1 .\" $NetBSD: phantasia.6,v 1.7 2002/09/26 16:29:26 wiz Exp $
8 .Nd an interterminal fantasy game
14 is a role playing game
15 which allows players to roll up characters of various types to fight
16 monsters and other players.
17 Progression of characters is based upon gaining experience from fighting
18 monsters (and other players).
20 Most of the game is menu driven and self-explanatory (more or less).
21 The screen is cursor updated, so be sure to set up the
23 variable in your environment.
25 The options provide for a variety of functions to support the game.
28 .Bl -tag -width aaa -offset indent
30 Get a listing of all character names on file.
32 Show scoreboard of top characters per login.
36 Get a monster listing.
40 Turn on wizard options, if allowed, if running as
45 without header information.
47 Examine/change a particular character on file.
50 The characters are saved on a common file, in order to make the game
51 interactive between players.
52 The characters are given a password in order to retrieve them later.
56 Characters unused for awhile will be purged.
57 Characters are only placed on the scoreboard when they die.
59 Edward Estes, 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.
101 message, just type \*[Lt]return\*[Gt] 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.
112 Resting lets one regain maximum
114 and also lets one find
116 (more is found for larger levels and further distances from the origin).
118 One may call a monster by hitting '9' or 'C'.
120 Use 'X' to examine other players.
122 One may quit or execute a sub-shell by hitting interrupt.
123 Quitting during battle results in death for obvious reasons.
125 Several other options become available as the player progresses in
129 or to other stations in the game (
131 .Em council of the wise ,
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 .Ss "Fighting Monsters"
138 A player has several options while fighting monsters.
140 .Bl -tag -width skirmish -offset indent
142 Inflicts damage on the monster, based upon
144 Also decreases the monster's
148 Inflicts a little less damage than
150 but decreases the monster's
155 Success is based upon both the player's and the monster's
160 Several options for throwing spells (described elsewhere).
162 Hits the monster one plus the player's
164 and gives the player 10% of the monster's
166 Decreases the monster's
168 an amount proportional to the amount granted.
169 This also increases the monster's quickness.
170 Paralyzed monsters wake up very fast when nicked.
172 This is essentially a battle of wits with the monster.
173 Success is based upon the player's and the monster's
175 The player gets credit for slaying the monster if he/she succeeds.
176 Otherwise, nothing happens, and the chance to
180 .Ss "Character Statistics"
181 .Bl -tag -width quickness -offset indent
183 determines how much damage a character can inflict.
185 determines how many chances a character gets to make decisions while
188 specifies how much damage a character may endure before dying.
190 determines which spells a character may throw, and how effective those
193 basically, the character's intelligence; used for various fighting options
196 used as a power source for throwing spells.
198 gained by fighting monsters and other characters.
200 indicative of how much experience a character has accumulated; progresses
205 sickness which degrades a character's performance (affects
210 accumulated as a character does certain nasty things; used only rarely
211 in normal play of the game.
213 of player; roughly equivalent to number of turns.
216 increases, many personal statistics degenerate.
218 .Ss "Character Types"
219 Character statistics are rolled randomly from the above list, according
221 The types are as follows:
222 .Bl -tag -width "experimento" -offset indent
229 Must rely on wits and magic to survive.
235 fairly good in other areas.
236 This adds up to a well-equipped fighter.
250 but with a tendency to be rather slow and not too bright.
252 rather quick and smart, with high
261 very mediocre in all areas.
264 may be placed almost anywhere within the playing grid.
267 The possible ranges for starting statistics are summarized in
272 Type Strength Quick Mana Energy Brains Magic
274 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
275 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
276 Elf 35-45 32-38 45-90 30-50 40-65 4-7
277 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
278 Halfling 20-25 34 25-45 55-90 40-75 1-4
279 Experimento 25 27 100 35 25 2
281 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
282 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
283 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
284 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
285 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
286 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
287 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
288 .\" .It Experimento 25 27 100 35 25 2
291 Not only are the starting characteristics different for the different
292 character types, the characteristics progress at different rates for the
293 different types as the character goes up in
295 .Em Experimentoes Ns '
296 characteristics progress randomly as one of the other types.
297 The progression as characters increase in
299 is summarized in the following table.
