phantasia.6 revision 1.1
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8.TH PHANTASIA 6 "April 19, 1994"
9.UC 4
10.SH NAME
11phantasia \- an interterminal fantasy game
12.SH SYNOPSIS
13phantasia [ \-HSabmpsx ]
14.SH DESCRIPTION
15.I Phantasia
16is a role playing game
17which allows players to roll up characters of various types to fight
18monsters and other players.
19Progression of characters is based upon gaining experience from fighting
20monsters (and other players).
21.PP
22Most of the game is menu driven and self-explanatory (more or less).
23The screen is cursor updated, so be sure to set up the
24.B TERM
25variable in your environment.
26.PP
27The options provide for a variety of functions to support the game.
28They are:
29.PP
30.TP .5i
31.B \-s
32Invokes 
33.I phantasia
34without header information.
35.TP .5i
36.B \-m
37Get a monster listing.
38.TP .5i
39.B \-a
40Get a listing of all character names on file.
41.TP .5i
42.B \-x
43Examine/change a particular character on file.
44.TP .5i
45.B \-H
46Print header only.
47.TP .5i
48.B \-p
49Purge old characters.
50.TP .5i
51.B \-b
52Show scoreboard of top characters per login.
53.TP .5i
54.B \-S
55Turn on wizard options, if allowed, if running as ``root''.
56.PP
57The characters are saved on a common file, in order to make the game
58interactive between players.  The characters are given a password
59in order to retrieve them later.  Only characters above
60.B level
61zero are saved.  Characters unused for awhile will be purged.
62Characters are only placed on the scoreboard when they die.
63.SH AUTHOR
64Edward Estes, AT&T Information Systems, Skokie, IL
65.SH PARTICULARS
66.sh "Normal Play"
67A number of the player's more important statistics are almost always
68displayed on the screen, with maximums (where applicable) in
69parentheses.
70.PP
71The character is placed randomly near the center of a cartesian
72system.
73Most commands are selected with a single letter or digit.
74For example, one may move by hitting 'W', 'S', 'N', or 'E',
75(lower case may also be used, at no time is the game case dependent).
76One may also use 'H', 'J', 'K', 'L',
77for movement, similar to
78.IR vi (1).
79To move to a specific (x, y) coordinate, use the
80.B move
81('1') command.	The distance a character can move is calculated by
821 plus 1.5 per
83.B level.
84Moving in a compass direction will move the player the maximum
85allowed distance in that direction.
86.PP
87A player may see who else is playing by using the
88.B players
89('2') option.  One may see the coordinates of those who are the same
90distance or closer to the origin as he/she.
91.B Kings,
92and
93.B council of the wise
94can see and can be seen by everyone.  A
95.B palantir
96removes these restrictions.
97.PP
98One can talk to other players with the
99.B talk
100('3') option.  In general, this is a line or so of text.  To remove a current
101message, just type <return> when prompted for a message.
102.PP
103The
104.B stats
105('4') option shows additional characteristics of a player.
106.PP
107One may leave the game either with the
108.B quit
109('5') option.
110.PP
111One may rest by default.  Resting lets one regain maximum
112.B energy level,
113and also lets one find
114.B mana
115(more is found for larger levels and further distances from the origin).
116.PP
117One may call a monster by hitting '9' or 'C'.
118.PP
119Use 'X' to examine other players.
120.PP
121One may quit or execute a sub-shell by hitting interrupt.
122Quitting during battle results in death for obvious reasons.
123.PP
124Several other options become available as the player progresses in
125.B level
126and
127.B magic,
128or to other stations in the game (
129.B valar, council of the wise, king
130).
131These are described elsewhere.
132In general, a control-L will force the redrawing of the screen.
133.PP
134Other things which may happen are more or less self-explanatory.
135.sh "Fighting Monsters"
136A player has several options while fighting monsters.  They are as follows:
137.TP 1.5i
138.B melee
139Inflicts damage on the monster, based upon
140.B strength.
