interterminal fantasy game
is currently unusable because it relies on
to allow multiple
users read and write access to the same files.
is a role-playing game that allows
players to roll up characters of various types to fight monsters and other
players. Progression of characters is based upon gaining experience from
fighting monsters (and other players).
Most of the game is menu-driven and self-explanatory (more or less).
The options provide for a variety of functions to support the game. They are:
- Get a listing of all character names on file.
- Show scoreboard of top characters per login.
- Print header only.
- Get a monster listing.
- Purge old characters.
- Turn on wizard options, if allowed, if running as
- Invoke phantasia without
- Examine/change a particular character on file.
The characters are saved on a common file, in order to make the game interactive
between players. Each character is given a password which allows later
retrieval. Only characters above level
saved. Characters unused for a while will be purged. Characters are only
placed on the scoreboard when they die.
A number of the player's more important statistics are almost always displayed
on the screen, with maximums (where applicable) in parentheses.
The character is placed randomly near the center of a Cartesian system. Most
commands are selected with a single letter or digit. For example, one may move
by hitting ‘W’, ‘S’, ‘N’, or
‘E’, (lower case may also be used; at no time is the game
case-dependent). One may also use ‘H’, ‘J’,
‘K’, and ‘L’ for movement, as with
(‘1’) command is for moving to
a specific (x, y) coordinate. The distance a character can move is calculated
by 1 plus 1.5 per level
. Moving in a compass
direction will move the player the maximum allowed distance in that direction.
A player may see who else is playing by using the
(‘2’) option. One may see
the coordinates of those who are the same distance or closer to the origin as
the player. Kings
council of the wise
can see and can be seen by
everyone. A palantir
removes these restrictions.
One can talk to other players with the talk
(‘3’) option. In general, this is a line or so of text. To
remove the current message, just type ⟨return⟩ when prompted for
(‘4’) option shows
additional characteristics of a player.
One may leave the game with the quit
One may rest by default. Resting lets one regain maximum
, and also lets one find
. More mana is found at larger levels and
further distances from the origin.
One may call a monster by hitting ‘9’ or ‘C’.
‘X’ can be used to examine other players.
One may quit or execute a sub-shell by hitting interrupt. Quitting during battle
results in death, for obvious reasons.
Several other options become available as the player progresses in
to other stations in the game (valar
council of the wise
). These are described elsewhere. In general,
a control-L will force the redrawing of the screen.
Other things which may happen are more or less self-explanatory.
A player has several options while fighting monsters. They are as follows:
- Inflicts damage on the monster, based upon
strength. Also decreases the monster's
- Inflicts a little less damage than
melee, but decreases the monster's
- Attempt to run away. Success is based upon both the
player's and the monster's brains and
- Several options for throwing spells (described
- Hits the monster one plus the player's
sword, and gives the player 10% of the
monster's experience. Decreases the monster's
experience an amount proportional to the
amount granted. This also increases the monster's quickness. Paralyzed
monsters wake up very fast when nicked.
- This is essentially a battle of wits with the monster.
Success is based upon the player's and the monster's
brains. The player gets credit for slaying
the monster if he/she succeeds. Otherwise, nothing happens, and the chance
to luckout is lost.
- determines how much damage a character can inflict.
- determines how many chances a character gets to make
decisions while fighting.
- specifies how much damage a character may endure before
- determines which spells a character may throw, and how
effective those spells will be.
- basically, the character's intelligence; used for various
fighting options and spells.
- used as a power source for throwing spells.
- gained by fighting monsters and other characters.
- indicative of how much experience a character has
accumulated; progresses geometrically as
- sickness which degrades a character's performance (affects
energy level and
- accumulated as a character does certain nasty things; used
only rarely in normal play of the game.
- of player; roughly equivalent to number of turns. As
age increases, many personal statistics
Character statistics are rolled randomly from the above list, according to
character type. The types are as follows:
- strong in magic level and
brains, weak in other areas. Must rely on
wits and magic to survive.
- good in strength and
energy level, fairly good in other areas.
This adds up to a well-equipped fighter.
- very high quickness and above
average magic level.
- very high strength and
energy level, but with a tendency to be
rather slow and not too bright.
- rather quick and smart, with high
energy level, but poor in
strength. Born with some
- very mediocre in all areas. However, the
experimento may be placed almost anywhere
within the playing grid.
The possible ranges for starting statistics are summarized in the following
Not only are the starting characteristics different for the different character
types, but the characteristics progress at different rates for the different
types as the character goes up in level
' characteristics progress randomly
as one of the other types. The progression as characters increase in
is summarized in the following table.
The character type also determines how much gold a player may carry, how long
can overcome the player, and how much
the player can withstand.
During the course of the game, the player may exercise his/her magic powers.
These cases are described below.
- magic level necessary: 20
(plus level 7)
mana used: 35 plus 3 per rest period
Used during normal play. Prevents monsters from finding the character, as
well as hiding the player from other players. His/her coordinates show up
as '?' in the players option. Players cannot
collect mana, find trading posts, or discover
the grail while cloaked. Calling a monster
uncloaks, as does choosing this option while cloaked.
