1 .\" $NetBSD: phantasia.6,v 1.3 1997/01/07 12:20:38 tls Exp $
10 .TH PHANTASIA 6 "June 1, 1994"
13 phantasia \- an interterminal fantasy game
15 phantasia [ \-HSabmpsx ]
18 is a role playing game
19 which allows players to roll up characters of various types to fight
20 monsters and other players.
21 Progression of characters is based upon gaining experience from fighting
22 monsters (and other players).
24 Most of the game is menu driven and self-explanatory (more or less).
25 The screen is cursor updated, so be sure to set up the
27 variable in your environment.
29 The options provide for a variety of functions to support the game.
36 without header information.
39 Get a monster listing.
42 Get a listing of all character names on file.
45 Examine/change a particular character on file.
54 Show scoreboard of top characters per login.
57 Turn on wizard options, if allowed, if running as ``root''.
59 The characters are saved on a common file, in order to make the game
60 interactive between players. The characters are given a password
61 in order to retrieve them later. Only characters above
63 zero are saved. Characters unused for awhile will be purged.
64 Characters are only placed on the scoreboard when they die.
66 Edward Estes, AT&T Information Systems, Skokie, IL
69 A number of the player's more important statistics are almost always
70 displayed on the screen, with maximums (where applicable) in
73 The character is placed randomly near the center of a cartesian
75 Most commands are selected with a single letter or digit.
76 For example, one may move by hitting 'W', 'S', 'N', or 'E',
77 (lower case may also be used, at no time is the game case dependent).
78 One may also use 'H', 'J', 'K', 'L',
79 for movement, similar to
81 To move to a specific (x, y) coordinate, use the
83 ('1') command. The distance a character can move is calculated by
86 Moving in a compass direction will move the player the maximum
87 allowed distance in that direction.
89 A player may see who else is playing by using the
91 ('2') option. One may see the coordinates of those who are the same
92 distance or closer to the origin as he/she.
95 .B council of the wise
96 can see and can be seen by everyone. A
98 removes these restrictions.
100 One can talk to other players with the
102 ('3') option. In general, this is a line or so of text. To remove a current
103 message, just type <return> 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. Resting lets one regain maximum
115 and also lets one find
117 (more is found for larger levels and further distances from the origin).
119 One may call a monster by hitting '9' or 'C'.
121 Use 'X' to examine other players.
123 One may quit or execute a sub-shell by hitting interrupt.
124 Quitting during battle results in death for obvious reasons.
126 Several other options become available as the player progresses in
130 or to other stations in the game (
131 .B valar, council of the wise, king
133 These are described elsewhere.
134 In general, a control-L will force the redrawing of the screen.
136 Other things which may happen are more or less self-explanatory.
137 .sh "Fighting Monsters"
138 A player has several options while fighting monsters. They are as follows:
141 Inflicts damage on the monster, based upon
143 Also decreases the monster's
148 Inflicts a little less damage than
150 but decreases the monster's
155 Attempt to run away. Success is based upon both the player's and
162 Several options for throwing spells (described elsewhere).
165 Hits the monster one plus the player's
167 and gives the player 10% of the monster's
169 Decreases the monster's
171 an amount proportional to the amount granted.
172 This also increases the monster's quickness.
173 Paralyzed monsters wake up very fast when nicked.
176 This is essentially a battle of wits with the monster. Success is based
177 upon the player's and the monster's
179 The player gets credit for slaying the monster if he/she succeeds.
180 Otherwise, nothing happens, and the chance to
183 .sh "Character Statistics"
186 determines how much damage a character can inflict.
189 determines how many chances a character gets to make decisions while
193 specifies how much damage a character may endure before dying.
196 determines which spells a character may throw, and how effective those
200 basically, the character's intelligence; used for various fighting options
204 used as a power source for throwing spells.
207 gained by fighting monsters and other characters.
210 indicative of how much experience a character has accumulated; progresses
216 sickness which degrades a character's performance (affects
223 accumulated as a character does certain nasty things; used only rarely
224 in normal play of the game.
227 of player; roughly equivalent to number of turns.
230 increases, many personal statistics degenerate.
231 .sh "Character Types"
232 Character statistics are rolled randomly from the above list, according
233 to character type. The types are as follows:
240 , weak in other areas. Must rely on wits and magic to survive.