141Also decreases the monster's
142.B strength
143some.
144.TP 1.5i
145.B skirmish
146Inflicts a little less damage than
147.B melee,
148but decreases the monster's
149.B quickness
150instead.
151.TP 1.5i
152.B evade
153Attempt to run away.  Success is based upon both the player's and
154the monster's
155.B brains
156and
157.B quickness.
158.TP 1.5i
159.B spell
160Several options for throwing spells (described elsewhere).
161.TP 1.5i
162.B nick
163Hits the monster one plus the player's
164.B sword,
165and gives the player 10% of the monster's
166.B experience.
167Decreases the monster's
168.B experience
169an amount proportional to the amount granted.
170This also increases the monster's quickness.
171Paralyzed monsters wake up very fast when nicked.
172.TP 1.5i
173.B luckout
174This is essentially a battle of wits with the monster.	Success is based
175upon the player's and the monster's
176.B brains.
177The player gets credit for slaying the monster if he/she succeeds.
178Otherwise, nothing happens, and the chance to
179.B luckout
180is lost.
181.sh "Character Statistics"
182.TP 1.5i
183.B strength
184determines how much damage a character can inflict.
185.TP 1.5i
186.B quickness
187determines how many chances a character gets to make decisions while
188fighting.
189.TP 1.5i
190.B energy level
191specifies how much damage a character may endure before dying.
192.TP 1.5i
193.B magic level
194determines which spells a character may throw, and how effective those
195spells will be.
196.TP 1.5i
197.B brains
198basically, the character's intelligence; used for various fighting options
199and spells.
200.TP 1.5i
201.B mana
202used as a power source for throwing spells.
203.TP 1.5i
204.B experience
205gained by fighting monsters and other characters.
206.TP 1.5i
207.B level
208indicative of how much experience a character has accumulated; progresses
209geometrically as
210.B experience
211increases.
212.TP 1.5i
213.B poison
214sickness which degrades a character's performance (affects
215.B energy level
216and
217.B strength
218).
219.TP 1.5i
220.B sin
221accumulated as a character does certain nasty things; used only rarely
222in normal play of the game.
223.TP 1.5i
224.B age
225of player; roughly equivalent to number of turns.
226As
227.B age
228increases, many personal statistics degenerate.
229.sh "Character Types"
230Character statistics are rolled randomly from the above list, according
231to character type.  The types are as follows:
232.TP 1.5i
233.B magic user
234strong in
235.B magic level
236and
237.B brains
238, weak in other areas.	Must rely on wits and magic to survive.
239.TP 1.5i
240.B fighter
241good in
242.B strength
243and
244.B energy level
245, fairly good in other areas.  This adds up to a well-equipped fighter.
246.TP 1.5i
247.B elf
248very high
249.B quickness
250and above average
251.B magic level
252are
253.B elves
254selling points.
255.TP 1.5i
256.B dwarf
257very high
258.B strength
259and
260.B energy level
261, but with a tendency to be rather slow and not too bright.
262.TP 1.5i
263.B halfling
264rather quick and smart, with high
265.B energy level
266, but poor in
267.B magic
268and
269.B strength.
270Born with some
271.B experience.
272.TP 1.5i
273.B experimento
274very mediocre in all areas.  However, the
275.B experimento
276may be placed almost anywhere within the playing grid.
277.PP
278The possible ranges for starting statistics are summarized in
279the following table.
280.PP
281.TS
282l c c c c c c
283l c c c c c c.
