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Tele-Arena is a multiplayer fantasy role-playing door game developed in the 1990s by Sean Ferrell for the MajorBBS bulletin board system. Tele-Arena is a BBS Game Module similar to a MUD. This module can only be played on MajorBBS or Worldgroup BBS software. The game uses a text-based interface whereby the player enters text commands for their character to execute and receives a text response of the outcome.

The rights to Tele-Arena's gameplay, descriptions, and source code for Major BBS/Worldgroup were sold by Sean Ferrell to Elwynor Technologies in 2005. If the game is ported to other platforms without substantial additions or changes, Sean Ferrell would receive additional royalties. However, Sean Ferrell does not control rights to the intellectual property any longer.

Character Creation

Upon entering Tele-Arena for the first time players are asked to create their character. Under normal configuration, only one Tele-Arena character can be created for each MajorBBS account.


There are six races of denizens in Tele-Arena.


Elves are a long lived, attractive and intelligent race. Because of this, they make the best choice for a spell caster.


Dwarves are small, hardy, tough and skilled in combat. They make pretty good fighters and can also hold their own as a spellcaster. Dwarfves are slightly more resistant to poisoning than are the other classes.


Gnomes are somewhat agile, much more heartier than elves, and make fair spellcasters. They are a sort of ‘middle man’ as far as the races go. They do equally well as spellcasters or as fighters.


Humans are the real ‘average’, and are equally suited to any of the classes. Unlike any of the other classes, humans get a ‘luck’ bonus that works erratically. Sometimes their ‘luck’ means an easy kill, sometimes it means more vitality when training for a higher level.


Goblins are quite cunning and agile, making the best rogues. They are also shunned by the other races because of their sneaky nature and ugliness. Goblin rogues are the only characters in Tele-Arena that may have six attacks before promoting. They are also the only characters that may have three attacks at level one with the appropriate stats. Goblins make slightly inferior warriors than half-ogres until they receive their sixth attack. The sixth attack a goblin receives more than makes up for the extra physical power of the half-ogre.


Half-Ogres are the toughest of the lot. They are also the dumbest. What they lack in brain power, they easily make up for in sheer physical force and brute strength. They make the very best warriors until promotion.


There are sixteen classes in original Tele-Arena: eight starting classes and eight advanced classes. Each class can be promoted to an advanced class when the user has reached a high enough level and pays the required fee of 1000 gold crowns. After the player is promoted, their level goes back to one and experience to zero. The player is given a new title as well as an increase in statistics making leveling the promoting class a dozen levels or so quite easy after the initial promotion.[1]

More recent versions of Tele-Arena add an additional eight doubly promoted classes for a total of twenty four classes.[2]

Warrior / Knight / Champion

Warriors are the ‘tough’ guys of Tele-Arena. They may wear any armor and wield any melee weapons in the game. The only weapons a warrior cannot use are ranged weapons; weapons that fire from a distance. A Warrior may be promoted to a Knight, and doubly promoted to a Champion.

Sorcerer / Arch Magus / Celestial Magus

Sorcerers cast very powerful offensive spells at high levels, but are extremely vulnerable to attack at low levels. They may only wear robes and wield a staff. Sorcerers also get several ‘utility’ spells such as magical armor, raising or lowering ability stats and summoning various types of creatures. Sorcerers, because of their low physical attributes and poor choice of weapons and armor, are the hardest class to play. A Sorcerer may be promoted to an Arch Magus, and doubly promoted to a Celestial Magus.

Acolyte / High Priest / Avatar

Acolytes, or ‘ackies’ as they are known, are fairly adept at physical combat. They have the advantage of being able to cast healing and curative spells on themselves and others. An acolyte may only wear up to platemail armor and wield only weapons that have no edges such as maces, morningstars, flails, etc. An acolyte may be promoted to a High Priest, and doubly promoted to an Avatar.

Rogue / Blackguard / Assassin

Rogues can fight better the sorcerers, but are a poor match against warriors. They may wear any ‘unrestrictive’ armor and wield staves and one-handed blade weapons. Rogues also have several special abilities like picking locks, avoiding traps and robbing other players of gold. In a fight, the rogue can sometimes score bonus damage doing a ‘skillful’ attack, not unlike a ‘back-stabbing’ attack in other fantasy role-playing games. A Rogue may be promoted to a Blackguard, and doubly promoted to an Assassin.

Hunter / Beast Master / Naturalist

Hunters are as good at physical combat as warriors, however they may only wear ‘unrestrictive’ armors and wield a slightly smaller variety of weapons than the warrior. Hunters have several special abilities such as being able to track others, hunt for food and water, tame wild beasts and ‘mesmerize’ a monster so that it doesn’t attack. A Hunter may be promoted to a Beast Master, and doubly promoted to a Naturalist.

