-# $OpenBSD: Makefile,v 1.6 1997/01/03 03:04:00 etheisen Exp $
+# $OpenBSD: Makefile,v 1.7 1997/02/28 10:18:41 downsj Exp $
# $NetBSD: Makefile,v 1.4 1995/03/24 03:58:22 cgd Exp $
# @(#)Makefile 8.1 (Berkeley) 5/31/93
${HOSTCC} -O ${.CURDIR}/map.c -lplot -o ${.TARGET}
./map | plot > /dev/tty
-# XXX this rule shouldn't be here.
-phantasia.cat6: phantasia.6
- tbl ${.CURDIR}/phantasia.6 | nroff -man > ${.TARGET}
-
.include <bsd.prog.mk>
+++ /dev/null
-.\" $NetBSD: phantasia.6,v 1.2 1995/03/24 03:59:23 cgd Exp $
-.\"
-.de sh
-.br
-.ne 5
-.PP
-\fB\\$1\fR
-.PP
-..
-.TH PHANTASIA 6 "April 19, 1994"
-.UC 4
-.SH NAME
-phantasia \- an interterminal fantasy game
-.SH SYNOPSIS
-phantasia [ \-HSabmpsx ]
-.SH DESCRIPTION
-.I Phantasia
-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
-.B TERM
-variable in your environment.
-.PP
-The options provide for a variety of functions to support the game.
-They are:
-.PP
-.TP .5i
-.B \-s
-Invokes
-.I phantasia
-without header information.
-.TP .5i
-.B \-m
-Get a monster listing.
-.TP .5i
-.B \-a
-Get a listing of all character names on file.
-.TP .5i
-.B \-x
-Examine/change a particular character on file.
-.TP .5i
-.B \-H
-Print header only.
-.TP .5i
-.B \-p
-Purge old characters.
-.TP .5i
-.B \-b
-Show scoreboard of top characters per login.
-.TP .5i
-.B \-S
-Turn on wizard options, if allowed, if running as ``root''.
-.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
-.B level
-zero are saved. Characters unused for awhile will be purged.
-Characters are only placed on the scoreboard when they die.
-.SH AUTHOR
-Edward Estes, AT&T Information Systems, Skokie, IL
-.SH PARTICULARS
-.sh "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
-.IR vi (1).
-To move to a specific (x, y) coordinate, use the
-.B move
-('1') command. The distance a character can move is calculated by
-1 plus 1.5 per
-.B 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
-.B players
-('2') option. One may see the coordinates of those who are the same
-distance or closer to the origin as he/she.
-.B Kings,
-and
-.B council of the wise
-can see and can be seen by everyone. A
-.B palantir
-removes these restrictions.
-.PP
-One can talk to other players with the
-.B talk
-('3') option. In general, this is a line or so of text. To remove a current
-message, just type <return> when prompted for a message.
-.PP
-The
-.B stats
-('4') option shows additional characteristics of a player.
-.PP
-One may leave the game either with the
-.B quit
-('5') option.
-.PP
-One may rest by default. Resting lets one regain maximum
-.B energy level,
-and also lets one find
-.B 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
-.B level
-and
-.B magic,
-or to other stations in the game (
-.B valar, council of the wise, 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.
-.sh "Fighting Monsters"
-A player has several options while fighting monsters. They are as follows:
-.TP 1.5i
-.B melee
-Inflicts damage on the monster, based upon
-.B strength.
-Also decreases the monster's
-.B strength
-some.
-.TP 1.5i
-.B skirmish
-Inflicts a little less damage than
-.B melee,
-but decreases the monster's
-.B quickness
-instead.
-.TP 1.5i
-.B evade
-Attempt to run away. Success is based upon both the player's and
-the monster's
-.B brains
-and
-.B quickness.
-.TP 1.5i
-.B spell
-Several options for throwing spells (described elsewhere).
-.TP 1.5i
-.B nick
-Hits the monster one plus the player's
-.B sword,
-and gives the player 10% of the monster's
-.B experience.
-Decreases the monster's
-.B experience
-an amount proportional to the amount granted.
-This also increases the monster's quickness.
-Paralyzed monsters wake up very fast when nicked.
-.TP 1.5i
-.B luckout
-This is essentially a battle of wits with the monster. Success is based
-upon the player's and the monster's
-.B brains.
-The player gets credit for slaying the monster if he/she succeeds.
-Otherwise, nothing happens, and the chance to
-.B luckout
-is lost.
-.sh "Character Statistics"
-.TP 1.5i
-.B strength
-determines how much damage a character can inflict.
-.TP 1.5i
-.B quickness
-determines how many chances a character gets to make decisions while
-fighting.
-.TP 1.5i
-.B energy level
-specifies how much damage a character may endure before dying.
-.TP 1.5i
-.B magic level
-determines which spells a character may throw, and how effective those
-spells will be.
-.TP 1.5i
-.B brains
-basically, the character's intelligence; used for various fighting options
-and spells.
-.TP 1.5i
-.B mana
-used as a power source for throwing spells.
-.TP 1.5i
-.B experience
-gained by fighting monsters and other characters.
-.TP 1.5i
-.B level
-indicative of how much experience a character has accumulated; progresses
-geometrically as
-.B experience
-increases.
-.TP 1.5i
-.B poison
-sickness which degrades a character's performance (affects
-.B energy level
-and
-.B strength
-).
-.TP 1.5i
-.B sin
-accumulated as a character does certain nasty things; used only rarely
-in normal play of the game.
-.TP 1.5i
-.B age
-of player; roughly equivalent to number of turns.
-As
-.B age
-increases, many personal statistics degenerate.
-.sh "Character Types"
-Character statistics are rolled randomly from the above list, according
-to character type. The types are as follows:
-.TP 1.5i
-.B magic user
-strong in
-.B magic level
-and
-.B brains
-, weak in other areas. Must rely on wits and magic to survive.
-.TP 1.5i
-.B fighter
-good in
-.B strength
-and
-.B energy level
-, fairly good in other areas. This adds up to a well-equipped fighter.