284Type	Strength	Quick	Mana	Energy	Brains	Magic
285_
286Mag. User	10-15	30-35	50-100	30-45	60-85	5-9
287Fighter	40-55	30-35	30-50	45-70	25-45	3-6
288Elf	35-45	32-38	45-90	30-50	40-65	4-7
289Dwarf	50-70	25-30	25-45	60-100	20-40	2-5
290Halfling	20-25	34	25-45	55-90	40-75	1-4
291Experimento	25	27	100	35	25	2
292.TE
293.PP
294Not only are the starting characteristics different for the different
295character types, the characteristics progress at different rates for the
296different types as the character goes up in
297.B level.  Experimentoes'
298characteristics progress randomly as one of the other types.
299The progression as characters increase in
300.B level
301is summarized in the following table.
302.PP
303.TS
304l c c c c c
305l n n n n n.
306Type	Strength	Mana	Energy	Brains	Magic
307_
308Mag. User	2.0	75	20	6	2.75
309Fighter	3.0	40	30	3.0	1.5
310Elf	2.5	65	25	4.0	2.0
311Dwarf	5	30	35	2.5	1
312Halfling	2.0	30	30	4.5	1
313.TE
314.PP
315The character type also determines how much gold a player may
316carry, how long until
317.B rings
318can overcome the player, and how much
319.B poison
320the player can withstand.
321.sh "Spells"
322During the course of the game, the player may exercise his/her
323magic powers.  These cases are described below.
324.TP 1.5i
325.B cloak
326.I magic level necessary:
32720 (plus level 7)
328.br
329.I mana used:
33035 plus 3 per rest period
331.br
332Used during normal play.  Prevents monsters from finding the character,
333as well as hiding the player from other players.  His/her coordinates
334show up as '?' in the
335.B players
336option.  Players cannot collect
337.B mana,
338find trading posts, or discover the
339.B grail
340while cloaked.	Calling a monster uncloaks, as well as choosing
341this option while cloaked.
342.br
343.TP 1.5i
344.B teleport
345.I magic level necessary:
34640 (plus level 12)
347.br
348.I mana used:
34930 per 75 moved
350.br
351Used during normal play.  Allows the player too move with much more freedom
352than with the
353.B move
354option, at the price of expending mana.  The maximum distance possible
355to move is based upon
356.B level
357and
358.B magic level.
359.TP 1.5i
360.B power blast
361.I magic level necessary:
362none
363.br
364.I mana used:
3655 times
366.B level
367.br
368Used during inter-terminal battle.  Damage is based upon
369.B magic level
370and
371.B strength.
372Hits much harder than a normal hit.
373.TP 1.5i
374.B all or nothing
375.I magic level necessary:
376none
377.br
378.I mana used:
3791
380.br
381Used while combating monsters.
382Has a 25% chance of working.  If it works it hits the monster just enough
383to kill it.  If it fails, it doesn't hit the monster, and doubles the
384monster's
385.B quickness
386and
387.B strength.
388Paralyzed monsters wake up much quicker as a result of this spell.
389.TP 1.5i
390.B magic bolt
391.I magic level necessary:
3925
393.br
394.I mana used:
395variable
396.br
397Used while combating monsters.  Hits the monster based upon the amount
398of
399.B mana
400expended and
401.B magic level.
402Guaranteed to hit at least 10 per
403.B mana.
404.TP 1.5i
405.B force field
406.I magic level necessary:
40715
408.br
409.I mana used:
41030
411.br
412Used during monster combat.  Throws up a shield to protect from damage.
413The shield is added to actual energy level, and is a fixed number, based
414upon maximum energy.  Normally, damage occurs first to the shield, and
415then to the players actual
416.B energy level.
417.TP 1.5i
418.B transform
419.I magic level necessary:
42025
421.br
422.I mana used:
42350
424.br
425Used during monster combat.  Transforms the monster randomly into one
426of the 100 monsters from the monster file.
427.TP 1.5i
428.B increase might
429.I magic level necessary:
43035
431.br
432.I mana used:
43375
434.br
435Used during combat with monsters.  Increases strength up to a maximum.
436.TP 1.5i
437.B invisibility
438.I magic level necessary:
43945
440.br
441.I mana used:
44290
443.br
444Used while fighting monsters.  Makes it harder for the monster to hit,
445by temporarily increasing the player's
446.B quickness.
