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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
1221 lines
26 KiB
Groff
1221 lines
26 KiB
Groff
.de sh
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.br
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.ne 5
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.PP
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\fB\\$1\fR
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.PP
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..
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.TH PHANTASIA 6 "April 19, 1994"
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.UC 4
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.SH NAME
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phantasia \- an interterminal fantasy game
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.SH SYNOPSIS
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phantasia [ \-HSabmpsx ]
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.SH DESCRIPTION
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.I Phantasia
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is a role playing game
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which allows players to roll up characters of various types to fight
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monsters and other players.
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Progression of characters is based upon gaining experience from fighting
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monsters (and other players).
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.PP
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Most of the game is menu driven and self-explanatory (more or less).
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The screen is cursor updated, so be sure to set up the
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.B TERM
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variable in your environment.
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.PP
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The options provide for a variety of functions to support the game.
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They are:
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.PP
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.TP .5i
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.B \-s
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Invokes
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.I phantasia
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without header information.
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.TP .5i
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.B \-m
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Get a monster listing.
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.TP .5i
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.B \-a
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Get a listing of all character names on file.
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.TP .5i
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.B \-x
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Examine/change a particular character on file.
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.TP .5i
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.B \-H
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Print header only.
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.TP .5i
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.B \-p
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Purge old characters.
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.TP .5i
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.B \-b
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Show scoreboard of top characters per login.
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.TP .5i
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.B \-S
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Turn on wizard options, if allowed, if running as ``root''.
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.PP
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The characters are saved on a common file, in order to make the game
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interactive between players. The characters are given a password
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in order to retrieve them later. Only characters above
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.B level
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zero are saved. Characters unused for awhile will be purged.
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Characters are only placed on the scoreboard when they die.
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.SH AUTHOR
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Edward Estes, AT&T Information Systems, Skokie, IL
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.SH PARTICULARS
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.sh "Normal Play"
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A number of the player's more important statistics are almost always
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displayed on the screen, with maximums (where applicable) in
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parentheses.
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.PP
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The character is placed randomly near the center of a cartesian
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system.
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Most commands are selected with a single letter or digit.
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For example, one may move by hitting 'W', 'S', 'N', or 'E',
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(lower case may also be used, at no time is the game case dependent).
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One may also use 'H', 'J', 'K', 'L',
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for movement, similar to
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.IR vi (1).
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To move to a specific (x, y) coordinate, use the
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.B move
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('1') command. The distance a character can move is calculated by
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1 plus 1.5 per
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.B level.
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Moving in a compass direction will move the player the maximum
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allowed distance in that direction.
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.PP
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A player may see who else is playing by using the
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.B players
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('2') option. One may see the coordinates of those who are the same
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distance or closer to the origin as he/she.
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.B Kings,
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and
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.B council of the wise
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can see and can be seen by everyone. A
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.B palantir
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removes these restrictions.
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.PP
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One can talk to other players with the
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.B talk
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('3') option. In general, this is a line or so of text. To remove a current
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message, just type <return> when prompted for a message.
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.PP
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The
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.B stats
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('4') option shows additional characteristics of a player.
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.PP
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One may leave the game either with the
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.B quit
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('5') option.
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.PP
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One may rest by default. Resting lets one regain maximum
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.B energy level,
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and also lets one find
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.B mana
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(more is found for larger levels and further distances from the origin).
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.PP
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One may call a monster by hitting '9' or 'C'.
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.PP
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Use 'X' to examine other players.
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.PP
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One may quit or execute a sub-shell by hitting interrupt.
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Quitting during battle results in death for obvious reasons.
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.PP
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Several other options become available as the player progresses in
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.B level
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and
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.B magic,
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or to other stations in the game (
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.B valar, council of the wise, king
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).
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These are described elsewhere.
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In general, a control-L will force the redrawing of the screen.
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.PP
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Other things which may happen are more or less self-explanatory.
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.sh "Fighting Monsters"
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A player has several options while fighting monsters. They are as follows:
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.TP 1.5i
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.B melee
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Inflicts damage on the monster, based upon
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.B strength.
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Also decreases the monster's
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.B strength
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some.
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.TP 1.5i
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.B skirmish
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Inflicts a little less damage than
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.B melee,
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but decreases the monster's
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.B quickness
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instead.
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.TP 1.5i
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.B evade
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Attempt to run away. Success is based upon both the player's and
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the monster's
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.B brains
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and
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.B quickness.
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.TP 1.5i
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.B spell
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Several options for throwing spells (described elsewhere).
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.TP 1.5i
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.B nick
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Hits the monster one plus the player's
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.B sword,
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and gives the player 10% of the monster's
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.B experience.
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Decreases the monster's
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.B experience
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an amount proportional to the amount granted.
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This also increases the monster's quickness.
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Paralyzed monsters wake up very fast when nicked.
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.TP 1.5i
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.B luckout
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This is essentially a battle of wits with the monster. Success is based
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upon the player's and the monster's
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.B brains.
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The player gets credit for slaying the monster if he/she succeeds.
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Otherwise, nothing happens, and the chance to
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.B luckout
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is lost.
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.sh "Character Statistics"
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.TP 1.5i
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.B strength
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determines how much damage a character can inflict.
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.TP 1.5i
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.B quickness
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determines how many chances a character gets to make decisions while
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fighting.
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.TP 1.5i
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.B energy level
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specifies how much damage a character may endure before dying.
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.TP 1.5i
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.B magic level
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determines which spells a character may throw, and how effective those
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spells will be.
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.TP 1.5i
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.B brains
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basically, the character's intelligence; used for various fighting options
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and spells.
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.TP 1.5i
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.B mana
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used as a power source for throwing spells.