-.TP 1.5i
-.B elf
-very high
-.B quickness
-and above average
-.B magic level
-are
-.B elves
-selling points.
-.TP 1.5i
-.B dwarf
-very high
-.B strength
-and
-.B energy level
-, but with a tendency to be rather slow and not too bright.
-.TP 1.5i
-.B halfling
-rather quick and smart, with high
-.B energy level
-, but poor in
-.B magic
-and
-.B strength.
-Born with some
-.B experience.
-.TP 1.5i
-.B experimento
-very mediocre in all areas. However, the
-.B experimento
-may be placed almost anywhere within the playing grid.
-.PP
-The possible ranges for starting statistics are summarized in
-the following table.
-.PP
-.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
-.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
-.B level. Experimentoes'
-characteristics progress randomly as one of the other types.
-The progression as characters increase in
-.B level
-is summarized in the following table.
-.PP
-.TS
-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
-.B rings
-can overcome the player, and how much
-.B poison
-the player can withstand.
-.sh "Spells"
-During the course of the game, the player may exercise his/her
-magic powers. These cases are described below.
-.TP 1.5i
-.B cloak
-.I magic level necessary:
-20 (plus level 7)
-.br
-.I 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
-.B players
-option. Players cannot collect
-.B mana,
-find trading posts, or discover the
-.B grail
-while cloaked. Calling a monster uncloaks, as well as choosing
-this option while cloaked.
-.br
-.TP 1.5i
-.B teleport
-.I magic level necessary:
-40 (plus level 12)
-.br
-.I mana used:
-30 per 75 moved
-.br
-Used during normal play. Allows the player too move with much more freedom
-than with the
-.B move
-option, at the price of expending mana. The maximum distance possible
-to move is based upon
-.B level
-and
-.B magic level.
-.TP 1.5i
-.B power blast
-.I magic level necessary:
-none
-.br
-.I mana used:
-5 times
-.B level
-.br
-Used during inter-terminal battle. Damage is based upon
-.B magic level
-and
-.B strength.
-Hits much harder than a normal hit.
-.TP 1.5i
-.B all or nothing
-.I magic level necessary:
-none
-.br
-.I 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
-.B quickness
-and
-.B strength.
-Paralyzed monsters wake up much quicker as a result of this spell.
-.TP 1.5i
-.B magic bolt
-.I magic level necessary:
-5
-.br
-.I mana used:
-variable
-.br
-Used while combating monsters. Hits the monster based upon the amount
-of
-.B mana
-expended and
-.B magic level.
-Guaranteed to hit at least 10 per
-.B mana.
-.TP 1.5i
-.B force field
-.I magic level necessary:
-15
-.br
-.I 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
-.B energy level.
-.TP 1.5i
-.B transform
-.I magic level necessary:
-25
-.br
-.I mana used:
-50
-.br
-Used during monster combat. Transforms the monster randomly into one
-of the 100 monsters from the monster file.
-.TP 1.5i
-.B increase might
-.I magic level necessary:
-35
-.br
-.I mana used:
-75
-.br
-Used during combat with monsters. Increases strength up to a maximum.
-.TP 1.5i
-.B invisibility
-.I magic level necessary:
-45
-.br
-.I mana used:
-90
-.br
-Used while fighting monsters. Makes it harder for the monster to hit,
-by temporarily increasing the player's
-.B quickness.
-This spell may be thrown several times, but a maximum level will be reached.
-.TP 1.5i
-.B transport
-.I magic level necessary:
-60
-.br
-.I mana used:
-125
-.br
-Used during monster combat. Transports the monster away from the
-player. Success is base upon player's
-.B magic
-and
-.B brains,
-and the monster's
-.B experience.
-If it fails the player is transported instead. 60% of the time, the monster
-will drop any treasure it was carrying.
-.TP 1.5i
-.B paralyze
-.I magic level necessary:
-75
-.br
-.I mana used:
-150
-.br
-Used during monster combat. "Freezes" the monster by putting its
-.B quickness
-slightly negative. The monster will slowly wake up. Success is based
-upon player's
-.B magic
-and the monster's
-.B experience.
-If it fails, nothing happens.
-.TP 1.5i
-.B specify
-.I magic level necessary:
-none
-.br
-.I mana used:
-1000
-.br
-Used during monster combat only by
-.B valar
-or
-.B council of the wise.
-Allows the player to pick which monster to fight.
-.sh "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
-.B experience, energy level,
-and
-.B brains
-are multiplied by the size.
-.B Strength
-is increase 50% per size over one, and
-.B 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
-.B 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:
-.TP 1.5i
-.B Unicorn
-can only be subdued if the player is in possession of a
-.B virgin.
-.TP 1.5i
-.B Modnar
-has random characteristics, including treasure type.
-.TP 1.5i
-.B Mimic
-will pick another name from the list of monsters in order to
-confuse.
-.TP 1.5i
-.B 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
-.B evade
-from the
-.B Dark Lord.
-.TP 1.5i
-.B Leanan-Sidhe
-also a very nasty person. She will permanently sap
-.B strength
-from someone.
-.TP 1.5i
-.B Saruman
-wanders around with
-.B Wormtongue
-, who can steal a
-.B palantir.
-Also,
-.B Saruman
-may turn a player's gems into gold pieces,
-or scramble her/his stats.
-.TP 1.5i
-.B Thaumaturgist
-can transport a player.
-.TP 1.5i
-.B Balrog
-inflicts damage by taking away
-.B experience
-, not
-.B energy.
-.TP 1.5i
-.B Vortex
-may take some
-.B mana.
-.TP 1.5i
-.B Nazgul
-may try to steal a
-.B ring
-or neutralize part of one's
-.B brains.
-.TP 1.5i
-.B Tiamat
-may take half a player's
-.B gold
-and
-.B gems
-and escape.
-.TP 1.5i
-.B Kobold
-may get nasty and steal one gold piece and run away.
-.TP 1.5i
-.B Shelob
-may bite, inflicting the equivalent of one
-.B poison.
-.TP 1.5i
-.B Assorted Faeries
-These are killed if attacking someone carrying
-.B holy water.