Druid / Arch Druid / Grand Druid

Druids may wield all the same weapons acolytes can, but may only wear up to leather cuirass for armor. They are able to cast spells of the elements, cure hunger and thirst, charm creatures and cast small heal spells. The druid is a very nice ‘all around’ character but at lower levels they are extremely vulnerable to attack. A Druid may be promoted to an Arch Druid, and doubly promoted to a Grand Druid.

Archer / Master Archer / Elite Archer

Archers may wear ‘unrestrictive’ armors and wield only a limited range of melee weapons. The only special ability of this class is its ability to use ranged weapons such as bows, crossbows, slings, etc. When an attacker closes the range, an archer must unequip his/her ranged weapon and equip a melee weapon. This tends to make this class rather awkward in combat situations. An Archer may be promoted to a Master Archer, and doubly promoted to an Elite Archer.

Necrolyte / Necromancer / Heretic

Necrolytes are the exact opposites of acolytes. They practice the darkest forms of magic. They get the same choices of armor and weapons as do sorcerers, but are not very skilled in physical combat. A Necrolyte’s strength lies in his/her ability to cast powerful attack spells at low levels. They also have the ability to heal themselves which lets them solo whereas a sorceror cannot. Necrolytes were not part of the original Tele-Arena release but were added in later updates. A Necrolyte may be promoted to a Necromancer, and doubly promoted to a Heretic.


Each town contains a battle arena where players can summon a monster by ringing a bell.


Players can collect permanent items called Runes, each with a different color, that allow them to access advanced parts of the game. Each rune is collected in a specific order, with each new rune replacing the previous one. Runes are collected in a variety of ways. Oftentimes, the player (or someone in the group) must kill a monster to gain access to a treasure room where the rune can be obtained. Also, some runes may only be collected by one person on the BBS per day.[3][4]

Rune Type Area Opened Notes Found
White Rune Second Town, Town Sewers, Stoneworks, Desert First of the runes. Defeat Stygian Dragon. Once this rune has been obtained, the dungeon below the first town becomes inaccessible. Only one per day. Dungeon below 1st town
Yellow Rune Flagstones Underground Areas Intermediate Rune. Only one per day. Stoneworks. Received at the end of the stoneworks, right before the entrance to the third town.
Green Rune 3rd Town, Labyrinth Requires Runestaff. Received by defeating 8 monsters in order. You must deal the final blow to each monster. Once all 8 have been defeated, you use the runestaff in the ruined temple above the Flagstones. You must not drop or lose your runestaff at any point, which makes walking difficult due to the possibility of tripping and dropping the item. Only the first instance of the 8 monsters will charge the runestaff. Therefore only one runestaff may be fully charged each day, but multiple runes can be received by separate players each using a previously obtained fully charged runestaff. Flagstones
Blue Rune Volcano, Ledge, Swelts, Other Areas Answer Riddle. Only available to promoted classes. Only one per day. Labyrinth
Violet Rune Dwarfven Kingdom Group required. Defeat the Demon King and use the Rod of Power with 4 promoted players in your group. Only the first instance of the Demon King will drop the rod, but multiple runes can be received by separate players each using a previously obtained rod. Caverns
Red Rune Fire Catacombs Person needing the rune must lead into the Flame Elementals room. Only one per day. Fire Catacombs
Orange Rune Ice Labynyth and Dwarven Forest Get the orarunstaff from ice labs, needs to be used in the Dwarven Temple, Group of promos must be with you. Multiple runes can be received by separate players each using a previously obtained staff. Dwarven Forest Temple
Gold Rune Mystic Island Mysticrunestaff is found on the island, used in mystic temple, Group of promos must be with you. Multiple runes can be received by separate players each using a previously obtained staff. Mystic Island Temple


Magic users have the ability to cast spells. There is a separate physical attack delay and a magic casting delay. A player may cast a spell every round depending on his or her level. In order to cast a spell of a specified mana X every round, use the equation: required_level = (X - 1) * 5.

Below is a list of all the known Tele-Arena spells.

Sorceror Spells

Spell Mana Cost Description Notes
komiza 1 10 Ice Dart
toduza 2 20 Flame Dart
muda 2 25 Minor Summons
yari 3 28 Protection
komizuma 3 30 Ice Shower
igatok 3 35 Stamina Boost
rotok 3 35 Strength Boost
tsutok 3 35 Stamina Boost
igadani 4 60 Agility Drain
rodani 4 60 Strength Drain
tsudani 4 60 Stamina Drain
kamuda 4 60 Summons
toduzuma 4 50 Flame Shower
komidaku 5 75 Ice Storm
komizadaku 5 100 Ice Dart Storm
yarimaru 5 125 Protective Mist
novadi 5 100 Invisibility
todukar 6 120 Flame Burst
gimuda 6 150 Greater Summons
todudaku 6 200 Flame Storm
komasidaku 7 250 Elemental Storm
poradani 7 280 Body Drain
jinasutok 7 260 Mind Boost
poratok 7 260 Body Boost
jinasudani 7 280 Mind Drain
kusamuda 8 300 Deific Summons
novadimaru 8 300 Invisibility Mist
dumoti 9 350 Maelstrom

