From: downsj Date: Fri, 28 Feb 1997 10:18:41 +0000 (+0000) Subject: phantasia.6 -> phantasia.6tbl X-Git-Url: http://artulab.com/gitweb/?a=commitdiff_plain;h=e97b7ed338349564cc770d45eb740e0cc252049d;p=openbsd phantasia.6 -> phantasia.6tbl --- diff --git a/games/phantasia/Makefile b/games/phantasia/Makefile index cb79d39a171..87541cd345c 100644 --- a/games/phantasia/Makefile +++ b/games/phantasia/Makefile @@ -1,4 +1,4 @@ -# $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 @@ -33,8 +33,4 @@ map: map.c ${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 diff --git a/games/phantasia/phantasia.6 b/games/phantasia/phantasia.6 deleted file mode 100644 index ba0e0e0653d..00000000000 --- a/games/phantasia/phantasia.6 +++ /dev/null @@ -1,1222 +0,0 @@ -.\" $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 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. diff --git a/games/phantasia/phantasia.6tbl b/games/phantasia/phantasia.6tbl new file mode 100644 index 00000000000..ba0e0e0653d --- /dev/null +++ b/games/phantasia/phantasia.6tbl @@ -0,0 +1,1222 @@ +.\" $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 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.