- magic level necessary: 40
(plus level 12)
mana used: 30 per 75 moved
Used during normal play. Allows the player to move with much more freedom
than with the move option, at the price of
expending mana. The maximum distance possible to move is based upon
level and magic
- magic level necessary: none
mana used: 5 times
Used during inter-terminal battle. Damage is based upon
magic level and
strength. Hits much harder than a normal
- magic level necessary: none
mana used: 1
Used while combating monsters. Has a 25% chance of working. If it works it
hits the monster just enough to kill it. If it fails, it doesn't hit the
monster, and doubles the monster's quickness
and strength. Paralyzed monsters wake up much
quicker as a result of this spell.
- magic level necessary: 5
mana used: variable
Used while combating monsters. Hits the monster based upon the amount of
mana expended and
magic level. Guaranteed to hit at least 10
- magic level necessary: 15
mana used: 30
Used during monster combat. Throws up a shield to protect from damage. The
shield is added to actual energy level, and is a fixed number, based upon
maximum energy. Normally, damage occurs first to the shield and then to
the players actual energy level.
- magic level necessary: 25
mana used: 50
Used during monster combat. Transforms the monster randomly into one of the
100 monsters from the monster file.
- magic level necessary: 35
mana used: 75
Used during combat with monsters. Increases strength up to a maximum.
- magic level necessary: 45
mana used: 90
Used while fighting monsters. Makes it harder for the monster to hit, by
temporarily increasing the player's
quickness. This spell may be thrown several
times, but a maximum level will be reached.
- magic level necessary: 60
mana used: 125
Used during monster combat. Transports the monster away from the player.
Success is based upon player's magic and
brains, and the monster's
experience. If it fails the player is
transported instead. 60% of the time, the monster will drop any treasure
it was carrying.
- magic level necessary: 75
mana used: 150
Used during monster combat. “Freezes” the monster by putting
its quickness slightly negative. The monster
will slowly wake up. Success is based upon player's
magic and the monster's
experience. If it fails, nothing
- magic level necessary: none
mana used: 1000
Used during monster combat only by valar or
council of the wise. Allows the player to
pick which monster to fight.
Monsters get bigger farther from the origin (0,0). Rings of distance 125 from
the origin determine the size. A monster's
, and brains
are multiplied by the size.
is increased 50% per size over one, and
remains the same, regardless of size.
Nastier monsters are found as one progresses farther out from the origin.
Monsters also may flock. The percent chance of that happening is designated as
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.
Certain monsters have special abilities, as follows:
- can only be subdued if the player is in possession of a
- has random characteristics, including treasure type.
- will pick another name from the list of monsters in order
- 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 evade from the
- also a very nasty person. She will permanently sap
strength from someone.
- wanders around with
Wormtongue, who can steal a
Saruman may turn a player's gems into gold
pieces, or scramble her/his stats.
- can transport a player.
- inflicts damage by taking away
- may take some mana.
- may try to steal a ring or
neutralize part of one's brains.
- may take half a player's gold
and gems and escape.
- may get nasty and steal one gold piece and run away.
- may bite, inflicting the equivalent of one
- These are killed if attacking someone carrying
holy water. These are
- may bite, inflicting 1/2 of a
- will call one of its (much bigger) buddies if picked
- will become bored with battle, fart, and run off.
- will try to steal a ring from
a player, if given the chance.
- may inflict damage through a force
field. This subtracts from energy level
instead of any shield the player may have thrown up. This is a very easy
way to die.
- loves metal and will steal all the metal treasures from a
player if able.
- can bite and poison. This inflicts five
poisons, and also takes one from the player's
- may tire of battle, and leave after calling one of his
friends (Jubjub Bird or
- actually Modnar, but reserved
for council of the wise,
ex-valar. Fights with
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
force field works when battling
- may regenerate its energy and
strength while in battle.
- may make a player blind.
The various treasure types are as follows:
- Type zero
- Type one
- power booster - adds mana.
druid - adds experience.
holy orb - subtracts 0.25 sin.
- Type two
- amulet - protects from cursed
holy water - kills
hermit - reduces sin by 25% and adds some
- Type three
- shield - adds to maximum
virgin - used to subdue a
unicorn, or to give much
experience (and some
athelas - subtracts one
- Type four (scrolls)
- shield - throws a bigger than
normal force field.
invisible - temporarily puts the finder's
quickness to one million.
ten fold strength - multiplies finder's
strength by ten.
pick monster - allows finder to pick next
monster to battle.
general knowledge - adds to finder's
brains and magic
All the scrolls except general knowledge
automatically call a monster. These preserve any spells that were already
in effect, but are only in effect while in battle.
- Type five
- dagger - adds to
armour - same as a
shield, but bigger.
tablet - adds
- Type six
- priest - rests to maximum;
brains; and halves
Robin Hood - increases
shield and adds permanently to
axe - like dagger,
- Type seven
- charm - protects from cursed
treasure (used before amulet); used in
conjunction with blessing to battle
Merlyn - adds
war hammer - like an
axe, but bigger.
- Type eight
- healing potion - sets
poison to -2, or subtracts two from
poison, whichever is better.
transporter - allows finder to move anywhere.
sword - like a war
hammer, but bigger.
