phantasia.6 revision 1.1
1.de sh 2.br 3.ne 5 4.PP 5\fB\\$1\fR 6.PP 7.. 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