304 Type Strength Mana Energy Brains Magic
306 Mag. User 2.0 75 20 6 2.75
307 Fighter 3.0 40 30 3.0 1.5
308 Elf 2.5 65 25 4.0 2.0
310 Halfling 2.0 30 30 4.5 1
313 The character type also determines how much gold a player may
314 carry, how long until
316 can overcome the player, and how much
318 the player can withstand.
320 During the course of the game, the player may exercise his/her
322 These cases are described below.
323 .Bl -tag -width "all or nothing" -offset indent
325 .Em magic level necessary :
329 35 plus 3 per rest period
331 Used during normal play.
332 Prevents monsters from finding the character,
333 as well as hiding the player from other players.
334 His/her coordinates show up as '?' in the
337 Players cannot collect
339 find trading posts, or discover the
342 Calling a monster uncloaks, as well as choosing this option while cloaked.
344 .Em magic level necessary :
350 Used during normal play.
351 Allows the player to move with much more freedom than with the
353 option, at the price of expending mana.
354 The maximum distance possible to move is based upon
359 .Em magic level necessary :
366 Used during inter-terminal battle.
371 Hits much harder than a normal hit.
372 .It Ic all or nothing
373 .Em magic level necessary :
379 Used while combating monsters.
380 Has a 25% chance of working.
381 If it works it hits the monster just enough to kill it.
382 If it fails, it doesn't hit the monster, and doubles the monster's
386 Paralyzed monsters wake up much quicker as a result of this spell.
388 .Em magic level necessary :
394 Used while combating monsters.
395 Hits the monster based upon the amount
400 Guaranteed to hit at least 10 per
403 .Em magic level necessary :
409 Used during monster combat.
410 Throws up a shield to protect from damage.
411 The shield is added to actual energy level, and is a fixed number, based
413 Normally, damage occurs first to the shield, and then to the players actual
416 .Em magic level necessary :
422 Used during monster combat.
423 Transforms the monster randomly into one of the 100 monsters from
425 .It Ic increase might
426 .Em magic level necessary :
432 Used during combat with monsters.
433 Increases strength up to a maximum.
435 .Em magic level necessary :
441 Used while fighting monsters.
442 Makes it harder for the monster to hit, by temporarily increasing the player's
444 This spell may be thrown several times, but a maximum level will be reached.
446 .Em magic level necessary :
452 Used during monster combat.
453 Transports the monster away from the player.
454 Success is based upon player's
460 If it fails the player is transported instead.
461 60% of the time, the monster will drop any treasure it was carrying.
463 .Em magic level necessary :
469 Used during monster combat.
471 the monster by putting its
474 The monster will slowly wake up.
475 Success is based upon player's
479 If it fails, nothing happens.
481 .Em magic level necessary :
487 Used during monster combat only by
490 .Em council of the wise .
491 Allows the player to pick which monster to fight.
494 Monsters get bigger as one moves farther from the origin (0,0).
495 Rings of distance 125 from the origin determine the size.
501 are multiplied by the size.
503 is increased 50% per size over one, and
505 remains the same, regardless of size.
507 Also, nastier monsters are found as one progress farther out from the origin.
508 Monsters also may flock.
509 The percent chance of that happening is designated as
511 in the monster listing.
512 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:
517 .Bl -tag -width "Assorted Faeries"
519 can only be subdued if the player is in possession of a
522 has random characteristics, including treasure type.
524 will pick another name from the list of monsters in order to confuse.
527 Does not like to be hit (especially nicked),
528 and many spells do not work well (or at all) against him.
534 also a very nasty person.
535 She will permanently sap
545 may turn a player's gems into gold pieces, or scramble her/his stats.
547 can transport a player.
549 inflicts damage by taking away
559 or neutralize part of one's
562 may take half a player's
568 may get nasty and steal one gold piece and run away.
570 may bite, inflicting the equivalent of one
572 .It Em Assorted Faeries
573 These are killed if attacking someone carrying
576 .Em Cluricaun , Fir Darrig , Fachan ,
577 .Em Ghille Dhu , Bogle , Killmoulis ,
581 may bite, inflicting 1/2 of a
584 will call one of its (much bigger) buddies if picked upon.
586 will become bored with battle, fart, and run off.