247 , fairly good in other areas. This adds up to a well-equipped fighter.
263 , but with a tendency to be rather slow and not too bright.
266 rather quick and smart, with high
276 very mediocre in all areas. However, the
278 may be placed almost anywhere within the playing grid.
280 The possible ranges for starting statistics are summarized in
286 Type Strength Quick Mana Energy Brains Magic
288 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
289 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
290 Elf 35-45 32-38 45-90 30-50 40-65 4-7
291 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
292 Halfling 20-25 34 25-45 55-90 40-75 1-4
293 Experimento 25 27 100 35 25 2
296 Not only are the starting characteristics different for the different
297 character types, the characteristics progress at different rates for the
298 different types as the character goes up in
299 .B level. Experimentoes'
300 characteristics progress randomly as one of the other types.
301 The progression as characters increase in
303 is summarized in the following table.
308 Type Strength Mana Energy Brains Magic
310 Mag. User 2.0 75 20 6 2.75
311 Fighter 3.0 40 30 3.0 1.5
312 Elf 2.5 65 25 4.0 2.0
314 Halfling 2.0 30 30 4.5 1
317 The character type also determines how much gold a player may
318 carry, how long until
320 can overcome the player, and how much
322 the player can withstand.
324 During the course of the game, the player may exercise his/her
325 magic powers. These cases are described below.
328 .I magic level necessary:
332 35 plus 3 per rest period
334 Used during normal play. Prevents monsters from finding the character,
335 as well as hiding the player from other players. His/her coordinates
336 show up as '?' in the
338 option. Players cannot collect
340 find trading posts, or discover the
342 while cloaked. Calling a monster uncloaks, as well as choosing
343 this option while cloaked.
347 .I magic level necessary:
353 Used during normal play. Allows the player too move with much more freedom
356 option, at the price of expending mana. The maximum distance possible
357 to move is based upon
363 .I magic level necessary:
370 Used during inter-terminal battle. Damage is based upon
374 Hits much harder than a normal hit.
377 .I magic level necessary:
383 Used while combating monsters.
384 Has a 25% chance of working. If it works it hits the monster just enough
385 to kill it. If it fails, it doesn't hit the monster, and doubles the
390 Paralyzed monsters wake up much quicker as a result of this spell.
393 .I magic level necessary:
399 Used while combating monsters. Hits the monster based upon the amount
404 Guaranteed to hit at least 10 per
408 .I magic level necessary:
414 Used during monster combat. Throws up a shield to protect from damage.
415 The shield is added to actual energy level, and is a fixed number, based
416 upon maximum energy. Normally, damage occurs first to the shield, and
417 then to the players actual
421 .I magic level necessary:
427 Used during monster combat. Transforms the monster randomly into one
428 of the 100 monsters from the monster file.
431 .I magic level necessary:
437 Used during combat with monsters. Increases strength up to a maximum.
440 .I magic level necessary:
446 Used while fighting monsters. Makes it harder for the monster to hit,
447 by temporarily increasing the player's
449 This spell may be thrown several times, but a maximum level will be reached.
452 .I magic level necessary:
458 Used during monster combat. Transports the monster away from the
459 player. Success is base upon player's
465 If it fails the player is transported instead. 60% of the time, the monster
466 will drop any treasure it was carrying.
469 .I magic level necessary:
475 Used during monster combat. "Freezes" the monster by putting its
477 slightly negative. The monster will slowly wake up. Success is based
482 If it fails, nothing happens.
485 .I magic level necessary:
491 Used during monster combat only by
494 .B council of the wise.
495 Allows the player to pick which monster to fight.
497 Monsters get bigger as one moves farther from the origin (0,0). Rings of
498 distance 125 from the origin determine the size. A monster's
499 .B experience, energy level,
502 are multiplied by the size.
504 is increase 50% per size over one, and
506 remains the same, regardless of size.
508 Also, nastier monsters are found as one progress farther out
509 from the origin. Monsters also may flock. The percent chance of that
510 happening is designated as
512 in the monster listing. Monsters outside the first ring
513 may carry treasure, as determined by their treasure type.
514 Flocking monsters, and bigger monsters increase the chances of treasure.
516 Certain monsters have special abilities; they are as follows:
519 can only be subdued if the player is in possession of a
523 has random characteristics, including treasure type.