-These are
-.B Cluricaun, Fir Darrig, Fachan,
-.B Ghille Dhu, Bogle, Killmoulis,
-and
-.B Bwca.
-.TP 1.5i
-.B Lamprey
-may bite, inflicting 1/2 of a
-.B poison.
-.TP 1.5i
-.B Shrieker
-will call one of its (much bigger) buddies if picked upon.
-.TP 1.5i
-.B Bonnacon
-will become bored with battle, fart, and run off.
-.TP 1.5i
-.B Smeagol
-will try to steal a
-.B ring
-from a player, if given the chance.
-.TP 1.5i
-.B Succubus
-may inflict damage through a
-.B force field.
-This subtracts from
-.B energy level
-instead of any shield the player may have thrown up.
-This is a very easy way to die.
-.TP 1.5i
-.B Cerberus
-loves metal and will steal all the metal treasures from
-a player if able.
-.TP 1.5i
-.B Ungoliant
-can bite and poison. This inflicts five
-.B poisons
-, and also takes one from the player's
-.B quickness.
-.TP 1.5i
-.B Jabberwock
-may tire of battle, and leave after calling one of his friends
-(
-.B Jubjub Bird
-or
-.B Bandersnatch
-).
-.TP 1.5i
-.B Morgoth
-actually
-.B Modnar
-, but reserved for
-.B council of the wise, valar,
-and
-.B ex-valar.
-Fights with
-.B 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
-.B force field
-works when battling
-.B Morgoth.
-.TP 1.5i
-.B Troll
-may regenerate its
-.B energy
-and
-.B strength
-while in battle.
-.TP 1.5i
-.B Wraith
-may make a player blind.
-.sh "Treasures"
-The various treasure types are as follows:
-.TP 1.5i
-.B Type zero
-.I none
-.TP 1.5i
-.B Type one
-.I power booster
-\- adds mana.
-.br
-.I druid
-\- adds experience.
-.br
-.I holy orb
-\- subtracts 0.25 sin.
-.TP 1.5i
-.B Type two
-.I amulet
-\- protects from cursed treasure.
-.br
-.I holy water
-\- kills
-.B assorted faeries.
-.br
-.I hermit
-\- reduces sin by 25% and adds some mana.
-.TP 1.5i
-.B Type three
-.I shield
-\- adds to maximum
-.B energy level
-.br
-.I virgin
-\- used to subdue a
-.B unicorn
-, or to give much
-.B experience
-(and some
-.B sin
-).
-.br
-.I athelas
-\- subtracts one
-.B poison.
-.TP 1.5i
-.B Type four (scrolls)
-.I shield
-\- throws a bigger than normal
-.B force field.
-.br
-.I invisible
-\- temporarily puts the finder's
-.B quickness
-to one million.
-.br
-.I ten fold strength
-\- multiplies finder's strength by ten.
-.br
-.I pick monster
-\- allows finder to pick next monster to battle.
-.br
-.I general knowledge
-\- adds to finder's
-.B brains
-and
-.B magic level.
-.PP
-All the scrolls except
-.B general knowledge
-automatically call a monster. These preserve any
-spells that were already in effect, but are only in
-effect while in battle.
-.TP 1.5i
-.B Type five
-.I dagger
-\- adds to
-.B strength.
-.br
-.I armour
-\- same as a
-.B shield,
-but bigger.
-.br
-.I tablet
-\- adds brains.
-.TP 1.5i
-.B Type six
-.I priest
-\- rests to maximum; adds
-.B mana, brains;
-and halves
-.B sin.
-.br
-.I Robin Hood
-\- increases
-.B shield
-and adds permanently to
-.B strength.
-.br
-.I axe
-\- like
-.B dagger,
-but bigger.
-.TP 1.5i
-.B Type seven
-.I charm
-\- protects from cursed treasure (used before
-.B amulet
-); used in conjunction with
-.B blessing
-to battle
-.B Dark Lord.
-.br
-.I Merlyn
-\- adds
-.B brains, magic,
-and
-.B mana.
-.br
-.I war hammer
-\- like an
-.B axe,
-but bigger.
-.TP 1.5i
-.B Type eight
-.I healing potion
-\- sets
-.B poison
-to -2, or subtracts two from
-.B poison,
-whichever is better.
-.br
-.I transporter
-\- allows finder to move anywhere.
-.br
-.I sword
-\- like a
-.B war hammer
-, but bigger.
-.TP 1.5i
-.B Type nine
-.I golden crown
-\- allows the player to become
-.B king,
-by going to (0,0).
-.br
-.I blessing
-\- cuts
-.B sin
-to 1/3, adds
-.B mana,
-rests to max., kills
-.B Dark Lord
-with a
-.B charm,
-and gives bearer first hit on all monsters.
-.br
-.I quicksilver
-\- adds to
-.B quickness.
-.TP 1.5i
-.B Type ten
-.I elven boots
-\- adds permanently to
-.B quickness.
-.TP 1.5i
-.B Type eleven
-.I palantir
-\- allows one to see all the other players; used by
-.B council of the wise
-to seek the
-.B grail.
-.TP 1.5i
-.B Type twelve/thirteen
-.I ring
-\- allows one to hit much harder in battle, etc.
-.PP
-Any treasure type 10-13 monsters may instead carry a type nine treasure.
-.PP
-A monster may also be carrying
-.B gold
-or
-.B gems.
-These are used at
-.B trading posts
-to buy things. A
-.B gem
-is worth 1000 gold pieces. Too much
-.B gold
-will slow a player down. One may carry 1000 plus 200 per
-.B level
-of
-.B gold.
-A
-.B gem
-weighs one half a gold piece.
-Monsters of treasure type 7 or higher may carry
-.B 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
-.B energy level
-very low, and adds 0.25
-.B poison.
-.sh "Rings"
-.B Rings
-are only carried by
-.B nazguls
-and
-.B Dark Lord.
-They come in four different flavors.
-All
-.B 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
-.B ring
-for battle.)
-.PP
-Two types of
-.B rings
-are cursed and come either from
-.B nazguls
-or
-.B Dark Lord.
