experience .
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Decreases the monster's
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.Em experience
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an amount proportional to the amount granted.
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This also increases the monster's quickness.
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Paralyzed monsters wake up very fast when nicked.
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.It Ic luckout
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This is essentially a battle of wits with the monster.
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Success is based upon the player's and the monster's
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.Em brains .
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The player gets credit for slaying the monster if he/she succeeds.
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Otherwise, nothing happens, and the chance to
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.Ic luckout
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is lost.
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.El
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.Ss "Character Statistics"
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.Bl -tag -width quickness -offset indent
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.It Em strength
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determines how much damage a character can inflict.
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.It Em quickness
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determines how many chances a character gets to make decisions while
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fighting.
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.It Em energy level
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specifies how much damage a character may endure before dying.
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.It Em magic level
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determines which spells a character may throw, and how effective those
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spells will be.
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.It Em brains
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basically, the character's intelligence; used for various fighting options
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and spells.
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.It Em mana
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used as a power source for throwing spells.
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.It Em experience
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gained by fighting monsters and other characters.
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.It Em level
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indicative of how much experience a character has accumulated; progresses
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geometrically as
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.Em experience
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increases.
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.It Em poison
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sickness which degrades a character's performance (affects
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.Em energy level
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and
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.Em strength ) .
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.It Em sin
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accumulated as a character does certain nasty things; used only rarely
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in normal play of the game.
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.It Em age
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of player; roughly equivalent to number of turns.
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As
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.Em age
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increases, many personal statistics degenerate.
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.El
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.Ss "Character Types"
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Character statistics are rolled randomly from the above list, according
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to character type.
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The types are as follows:
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.Bl -tag -width "experimento" -offset indent
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.It Em magic user
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strong in
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.Em magic level
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and
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.Em brains ,
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weak in other areas.
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Must rely on wits and magic to survive.
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.It Em fighter
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good in
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.Em strength
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and
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.Em energy level ,
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fairly good in other areas.
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This adds up to a well-equipped fighter.
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.It Em elf
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very high
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.Em quickness
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and above average
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.Em magic level
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are
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.Em elves
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selling points.
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.It Em dwarf
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very high
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.Em strength
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and
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.Em energy level ,
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but with a tendency to be rather slow and not too bright.
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.It Em halfling
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rather quick and smart, with high
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.Em energy level ,
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but poor in
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.Em magic
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and
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.Em strength .
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Born with some
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.Em experience .
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.It Em experimento
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very mediocre in all areas.
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However, the
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.Em experimento
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may be placed almost anywhere within the playing grid.
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.El
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.Pp
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The possible ranges for starting statistics are summarized in
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the following table.
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.TS
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l c c c c c c
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l c c c c c c.
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Type Strength Quick Mana Energy Brains Magic
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_
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Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
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Fighter 40-55 30-35 30-50 45-70 25-45 3-6
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Elf 35-45 32-38 45-90 30-50 40-65 4-7
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Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
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Halfling 20-25 34 25-45 55-90 40-75 1-4
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Experimento 25 27 100 35 25 2
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.TE
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.\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
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.\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
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.\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
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.\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
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.\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
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.\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
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.\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
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.\" .It Experimento 25 27 100 35 25 2
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.\" .El
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.Pp
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Not only are the starting characteristics different for the different
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character types, the characteristics progress at different rates for the
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different types as the character goes up in
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.Em level .
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.Em Experimentoes Ns '
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characteristics progress randomly as one of the other types.
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The progression as characters increase in
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.Em level
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is summarized in the following table.
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.Pp
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.TS
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l c c c c c
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l n n n n n.
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Type Strength Mana Energy Brains Magic
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_
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Mag. User 2.0 75 20 6 2.75
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Fighter 3.0 40 30 3.0 1.5
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Elf 2.5 65 25 4.0 2.0
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Dwarf 5 30 35 2.5 1
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Halfling 2.0 30 30 4.5 1
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.TE
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.Pp
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The character type also determines how much gold a player may
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carry, how long until
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.Em rings
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can overcome the player, and how much
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.Em poison
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the player can withstand.
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.Ss "Spells"
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During the course of the game, the player may exercise his/her
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magic powers.
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These cases are described below.
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.Bl -tag -width "all or nothing" -offset indent
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.It Ic cloak
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.Em magic level necessary :
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20 (plus level 7)
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.br
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.Em mana used :
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35 plus 3 per rest period
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.br
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Used during normal play.