526 will pick another name from the list of monsters in order to
530 very nasty person. Does not like to be hit (especially nicked),
531 and many spells do not work well (or at all) against him.
538 also a very nasty person. She will permanently sap
549 may turn a player's gems into gold pieces,
550 or scramble her/his stats.
553 can transport a player.
556 inflicts damage by taking away
568 or neutralize part of one's
572 may take half a player's
579 may get nasty and steal one gold piece and run away.
582 may bite, inflicting the equivalent of one
586 These are killed if attacking someone carrying
589 .B Cluricaun, Fir Darrig, Fachan,
590 .B Ghille Dhu, Bogle, Killmoulis,
595 may bite, inflicting 1/2 of a
599 will call one of its (much bigger) buddies if picked upon.
602 will become bored with battle, fart, and run off.
607 from a player, if given the chance.
610 may inflict damage through a
614 instead of any shield the player may have thrown up.
615 This is a very easy way to die.
618 loves metal and will steal all the metal treasures from
622 can bite and poison. This inflicts five
624 , and also takes one from the player's
628 may tire of battle, and leave after calling one of his friends
639 .B council of the wise, valar,
644 end when either he or the player dies. His characteristics
645 are calculated based upon the player's. The player is given
646 the chance to ally with him. No magic, except
659 may make a player blind.
661 The various treasure types are as follows:
674 \- subtracts 0.25 sin.
678 \- protects from cursed treasure.
685 \- reduces sin by 25% and adds some mana.
705 .B Type four (scrolls)
707 \- throws a bigger than normal
711 \- temporarily puts the finder's
716 \- multiplies finder's strength by ten.
719 \- allows finder to pick next monster to battle.
727 All the scrolls except
729 automatically call a monster. These preserve any
730 spells that were already in effect, but are only in
731 effect while in battle.
748 \- rests to maximum; adds
756 and adds permanently to
766 \- protects from cursed treasure (used before
768 ); used in conjunction with
788 to -2, or subtracts two from
793 \- allows finder to move anywhere.
802 \- allows the player to become
815 and gives bearer first hit on all monsters.
823 \- adds permanently to
828 \- allows one to see all the other players; used by
829 .B council of the wise
833 .B Type twelve/thirteen
835 \- allows one to hit much harder in battle, etc.
837 Any treasure type 10-13 monsters may instead carry a type nine treasure.
839 A monster may also be carrying
847 is worth 1000 gold pieces. Too much
849 will slow a player down. One may carry 1000 plus 200 per
855 weighs one half a gold piece.
856 Monsters of treasure type 7 or higher may carry
859 The chance of a cursed treasure is based upon treasure type.
860 The more valuable treasures have a greater chance of being cursed.
861 A cursed treasure knocks
863 very low, and adds 0.25
871 They come in four different flavors.
874 rest the player to maximum and cause him/her to hit much harder
875 in battle with monsters (assuming one has chosen to use the
881 are cursed and come either from
885 After a few times of using these types, the player falls
886 under the control of the
888 and strange, random things will occur.
889 Eventually, the player dies, and gives his/her name to a monster
893 is used up also renames the monster.
895 The two remaining types of
897 are much more benign.
900 is good for a limited number of battle rounds, and will save
901 the player from death if it was being used when he/she died.
904 is the same, except that it never is used up.
906 disappear after saving someone from death.
909 occur much more often than normal ones.
910 It is usually not a good idea to pick one up.
911 The only way to get rid of a
913 is to have a monster steal it.
918 and going to (0,0). Players must have a
920 in the range of 10 to 1000 to be able to find a
922 When a player with one or more
931 Once a player is king, he/she may do certain things while in
932 the Lord's Chamber (0,0). These are exercised with the
937 This is done to another player. It randomly moves the affected
940 protects from transports.
943 This is done to another player. It is analogous to cursed treasure,
944 but worse. It inflicts two
948 very low, and degrades the maximum energy. It also
953 protects from king's curses.
956 The king may put a number of these scattered about
957 his/her kingdom as he/she pleases.
958 If a player hits one, he/she loses
962 The energy void disappears after being hit.
965 This is also done to another player. The king may
966 wish to reward one or more loyal subjects by sharing his/her
969 ). Or it is a convenient way to dispose of some unwanted
973 Everyone pays 7% tax on all
977 acquired, regardless of the existence of a
979 The king collects the accrued taxes with this option.
985 anywhere for free by using the origin as a starting place.