-After a few times of using these types, the player falls
-under the control of the
-.B 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
-.B ring
-is used up also renames the monster.
-.PP
-The two remaining types of
-.B rings
-are much more benign.
-The one from a
-.B 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
-.B Dark Lord
-is the same, except that it never is used up.
-.B rings
-disappear after saving someone from death.
-In general, cursed
-.B 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
-.B ring
-is to have a monster steal it.
-.sh "King"
-A player may become
-.B king by finding a
-.I crown
-and going to (0,0). Players must have a
-.B level
-in the range of 10 to 1000 to be able to find a
-.I crown.
-When a player with one or more
-.I crowns
-reaches
-.B level
-1000, the
-.I crowns
-are converted to
-.I 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
-.B decree
-('0') option.
-.TP 1.5i
-.I transport
-This is done to another player. It randomly moves the affected
-player about. A
-.B charm
-protects from transports.
-.TP 1.5i
-.I curse
-This is done to another player. It is analogous to cursed treasure,
-but worse. It inflicts two
-.B poison,
-knocks
-.B energy level
-very low, and degrades the maximum energy. It also
-removes a
-.B cloak.
-A
-.B blessing
-protects from king's curses.
-.TP 1.5i
-.I 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
-.B mana, energy,
-and
-.B gold.
-The energy void disappears after being hit.
-.TP 1.5i
-.I bestow
-This is also done to another player. The king may
-wish to reward one or more loyal subjects by sharing his/her
-riches (
-.B gold
-). Or it is a convenient way to dispose of some unwanted
-deadweight.
-.TP 1.5i
-.I collect taxes
-Everyone pays 7% tax on all
-.B gold
-and
-.B gems
-acquired, regardless of the existence of a
-.B king.
-The king collects the accrued taxes with this option.
-.PP
-The
-.B king
-may also
-.B teleport
-anywhere for free by using the origin as a starting place.
-.sh "Council of the Wise, Valar"
-A player automatically becomes a member of the
-.B council of the wise
-upon reaching level 3000. Members of the council cannot have
-.B rings.
-Members of the council have a few extra options which they can exercise.
-These are exercised
-.B intervene
-('8') option.
-All
-.B intervene
-options cost 1000 mana.
-One
-.B intervene
-option is to
-.I heal
-another player. This is just a quick way for that player to be rested
-to maximum and lose a little
-.B poison.
-The main purpose in life for members of the council is to seek the
-.B Holy Grail.
-This is done with a
-.B palantir
-under the
-.I 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
-.B sin,
-or else it's all over upon finding the grail.
-In order to help members of the council on their quest, they
-may
-.I teleport
-with greater ease.
-.PP
-Upon finding the grail, the player advances to position of
-.B valar.
-He/she may then exercise more and niftier options under
-.I 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
-.BR valar 's
-blessing has the same effect as the treasure
-.I blessing,
-except that the affected player does not get his/her
-.I blessing
-flag set.
-All
-.I intervention
-options which affect other players age the player
-who uses them.
-.B Valars
-are essentially immortal, but are actually given five lives.
-If these are used up, the player is left to die, and becomes an
-.B ex-valar.
-A
-.B valar
-cannot
-.I move, teleport,
-or call monsters.
-(An exception to this is if the
-.I valar
-finds a
-.I transporter.
-This is to allow him/her to dispose of excess
-.I gold.
-Any monsters which a
-.B 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.
-.sh "Wizard"
-The
-.I wizard
-is usually the owner of the game, and the one who maintains
-the associated files.
-The
-.I wizard
-is granted special powers within the game, if it is invoked
-with the '\-S' option.
-Otherwise, the
-.I wizard
-plays no different from other players.
-The
-.I wizard
-abilities are outlined below.
-.TP
-.I change players
-When examining a player, (game invoked with '-x', or use 'X' from within game),
-the
-.I wizard
-may also change the player.
-.TP
-.I intervention
-The
-.I wizard
-may do all the
-.I intervention
-options. One extra option,
-.I vaporize,
-is added to kill any offensive players.
-.TP
-.I 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
-.B super
-character's statistics also progress at the maximum possible rate, selected
-from the other character types.
-.sh "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.
-.TP 1.5i
-.I 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.
-.TP 1.5i
-.I Lord's Chamber
-This is located at (0,0). Only players with
-.B crowns
-may enter.
-.TP 1.5i
-.I Point of No Return
-This is located beyond 1.2e+6 in any direction.
-The only way to return from here is a
-.B transporter
-or to have a
-.B valar
-relocate the player.
-.TP 1.5i
-.I Dead Marshes
-This is a band located fairly distant from the origin. The first
-fourteen monsters (water monsters) can normally only be found here.
-.TP 1.5i
-.I Valhala
-This place is where the
-.B valar
-resides. It is associated with no particular coordinate on the
-playing grid.
-.TP 1.5i
-.sh "Miscellaneous"
-Once a player reaches
-.B 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
-.I guru
-will never be disgusted with your
-.B sins
-if they are less than one.
-.PP
-A
-.I medic
-wants half of a player's
-.B gold
-to be happy. Offering more than one has, or a negative amount
-will anger the
-.I medic,
-who will make the player worse (add one
-.B poison
-).
-.PP
-The
-.B 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
-.B mana
-and
-.B charms
-a player may posses, based upon
-.B level.
-.I Quicksilver
-is always limited to to a maximum of 99.
-.PP
-.I Books
-bought at a
-.B trading post
-increase
-.B brains,
-based upon the number bought.
-It is unwise, however to buy more than 1/10 of one's
-.B level
-in books at a time.
-.PP
-Players over level 10000 are automatically retired.
-.PP
-A
-.I blindness
-goes away in random time.
-.PP
-Players with
-.I crowns
-are identified with a '*' before their character type.
-.sh "Inter-terminal Battle"
-When two player's coordinates correspond, they may engage in battle.
-In general, the player with the highest
-.B quickness
-gets the first hit.
-If the two players are severely mis-matched, 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:
-.TP 1.5i
-.I fight
-Inflicts damage upon other person.
