8 .TH PHANTASIA 6 "April 19, 1994"
11 phantasia \- an interterminal fantasy game
13 phantasia [ \-HSabmpsx ]
16 is a role playing game
17 which allows players to roll up characters of various types to fight
18 monsters and other players.
19 Progression of characters is based upon gaining experience from fighting
20 monsters (and other players).
22 Most of the game is menu driven and self-explanatory (more or less).
23 The screen is cursor updated, so be sure to set up the
25 variable in your environment.
27 The options provide for a variety of functions to support the game.
34 without header information.
37 Get a monster listing.
40 Get a listing of all character names on file.
43 Examine/change a particular character on file.
52 Show scoreboard of top characters per login.
55 Turn on wizard options, if allowed, if running as ``root''.
57 The characters are saved on a common file, in order to make the game
58 interactive between players. The characters are given a password
59 in order to retrieve them later. Only characters above
61 zero are saved. Characters unused for awhile will be purged.
62 Characters are only placed on the scoreboard when they die.
64 Edward Estes, AT&T Information Systems, Skokie, IL
67 A number of the player's more important statistics are almost always
68 displayed on the screen, with maximums (where applicable) in
71 The character is placed randomly near the center of a cartesian
73 Most commands are selected with a single letter or digit.
74 For example, one may move by hitting 'W', 'S', 'N', or 'E',
75 (lower case may also be used, at no time is the game case dependent).
76 One may also use 'H', 'J', 'K', 'L',
77 for movement, similar to
79 To move to a specific (x, y) coordinate, use the
81 ('1') command. The distance a character can move is calculated by
84 Moving in a compass direction will move the player the maximum
85 allowed distance in that direction.
87 A player may see who else is playing by using the
89 ('2') option. One may see the coordinates of those who are the same
90 distance or closer to the origin as he/she.
93 .B council of the wise
94 can see and can be seen by everyone. A
96 removes these restrictions.
98 One can talk to other players with the
100 ('3') option. In general, this is a line or so of text. To remove a current
101 message, just type <return> when prompted for a message.
105 ('4') option shows additional characteristics of a player.
107 One may leave the game either with the
111 One may rest by default. 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 (
129 .B valar, council of the wise, king
131 These are described elsewhere.
132 In general, a control-L will force the redrawing of the screen.
134 Other things which may happen are more or less self-explanatory.
135 .sh "Fighting Monsters"
136 A player has several options while fighting monsters. They are as follows:
139 Inflicts damage on the monster, based upon
141 Also decreases the monster's
146 Inflicts a little less damage than
148 but decreases the monster's
153 Attempt to run away. Success is based upon both the player's and
160 Several options for throwing spells (described elsewhere).
163 Hits the monster one plus the player's
165 and gives the player 10% of the monster's
167 Decreases the monster's
169 an amount proportional to the amount granted.
170 This also increases the monster's quickness.
171 Paralyzed monsters wake up very fast when nicked.
174 This is essentially a battle of wits with the monster. Success is based
175 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
181 .sh "Character Statistics"
184 determines how much damage a character can inflict.
187 determines how many chances a character gets to make decisions while
191 specifies how much damage a character may endure before dying.
194 determines which spells a character may throw, and how effective those
198 basically, the character's intelligence; used for various fighting options
202 used as a power source for throwing spells.
205 gained by fighting monsters and other characters.
208 indicative of how much experience a character has accumulated; progresses
214 sickness which degrades a character's performance (affects
221 accumulated as a character does certain nasty things; used only rarely
222 in normal play of the game.
225 of player; roughly equivalent to number of turns.
228 increases, many personal statistics degenerate.
229 .sh "Character Types"
230 Character statistics are rolled randomly from the above list, according
231 to character type. The types are as follows:
238 , weak in other areas. Must rely on wits and magic to survive.
245 , fairly good in other areas. This adds up to a well-equipped fighter.
261 , but with a tendency to be rather slow and not too bright.
264 rather quick and smart, with high
274 very mediocre in all areas. However, the
276 may be placed almost anywhere within the playing grid.