Acolyte Spells

Spell Mana Cost Description Notes
motu 1 5 Minor healing spell Heals 4-8 damage
kamotu 2 20 Healing spell Heals 8-24 damage
tami 2 25 Attack spell. A weak beam of bright energy Deals 2-16 damage to a single target
takumi 3 125 Curative spell Cures paralysis
dobudani 3 30 Curative spell Cures poison
katami 4 50 Attack spell. A beam of bright energy Deals 8-48 damage to a single target
dobudanimaru 4 60 Curative spell Cures poison for all group members
motumaru 4 40 Minor group healing spell Heals 8-16 damage for all group members
gimotu 4 35 Greater group healing spell Heals 32-64 damage for all group members
gitami 5 100 Attack spell. A beam of brilliant energy Deals 16-64 damage to a single target
kamotumaru 5 80 Group healing spell Heals 16-32 damage for all group members
kusamotu 5 75 Deific healing spell Heals 6-12 (effective 9x) damage per level of caster.
kusatami 6 150 Attack spell. A devastating beam of brilliant energy Deals 20-80 damage to a single target
gimotumaru 7 180 Greater group healing spell Heals 32-64 damage for all group members
ganazi 8 220 Curative spell Cures all known ailments, including reversing effects of status modifiers
kusamotumaru 9 270 Deific group healing spell Heals 4-8 (effective 6x) damage per level of caster for all group members.

Druid Spells

Spell Mana Cost Description Notes
pakaza 1 10 Attack spell. Fires a thorn Deals 4-8 damage to a single target
fadi 1 15 Healing spell Heals 2 damage per level of caster
toraza 2 15 Attack spell. Fires a stone shard Deals 4-20 damage to a single target
kotari 2 20 Restorative spell. Provides sustenance. Provides between 2000–4000 seconds of food and 1000–2000 seconds of water
modoki 3 30 Attack spell. Fires a bolt of lightning Deals 5-40 damage to a single target
sivama 4 50 Attack spell. A powerful gust of wind Deals 8-32 damage to a single target. Can push an enemy to another room
novadidan 4 35 Charm spell Can charm monsters up to level 10 and add them to your group
pakazuma 5 75 Attack spell. A shower of wicked thorns Deals 10-50 damage to a single target
kotarimaru 5 60 Restorative spell. Provides sustenance to all group members. Provides between 2000–4000 seconds of food and 1000–2000 seconds of water
torazuma 5 100 Attack spell. A shower of stone shards Deals 16-64 damage to a single target
modokidan 6 125 Area attack spell. Several forked bolts of lightning Deals 12-72 damage to all monsters in the area
sivadaku 7 150 Area attack spell. A violent windstorm Deals 32-64 damage to all hostiles in the area. Can push an enemy to another room
modokidaku 8 180 Area attack spell. A lightning storm Deals 1-8 (effective 4.5x) damage per level of caster to all hostiles in the area
toradaku 9 180 Area attack spell. A hail of huge stone shards Deals 4-10 (effective 7x) damage per level of caster to all hostiles in the area

Necrolyte Spells

Spell Mana Cost Description Notes
teka 1 10 Minor Injury
kamaza 2 15 Mana Dart
dobuza 2 12 Poison Dart
kateka 3 20 Injury
yilazi 3 18 Life Steal
dakima 4 30 Acid Stream
tamikar 4 50 Energy Burst
giteka 5 75 Greater Injury
dobumaru 5 90 Poison Mist
kamazadaku 5 120 Mana Dart Storm
timimaru 6 130 Fear Mist
kusateka 6 150 Deific Injury
dakidaku 7 225 Acid Storm
dobudakidaku 8 325 Poison Acid Storm


A number of ANSI-based maps have been produced for the original Tele-Arena, which together compose the entire world map.


  • In Tele-Arena 4.0, it was possible to have infinite attacks. You could perform all of your attacks sans the last, leave the room, and reenter again with all of your attacks remaining. This was easily exploited to kill monsters and people!
  • Earlier versions of Tele-Arena 5.x exhibited an experience integer overflow bug which allowed you to easily gain an additional 2147483648 experience. Once you had gained 2147483647 experience, the next experience point you received would push you to -2147483648 experience. If you were playing on a server which allowed unrestricted resurrections, you could suicide yourself over and over to raise your experience. Assuming you lost 10% experience on each resurrection, you would actually gain experience because you would lose negative experience. The unsigned experience representation would rise from 2147483648 all the way to 4294967295. Once you had experience in the range of -100 to -1, you could then train and receive an additional 20-23 levels! Eventually your experience would return positive again, and at this point you could consider your character truly maxed out. This bug was later fixed by implementing a 2000000000 cap on experience. Any experience gained over this value would disappear.

External links