-.TP 1.5i
-.I run away
-Escape from battle. Has a 75% chance of working.
-.TP 1.5i
-.I power blast
-Battle spell.
-.TP 1.5i
-.I luckout
-One-time chance to try to win against the foe. Has a 10% chance of working.
-.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
-.B experience
-and treasures.
-.B Rings
-do not work for inter-terminal battle.
-.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.
--- /dev/null
+.\" $NetBSD: phantasia.6,v 1.2 1995/03/24 03:59:23 cgd Exp $
+.\"
+.de sh
+.br
+.ne 5
+.PP
+\fB\\$1\fR
+.PP
+..
+.TH PHANTASIA 6 "April 19, 1994"
+.UC 4
+.SH NAME
+phantasia \- an interterminal fantasy game
+.SH SYNOPSIS
+phantasia [ \-HSabmpsx ]
+.SH DESCRIPTION
+.I Phantasia
+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
+.B TERM
+variable in your environment.
+.PP
+The options provide for a variety of functions to support the game.
+They are:
+.PP
+.TP .5i
+.B \-s
+Invokes
+.I phantasia
+without header information.
+.TP .5i
+.B \-m
+Get a monster listing.
+.TP .5i
+.B \-a
+Get a listing of all character names on file.
+.TP .5i
+.B \-x
+Examine/change a particular character on file.
+.TP .5i
+.B \-H
+Print header only.
+.TP .5i
+.B \-p
+Purge old characters.
+.TP .5i
+.B \-b
+Show scoreboard of top characters per login.
+.TP .5i
+.B \-S
+Turn on wizard options, if allowed, if running as ``root''.
+.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
+.B level
+zero are saved. Characters unused for awhile will be purged.
+Characters are only placed on the scoreboard when they die.
+.SH AUTHOR
+Edward Estes, AT&T Information Systems, Skokie, IL
+.SH PARTICULARS
+.sh "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
+.IR vi (1).
+To move to a specific (x, y) coordinate, use the
+.B move
+('1') command. The distance a character can move is calculated by
+1 plus 1.5 per
+.B 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
+.B players
+('2') option. One may see the coordinates of those who are the same
+distance or closer to the origin as he/she.
+.B Kings,
+and
+.B council of the wise
+can see and can be seen by everyone. A
+.B palantir
+removes these restrictions.
+.PP
+One can talk to other players with the
+.B talk
+('3') option. In general, this is a line or so of text. To remove a current
+message, just type <return> when prompted for a message.
+.PP
+The
+.B stats
+('4') option shows additional characteristics of a player.
+.PP
+One may leave the game either with the
+.B quit
+('5') option.
+.PP
+One may rest by default. Resting lets one regain maximum
+.B energy level,
+and also lets one find
+.B 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
+.B level
+and
+.B magic,
+or to other stations in the game (
+.B valar, council of the wise, 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.
+.sh "Fighting Monsters"
+A player has several options while fighting monsters. They are as follows:
+.TP 1.5i
+.B melee
+Inflicts damage on the monster, based upon
+.B strength.
+Also decreases the monster's
+.B strength
+some.
+.TP 1.5i
+.B skirmish
+Inflicts a little less damage than
+.B melee,
+but decreases the monster's
+.B quickness
+instead.
+.TP 1.5i
+.B evade
+Attempt to run away. Success is based upon both the player's and
+the monster's
+.B brains
+and
+.B quickness.
+.TP 1.5i
+.B spell
+Several options for throwing spells (described elsewhere).
+.TP 1.5i
+.B nick
+Hits the monster one plus the player's
+.B sword,
+and gives the player 10% of the monster's
+.B experience.
+Decreases the monster's
+.B experience
+an amount proportional to the amount granted.
+This also increases the monster's quickness.
+Paralyzed monsters wake up very fast when nicked.
+.TP 1.5i
+.B luckout
+This is essentially a battle of wits with the monster. Success is based
+upon the player's and the monster's
+.B brains.
+The player gets credit for slaying the monster if he/she succeeds.
+Otherwise, nothing happens, and the chance to
+.B luckout
+is lost.
+.sh "Character Statistics"
+.TP 1.5i
+.B strength
+determines how much damage a character can inflict.
+.TP 1.5i
+.B quickness
+determines how many chances a character gets to make decisions while
+fighting.
+.TP 1.5i
+.B energy level
+specifies how much damage a character may endure before dying.
+.TP 1.5i
+.B magic level
+determines which spells a character may throw, and how effective those
+spells will be.
+.TP 1.5i
+.B brains
+basically, the character's intelligence; used for various fighting options
+and spells.
+.TP 1.5i
+.B mana
+used as a power source for throwing spells.
+.TP 1.5i
+.B experience
+gained by fighting monsters and other characters.
+.TP 1.5i
+.B level
+indicative of how much experience a character has accumulated; progresses
+geometrically as
+.B experience
+increases.
+.TP 1.5i
+.B poison
+sickness which degrades a character's performance (affects
+.B energy level
+and
+.B strength
+).
+.TP 1.5i
+.B sin
+accumulated as a character does certain nasty things; used only rarely
+in normal play of the game.
+.TP 1.5i
+.B age
+of player; roughly equivalent to number of turns.
+As
+.B age
+increases, many personal statistics degenerate.
+.sh "Character Types"
+Character statistics are rolled randomly from the above list, according
+to character type. The types are as follows:
+.TP 1.5i
+.B magic user
+strong in
+.B magic level
+and
+.B brains
+, weak in other areas. Must rely on wits and magic to survive.
+.TP 1.5i
+.B fighter
+good in
+.B strength
+and
+.B energy level
+, fairly good in other areas. This adds up to a well-equipped fighter.
+.TP 1.5i
+.B elf
+very high
+.B quickness
+and above average
+.B magic level
+are
+.B elves
+selling points.
+.TP 1.5i
+.B dwarf
+very high
+.B strength
+and
+.B energy level
+, but with a tendency to be rather slow and not too bright.
+.TP 1.5i
+.B halfling
+rather quick and smart, with high
+.B energy level
+, but poor in
+.B magic
+and
+.B strength.