278 The possible ranges for starting statistics are summarized in
284 Type Strength Quick Mana Energy Brains Magic
286 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
287 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
288 Elf 35-45 32-38 45-90 30-50 40-65 4-7
289 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
290 Halfling 20-25 34 25-45 55-90 40-75 1-4
291 Experimento 25 27 100 35 25 2
294 Not only are the starting characteristics different for the different
295 character types, the characteristics progress at different rates for the
296 different types as the character goes up in
297 .B level. Experimentoes'
298 characteristics progress randomly as one of the other types.
299 The progression as characters increase in
301 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
323 magic powers. These cases are described below.
326 .I magic level necessary:
330 35 plus 3 per rest period
332 Used during normal play. Prevents monsters from finding the character,
333 as well as hiding the player from other players. His/her coordinates
334 show up as '?' in the
336 option. Players cannot collect
338 find trading posts, or discover the
340 while cloaked. Calling a monster uncloaks, as well as choosing
341 this option while cloaked.
345 .I magic level necessary:
351 Used during normal play. Allows the player too move with much more freedom
354 option, at the price of expending mana. The maximum distance possible
355 to move is based upon
361 .I magic level necessary:
368 Used during inter-terminal battle. Damage is based upon
372 Hits much harder than a normal hit.
375 .I magic level necessary:
381 Used while combating monsters.
382 Has a 25% chance of working. If it works it hits the monster just enough
383 to kill it. If it fails, it doesn't hit the monster, and doubles the
388 Paralyzed monsters wake up much quicker as a result of this spell.
391 .I magic level necessary:
397 Used while combating monsters. Hits the monster based upon the amount
402 Guaranteed to hit at least 10 per
406 .I magic level necessary:
412 Used during monster combat. Throws up a shield to protect from damage.
413 The shield is added to actual energy level, and is a fixed number, based
414 upon maximum energy. Normally, damage occurs first to the shield, and
415 then to the players actual
419 .I magic level necessary:
425 Used during monster combat. Transforms the monster randomly into one
426 of the 100 monsters from the monster file.
429 .I magic level necessary:
435 Used during combat with monsters. Increases strength up to a maximum.
438 .I magic level necessary:
444 Used while fighting monsters. Makes it harder for the monster to hit,
445 by temporarily increasing the player's
447 This spell may be thrown several times, but a maximum level will be reached.
450 .I magic level necessary:
456 Used during monster combat. Transports the monster away from the
457 player. Success is base upon player's
463 If it fails the player is transported instead. 60% of the time, the monster
464 will drop any treasure it was carrying.
467 .I magic level necessary:
473 Used during monster combat. "Freezes" the monster by putting its
475 slightly negative. The monster will slowly wake up. Success is based
480 If it fails, nothing happens.
483 .I magic level necessary:
489 Used during monster combat only by
492 .B council of the wise.
493 Allows the player to pick which monster to fight.
495 Monsters get bigger as one moves farther from the origin (0,0). Rings of
496 distance 125 from the origin determine the size. A monster's
497 .B experience, energy level,
500 are multiplied by the size.
502 is increase 50% per size over one, and
504 remains the same, regardless of size.
506 Also, nastier monsters are found as one progress farther out
507 from the origin. Monsters also may flock. The percent chance of that
508 happening is designated as
510 in the monster listing. Monsters outside the first ring
511 may carry treasure, as determined by their treasure type.
512 Flocking monsters, and bigger monsters increase the chances of treasure.
514 Certain monsters have special abilities; they are as follows:
517 can only be subdued if the player is in possession of a
521 has random characteristics, including treasure type.
524 will pick another name from the list of monsters in order to
528 very nasty person. Does not like to be hit (especially nicked),
529 and many spells do not work well (or at all) against him.
536 also a very nasty person. She will permanently sap
547 may turn a player's gems into gold pieces,
548 or scramble her/his stats.
551 can transport a player.
554 inflicts damage by taking away
566 or neutralize part of one's
570 may take half a player's
577 may get nasty and steal one gold piece and run away.
