1 .\" $NetBSD: phantasia.6,v 1.10 2003/05/18 09:30:08 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 AT\*[Am]T Information Systems, Skokie, IL
62 A number of the player's more important statistics are almost always
63 displayed on the screen, with maximums (where applicable) in
66 The character is placed randomly near the center of a Cartesian
68 Most commands are selected with a single letter or digit.
69 For example, one may move by hitting 'W', 'S', 'N', or 'E',
70 (lower case may also be used, at no time is the game case dependent).
71 One may also use 'H', 'J', 'K', 'L',
72 for movement, similar to
74 To move to a specific (x, y) coordinate, use the
77 The distance a character can move is calculated by
80 Moving in a compass direction will move the player the maximum
81 allowed distance in that direction.
83 A player may see who else is playing by using the
86 One may see the coordinates of those who are the same
87 distance or closer to the origin as he/she.
90 .Em council of the wise
91 can see and can be seen by everyone.
94 removes these restrictions.
96 One can talk to other players with the
99 In general, this is a line or so of text.
103 when prompted for a message.
107 ('4') option shows additional characteristics of a player.
109 One may leave the game either with the
113 One may rest by default.
114 Resting lets one regain maximum
116 and also lets one find
118 (more is found for larger levels and further distances from the origin).
120 One may call a monster by hitting '9' or 'C'.
122 Use 'X' to examine other players.
124 One may quit or execute a sub-shell by hitting interrupt.
125 Quitting during battle results in death for obvious reasons.
127 Several other options become available as the player progresses in
131 or to other stations in the game
133 .Em council of the wise ,
135 These are described elsewhere.
136 In general, a control-L will force the redrawing of the screen.
138 Other things which may happen are more or less self-explanatory.
139 .Ss Fighting Monsters
140 A player has several options while fighting monsters.
142 .Bl -tag -width skirmish -offset indent
144 Inflicts damage on the monster, based upon
146 Also decreases the monster's
150 Inflicts a little less damage than
152 but decreases the monster's
157 Success is based upon both the player's and the monster's
162 Several options for throwing spells (described elsewhere).
164 Hits the monster one plus the player's
166 and gives the player 10% of the monster's
168 Decreases the monster's
170 an amount proportional to the amount granted.
171 This also increases the monster's quickness.
172 Paralyzed monsters wake up very fast when nicked.
174 This is essentially a battle of wits with the monster.
175 Success is based upon the player's and the monster's
177 The player gets credit for slaying the monster if he/she succeeds.
178 Otherwise, nothing happens, and the chance to
182 .Ss Character Statistics
183 .Bl -tag -width quickness -offset indent
185 determines how much damage a character can inflict.
187 determines how many chances a character gets to make decisions while fighting.
189 specifies how much damage a character may endure before dying.
191 determines which spells a character may throw, and how effective those
194 basically, the character's intelligence; used for various fighting options
197 used as a power source for throwing spells.
199 gained by fighting monsters and other characters.
201 indicative of how much experience a character has accumulated; progresses
206 sickness which degrades a character's performance (affects
211 accumulated as a character does certain nasty things; used only rarely
212 in normal play of the game.
214 of player; roughly equivalent to number of turns.
217 increases, many personal statistics degenerate.
220 Character statistics are rolled randomly from the above list, according
222 The types are as follows:
223 .Bl -tag -width "experimento" -offset indent
230 Must rely on wits and magic to survive.
236 fairly good in other areas.
237 This adds up to a well-equipped fighter.
251 but with a tendency to be rather slow and not too bright.
253 rather quick and smart, with high
262 very mediocre in all areas.
265 may be placed almost anywhere within the playing grid.
268 The possible ranges for starting statistics are summarized in
273 Type Strength Quick Mana Energy Brains Magic
275 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
276 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
277 Elf 35-45 32-38 45-90 30-50 40-65 4-7
278 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
279 Halfling 20-25 34 25-45 55-90 40-75 1-4
280 Experimento 25 27 100 35 25 2
282 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
283 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
284 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
285 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
286 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
287 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
288 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
289 .\" .It Experimento 25 27 100 35 25 2
292 Not only are the starting characteristics different for the different
293 character types, the characteristics progress at different rates for the
294 different types as the character goes up in
296 .Em Experimentoes Ns '
297 characteristics progress randomly as one of the other types.