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.TP 1.5i
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.B experience
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gained by fighting monsters and other characters.
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.TP 1.5i
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.B level
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indicative of how much experience a character has accumulated; progresses
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geometrically as
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.B experience
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increases.
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.TP 1.5i
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.B poison
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sickness which degrades a character's performance (affects
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.B energy level
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and
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.B strength
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).
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.TP 1.5i
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.B sin
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accumulated as a character does certain nasty things; used only rarely
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in normal play of the game.
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.TP 1.5i
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.B age
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of player; roughly equivalent to number of turns.
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As
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.B age
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increases, many personal statistics degenerate.
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.sh "Character Types"
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Character statistics are rolled randomly from the above list, according
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to character type. The types are as follows:
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.TP 1.5i
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.B magic user
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strong in
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.B magic level
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and
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.B brains
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, weak in other areas. Must rely on wits and magic to survive.
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.TP 1.5i
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.B fighter
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good in
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.B strength
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and
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.B energy level
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, fairly good in other areas. This adds up to a well-equipped fighter.
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.TP 1.5i
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.B elf
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very high
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.B quickness
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and above average
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.B magic level
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are
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.B elves
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selling points.
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.TP 1.5i
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.B dwarf
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very high
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.B strength
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and
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.B energy level
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, but with a tendency to be rather slow and not too bright.
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.TP 1.5i
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.B halfling
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rather quick and smart, with high
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.B energy level
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, but poor in
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.B magic
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and
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.B strength.
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Born with some
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.B experience.
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.TP 1.5i
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.B experimento
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very mediocre in all areas. However, the
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.B experimento
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may be placed almost anywhere within the playing grid.
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.PP
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The possible ranges for starting statistics are summarized in
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the following table.
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.PP
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.TS
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l c c c c c c
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l c c c c c c.
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Type Strength Quick Mana Energy Brains Magic
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_
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Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
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Fighter 40-55 30-35 30-50 45-70 25-45 3-6
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Elf 35-45 32-38 45-90 30-50 40-65 4-7
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Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
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Halfling 20-25 34 25-45 55-90 40-75 1-4
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Experimento 25 27 100 35 25 2
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.TE
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.PP
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|
Not only are the starting characteristics different for the different
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character types, the characteristics progress at different rates for the
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different types as the character goes up in
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.B level. Experimentoes'
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characteristics progress randomly as one of the other types.
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The progression as characters increase in
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.B level
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is summarized in the following table.
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.PP
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.TS
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l c c c c c
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l n n n n n.
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Type Strength Mana Energy Brains Magic
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_
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Mag. User 2.0 75 20 6 2.75
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Fighter 3.0 40 30 3.0 1.5
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Elf 2.5 65 25 4.0 2.0
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Dwarf 5 30 35 2.5 1
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Halfling 2.0 30 30 4.5 1
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.TE
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.PP
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The character type also determines how much gold a player may
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carry, how long until
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.B rings
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can overcome the player, and how much
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.B poison
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the player can withstand.
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.sh "Spells"
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During the course of the game, the player may exercise his/her
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magic powers. These cases are described below.
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.TP 1.5i
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.B cloak
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.I magic level necessary:
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20 (plus level 7)
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.br
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.I mana used:
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35 plus 3 per rest period
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.br
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Used during normal play. Prevents monsters from finding the character,
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as well as hiding the player from other players. His/her coordinates
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show up as '?' in the
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.B players
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option. Players cannot collect
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.B mana,
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find trading posts, or discover the
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.B grail
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while cloaked. Calling a monster uncloaks, as well as choosing
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this option while cloaked.
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.br
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.TP 1.5i
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|
.B teleport
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.I magic level necessary:
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40 (plus level 12)
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.br
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.I mana used:
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30 per 75 moved
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.br
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Used during normal play. Allows the player too move with much more freedom
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than with the
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.B move
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option, at the price of expending mana. The maximum distance possible
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to move is based upon
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.B level
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and
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.B magic level.
|
|
.TP 1.5i
|
|
.B power blast
|
|
.I magic level necessary:
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none
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.br
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.I mana used:
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5 times
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.B level
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.br
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|
Used during inter-terminal battle. Damage is based upon
|
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.B magic level
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and
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.B strength.
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Hits much harder than a normal hit.
|
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.TP 1.5i
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.B all or nothing
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.I magic level necessary:
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none
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.br
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.I mana used:
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1
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.br
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Used while combating monsters.
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Has a 25% chance of working. If it works it hits the monster just enough
|
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to kill it. If it fails, it doesn't hit the monster, and doubles the
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monster's
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.B quickness
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and
|
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.B strength.
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Paralyzed monsters wake up much quicker as a result of this spell.
|
|
.TP 1.5i
|
|
.B magic bolt
|
|
.I magic level necessary:
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5
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.br
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|
.I mana used:
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variable
|
|
.br
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Used while combating monsters. Hits the monster based upon the amount
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of
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.B mana
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expended and
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.B magic level.
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Guaranteed to hit at least 10 per
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.B mana.
|
|
.TP 1.5i
|
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.B force field
|
|
.I magic level necessary:
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15
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.br
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|
.I mana used:
|
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30
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|
.br
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|
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
|
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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:
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25
|
|
.br
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|
.I mana used:
|
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50
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.br
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|
Used during monster combat. Transforms the monster randomly into one
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of the 100 monsters from the monster file.
|
|
.TP 1.5i
|
|
.B increase might
|
|
.I magic level necessary:
|
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35
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|
.br
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|
.I mana used:
|
|
75
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|
.br
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|
Used during combat with monsters. Increases strength up to a maximum.
|
|
.TP 1.5i
|
|
.B invisibility
|
|
.I magic level necessary:
|
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45
|
|
.br
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|
.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.
|