590 from a player, if given the chance.
592 may inflict damage through a
596 instead of any shield the player may have thrown up.
597 This is a very easy way to die.
599 loves metal and will steal all the metal treasures from a player if able.
604 and also takes one from the player's
607 may tire of battle, and leave after calling one of his friends
615 .Em council of the wise , valar ,
620 end when either he or the player dies.
621 His characteristics are calculated based upon the player's.
622 The player is given the chance to ally with him.
634 may make a player blind.
637 The various treasure types are as follows:
638 .Bl -tag -width "type twelve/thirteen"
649 \- subtracts 0.25 sin.
653 \- protects from cursed treasure.
657 .Em assorted faeries .
660 \- reduces sin by 25% and adds some mana.
677 .It Type four (scrolls)
679 \- throws a bigger than normal
683 \- temporarily puts the finder's
687 .Em ten fold strength
688 \- multiplies finder's strength by ten.
691 \- allows finder to pick next monster to battle.
693 .Em general knowledge
699 All the scrolls except
700 .Em general knowledge
701 automatically call a monster.
702 These preserve any spells that were already in effect, but are only in
703 effect while in battle.
719 \- rests to maximum; adds
727 and adds permanently to
736 \- protects from cursed treasure (used before
738 used in conjunction with
757 to -2, or subtracts two from
762 \- allows finder to move anywhere.
770 \- allows the player to become
779 rests to maximum, kills
783 and gives bearer first hit on all monsters.
790 \- adds permanently to
794 \- allows one to see all the other players; used by
795 .Em council of the wise
798 .It Type twelve/thirteen
800 \- allows one to hit much harder in battle, etc.
803 Any treasure type 10-13 monsters may instead carry a type nine treasure.
805 A monster may also be carrying
814 is worth 1000 gold pieces.
817 will slow a player down.
818 One may carry 1000 plus 200 per
824 weighs one half a gold piece.
825 Monsters of treasure type 7 or higher may carry
828 The chance of a cursed treasure is based upon treasure type.
829 The more valuable treasures have a greater chance of being cursed.
830 A cursed treasure knocks
832 very low, and adds 0.25
840 They come in four different flavors.
843 rest the player to maximum and cause him/her to hit much harder
844 in battle with monsters (assuming one has chosen to use the
850 are cursed and come either from
854 After a few times of using these types, the player falls
855 under the control of the
857 and strange, random things will occur.
858 Eventually, the player dies, and gives his/her name to a monster
862 is used up also renames the monster.
864 The two remaining types of
866 are much more benign.
869 is good for a limited number of battle rounds, and will save
870 the player from death if it was being used when he/she died.
873 is the same, except that it never is used up.
875 disappear after saving someone from death.
878 occur much more often than normal ones.
879 It is usually not a good idea to pick one up.
880 The only way to get rid of a
882 is to have a monster steal it.
891 in the range of 10 to 1000 to be able to find a
893 When a player with one or more
902 Once a player is king, he/she may do certain things while in
903 the Lord's Chamber (0,0).
904 These are exercised with the
907 .Bl -tag -width "collect taxes"
909 This is done to another player.
910 It randomly moves the affected player about.
913 protects from transports.
915 This is done to another player.
916 It is analogous to cursed treasure, but worse.
921 very low, and degrades the maximum energy.
926 protects from king's curses.
928 The king may put a number of these scattered about
929 his/her kingdom as he/she pleases.
930 If a player hits one, he/she loses
934 The energy void disappears after being hit.
936 This is also done to another player.
937 The king may wish to reward one or more loyal subjects by sharing his/her
940 Or it is a convenient way to dispose of some unwanted deadweight.
942 Everyone pays 7% tax on all
946 acquired, regardless of the existence of a
948 The king collects the accrued taxes with this option.
955 anywhere for free by using the origin as a starting place.
956 .Ss "Council of the Wise, Valar"
957 A player automatically becomes a member of the
958 .Em council of the wise
959 upon reaching level 3000.
960 Members of the council cannot have
962 Members of the council have a few extra options which they can exercise.
963 These are exercised with the
968 options cost 1000 mana.