+Born with some
+.B experience.
+.TP 1.5i
+.B experimento
+very mediocre in all areas. However, the
+.B experimento
+may be placed almost anywhere within the playing grid.
+.PP
+The possible ranges for starting statistics are summarized in
+the following table.
+.PP
+.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
+.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
+.B level. Experimentoes'
+characteristics progress randomly as one of the other types.
+The progression as characters increase in
+.B level
+is summarized in the following table.
+.PP
+.TS
+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
+.B rings
+can overcome the player, and how much
+.B poison
+the player can withstand.
+.sh "Spells"
+During the course of the game, the player may exercise his/her
+magic powers. These cases are described below.
+.TP 1.5i
+.B cloak
+.I magic level necessary:
+20 (plus level 7)
+.br
+.I 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
+.B players
+option. Players cannot collect
+.B mana,
+find trading posts, or discover the
+.B grail
+while cloaked. Calling a monster uncloaks, as well as choosing
+this option while cloaked.
+.br
+.TP 1.5i
+.B teleport
+.I magic level necessary:
+40 (plus level 12)
+.br
+.I mana used:
+30 per 75 moved
+.br
+Used during normal play. Allows the player too move with much more freedom
+than with the
+.B move
+option, at the price of expending mana. The maximum distance possible
+to move is based upon
+.B level
+and
+.B magic level.
+.TP 1.5i
+.B power blast
+.I magic level necessary:
+none
+.br
+.I mana used:
+5 times
+.B level
+.br
+Used during inter-terminal battle. Damage is based upon
+.B magic level
+and
+.B strength.
+Hits much harder than a normal hit.
+.TP 1.5i
+.B all or nothing
+.I magic level necessary:
+none
+.br
+.I 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
+.B quickness
+and
+.B strength.
+Paralyzed monsters wake up much quicker as a result of this spell.
+.TP 1.5i
+.B magic bolt
+.I magic level necessary:
+5
+.br
+.I mana used:
+variable
+.br
+Used while combating monsters. Hits the monster based upon the amount
+of
+.B mana
+expended and
+.B magic level.
+Guaranteed to hit at least 10 per
+.B mana.
+.TP 1.5i
+.B force field
+.I magic level necessary:
+15
+.br
+.I 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
+.B energy level.
+.TP 1.5i
+.B transform
+.I magic level necessary:
+25
+.br
+.I mana used:
+50
+.br
+Used during monster combat. Transforms the monster randomly into one
+of the 100 monsters from the monster file.
+.TP 1.5i
+.B increase might
+.I magic level necessary:
+35
+.br
+.I mana used:
+75
+.br
+Used during combat with monsters. Increases strength up to a maximum.
+.TP 1.5i
+.B invisibility
+.I magic level necessary:
+45
+.br
+.I mana used:
+90
+.br
+Used while fighting monsters. Makes it harder for the monster to hit,
+by temporarily increasing the player's
+.B quickness.
+This spell may be thrown several times, but a maximum level will be reached.
+.TP 1.5i
+.B transport
+.I magic level necessary:
+60
+.br
+.I mana used:
+125
+.br
+Used during monster combat. Transports the monster away from the
+player. Success is base upon player's
+.B magic
+and
+.B brains,
+and the monster's
+.B experience.
+If it fails the player is transported instead. 60% of the time, the monster
+will drop any treasure it was carrying.
+.TP 1.5i
+.B paralyze
+.I magic level necessary:
+75
+.br
+.I mana used:
+150
+.br
+Used during monster combat. "Freezes" the monster by putting its
+.B quickness
+slightly negative. The monster will slowly wake up. Success is based
+upon player's
+.B magic
+and the monster's
+.B experience.
+If it fails, nothing happens.
+.TP 1.5i
+.B specify
+.I magic level necessary:
+none
+.br
+.I mana used:
+1000
+.br
+Used during monster combat only by
+.B valar
+or
+.B council of the wise.
+Allows the player to pick which monster to fight.
+.sh "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
+.B experience, energy level,
+and
+.B brains
+are multiplied by the size.
+.B Strength
+is increase 50% per size over one, and
+.B 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
+.B 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:
+.TP 1.5i
+.B Unicorn
+can only be subdued if the player is in possession of a
+.B virgin.
+.TP 1.5i
+.B Modnar
+has random characteristics, including treasure type.
+.TP 1.5i
+.B Mimic
+will pick another name from the list of monsters in order to
+confuse.
+.TP 1.5i
+.B 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
+.B evade
+from the
+.B Dark Lord.
+.TP 1.5i
+.B Leanan-Sidhe
+also a very nasty person. She will permanently sap
+.B strength
+from someone.
+.TP 1.5i
+.B Saruman
+wanders around with
+.B Wormtongue
+, who can steal a
+.B palantir.
+Also,
+.B Saruman
+may turn a player's gems into gold pieces,
+or scramble her/his stats.
+.TP 1.5i
+.B Thaumaturgist
+can transport a player.
+.TP 1.5i
+.B Balrog
+inflicts damage by taking away
+.B experience
+, not
+.B energy.
+.TP 1.5i
+.B Vortex
+may take some
+.B mana.
+.TP 1.5i
+.B Nazgul
+may try to steal a
+.B ring
+or neutralize part of one's
+.B brains.
+.TP 1.5i
+.B Tiamat
+may take half a player's
+.B gold
+and
+.B gems
+and escape.
+.TP 1.5i
+.B Kobold
+may get nasty and steal one gold piece and run away.
+.TP 1.5i
+.B Shelob
+may bite, inflicting the equivalent of one
+.B poison.
+.TP 1.5i
+.B Assorted Faeries
+These are killed if attacking someone carrying
+.B holy water.
+These are
+.B Cluricaun, Fir Darrig, Fachan,
+.B Ghille Dhu, Bogle, Killmoulis,
+and
+.B Bwca.
+.TP 1.5i
+.B Lamprey
+may bite, inflicting 1/2 of a
+.B poison.
+.TP 1.5i
+.B Shrieker
+will call one of its (much bigger) buddies if picked upon.
