1 .\" $NetBSD: phantasia.6,v 1.11 2004/01/03 13:32:23 wiz Exp $
8 .Nd an interterminal fantasy game
14 is a role playing game which allows players to roll up characters of
15 various types to fight monsters and other players.
16 Progression of characters is based upon gaining experience from fighting
17 monsters (and other players).
19 Most of the game is menu driven and self-explanatory (more or less).
20 The screen is cursor updated, so be sure to set up the
22 variable in your environment.
24 The options provide for a variety of functions to support the game.
27 .Bl -tag -width aaa -offset indent
29 Get a listing of all character names on file.
31 Show scoreboard of top characters per login.
35 Get a monster listing.
39 Turn on wizard options, if allowed, if running as
44 without header information.
46 Examine/change a particular character on file.
49 The characters are saved on a common file, in order to make the game
50 interactive between players.
51 The characters are given a password in order to retrieve them later.
55 Characters unused for awhile will be purged.
56 Characters are only placed on the scoreboard when they die.
59 A number of the player's more important statistics are almost always
60 displayed on the screen, with maximums (where applicable) in
63 The character is placed randomly near the center of a Cartesian
65 Most commands are selected with a single letter or digit.
66 For example, one may move by hitting 'W', 'S', 'N', or 'E',
67 (lower case may also be used, at no time is the game case dependent).
68 One may also use 'H', 'J', 'K', 'L',
69 for movement, similar to
71 To move to a specific (x, y) coordinate, use the
74 The distance a character can move is calculated by
77 Moving in a compass direction will move the player the maximum
78 allowed distance in that direction.
80 A player may see who else is playing by using the
83 One may see the coordinates of those who are the same
84 distance or closer to the origin as he/she.
87 .Em council of the wise
88 can see and can be seen by everyone.
91 removes these restrictions.
93 One can talk to other players with the
96 In general, this is a line or so of text.
100 when prompted for a message.
104 ('4') option shows additional characteristics of a player.
106 One may leave the game either with the
110 One may rest by default.
111 Resting lets one regain maximum
113 and also lets one find
115 (more is found for larger levels and further distances from the origin).
117 One may call a monster by hitting '9' or 'C'.
119 Use 'X' to examine other players.
121 One may quit or execute a sub-shell by hitting interrupt.
122 Quitting during battle results in death for obvious reasons.
124 Several other options become available as the player progresses in
128 or to other stations in the game
130 .Em council of the wise ,
132 These are described elsewhere.
133 In general, a control-L will force the redrawing of the screen.
135 Other things which may happen are more or less self-explanatory.
136 .Ss Fighting Monsters
137 A player has several options while fighting monsters.
139 .Bl -tag -width skirmish -offset indent
141 Inflicts damage on the monster, based upon
143 Also decreases the monster's
147 Inflicts a little less damage than
149 but decreases the monster's
154 Success is based upon both the player's and the monster's
159 Several options for throwing spells (described elsewhere).
161 Hits the monster one plus the player's
163 and gives the player 10% of the monster's
165 Decreases the monster's
167 an amount proportional to the amount granted.
168 This also increases the monster's quickness.
169 Paralyzed monsters wake up very fast when nicked.
171 This is essentially a battle of wits with the monster.
172 Success is based upon the player's and the monster's
174 The player gets credit for slaying the monster if he/she succeeds.
175 Otherwise, nothing happens, and the chance to
179 .Ss Character Statistics
180 .Bl -tag -width quickness -offset indent
182 determines how much damage a character can inflict.
184 determines how many chances a character gets to make decisions while fighting.
186 specifies how much damage a character may endure before dying.
188 determines which spells a character may throw, and how effective those
191 basically, the character's intelligence; used for various fighting options
194 used as a power source for throwing spells.
196 gained by fighting monsters and other characters.
198 indicative of how much experience a character has accumulated; progresses
203 sickness which degrades a character's performance (affects
208 accumulated as a character does certain nasty things; used only rarely
209 in normal play of the game.
211 of player; roughly equivalent to number of turns.
214 increases, many personal statistics degenerate.
217 Character statistics are rolled randomly from the above list, according
219 The types are as follows:
220 .Bl -tag -width "experimento" -offset indent
227 Must rely on wits and magic to survive.
233 fairly good in other areas.
234 This adds up to a well-equipped fighter.
248 but with a tendency to be rather slow and not too bright.
250 rather quick and smart, with high
259 very mediocre in all areas.
262 may be placed almost anywhere within the playing grid.