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Prevents monsters from finding the character,
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as well as hiding the player from other players.
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His/her coordinates show up as '?' in the
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.Ic players
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option.
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Players cannot collect
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.Em mana ,
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find trading posts, or discover the
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.Em grail
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while cloaked.
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Calling a monster uncloaks, as well as choosing this option while cloaked.
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.It Ic teleport
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.Em magic level necessary :
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40 (plus level 12)
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.br
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.Em mana used :
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30 per 75 moved
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.br
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Used during normal play.
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Allows the player to move with much more freedom than with the
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.Ic move
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option, at the price of expending mana.
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The maximum distance possible to move is based upon
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.Em level
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and
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.Em magic level .
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.It Ic power blast
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.Em magic level necessary :
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none
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.br
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.Em mana used :
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5 times
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.Em level
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.br
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Used during inter-terminal battle.
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Damage is based upon
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.Em magic level
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and
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.Em strength .
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Hits much harder than a normal hit.
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.It Ic all or nothing
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.Em magic level necessary :
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none
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.br
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.Em mana used :
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1
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.br
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Used while combating monsters.
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Has a 25% chance of working.
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If it works it hits the monster just enough to kill it.
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If it fails, it doesn't hit the monster, and doubles the monster's
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.Em quickness
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and
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.Em strength .
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Paralyzed monsters wake up much quicker as a result of this spell.
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.It Ic magic bolt
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.Em magic level necessary :
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5
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.br
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.Em mana used :
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variable
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.br
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Used while combating monsters.
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Hits the monster based upon the amount
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of
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.Em mana
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expended and
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.Em magic level .
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Guaranteed to hit at least 10 per
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.Em mana .
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.It Ic force field
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.Em magic level necessary :
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15
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.br
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.Em mana used :
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30
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.br
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Used during monster combat.
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Throws up a shield to protect from damage.
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The shield is added to actual energy level, and is a fixed number, based
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upon maximum energy.
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Normally, damage occurs first to the shield, and then to the players actual
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.Em energy level .
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.It Ic transform
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.Em magic level necessary :
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25
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.br
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.Em mana used :
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50
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.br
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Used during monster combat.
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Transforms the monster randomly into one of the 100 monsters from
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the monster file.
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.It Ic increase might
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.Em magic level necessary :
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35
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.br
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.Em mana used :
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75
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.br
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Used during combat with monsters.
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Increases strength up to a maximum.
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.It Ic invisibility
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.Em magic level necessary :
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45
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.br
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.Em mana used :
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90
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.br
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|
Used while fighting monsters.
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Makes it harder for the monster to hit, by temporarily increasing the player's
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.Em quickness .
|
|
This spell may be thrown several times, but a maximum level will be reached.
|
|
.It Ic transport
|
|
.Em magic level necessary :
|
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60
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.br
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|
.Em mana used :
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125
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.br
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|
Used during monster combat.
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Transports the monster away from the player.
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Success is based upon player's
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.Em magic
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and
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.Em brains ,
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and the monster's
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.Em experience .
|
|
If it fails the player is transported instead.
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|
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
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|
Used during monster combat.
|
|
.Dq Freezes
|
|
the monster by putting its
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|
.Em quickness
|
|
slightly negative.
|
|
The monster will slowly wake up.
|
|
Success is based upon player's
|
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.Em magic
|
|
and the monster's
|
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.Em experience .
|
|
If it fails, nothing happens.
|
|
.It Ic specify
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.Em magic level necessary :
|
|
none
|
|
.br
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|
.Em mana used :
|
|
1000
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|
.br
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|
Used during monster combat only by
|
|
.Em valar
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|
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"
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.It Ic fight
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Inflicts damage upon other person.
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.It Ic run away
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Escape from battle.
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Has a 75% chance of working.
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.It Ic power blast
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Battle spell.
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.It Ic luckout
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One-time chance to try to win against the foe.
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Has a 10% chance of working.
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.El
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.Pp
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Sometimes waits for the other player may be excessive, because
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he/she may be battling a monster.
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Upon slaying a player in battle the winner gets the other's
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.Em experience
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and treasures.
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.Em Rings
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do not work for inter-terminal battle.
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.Sh BUGS
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All screen formats assume at least 24 lines by at least 80 columns.
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No provisions are made for when any of the data items get too big
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for the allotted space on the screen.
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