580 may bite, inflicting the equivalent of one
584 These are killed if attacking someone carrying
587 .B Cluricaun, Fir Darrig, Fachan,
588 .B Ghille Dhu, Bogle, Killmoulis,
593 may bite, inflicting 1/2 of a
597 will call one of its (much bigger) buddies if picked upon.
600 will become bored with battle, fart, and run off.
605 from a player, if given the chance.
608 may inflict damage through a
612 instead of any shield the player may have thrown up.
613 This is a very easy way to die.
616 loves metal and will steal all the metal treasures from
620 can bite and poison. This inflicts five
622 , and also takes one from the player's
626 may tire of battle, and leave after calling one of his friends
637 .B council of the wise, valar,
642 end when either he or the player dies. His characteristics
643 are calculated based upon the player's. The player is given
644 the chance to ally with him. No magic, except
657 may make a player blind.
659 The various treasure types are as follows:
672 \- subtracts 0.25 sin.
676 \- protects from cursed treasure.
683 \- reduces sin by 25% and adds some mana.
703 .B Type four (scrolls)
705 \- throws a bigger than normal
709 \- temporarily puts the finder's
714 \- multiplies finder's strength by ten.
717 \- allows finder to pick next monster to battle.
725 All the scrolls except
727 automatically call a monster. These preserve any
728 spells that were already in effect, but are only in
729 effect while in battle.
746 \- rests to maximum; adds
754 and adds permanently to
764 \- protects from cursed treasure (used before
766 ); used in conjunction with
786 to -2, or subtracts two from
791 \- allows finder to move anywhere.
800 \- allows the player to become
813 and gives bearer first hit on all monsters.
821 \- adds permanently to
826 \- allows one to see all the other players; used by
827 .B council of the wise
831 .B Type twelve/thirteen
833 \- allows one to hit much harder in battle, etc.
835 Any treasure type 10-13 monsters may instead carry a type nine treasure.
837 A monster may also be carrying
845 is worth 1000 gold pieces. Too much
847 will slow a player down. One may carry 1000 plus 200 per
853 weighs one half a gold piece.
854 Monsters of treasure type 7 or higher may carry
857 The chance of a cursed treasure is based upon treasure type.
858 The more valuable treasures have a greater chance of being cursed.
859 A cursed treasure knocks
861 very low, and adds 0.25
869 They come in four different flavors.
872 rest the player to maximum and cause him/her to hit much harder
873 in battle with monsters (assuming one has chosen to use the
879 are cursed and come either from
883 After a few times of using these types, the player falls
884 under the control of the
886 and strange, random things will occur.
887 Eventually, the player dies, and gives his/her name to a monster
891 is used up also renames the monster.
893 The two remaining types of
895 are much more benign.
898 is good for a limited number of battle rounds, and will save
899 the player from death if it was being used when he/she died.
902 is the same, except that it never is used up.
904 disappear after saving someone from death.
907 occur much more often than normal ones.
908 It is usually not a good idea to pick one up.
909 The only way to get rid of a
911 is to have a monster steal it.
916 and going to (0,0). Players must have a
918 in the range of 10 to 1000 to be able to find a
920 When a player with one or more
929 Once a player is king, he/she may do certain things while in
930 the Lord's Chamber (0,0). These are exercised with the
935 This is done to another player. It randomly moves the affected
938 protects from transports.
941 This is done to another player. It is analogous to cursed treasure,
942 but worse. It inflicts two
946 very low, and degrades the maximum energy. It also
951 protects from king's curses.
954 The king may put a number of these scattered about
955 his/her kingdom as he/she pleases.
956 If a player hits one, he/she loses
960 The energy void disappears after being hit.
963 This is also done to another player. The king may
964 wish to reward one or more loyal subjects by sharing his/her
967 ). Or it is a convenient way to dispose of some unwanted
971 Everyone pays 7% tax on all
975 acquired, regardless of the existence of a
977 The king collects the accrued taxes with this option.
983 anywhere for free by using the origin as a starting place.
984 .sh "Council of the Wise, Valar"
985 A player automatically becomes a member of the
986 .B council of the wise
987 upon reaching level 3000. Members of the council cannot have
989 Members of the council have a few extra options which they can exercise.
995 options cost 1000 mana.