447This spell may be thrown several times, but a maximum level will be reached.
448.TP 1.5i
449.B transport
450.I magic level necessary:
45160
452.br
453.I mana used:
454125
455.br
456Used during monster combat.  Transports the monster away from the
457player.  Success is base upon player's
458.B magic
459and
460.B brains,
461and the monster's
462.B experience.
463If it fails the player is transported instead.	60% of the time, the monster
464will drop any treasure it was carrying.
465.TP 1.5i
466.B paralyze
467.I magic level necessary:
46875
469.br
470.I mana used:
471150
472.br
473Used during monster combat.  "Freezes" the monster by putting its
474.B quickness
475slightly negative.  The monster will slowly wake up.  Success is based
476upon player's
477.B magic
478and the monster's
479.B experience.
480If it fails, nothing happens.
481.TP 1.5i
482.B specify
483.I magic level necessary:
484none
485.br
486.I mana used:
4871000
488.br
489Used during monster combat only by
490.B valar
491or
492.B council of the wise.
493Allows the player to pick which monster to fight.
494.sh "Monsters"
495Monsters get bigger as one moves farther from the origin (0,0).  Rings of
496distance 125 from the origin determine the size.  A monster's
497.B experience, energy level,
498and
499.B brains
500are multiplied by the size.
501.B Strength
502is increase 50% per size over one, and
503.B quickness
504remains the same, regardless of size.
505.PP
506Also, nastier monsters are found as one progress farther out
507from the origin.  Monsters also may flock.  The percent chance of that
508happening is designated as
509.B flock%
510in the monster listing.  Monsters outside the first ring
511may carry treasure, as determined by their treasure type.
512Flocking monsters, and bigger monsters increase the chances of treasure.
513.PP
514Certain monsters have special abilities; they are as follows:
515.TP 1.5i
516.B Unicorn
517can only be subdued if the player is in possession of a
518.B virgin.
519.TP 1.5i
520.B Modnar
521has random characteristics, including treasure type.
522.TP 1.5i
523.B Mimic
524will pick another name from the list of monsters in order to
525confuse.
526.TP 1.5i
527.B Dark Lord
528very nasty person.  Does not like to be hit (especially nicked),
529and many spells do not work well (or at all) against him.
530One can always
531.B evade
532from the
533.B Dark Lord.
534.TP 1.5i
535.B Leanan-Sidhe
536also a very nasty person.  She will permanently sap
537.B strength
538from someone.
539.TP 1.5i
540.B Saruman
541wanders around with
542.B Wormtongue
543, who can steal a
544.B palantir.
545Also,
546.B Saruman
547may turn a player's gems into gold pieces,
548or scramble her/his stats.
549.TP 1.5i
550.B Thaumaturgist
551can transport a player.
552.TP 1.5i
553.B Balrog
554inflicts damage by taking away
555.B experience
556, not
557.B energy.
558.TP 1.5i
559.B Vortex
560may take some
561.B mana.
562.TP 1.5i
563.B Nazgul
564may try to steal a
565.B ring
566or neutralize part of one's
567.B brains.
568.TP 1.5i
569.B Tiamat
570may take half a player's
571.B gold
572and
573.B gems
574and escape.
575.TP 1.5i
576.B Kobold
577may get nasty and steal one gold piece and run away.
578.TP 1.5i
579.B Shelob
580may bite, inflicting the equivalent of one
581.B poison.
582.TP 1.5i
583.B Assorted Faeries
584These are killed if attacking someone carrying
585.B holy water.
586These are
587.B Cluricaun, Fir Darrig, Fachan,
588.B Ghille Dhu, Bogle, Killmoulis,
589and
590.B Bwca.
591.TP 1.5i
592.B Lamprey
593may bite, inflicting 1/2 of a
594.B poison.