265 The possible ranges for starting statistics are summarized in
270 Type Strength Quick Mana Energy Brains Magic
272 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
273 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
274 Elf 35-45 32-38 45-90 30-50 40-65 4-7
275 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
276 Halfling 20-25 34 25-45 55-90 40-75 1-4
277 Experimento 25 27 100 35 25 2
279 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
280 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
281 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
282 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
283 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
284 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
285 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
286 .\" .It Experimento 25 27 100 35 25 2
289 Not only are the starting characteristics different for the different
290 character types, the characteristics progress at different rates for the
291 different types as the character goes up in
293 .Em Experimentoes Ns '
294 characteristics progress randomly as one of the other types.
295 The progression as characters increase in
297 is summarized in the following table.
303 Type Strength Mana Energy Brains Magic
305 Mag. User 2.0 75 20 6 2.75
306 Fighter 3.0 40 30 3.0 1.5
307 Elf 2.5 65 25 4.0 2.0
309 Halfling 2.0 30 30 4.5 1
312 The character type also determines how much gold a player may
313 carry, how long until
315 can overcome the player, and how much
317 the player can withstand.
319 During the course of the game, the player may exercise his/her
321 These cases are described below.
322 .Bl -tag -width "all or nothing" -offset indent
324 .Em magic level necessary :
328 35 plus 3 per rest period
330 Used during normal play.
331 Prevents monsters from finding the character,
332 as well as hiding the player from other players.
333 His/her coordinates show up as '?' in the
336 Players cannot collect
338 find trading posts, or discover the
341 Calling a monster uncloaks, as well as choosing this option while cloaked.
343 .Em magic level necessary :
349 Used during normal play.
350 Allows the player to move with much more freedom than with the
352 option, at the price of expending mana.
353 The maximum distance possible to move is based upon
358 .Em magic level necessary :
365 Used during inter-terminal battle.
370 Hits much harder than a normal hit.
371 .It Ic all or nothing
372 .Em magic level necessary :
378 Used while combating monsters.
379 Has a 25% chance of working.
380 If it works it hits the monster just enough to kill it.
381 If it fails, it doesn't hit the monster, and doubles the monster's
385 Paralyzed monsters wake up much quicker as a result of this spell.
387 .Em magic level necessary :
393 Used while combating monsters.
394 Hits the monster based upon the amount
399 Guaranteed to hit at least 10 per
402 .Em magic level necessary :
408 Used during monster combat.
409 Throws up a shield to protect from damage.
410 The shield is added to actual energy level, and is a fixed number, based
412 Normally, damage occurs first to the shield, and then to the players actual
415 .Em magic level necessary :
421 Used during monster combat.
422 Transforms the monster randomly into one of the 100 monsters from
424 .It Ic increase might
425 .Em magic level necessary :
431 Used during combat with monsters.
432 Increases strength up to a maximum.
434 .Em magic level necessary :
440 Used while fighting monsters.
441 Makes it harder for the monster to hit, by temporarily increasing the player's
443 This spell may be thrown several times, but a maximum level will be reached.
445 .Em magic level necessary :
451 Used during monster combat.
452 Transports the monster away from the player.
453 Success is based upon player's
459 If it fails the player is transported instead.
460 60% of the time, the monster will drop any treasure it was carrying.
462 .Em magic level necessary :
468 Used during monster combat.
470 the monster by putting its
473 The monster will slowly wake up.
474 Success is based upon player's
478 If it fails, nothing happens.
480 .Em magic level necessary :
486 Used during monster combat only by
489 .Em council of the wise .
490 Allows the player to pick which monster to fight.
493 Monsters get bigger as one moves farther from the origin (0,0).
494 Rings of distance 125 from the origin determine the size.
500 are multiplied by the size.
502 is increased 50% per size over one, and
504 remains the same, regardless of size.
506 Also, nastier monsters are found as one progress farther out from the origin.
507 Monsters also may flock.
508 The percent chance of that happening is designated as
510 in the monster listing.
511 Monsters outside the first ring
512 may carry treasure, as determined by their treasure type.
513 Flocking monsters, and bigger monsters increase the chances of treasure.
515 Certain monsters have special abilities; they are as follows:
516 .Bl -tag -width "Assorted Faeries"
518 can only be subdued if the player is in possession of a
521 has random characteristics, including treasure type.
523 will pick another name from the list of monsters in order to confuse.
526 Does not like to be hit (especially nicked),
527 and many spells do not work well (or at all) against him.
533 also a very nasty person.
534 She will permanently sap
544 may turn a player's gems into gold pieces, or scramble her/his stats.