+.TP 1.5i
+.B Bonnacon
+will become bored with battle, fart, and run off.
+.TP 1.5i
+.B Smeagol
+will try to steal a
+.B ring
+from a player, if given the chance.
+.TP 1.5i
+.B Succubus
+may inflict damage through a
+.B force field.
+This subtracts from
+.B energy level
+instead of any shield the player may have thrown up.
+This is a very easy way to die.
+.TP 1.5i
+.B Cerberus
+loves metal and will steal all the metal treasures from
+a player if able.
+.TP 1.5i
+.B Ungoliant
+can bite and poison. This inflicts five
+.B poisons
+, and also takes one from the player's
+.B quickness.
+.TP 1.5i
+.B Jabberwock
+may tire of battle, and leave after calling one of his friends
+(
+.B Jubjub Bird
+or
+.B Bandersnatch
+).
+.TP 1.5i
+.B Morgoth
+actually
+.B Modnar
+, but reserved for
+.B council of the wise, valar,
+and
+.B ex-valar.
+Fights with
+.B 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
+.B force field
+works when battling
+.B Morgoth.
+.TP 1.5i
+.B Troll
+may regenerate its
+.B energy
+and
+.B strength
+while in battle.
+.TP 1.5i
+.B Wraith
+may make a player blind.
+.sh "Treasures"
+The various treasure types are as follows:
+.TP 1.5i
+.B Type zero
+.I none
+.TP 1.5i
+.B Type one
+.I power booster
+\- adds mana.
+.br
+.I druid
+\- adds experience.
+.br
+.I holy orb
+\- subtracts 0.25 sin.
+.TP 1.5i
+.B Type two
+.I amulet
+\- protects from cursed treasure.
+.br
+.I holy water
+\- kills
+.B assorted faeries.
+.br
+.I hermit
+\- reduces sin by 25% and adds some mana.
+.TP 1.5i
+.B Type three
+.I shield
+\- adds to maximum
+.B energy level
+.br
+.I virgin
+\- used to subdue a
+.B unicorn
+, or to give much
+.B experience
+(and some
+.B sin
+).
+.br
+.I athelas
+\- subtracts one
+.B poison.
+.TP 1.5i
+.B Type four (scrolls)
+.I shield
+\- throws a bigger than normal
+.B force field.
+.br
+.I invisible
+\- temporarily puts the finder's
+.B quickness
+to one million.
+.br
+.I ten fold strength
+\- multiplies finder's strength by ten.
+.br
+.I pick monster
+\- allows finder to pick next monster to battle.
+.br
+.I general knowledge
+\- adds to finder's
+.B brains
+and
+.B magic level.
+.PP
+All the scrolls except
+.B general knowledge
+automatically call a monster. These preserve any
+spells that were already in effect, but are only in
+effect while in battle.
+.TP 1.5i
+.B Type five
+.I dagger
+\- adds to
+.B strength.
+.br
+.I armour
+\- same as a
+.B shield,
+but bigger.
+.br
+.I tablet
+\- adds brains.
+.TP 1.5i
+.B Type six
+.I priest
+\- rests to maximum; adds
+.B mana, brains;
+and halves
+.B sin.
+.br
+.I Robin Hood
+\- increases
+.B shield
+and adds permanently to
+.B strength.
+.br
+.I axe
+\- like
+.B dagger,
+but bigger.
+.TP 1.5i
+.B Type seven
+.I charm
+\- protects from cursed treasure (used before
+.B amulet
+); used in conjunction with
+.B blessing
+to battle
+.B Dark Lord.
+.br
+.I Merlyn
+\- adds
+.B brains, magic,
+and
+.B mana.
+.br
+.I war hammer
+\- like an
+.B axe,
+but bigger.
+.TP 1.5i
+.B Type eight
+.I healing potion
+\- sets
+.B poison
+to -2, or subtracts two from
+.B poison,
+whichever is better.
+.br
+.I transporter
+\- allows finder to move anywhere.
+.br
+.I sword
+\- like a
+.B war hammer
+, but bigger.
+.TP 1.5i
+.B Type nine
+.I golden crown
+\- allows the player to become
+.B king,
+by going to (0,0).
+.br
+.I blessing
+\- cuts
+.B sin
+to 1/3, adds
+.B mana,
+rests to max., kills
+.B Dark Lord
+with a
+.B charm,
+and gives bearer first hit on all monsters.
+.br
+.I quicksilver
+\- adds to
+.B quickness.
+.TP 1.5i
+.B Type ten
+.I elven boots
+\- adds permanently to
+.B quickness.
+.TP 1.5i
+.B Type eleven
+.I palantir
+\- allows one to see all the other players; used by
+.B council of the wise
+to seek the
+.B grail.
+.TP 1.5i
+.B Type twelve/thirteen
+.I ring
+\- allows one to hit much harder in battle, etc.
+.PP
+Any treasure type 10-13 monsters may instead carry a type nine treasure.
+.PP
+A monster may also be carrying
+.B gold
+or
+.B gems.
+These are used at
+.B trading posts
+to buy things. A
+.B gem
+is worth 1000 gold pieces. Too much
+.B gold
+will slow a player down. One may carry 1000 plus 200 per
+.B level
+of
+.B gold.
+A
+.B gem
+weighs one half a gold piece.
+Monsters of treasure type 7 or higher may carry
+.B 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
+.B energy level
+very low, and adds 0.25
+.B poison.
+.sh "Rings"
+.B Rings
+are only carried by
+.B nazguls
+and
+.B Dark Lord.
+They come in four different flavors.
+All
+.B 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
+.B ring
+for battle.)
+.PP
+Two types of
+.B rings
+are cursed and come either from
+.B nazguls
+or
+.B Dark Lord.
+After a few times of using these types, the player falls
+under the control of the
+.B 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
+.B ring
+is used up also renames the monster.
+.PP
+The two remaining types of
+.B rings
+are much more benign.
+The one from a
+.B 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
+.B Dark Lord
+is the same, except that it never is used up.
+.B rings
+disappear after saving someone from death.