595.TP 1.5i
596.B Shrieker
597will call one of its (much bigger) buddies if picked upon.
598.TP 1.5i
599.B Bonnacon
600will become bored with battle, fart, and run off.
601.TP 1.5i
602.B Smeagol
603will try to steal a
604.B ring
605from a player, if given the chance.
606.TP 1.5i
607.B Succubus
608may inflict damage through a
609.B force field.
610This subtracts from
611.B energy level
612instead of any shield the player may have thrown up.
613This is a very easy way to die.
614.TP 1.5i
615.B Cerberus
616loves metal and will steal all the metal treasures from
617a player if able.
618.TP 1.5i
619.B Ungoliant
620can bite and poison.  This inflicts five
621.B poisons
622, and also takes one from the player's
623.B quickness.
624.TP 1.5i
625.B Jabberwock
626may tire of battle, and leave after calling one of his friends
627(
628.B Jubjub Bird
629or
630.B Bandersnatch
631).
632.TP 1.5i
633.B Morgoth
634actually
635.B Modnar
636, but reserved for
637.B council of the wise, valar,
638and
639.B ex-valar.
640Fights with
641.B Morgoth
642end when either he or the player dies.	His characteristics
643are calculated based upon the player's.  The player is given
644the chance to ally with him.  No magic, except
645.B force field
646works when battling
647.B Morgoth.
648.TP 1.5i
649.B Troll
650may regenerate its
651.B energy
652and
653.B strength
654while in battle.
655.TP 1.5i
656.B Wraith
657may make a player blind.
658.sh "Treasures"
659The various treasure types are as follows:
660.TP 1.5i
661.B Type zero
662.I none
663.TP 1.5i
664.B Type one
665.I power booster
666\- adds mana.
667.br
668.I druid
669\- adds experience.
670.br
671.I holy orb
672\- subtracts 0.25 sin.
673.TP 1.5i
674.B Type two
675.I amulet
676\- protects from cursed treasure.
677.br
678.I holy water
679\- kills
680.B assorted faeries.
681.br
682.I hermit
683\- reduces sin by 25% and adds some mana.
684.TP 1.5i
685.B Type three
686.I shield
687\- adds to maximum
688.B energy level
689.br
690.I virgin
691\- used to subdue a
692.B unicorn
693, or to give much
694.B experience
695(and some
696.B sin
697).
698.br
699.I athelas
700\- subtracts one
701.B poison.
702.TP 1.5i
703.B Type four (scrolls)
704.I shield
705\- throws a bigger than normal
706.B force field.
707.br
708.I invisible
709\- temporarily puts the finder's
710.B quickness
711to one million.
712.br
713.I ten fold strength
714\- multiplies finder's strength by ten.
715.br
716.I pick monster
717\- allows finder to pick next monster to battle.
718.br
719.I general knowledge
720\- adds to finder's
721.B brains
722and
723.B magic level.
724.PP
725All the scrolls except
726.B general knowledge
727automatically call a monster.  These preserve any
728spells that were already in effect, but are only in
729effect while in battle.
730.TP 1.5i
731.B Type five
732.I dagger
733\- adds to
734.B strength.
735.br
736.I armour
737\- same as a
738.B shield,
739but bigger.
740.br
741.I tablet
742\- adds brains.
743.TP 1.5i
744.B Type six
745.I priest
746\- rests to maximum; adds 
747.B mana, brains;
748and halves
749.B sin.
750.br
751.I Robin Hood
752\- increases
753.B shield
754and adds permanently to
755.B strength.
756.br
757.I axe
758\- like
759.B dagger,
760but bigger.
761.TP 1.5i
762.B Type seven
763.I charm
764\- protects from cursed treasure (used before
765.B amulet
766); used in conjunction with
767.B blessing
768to battle
769.B Dark Lord.
770.br
771.I Merlyn
772\- adds
773.B brains, magic,
774and
775.B mana.