974 This is just a quick way for that player to be rested
975 to maximum and lose a little
977 The main purpose in life for members of the council is to seek the
984 The distance cited by the seek is accurate within 10%, in order
985 not to make it too easy to find the grail.
986 A player must have infinitesimally small
988 or else it's all over upon finding the grail.
989 In order to help members of the council on their quest, they
994 Upon finding the grail, the player advances to position of
996 He/she may then exercise more and niftier options under
998 These include all of the council members' options plus the
999 ability to move other players about, bless them, and throw monsters at
1003 blessing has the same effect as the treasure
1005 except that the affected player does not get his/her
1010 options which affect other players age the player who uses them.
1012 are essentially immortal, but are actually given five lives.
1013 If these are used up, the player is left to die, and becomes an
1018 .Ic move , teleport ,
1020 (An exception to this is if the
1024 This is to allow him/her to dispose of excess
1026 Any monsters which a
1028 encounters are based upon his/her size.
1029 Only one valar may exist at a time.
1030 The current valar is replaced when another player finds the grail.
1031 The valar is then bumped back to the council of the wise.
1035 is usually the owner of the game, and the one who maintains
1036 the associated files.
1039 is granted special powers within the game, if it is invoked
1045 plays no different from other players.
1048 abilities are outlined below.
1049 .Bl -tag -width "super character type"
1050 .It Ic change players
1051 When examining a player, (game invoked with
1053 or use 'X' from within game), the
1055 may also change the player.
1064 is added to kill any offensive players.
1065 .It Ic super character type
1066 An extra character type is added.
1067 This character starts with the
1068 maximum possible in all statistics, selected from the other character types.
1071 character's statistics also progress at the maximum possible rate, selected
1072 from the other character types.
1074 .Ss "Special Places"
1075 Certain regions of the playing grid have different names.
1076 In general, this is only to give the player some idea of
1077 his/her present location.
1078 Some special places do exist.
1079 .Bl -tag -width "Trading Posts"
1080 .It Em Trading Posts
1081 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1082 Trading posts farther out have more things for sale.
1083 Be careful about cheating the merchants there, as they have short tempers.
1084 Merchants are dishonest about 5% of the time.
1085 .It Em Lord's Chamber
1086 This is located at (0,0).
1090 .It Em Point of \&No Return
1091 This is located beyond 1.2e+6 in any direction.
1092 The only way to return from here is a
1096 relocate the player.
1098 This is a band located fairly distant from the origin.
1099 The first fourteen monsters (water monsters) can normally only be found here.
1101 This place is where the
1104 It is associated with no particular coordinate on the playing grid.
1107 Once a player reaches
1109 5, the game will start to time out waiting for input.
1110 This is to try to keep the game a bit faster paced.
1114 will never be disgusted with your
1116 if they are less than one.
1120 wants half of a player's
1123 Offering more than one has, or a negative amount will anger the
1125 who will make the player worse (add one
1130 does little for those who are not ready to behold it.
1131 Whenever anyone finds it, it moves.
1132 It is always located within 1e+6 in any compass direction of the origin.
1134 There is a maximum amount of
1138 a player may posses, based upon
1141 is always limited to to a maximum of 99.
1148 based upon the number bought.
1149 It is unwise, however to buy more than 1/10 of one's
1153 Players over level 10000 are automatically retired.
1157 goes away in random time.
1161 are identified with a '*' before their character type.
1162 .Ss "Inter-terminal Battle"
1163 When two player's coordinates correspond, they may engage in battle.
1164 In general, the player with the highest
1167 If the two players are severely mismatched, the stronger player
1168 is drastically handicapped for the battle.
1169 In order to protect from being stuck in an infinite loop,
1170 the player waiting for response may time out.
1171 Options for battle are:
1172 .Bl -tag -width "power blast"
1174 Inflicts damage upon other person.
1177 Has a 75% chance of working.
1181 One-time chance to try to win against the foe.
1182 Has a 10% chance of working.
1185 Sometimes waits for the other player may be excessive, because
1186 he/she may be battling a monster.
1187 Upon slaying a player in battle the winner gets the other's
1191 do not work for inter-terminal battle.
1193 All screen formats assume at least 24 lines by at least 80 columns.
1194 No provisions are made for when any of the data items get too big
1195 for the allotted space on the screen.