546 can transport a player.
548 inflicts damage by taking away
558 or neutralize part of one's
561 may take half a player's
567 may get nasty and steal one gold piece and run away.
569 may bite, inflicting the equivalent of one
571 .It Em Assorted Faeries
572 These are killed if attacking someone carrying
575 .Em Cluricaun , Fir Darrig , Fachan ,
576 .Em Ghille Dhu , Bogle , Killmoulis ,
580 may bite, inflicting 1/2 of a
583 will call one of its (much bigger) buddies if picked upon.
585 will become bored with battle, fart, and run off.
589 from a player, if given the chance.
591 may inflict damage through a
595 instead of any shield the player may have thrown up.
596 This is a very easy way to die.
598 loves metal and will steal all the metal treasures from a player if able.
603 and also takes one from the player's
606 may tire of battle, and leave after calling one of his friends
614 .Em council of the wise , valar ,
619 end when either he or the player dies.
620 His characteristics are calculated based upon the player's.
621 The player is given the chance to ally with him.
633 may make a player blind.
636 The various treasure types are as follows:
637 .Bl -tag -width "type twelve/thirteen"
648 \- subtracts 0.25 sin.
652 \- protects from cursed treasure.
656 .Em assorted faeries .
659 \- reduces sin by 25% and adds some mana.
676 .It Type four (scrolls)
678 \- throws a bigger than normal
682 \- temporarily puts the finder's
686 .Em ten fold strength
687 \- multiplies finder's strength by ten.
690 \- allows finder to pick next monster to battle.
692 .Em general knowledge
698 All the scrolls except
699 .Em general knowledge
700 automatically call a monster.
701 These preserve any spells that were already in effect, but are only in
702 effect while in battle.
718 \- rests to maximum; adds
726 and adds permanently to
735 \- protects from cursed treasure (used before
737 used in conjunction with
756 to -2, or subtracts two from
761 \- allows finder to move anywhere.
769 \- allows the player to become
778 rests to maximum, kills
782 and gives bearer first hit on all monsters.
789 \- adds permanently to
793 \- allows one to see all the other players; used by
794 .Em council of the wise
797 .It Type twelve/thirteen
799 \- allows one to hit much harder in battle, etc.
802 Any treasure type 10-13 monsters may instead carry a type nine treasure.
804 A monster may also be carrying
813 is worth 1000 gold pieces.
816 will slow a player down.
817 One may carry 1000 plus 200 per
823 weighs one half a gold piece.
824 Monsters of treasure type 7 or higher may carry
827 The chance of a cursed treasure is based upon treasure type.
828 The more valuable treasures have a greater chance of being cursed.
829 A cursed treasure knocks
831 very low, and adds 0.25
839 They come in four different flavors.
842 rest the player to maximum and cause him/her to hit much harder
843 in battle with monsters (assuming one has chosen to use the
849 are cursed and come either from
853 After a few times of using these types, the player falls
854 under the control of the
856 and strange, random things will occur.
857 Eventually, the player dies, and gives his/her name to a monster
861 is used up also renames the monster.
863 The two remaining types of
865 are much more benign.
868 is good for a limited number of battle rounds, and will save
869 the player from death if it was being used when he/she died.
872 is the same, except that it never is used up.
874 disappear after saving someone from death.
877 occur much more often than normal ones.
878 It is usually not a good idea to pick one up.
879 The only way to get rid of a
881 is to have a monster steal it.
890 in the range of 10 to 1000 to be able to find a
892 When a player with one or more
901 Once a player is king, he/she may do certain things while in
902 the Lord's Chamber (0,0).
903 These are exercised with the
906 .Bl -tag -width "collect taxes"
908 This is done to another player.
909 It randomly moves the affected player about.
912 protects from transports.
914 This is done to another player.
915 It is analogous to cursed treasure, but worse.
920 very low, and degrades the maximum energy.
925 protects from king's curses.
927 The king may put a number of these scattered about
928 his/her kingdom as he/she pleases.
929 If a player hits one, he/she loses
933 The energy void disappears after being hit.
935 This is also done to another player.
936 The king may wish to reward one or more loyal subjects by sharing his/her
939 Or it is a convenient way to dispose of some unwanted deadweight.
941 Everyone pays 7% tax on all
945 acquired, regardless of the existence of a
947 The king collects the accrued taxes with this option.
954 anywhere for free by using the origin as a starting place.
955 .Ss Council of the Wise, Valar
956 A player automatically becomes a member of the
957 .Em council of the wise
958 upon reaching level 3000.