776.br
777.I war hammer
778\- like an
779.B axe,
780but bigger.
781.TP 1.5i
782.B Type eight
783.I healing potion
784\- sets
785.B poison
786to -2, or subtracts two from
787.B poison,
788whichever is better.
789.br
790.I transporter
791\- allows finder to move anywhere.
792.br
793.I sword
794\- like a
795.B war hammer
796, but bigger.
797.TP 1.5i
798.B Type nine
799.I golden crown
800\- allows the player to become
801.B king,
802by going to (0,0).
803.br
804.I blessing
805\- cuts
806.B sin
807to 1/3, adds
808.B mana,
809rests to max., kills
810.B Dark Lord
811with a
812.B charm,
813and gives bearer first hit on all monsters.
814.br
815.I quicksilver
816\- adds to 
817.B quickness.
818.TP 1.5i
819.B Type ten
820.I elven boots
821\- adds permanently to
822.B quickness.
823.TP 1.5i
824.B Type eleven
825.I palantir
826\- allows one to see all the other players; used by
827.B council of the wise
828to seek the
829.B grail.
830.TP 1.5i
831.B Type twelve/thirteen
832.I ring
833\- allows one to hit much harder in battle, etc.
834.PP
835Any treasure type 10-13 monsters may instead carry a type nine treasure.
836.PP
837A monster may also be carrying
838.B gold
839or
840.B gems.
841These are used at
842.B trading posts
843to buy things.	A
844.B gem
845is worth 1000 gold pieces.  Too much
846.B gold
847will slow a player down.  One may carry 1000 plus 200 per
848.B level
849of
850.B gold.
851A
852.B gem
853weighs one half a gold piece.
854Monsters of treasure type 7 or higher may carry
855.B gems.
856.PP
857The chance of a cursed treasure is based upon treasure type.
858The more valuable treasures have a greater chance of being cursed.
859A cursed treasure knocks
860.B energy level
861very low, and adds 0.25
862.B poison.
863.sh "Rings"
864.B Rings
865are only carried by
866.B nazguls
867and
868.B Dark Lord.
869They come in four different flavors.
870All
871.B rings
872rest the player to maximum and cause him/her to hit much harder
873in battle with monsters (assuming one has chosen to use the
874.B ring
875for battle.)
876.PP
877Two types of
878.B rings
879are cursed and come either from
880.B nazguls
881or
882.B Dark Lord.
883After a few times of using these types, the player falls
884under the control of the
885.B ring,
886and strange, random things will occur.
887Eventually, the player dies, and gives his/her name to a monster
888on the file.
889Dying before the
890.B ring
891is used up also renames the monster.
892.PP
893The two remaining types of
894.B rings
895are much more benign.
896The one from a
897.B nazgul
898is good for a limited number of battle rounds, and will save
899the player from death if it was being used when he/she died.
900The one from
901.B Dark Lord
902is the same, except that it never is used up.
903.B rings
904disappear after saving someone from death.
905In general, cursed
906.B rings
907occur much more often than normal ones.
908It is usually not a good idea to pick one up.
909The only way to get rid of a
910.B ring
911is to have a monster steal it.
912.sh "King"
913A player may become
914.B king by finding a
915.I crown
916and going to (0,0).  Players must have a
917.B level
918in the range of 10 to 1000 to be able to find a
919.I crown.
920When a player with one or more
921.I crowns
922reaches
923.B level
9241000, the
925.I crowns
926are converted to
927.I gold.
928.PP
929Once a player is king, he/she may do certain things while in 
930the Lord's Chamber (0,0).  These are exercised with the
931.B decree
932('0') option.
933.TP 1.5i
934.I transport
935This is done to another player.  It randomly moves the affected
936player about.  A
937.B charm
938protects from transports.