- Type nine
- golden crown - allows the
player to become king by going to (0,0).
blessing - cuts
sin to 1/3, adds
mana, rests to maximum, kills
Dark Lord with a
charm, and gives bearer first hit on all
quicksilver - adds to
- Type ten
- elven boots - adds permanently
- Type eleven
- palantir - allows one to see
all the other players; used by council of the
wise to seek the grail.
- Type twelve/thirteen
- ring - allows one to hit much
harder in battle, etc.
Any treasure type 10-13 monsters may instead carry a type nine treasure.
A monster may also be carrying gold
. These are used at
to buy things. A
is worth 1000 gold pieces. Too much
will slow a player down. One may carry 1000
plus 200 per level
. A gem
one half a gold piece. Monsters of treasure type 7 or higher may carry
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
very low and adds 0.25
are only carried by
. They come in four different flavors. All
rest the player to maximum and cause
him/her to hit much harder in battle with monsters (assuming the
is being used for battle.)
Two types of rings
are cursed and come either from
. After a few times of using these types, the player falls under the
control of the 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 ring
is used up
also renames the monster.
The two remaining types of rings
are much more
benign. The one from a 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 Dark
is the same, except that it never is used up.
disappear after saving someone from death.
In general, cursed 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 ring
is to have a monster steal
A player may become king
by finding a
and going to (0,0). Players must have a
in the range of 10 to 1000 to be able to
find a crown
. When a player with one or more
1000, the crowns
are converted to
Once a player is king, he/she may do certain things while in the Lord's Chamber
(0,0). These are exercised with the decree
- This is done to another player. It randomly moves the
affected player about. A charm protects from
- This is done to another player. It is analogous to cursed
treasure, but worse. It inflicts two poison,
knocks energy level very low, and degrades
the maximum energy. It also removes a cloak.
A blessing protects from king's curses.
- 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
and gold. The energy void disappears after
- This is also done to another player. The king may wish to
reward one or more loyal subjects by sharing his/her riches
(gold). Or it is a convenient way to dispose
of some unwanted deadweight.
- Everyone pays 7% tax on all
gold and gems
acquired, regardless of the existence of a
king. The king collects the accrued taxes
with this option.
anywhere for free by using the origin as
a starting place.
A player automatically becomes a member of the council
of the wise
upon reaching level 3000. Members of the council cannot have
. Members of the council have a few extra
options which they can exercise. These are exercised with the
(‘8’) option. All
options cost 1000 mana. One
option is to
another player. This is just a quick way for
that player to be rested to maximum and lose a little
. The main purpose in life for members of
the council is to seek the Holy Grail
. This is
done with a palantir
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 sin
else it's all over upon finding the grail. In order to help members of the
council on their quest, they may teleport
Upon finding the grail, the player advances to position of
. He/she may then exercise more and niftier
options under 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 valar
blessing has the same effect as the treasure
, except that the affected player does
not get his/her blessing
flag set. All
options which affect other players
age the player who uses them. Valars
essentially immortal, but are actually given five lives. If these are used up,
the player is left to die, and becomes an
. A valar
, or call monsters. (An exception to this
is if the valar
.) This is to allow him/her to dispose
of excess gold
. Any monsters which a
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
is usually the owner of the game and the
one who maintains the associated files. The
is granted special powers within the game,
if it is invoked with the -S
plays no different from other players.
abilities are outlined below.
- When examining a player, (game invoked with
-x, or ‘X’ is used from within
game), the wizard may also change the
- The wizard may do all the
intervention options. One extra option,
vaporize, is added to kill any offensive
- An extra character type is added. This character starts
with the maximum possible in all statistics, selected from the other
character types. A super character's
statistics also progress at the maximum possible rate, selected from the
other character types.
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.
- 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.
- This is located at (0,0). Only players with
crowns may enter.
of No Return
- This is located beyond 1.2e+6 in any direction. The only
way to return from here is a transporter or
to have a valar relocate the player.
- This is a band located fairly distant from the origin. The
first fourteen monsters (water monsters) can normally only be found
- This place is where the valar
resides. It is associated with no particular coordinate on the playing
Once a player reaches level
5, the game will start
to time out waiting for input. This is to try to keep the game a bit
will never be disgusted with your
if they are less than one.
wants half of a player's
to be happy. Offering more than one has, or
a negative amount will anger the medic
, who will
make the player worse (add one poison
The 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.
There is a maximum amount of mana
a player may possess, based upon
is always limited to a maximum of 99.
bought at a trading
, based upon the number
bought. It is unwise, however to buy more than 1/10 of one's
in books at a time.
Players over level 10000 are automatically retired.
goes away in random time.
Players with crowns
are identified with a '*'
before their character type.
When two player's coordinates correspond, they may engage in battle. In general,
the player with the highest quickness
first hit. If the two players are severely mismatched, 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
- Inflicts damage upon other person.
- Escape from battle. Has a 75% chance of working.
- Battle spell.
- One-time chance to try to win against the foe. Has a 10%
chance of working.
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
do not work for inter-terminal battle.
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