298 The progression as characters increase in
300 is summarized in the following table.
306 Type Strength Mana Energy Brains Magic
308 Mag. User 2.0 75 20 6 2.75
309 Fighter 3.0 40 30 3.0 1.5
310 Elf 2.5 65 25 4.0 2.0
312 Halfling 2.0 30 30 4.5 1
315 The character type also determines how much gold a player may
316 carry, how long until
318 can overcome the player, and how much
320 the player can withstand.
322 During the course of the game, the player may exercise his/her
324 These cases are described below.
325 .Bl -tag -width "all or nothing" -offset indent
327 .Em magic level necessary :
331 35 plus 3 per rest period
333 Used during normal play.
334 Prevents monsters from finding the character,
335 as well as hiding the player from other players.
336 His/her coordinates show up as '?' in the
339 Players cannot collect
341 find trading posts, or discover the
344 Calling a monster uncloaks, as well as choosing this option while cloaked.
346 .Em magic level necessary :
352 Used during normal play.
353 Allows the player to move with much more freedom than with the
355 option, at the price of expending mana.
356 The maximum distance possible to move is based upon
361 .Em magic level necessary :
368 Used during inter-terminal battle.
373 Hits much harder than a normal hit.
374 .It Ic all or nothing
375 .Em magic level necessary :
381 Used while combating monsters.
382 Has a 25% chance of working.
383 If it works it hits the monster just enough to kill it.
384 If it fails, it doesn't hit the monster, and doubles the monster's
388 Paralyzed monsters wake up much quicker as a result of this spell.
390 .Em magic level necessary :
396 Used while combating monsters.
397 Hits the monster based upon the amount
402 Guaranteed to hit at least 10 per
405 .Em magic level necessary :
411 Used during monster combat.
412 Throws up a shield to protect from damage.
413 The shield is added to actual energy level, and is a fixed number, based
415 Normally, damage occurs first to the shield, and then to the players actual
418 .Em magic level necessary :
424 Used during monster combat.
425 Transforms the monster randomly into one of the 100 monsters from
427 .It Ic increase might
428 .Em magic level necessary :
434 Used during combat with monsters.
435 Increases strength up to a maximum.
437 .Em magic level necessary :
443 Used while fighting monsters.
444 Makes it harder for the monster to hit, by temporarily increasing the player's
446 This spell may be thrown several times, but a maximum level will be reached.
448 .Em magic level necessary :
454 Used during monster combat.
455 Transports the monster away from the player.
456 Success is based upon player's
462 If it fails the player is transported instead.
463 60% of the time, the monster will drop any treasure it was carrying.
465 .Em magic level necessary :
471 Used during monster combat.
473 the monster by putting its
476 The monster will slowly wake up.
477 Success is based upon player's
481 If it fails, nothing happens.
483 .Em magic level necessary :
489 Used during monster combat only by
492 .Em council of the wise .
493 Allows the player to pick which monster to fight.
496 Monsters get bigger as one moves farther from the origin (0,0).
497 Rings of distance 125 from the origin determine the size.
503 are multiplied by the size.
505 is increased 50% per size over one, and
507 remains the same, regardless of size.
509 Also, nastier monsters are found as one progress farther out from the origin.
510 Monsters also may flock.
511 The percent chance of that happening is designated as
513 in the monster listing.
514 Monsters outside the first ring
515 may carry treasure, as determined by their treasure type.
516 Flocking monsters, and bigger monsters increase the chances of treasure.
518 Certain monsters have special abilities; they are as follows:
519 .Bl -tag -width "Assorted Faeries"
521 can only be subdued if the player is in possession of a
524 has random characteristics, including treasure type.
526 will pick another name from the list of monsters in order to confuse.
529 Does not like to be hit (especially nicked),
530 and many spells do not work well (or at all) against him.
536 also a very nasty person.
537 She will permanently sap
547 may turn a player's gems into gold pieces, or scramble her/his stats.
549 can transport a player.
551 inflicts damage by taking away
561 or neutralize part of one's
564 may take half a player's
570 may get nasty and steal one gold piece and run away.