959 Members of the council cannot have
961 Members of the council have a few extra options which they can exercise.
962 These are exercised with the
967 options cost 1000 mana.
973 This is just a quick way for that player to be rested
974 to maximum and lose a little
976 The main purpose in life for members of the council is to seek the
983 The distance cited by the seek is accurate within 10%, in order
984 not to make it too easy to find the grail.
985 A player must have infinitesimally small
987 or else it's all over upon finding the grail.
988 In order to help members of the council on their quest, they
993 Upon finding the grail, the player advances to position of
995 He/she may then exercise more and niftier options under
997 These include all of the council members' options plus the
998 ability to move other players about, bless them, and throw monsters at
1002 blessing has the same effect as the treasure
1004 except that the affected player does not get his/her
1009 options which affect other players age the player who uses them.
1011 are essentially immortal, but are actually given five lives.
1012 If these are used up, the player is left to die, and becomes an
1017 .Ic move , teleport ,
1019 (An exception to this is if the
1023 This is to allow him/her to dispose of excess
1025 Any monsters which a
1027 encounters are based upon his/her size.
1028 Only one valar may exist at a time.
1029 The current valar is replaced when another player finds the grail.
1030 The valar is then bumped back to the council of the wise.
1034 is usually the owner of the game, and the one who maintains
1035 the associated files.
1038 is granted special powers within the game, if it is invoked
1044 plays no different from other players.
1047 abilities are outlined below.
1048 .Bl -tag -width "super character type"
1049 .It Ic change players
1050 When examining a player, (game invoked with
1052 or use 'X' from within game), the
1054 may also change the player.
1063 is added to kill any offensive players.
1064 .It Ic super character type
1065 An extra character type is added.
1066 This character starts with the
1067 maximum possible in all statistics, selected from the other character types.
1070 character's statistics also progress at the maximum possible rate, selected
1071 from the other character types.
1074 Certain regions of the playing grid have different names.
1075 In general, this is only to give the player some idea of
1076 his/her present location.
1077 Some special places do exist.
1078 .Bl -tag -width "Trading Posts"
1079 .It Em Trading Posts
1080 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1081 Trading posts farther out have more things for sale.
1082 Be careful about cheating the merchants there, as they have short tempers.
1083 Merchants are dishonest about 5% of the time.
1084 .It Em Lord's Chamber
1085 This is located at (0,0).
1089 .It Em Point of \&No Return
1090 This is located beyond 1.2e+6 in any direction.
1091 The only way to return from here is a
1095 relocate the player.
1097 This is a band located fairly distant from the origin.
1098 The first fourteen monsters (water monsters) can normally only be found here.
1100 This place is where the
1103 It is associated with no particular coordinate on the playing grid.
1106 Once a player reaches
1108 5, the game will start to time out waiting for input.
1109 This is to try to keep the game a bit faster paced.
1113 will never be disgusted with your
1115 if they are less than one.
1119 wants half of a player's
1122 Offering more than one has, or a negative amount will anger the
1124 who will make the player worse (add one
1129 does little for those who are not ready to behold it.
1130 Whenever anyone finds it, it moves.
1131 It is always located within 1e+6 in any compass direction of the origin.
1133 There is a maximum amount of
1137 a player may posses, based upon
1140 is always limited to to a maximum of 99.
1147 based upon the number bought.
1148 It is unwise, however to buy more than 1/10 of one's
1152 Players over level 10000 are automatically retired.
1156 goes away in random time.
1160 are identified with a '*' before their character type.
1161 .Ss Inter-terminal Battle
1162 When two player's coordinates correspond, they may engage in battle.
1163 In general, the player with the highest
1166 If the two players are severely mismatched, the stronger player
1167 is drastically handicapped for the battle.
1168 In order to protect from being stuck in an infinite loop,
1169 the player waiting for response may time out.
1170 Options for battle are:
1171 .Bl -tag -width "power blast"
1173 Inflicts damage upon other person.
1176 Has a 75% chance of working.
1180 One-time chance to try to win against the foe.
1181 Has a 10% chance of working.
1184 Sometimes waits for the other player may be excessive, because
1185 he/she may be battling a monster.
1186 Upon slaying a player in battle the winner gets the other's
1190 do not work for inter-terminal battle.
1193 AT\*[Am]T Information Systems, Skokie, IL
1195 All screen formats assume at least 24 lines by at least 80 columns.
1196 No provisions are made for when any of the data items get too big
1197 for the allotted space on the screen.