1000 another player. This is just a quick way for that player to be rested
1001 to maximum and lose a little
1003 The main purpose in life for members of the council is to seek the
1009 option. The distance cited by the seek is accurate within 10%, in order
1010 not to make it too easy to find the grail.
1011 A player must have infinitesimally small
1013 or else it's all over upon finding the grail.
1014 In order to help members of the council on their quest, they
1019 Upon finding the grail, the player advances to position of
1021 He/she may then exercise more and niftier options under
1023 These include all of the council members' options plus the
1024 ability to move other players about, bless them, and throw monsters at
1028 blessing has the same effect as the treasure
1030 except that the affected player does not get his/her
1035 options which affect other players age the player
1038 are essentially immortal, but are actually given five lives.
1039 If these are used up, the player is left to die, and becomes an
1046 (An exception to this is if the
1050 This is to allow him/her to dispose of excess
1052 Any monsters which a
1054 encounters are based upon his/her size.
1055 Only one valar may exist at a time.
1056 The current valar is replaced when another player finds the grail.
1057 The valar is then bumped back to the council of the wise.
1061 is usually the owner of the game, and the one who maintains
1062 the associated files.
1065 is granted special powers within the game, if it is invoked
1066 with the '\-S' option.
1069 plays no different from other players.
1072 abilities are outlined below.
1075 When examining a player, (game invoked with '-x', or use 'X' from within game),
1078 may also change the player.
1085 options. One extra option,
1087 is added to kill any offensive players.
1089 .I super character type
1090 An extra character type is added. This character starts with the
1091 maximum possible in all statistics, selected from the other character types.
1094 character's statistics also progress at the maximum possible rate, selected
1095 from the other character types.
1096 .sh "Special Places"
1097 Certain regions of the playing grid have different names.
1098 In general, this is only to give the player some idea of
1099 his/her present location. Some special places do exist.
1102 These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1103 Trading posts farther out have more things for sale.
1104 Be careful about cheating the merchants there, as they have short
1106 Merchants are dishonest about 5% of the time.
1109 This is located at (0,0). Only players with
1113 .I Point of No Return
1114 This is located beyond 1.2e+6 in any direction.
1115 The only way to return from here is a
1119 relocate the player.
1122 This is a band located fairly distant from the origin. The first
1123 fourteen monsters (water monsters) can normally only be found here.
1126 This place is where the
1128 resides. It is associated with no particular coordinate on the
1132 Once a player reaches
1134 5, the game will start to time out waiting for input.
1135 This is to try to keep the game a bit faster paced.
1139 will never be disgusted with your
1141 if they are less than one.
1145 wants half of a player's
1147 to be happy. Offering more than one has, or a negative amount
1150 who will make the player worse (add one
1156 does little for those who are not ready to behold it.
1157 Whenever anyone finds it, it moves.
1158 It is always located within 1e+6 in any compass direction of the origin.
1160 There is a maximum amount of
1164 a player may posses, based upon
1167 is always limited to to a maximum of 99.
1174 based upon the number bought.
1175 It is unwise, however to buy more than 1/10 of one's
1179 Players over level 10000 are automatically retired.
1183 goes away in random time.
1187 are identified with a '*' before their character type.
1188 .sh "Inter-terminal Battle"
1189 When two player's coordinates correspond, they may engage in battle.
1190 In general, the player with the highest
1193 If the two players are severely mis-matched, the stronger player
1194 is drastically handicapped for the battle.
1195 In order to protect from being stuck in an infinite loop,
1196 the player waiting for response may time out. Options for battle are:
1199 Inflicts damage upon other person.
1202 Escape from battle. Has a 75% chance of working.
1208 One-time chance to try to win against the foe. Has a 10% chance of working.
1210 Sometimes waits for the other player may be excessive, because
1211 he/she may be battling a monster. Upon slaying a player in battle
1212 the winner gets the other's
1216 do not work for inter-terminal battle.
1218 All screen formats assume at least 24 lines by at least 80 columns.
1219 No provisions are made for when any of the data items get too big
1220 for the allotted space on the screen.