572 may bite, inflicting the equivalent of one
574 .It Em Assorted Faeries
575 These are killed if attacking someone carrying
578 .Em Cluricaun , Fir Darrig , Fachan ,
579 .Em Ghille Dhu , Bogle , Killmoulis ,
583 may bite, inflicting 1/2 of a
586 will call one of its (much bigger) buddies if picked upon.
588 will become bored with battle, fart, and run off.
592 from a player, if given the chance.
594 may inflict damage through a
598 instead of any shield the player may have thrown up.
599 This is a very easy way to die.
601 loves metal and will steal all the metal treasures from a player if able.
606 and also takes one from the player's
609 may tire of battle, and leave after calling one of his friends
617 .Em council of the wise , valar ,
622 end when either he or the player dies.
623 His characteristics are calculated based upon the player's.
624 The player is given the chance to ally with him.
636 may make a player blind.
639 The various treasure types are as follows:
640 .Bl -tag -width "type twelve/thirteen"
651 \- subtracts 0.25 sin.
655 \- protects from cursed treasure.
659 .Em assorted faeries .
662 \- reduces sin by 25% and adds some mana.
679 .It Type four (scrolls)
681 \- throws a bigger than normal
685 \- temporarily puts the finder's
689 .Em ten fold strength
690 \- multiplies finder's strength by ten.
693 \- allows finder to pick next monster to battle.
695 .Em general knowledge
701 All the scrolls except
702 .Em general knowledge
703 automatically call a monster.
704 These preserve any spells that were already in effect, but are only in
705 effect while in battle.
721 \- rests to maximum; adds
729 and adds permanently to
738 \- protects from cursed treasure (used before
740 used in conjunction with
759 to -2, or subtracts two from
764 \- allows finder to move anywhere.
772 \- allows the player to become
781 rests to maximum, kills
785 and gives bearer first hit on all monsters.
792 \- adds permanently to
796 \- allows one to see all the other players; used by
797 .Em council of the wise
800 .It Type twelve/thirteen
802 \- allows one to hit much harder in battle, etc.
805 Any treasure type 10-13 monsters may instead carry a type nine treasure.
807 A monster may also be carrying
816 is worth 1000 gold pieces.
819 will slow a player down.
820 One may carry 1000 plus 200 per
826 weighs one half a gold piece.
827 Monsters of treasure type 7 or higher may carry
830 The chance of a cursed treasure is based upon treasure type.
831 The more valuable treasures have a greater chance of being cursed.
832 A cursed treasure knocks
834 very low, and adds 0.25
842 They come in four different flavors.
845 rest the player to maximum and cause him/her to hit much harder
846 in battle with monsters (assuming one has chosen to use the
852 are cursed and come either from
856 After a few times of using these types, the player falls
857 under the control of the
859 and strange, random things will occur.
860 Eventually, the player dies, and gives his/her name to a monster
864 is used up also renames the monster.
866 The two remaining types of
868 are much more benign.
871 is good for a limited number of battle rounds, and will save
872 the player from death if it was being used when he/she died.
875 is the same, except that it never is used up.
877 disappear after saving someone from death.
880 occur much more often than normal ones.
881 It is usually not a good idea to pick one up.
882 The only way to get rid of a
884 is to have a monster steal it.
893 in the range of 10 to 1000 to be able to find a
895 When a player with one or more
904 Once a player is king, he/she may do certain things while in
905 the Lord's Chamber (0,0).
906 These are exercised with the
909 .Bl -tag -width "collect taxes"
911 This is done to another player.
912 It randomly moves the affected player about.
915 protects from transports.
917 This is done to another player.
918 It is analogous to cursed treasure, but worse.
923 very low, and degrades the maximum energy.
928 protects from king's curses.
930 The king may put a number of these scattered about
931 his/her kingdom as he/she pleases.
932 If a player hits one, he/she loses
936 The energy void disappears after being hit.
938 This is also done to another player.
939 The king may wish to reward one or more loyal subjects by sharing his/her
942 Or it is a convenient way to dispose of some unwanted deadweight.
944 Everyone pays 7% tax on all
948 acquired, regardless of the existence of a
950 The king collects the accrued taxes with this option.
957 anywhere for free by using the origin as a starting place.
958 .Ss Council of the Wise, Valar
959 A player automatically becomes a member of the
960 .Em council of the wise
961 upon reaching level 3000.