939.TP 1.5i
940.I curse
941This is done to another player.  It is analogous to cursed treasure,
942but worse.  It inflicts two
943.B poison,
944knocks
945.B energy level
946very low, and degrades the maximum energy.  It also
947removes a
948.B cloak.
949A
950.B blessing
951protects from king's curses.
952.TP 1.5i
953.I energy void
954The king may put a number of these scattered about
955his/her kingdom as he/she pleases.
956If a player hits one, he/she loses
957.B mana, energy,
958and
959.B gold.
960The energy void disappears after being hit.
961.TP 1.5i
962.I bestow
963This is also done to another player.  The king may
964wish to reward one or more loyal subjects by sharing his/her
965riches (
966.B gold
967).  Or it is a convenient way to dispose of some unwanted
968deadweight.
969.TP 1.5i
970.I collect taxes
971Everyone pays 7% tax on all
972.B gold
973and
974.B gems
975acquired, regardless of the existence of a
976.B king.
977The king collects the accrued taxes with this option.
978.PP
979The
980.B king
981may also 
982.B teleport
983anywhere for free by using the origin as a starting place.
984.sh "Council of the Wise, Valar"
985A player automatically becomes a member of the
986.B council of the wise
987upon reaching level 3000.  Members of the council cannot have
988.B rings.
989Members of the council have a few extra options which they can exercise.
990These are exercised
991.B intervene
992('8') option.
993All
994.B intervene
995options cost 1000 mana.
996One
997.B intervene
998option is to
999.I heal
1000another player.  This is just a quick way for that player to be rested
1001to maximum and lose a little
1002.B poison.
1003The main purpose in life for members of the council is to seek the
1004.B Holy Grail.
1005This is done with a
1006.B palantir
1007under the
1008.I seek grail
1009option.  The distance cited by the seek is accurate within 10%, in order
1010not to make it too easy to find the grail.
1011A player must have infinitesimally small
1012.B sin,
1013or else it's all over upon finding the grail.
1014In order to help members of the council on their quest, they
1015may
1016.I teleport
1017with greater ease.
1018.PP
1019Upon finding the grail, the player advances to position of
1020.B valar.
1021He/she may then exercise more and niftier options under
1022.I intervention.
1023These include all of the council members' options plus the
1024ability to move other players about, bless them, and throw monsters at
1025them.
1026A
1027.BR valar 's
1028blessing has the same effect as the treasure
1029.I blessing,
1030except that the affected player does not get his/her
1031.I blessing
1032flag set.
1033All
1034.I intervention
1035options which affect other players age the player
1036who uses them.
1037.B Valars
1038are essentially immortal, but are actually given five lives.
1039If these are used up, the player is left to die, and becomes an
1040.B ex-valar.
1041A 
1042.B valar
1043cannot
1044.I move, teleport,
1045or call monsters.
1046(An exception to this is if the
1047.I valar
1048finds a
1049.I transporter.
1050This is to allow him/her to dispose of excess
1051.I gold.
1052Any monsters which a
1053.B valar
1054encounters are based upon his/her size.
1055Only one valar may exist at a time.
1056The current valar is replaced when another player finds the grail.
1057The valar is then bumped back to the council of the wise.
1058.sh "Wizard"
1059The
1060.I wizard
1061is usually the owner of the game, and the one who maintains
1062the associated files.
1063The
1064.I wizard
1065is granted special powers within the game, if it is invoked
1066with the '\-S' option.
1067Otherwise, the
1068.I wizard
1069plays no different from other players.
1070The
1071.I wizard
1072abilities are outlined below.
1073.TP
1074.I change players
1075When examining a player, (game invoked with '-x', or use 'X' from within game),
1076the
1077.I wizard
1078may also change the player.
1079.TP
1080.I intervention
1081The
1082.I wizard
1083may do all the
1084.I intervention
1085options.  One extra option,
1086.I vaporize,
1087is added to kill any offensive players.