+In general, cursed
+.B 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
+.B ring
+is to have a monster steal it.
+.sh "King"
+A player may become
+.B king by finding a
+.I crown
+and going to (0,0). Players must have a
+.B level
+in the range of 10 to 1000 to be able to find a
+.I crown.
+When a player with one or more
+.I crowns
+reaches
+.B level
+1000, the
+.I crowns
+are converted to
+.I 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
+.B decree
+('0') option.
+.TP 1.5i
+.I transport
+This is done to another player. It randomly moves the affected
+player about. A
+.B charm
+protects from transports.
+.TP 1.5i
+.I curse
+This is done to another player. It is analogous to cursed treasure,
+but worse. It inflicts two
+.B poison,
+knocks
+.B energy level
+very low, and degrades the maximum energy. It also
+removes a
+.B cloak.
+A
+.B blessing
+protects from king's curses.
+.TP 1.5i
+.I 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
+.B mana, energy,
+and
+.B gold.
+The energy void disappears after being hit.
+.TP 1.5i
+.I bestow
+This is also done to another player. The king may
+wish to reward one or more loyal subjects by sharing his/her
+riches (
+.B gold
+). Or it is a convenient way to dispose of some unwanted
+deadweight.
+.TP 1.5i
+.I collect taxes
+Everyone pays 7% tax on all
+.B gold
+and
+.B gems
+acquired, regardless of the existence of a
+.B king.
+The king collects the accrued taxes with this option.
+.PP
+The
+.B king
+may also
+.B teleport
+anywhere for free by using the origin as a starting place.
+.sh "Council of the Wise, Valar"
+A player automatically becomes a member of the
+.B council of the wise
+upon reaching level 3000. Members of the council cannot have
+.B rings.
+Members of the council have a few extra options which they can exercise.
+These are exercised
+.B intervene
+('8') option.
+All
+.B intervene
+options cost 1000 mana.
+One
+.B intervene
+option is to
+.I heal
+another player. This is just a quick way for that player to be rested
+to maximum and lose a little
+.B poison.
+The main purpose in life for members of the council is to seek the
+.B Holy Grail.
+This is done with a
+.B palantir
+under the
+.I 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
+.B sin,
+or else it's all over upon finding the grail.
+In order to help members of the council on their quest, they
+may
+.I teleport
+with greater ease.
+.PP
+Upon finding the grail, the player advances to position of
+.B valar.
+He/she may then exercise more and niftier options under
+.I 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
+.BR valar 's
+blessing has the same effect as the treasure
+.I blessing,
+except that the affected player does not get his/her
+.I blessing
+flag set.
+All
+.I intervention
+options which affect other players age the player
+who uses them.
+.B Valars
+are essentially immortal, but are actually given five lives.
+If these are used up, the player is left to die, and becomes an
+.B ex-valar.
+A
+.B valar
+cannot
+.I move, teleport,
+or call monsters.
+(An exception to this is if the
+.I valar
+finds a
+.I transporter.
+This is to allow him/her to dispose of excess
+.I gold.
+Any monsters which a
+.B 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.
+.sh "Wizard"
+The
+.I wizard
+is usually the owner of the game, and the one who maintains
+the associated files.
+The
+.I wizard
+is granted special powers within the game, if it is invoked
+with the '\-S' option.
+Otherwise, the
+.I wizard
+plays no different from other players.
+The
+.I wizard
+abilities are outlined below.
+.TP
+.I change players
+When examining a player, (game invoked with '-x', or use 'X' from within game),
+the
+.I wizard
+may also change the player.
+.TP
+.I intervention
+The
+.I wizard
+may do all the
+.I intervention
+options. One extra option,
+.I vaporize,
+is added to kill any offensive players.
+.TP
+.I 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
+.B super
+character's statistics also progress at the maximum possible rate, selected
+from the other character types.
+.sh "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.
+.TP 1.5i
+.I 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.
+.TP 1.5i
+.I Lord's Chamber
+This is located at (0,0). Only players with
+.B crowns
+may enter.
+.TP 1.5i
+.I Point of No Return
+This is located beyond 1.2e+6 in any direction.
+The only way to return from here is a
+.B transporter
+or to have a
+.B valar
+relocate the player.
+.TP 1.5i
+.I Dead Marshes
+This is a band located fairly distant from the origin. The first
+fourteen monsters (water monsters) can normally only be found here.
+.TP 1.5i
+.I Valhala
+This place is where the
+.B valar
+resides. It is associated with no particular coordinate on the
+playing grid.
+.TP 1.5i
+.sh "Miscellaneous"
+Once a player reaches
+.B 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
+.I guru
+will never be disgusted with your
+.B sins
+if they are less than one.
+.PP
+A
+.I medic
+wants half of a player's
+.B gold
+to be happy. Offering more than one has, or a negative amount
+will anger the
+.I medic,
+who will make the player worse (add one
+.B poison
+).
+.PP
+The
+.B 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
+.B mana
+and
+.B charms
+a player may posses, based upon
+.B level.
+.I Quicksilver
+is always limited to to a maximum of 99.
+.PP
+.I Books
+bought at a
+.B trading post
+increase
+.B brains,
+based upon the number bought.
+It is unwise, however to buy more than 1/10 of one's
+.B level
+in books at a time.
+.PP
+Players over level 10000 are automatically retired.
+.PP
+A
+.I blindness
+goes away in random time.
+.PP
+Players with
+.I crowns
+are identified with a '*' before their character type.
+.sh "Inter-terminal Battle"
+When two player's coordinates correspond, they may engage in battle.
+In general, the player with the highest
+.B quickness
+gets the first hit.
+If the two players are severely mis-matched, 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:
+.TP 1.5i
+.I fight
+Inflicts damage upon other person.
+.TP 1.5i
+.I run away
+Escape from battle. Has a 75% chance of working.
+.TP 1.5i
+.I power blast
+Battle spell.
+.TP 1.5i
+.I luckout
+One-time chance to try to win against the foe. Has a 10% chance of working.
+.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
+.B experience
+and treasures.
+.B Rings
+do not work for inter-terminal battle.
+.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.