962 Members of the council cannot have
964 Members of the council have a few extra options which they can exercise.
965 These are exercised with the
970 options cost 1000 mana.
976 This is just a quick way for that player to be rested
977 to maximum and lose a little
979 The main purpose in life for members of the council is to seek the
986 The distance cited by the seek is accurate within 10%, in order
987 not to make it too easy to find the grail.
988 A player must have infinitesimally small
990 or else it's all over upon finding the grail.
991 In order to help members of the council on their quest, they
996 Upon finding the grail, the player advances to position of
998 He/she may then exercise more and niftier options under
1000 These include all of the council members' options plus the
1001 ability to move other players about, bless them, and throw monsters at
1005 blessing has the same effect as the treasure
1007 except that the affected player does not get his/her
1012 options which affect other players age the player who uses them.
1014 are essentially immortal, but are actually given five lives.
1015 If these are used up, the player is left to die, and becomes an
1020 .Ic move , teleport ,
1022 (An exception to this is if the
1026 This is to allow him/her to dispose of excess
1028 Any monsters which a
1030 encounters are based upon his/her size.
1031 Only one valar may exist at a time.
1032 The current valar is replaced when another player finds the grail.
1033 The valar is then bumped back to the council of the wise.
1037 is usually the owner of the game, and the one who maintains
1038 the associated files.
1041 is granted special powers within the game, if it is invoked
1047 plays no different from other players.
1050 abilities are outlined below.
1051 .Bl -tag -width "super character type"
1052 .It Ic change players
1053 When examining a player, (game invoked with
1055 or use 'X' from within game), the
1057 may also change the player.
1066 is added to kill any offensive players.
1067 .It Ic super character type
1068 An extra character type is added.
1069 This character starts with the
1070 maximum possible in all statistics, selected from the other character types.
1073 character's statistics also progress at the maximum possible rate, selected
1074 from the other character types.
1077 Certain regions of the playing grid have different names.
1078 In general, this is only to give the player some idea of
1079 his/her present location.
1080 Some special places do exist.
1081 .Bl -tag -width "Trading Posts"
1082 .It Em Trading Posts
1083 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1084 Trading posts farther out have more things for sale.
1085 Be careful about cheating the merchants there, as they have short tempers.
1086 Merchants are dishonest about 5% of the time.
1087 .It Em Lord's Chamber
1088 This is located at (0,0).
1092 .It Em Point of \&No Return
1093 This is located beyond 1.2e+6 in any direction.
1094 The only way to return from here is a
1098 relocate the player.
1100 This is a band located fairly distant from the origin.
1101 The first fourteen monsters (water monsters) can normally only be found here.
1103 This place is where the
1106 It is associated with no particular coordinate on the playing grid.
1109 Once a player reaches
1111 5, the game will start to time out waiting for input.
1112 This is to try to keep the game a bit faster paced.
1116 will never be disgusted with your
1118 if they are less than one.
1122 wants half of a player's
1125 Offering more than one has, or a negative amount will anger the
1127 who will make the player worse (add one
1132 does little for those who are not ready to behold it.
1133 Whenever anyone finds it, it moves.
1134 It is always located within 1e+6 in any compass direction of the origin.
1136 There is a maximum amount of
1140 a player may posses, based upon
1143 is always limited to to a maximum of 99.
1150 based upon the number bought.
1151 It is unwise, however to buy more than 1/10 of one's
1155 Players over level 10000 are automatically retired.
1159 goes away in random time.
1163 are identified with a '*' before their character type.
1164 .Ss Inter-terminal Battle
1165 When two player's coordinates correspond, they may engage in battle.
1166 In general, the player with the highest
1169 If the two players are severely mismatched, the stronger player
1170 is drastically handicapped for the battle.
1171 In order to protect from being stuck in an infinite loop,
1172 the player waiting for response may time out.
1173 Options for battle are:
1174 .Bl -tag -width "power blast"
1176 Inflicts damage upon other person.
1179 Has a 75% chance of working.
1183 One-time chance to try to win against the foe.
1184 Has a 10% chance of working.
1187 Sometimes waits for the other player may be excessive, because
1188 he/she may be battling a monster.
1189 Upon slaying a player in battle the winner gets the other's
1193 do not work for inter-terminal battle.
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.