986 .sh "Council of the Wise, Valar"
988 A player automatically becomes a member of the
989 .B council of the wise
990 upon reaching level 3000. Members of the council cannot have
992 Members of the council have a few extra options which they can exercise.
998 options cost 1000 mana.
1003 another player. This is just a quick way for that player to be rested
1004 to maximum and lose a little
1006 The main purpose in life for members of the council is to seek the
1012 option. The distance cited by the seek is accurate within 10%, in order
1013 not to make it too easy to find the grail.
1014 A player must have infinitesimally small
1016 or else it's all over upon finding the grail.
1017 In order to help members of the council on their quest, they
1026 Upon finding the grail, the player advances to position of
1028 He/she may then exercise more and niftier options under
1030 These include all of the council members' options plus the
1031 ability to move other players about, bless them, and throw monsters at
1035 blessing has the same effect as the treasure
1037 except that the affected player does not get his/her
1042 options which affect other players age the player
1045 are essentially immortal, but are actually given five lives.
1046 If these are used up, the player is left to die, and becomes an
1053 (An exception to this is if the
1057 This is to allow him/her to dispose of excess
1059 Any monsters which a
1061 encounters are based upon his/her size.
1062 Only one valar may exist at a time.
1063 The current valar is replaced when another player finds the grail.
1064 The valar is then bumped back to the council of the wise.
1068 is usually the owner of the game, and the one who maintains
1069 the associated files.
1072 is granted special powers within the game, if it is invoked
1073 with the '\-S' option.
1076 plays no different from other players.
1079 abilities are outlined below.
1082 When examining a player, (game invoked with '-x', or use 'X' from within game),
1085 may also change the player.
1092 options. One extra option,
1094 is added to kill any offensive players.
1096 .I super character type
1097 An extra character type is added. This character starts with the
1098 maximum possible in all statistics, selected from the other character types.
1101 character's statistics also progress at the maximum possible rate, selected
1102 from the other character types.
1103 .sh "Special Places"
1104 Certain regions of the playing grid have different names.
1105 In general, this is only to give the player some idea of
1106 his/her present location. Some special places do exist.
1109 These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1110 Trading posts farther out have more things for sale.
1111 Be careful about cheating the merchants there, as they have short
1113 Merchants are dishonest about 5% of the time.
1116 This is located at (0,0). Only players with
1120 .I Point of No Return
1121 This is located beyond 1.2e+6 in any direction.
1122 The only way to return from here is a
1126 relocate the player.
1129 This is a band located fairly distant from the origin. The first
1130 fourteen monsters (water monsters) can normally only be found here.
1133 This place is where the
1135 resides. It is associated with no particular coordinate on the
1138 Once a player reaches
1140 5, the game will start to time out waiting for input.
1141 This is to try to keep the game a bit faster paced.
1145 will never be disgusted with your
1147 if they are less than one.
1151 wants half of a player's
1153 to be happy. Offering more than one has, or a negative amount
1156 who will make the player worse (add one
1162 does little for those who are not ready to behold it.
1163 Whenever anyone finds it, it moves.
1164 It is always located within 1e+6 in any compass direction of the origin.
1166 There is a maximum amount of
1170 a player may posses, based upon
1173 is always limited to to a maximum of 99.
1180 based upon the number bought.
1181 It is unwise, however to buy more than 1/10 of one's
1185 Players over level 10000 are automatically retired.
1189 goes away in random time.
1193 are identified with a '*' before their character type.
1194 .sh "Inter-terminal Battle"
1195 When two player's coordinates correspond, they may engage in battle.
1196 In general, the player with the highest
1199 If the two players are severely mis-matched, the stronger player
1200 is drastically handicapped for the battle.
1201 In order to protect from being stuck in an infinite loop,
1202 the player waiting for response may time out. Options for battle are:
1205 Inflicts damage upon other person.
1208 Escape from battle. Has a 75% chance of working.
1214 One-time chance to try to win against the foe. Has a 10% chance of working.
1216 Sometimes waits for the other player may be excessive, because
1217 he/she may be battling a monster. Upon slaying a player in battle
1218 the winner gets the other's
1222 do not work for inter-terminal battle.
1224 All screen formats assume at least 24 lines by at least 80 columns.
1225 No provisions are made for when any of the data items get too big
1226 for the allotted space on the screen.