1088.TP
1089.I super character type
1090An extra character type is added.  This character starts with the
1091maximum possible in all statistics, selected from the other character types.
1092A
1093.B super
1094character's statistics also progress at the maximum possible rate, selected
1095from the other character types.
1096.sh "Special Places"
1097Certain regions of the playing grid have different names.
1098In general, this is only to give the player some idea of
1099his/her present location.  Some special places do exist.
1100.TP 1.5i
1101.I Trading Posts
1102These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1103Trading posts farther out have more things for sale.
1104Be careful about cheating the merchants there, as they have short
1105tempers.
1106Merchants are dishonest about 5% of the time.
1107.TP 1.5i
1108.I Lord's Chamber
1109This is located at (0,0).  Only players with
1110.B crowns
1111may enter.
1112.TP 1.5i
1113.I Point of No Return
1114This is located beyond 1.2e+6 in any direction.
1115The only way to return from here is a
1116.B transporter
1117or to have a
1118.B valar
1119relocate the player.
1120.TP 1.5i
1121.I Dead Marshes
1122This is a band located fairly distant from the origin.	The first
1123fourteen monsters (water monsters) can normally only be found here.
1124.TP 1.5i
1125.I Valhala
1126This place is where the
1127.B valar
1128resides.  It is associated with no particular coordinate on the
1129playing grid.
1130.TP 1.5i
1131.sh "Miscellaneous"
1132Once a player reaches
1133.B level
11345, the game will start to time out waiting for input.
1135This is to try to keep the game a bit faster paced.
1136.PP
1137A
1138.I guru
1139will never be disgusted with your
1140.B sins
1141if they are less than one.
1142.PP
1143A
1144.I medic
1145wants half of a player's
1146.B gold
1147to be happy.  Offering more than one has, or a negative amount
1148will anger the
1149.I medic,
1150who will make the player worse (add one
1151.B poison
1152).
1153.PP
1154The
1155.B Holy Grail
1156does little for those who are not ready to behold it.
1157Whenever anyone finds it, it moves.
1158It is always located within 1e+6 in any compass direction of the origin.
1159.PP
1160There is a maximum amount of
1161.B mana
1162and
1163.B charms
1164a player may posses, based upon
1165.B level.
1166.I Quicksilver
1167is always limited to to a maximum of 99.
1168.PP
1169.I Books
1170bought at a
1171.B trading post
1172increase 
1173.B brains,
1174based upon the number bought.
1175It is unwise, however to buy more than 1/10 of one's
1176.B level
1177in books at a time.
1178.PP
1179Players over level 10000 are automatically retired.
1180.PP
1181A
1182.I blindness
1183goes away in random time.
1184.PP
1185Players with
1186.I crowns
1187are identified with a '*' before their character type.
1188.sh "Inter-terminal Battle"
1189When two player's coordinates correspond, they may engage in battle.
1190In general, the player with the highest
1191.B quickness
1192gets the first hit.
1193If the two players are severely mis-matched, the stronger player
1194is drastically handicapped for the battle.
1195In order to protect from being stuck in an infinite loop,
1196the player waiting for response may time out.  Options for battle are:
1197.TP 1.5i
1198.I fight
1199Inflicts damage upon other person.
1200.TP 1.5i
1201.I run away
1202Escape from battle.  Has a 75% chance of working.
1203.TP 1.5i
1204.I power blast
1205Battle spell.
1206.TP 1.5i
1207.I luckout
1208One-time chance to try to win against the foe.	Has a 10% chance of working.
1209.PP
1210Sometimes waits for the other player may be excessive, because
1211he/she may be battling a monster.  Upon slaying a player in battle
1212the winner gets the other's
1213.B experience
1214and treasures.
1215.B Rings
1216do not work for inter-terminal battle.
1217.SH BUGS
1218All screen formats assume at least 24 lines by at least 80 columns.
1219No provisions are made for when any of the data items get too big
1220for the allotted space on the screen.
1221