1 .\" $FreeBSD: src/games/phantasia/phantasia.6,v 1.6.2.1 2001/07/22 11:32:36 dd Exp $
2 .\" $DragonFly: src/games/phantasia/phantasia.6,v 1.3 2006/02/28 02:25:10 swildner Exp $
11 .TH PHANTASIA 6 "June 1, 1994"
14 phantasia \- an interterminal fantasy game
16 phantasia [ \-HSabmpsx ]
19 is a role playing game
20 which allows players to roll up characters of various types to fight
21 monsters and other players.
22 Progression of characters is based upon gaining experience from fighting
23 monsters (and other players).
25 Most of the game is menu driven and self-explanatory (more or less).
26 The screen is cursor updated, so be sure to set up the
28 variable in your environment.
30 The options provide for a variety of functions to support the game.
37 without header information.
40 Get a monster listing.
43 Get a listing of all character names on file.
46 Examine/change a particular character on file.
55 Show scoreboard of top characters per login.
58 Turn on wizard options, if allowed, if running as ``root''.
60 The characters are saved on a common file, in order to make the game
61 interactive between players. The characters are given a password
62 in order to retrieve them later. Only characters above
64 zero are saved. Characters unused for awhile will be purged.
65 Characters are only placed on the scoreboard when they die.
67 Edward Estes, AT&T Information Systems, Skokie, IL
70 A number of the player's more important statistics are almost always
71 displayed on the screen, with maximums (where applicable) in
74 The character is placed randomly near the center of a cartesian
76 Most commands are selected with a single letter or digit.
77 For example, one may move by hitting 'W', 'S', 'N', or 'E',
78 (lower case may also be used, at no time is the game case dependent).
79 One may also use 'H', 'J', 'K', 'L',
80 for movement, similar to
82 To move to a specific (x, y) coordinate, use the
84 ('1') command. The distance a character can move is calculated by
87 Moving in a compass direction will move the player the maximum
88 allowed distance in that direction.
90 A player may see who else is playing by using the
92 ('2') option. One may see the coordinates of those who are the same
93 distance or closer to the origin as he/she.
96 .B council of the wise
97 can see and can be seen by everyone. A
99 removes these restrictions.
101 One can talk to other players with the
103 ('3') option. In general, this is a line or so of text. To remove a current
104 message, just type <return> when prompted for a message.
108 ('4') option shows additional characteristics of a player.
110 One may leave the game either with the
114 One may rest by default. 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 (
132 .B valar, council of the wise, king
134 These are described elsewhere.
135 In general, a control-L will force the redrawing of the screen.
137 Other things which may happen are more or less self-explanatory.
138 .sh "Fighting Monsters"
139 A player has several options while fighting monsters. They are as follows:
142 Inflicts damage on the monster, based upon
144 Also decreases the monster's
149 Inflicts a little less damage than
151 but decreases the monster's
156 Attempt to run away. Success is based upon both the player's and
163 Several options for throwing spells (described elsewhere).
166 Hits the monster one plus the player's
168 and gives the player 10% of the monster's
170 Decreases the monster's
172 an amount proportional to the amount granted.
173 This also increases the monster's quickness.
174 Paralyzed monsters wake up very fast when nicked.
177 This is essentially a battle of wits with the monster. Success is based
178 upon the player's and the monster's
180 The player gets credit for slaying the monster if he/she succeeds.
181 Otherwise, nothing happens, and the chance to
184 .sh "Character Statistics"
187 determines how much damage a character can inflict.
190 determines how many chances a character gets to make decisions while
194 specifies how much damage a character may endure before dying.
197 determines which spells a character may throw, and how effective those
201 basically, the character's intelligence; used for various fighting options
205 used as a power source for throwing spells.
208 gained by fighting monsters and other characters.
211 indicative of how much experience a character has accumulated; progresses
217 sickness which degrades a character's performance (affects
224 accumulated as a character does certain nasty things; used only rarely
225 in normal play of the game.
228 of player; roughly equivalent to number of turns.
231 increases, many personal statistics degenerate.
232 .sh "Character Types"
233 Character statistics are rolled randomly from the above list, according
234 to character type. The types are as follows:
241 , weak in other areas. Must rely on wits and magic to survive.
248 , fairly good in other areas. This adds up to a well-equipped fighter.
264 , but with a tendency to be rather slow and not too bright.
267 rather quick and smart, with high
277 very mediocre in all areas. However, the
279 may be placed almost anywhere within the playing grid.
281 The possible ranges for starting statistics are summarized in
287 Type Strength Quick Mana Energy Brains Magic
289 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
290 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
291 Elf 35-45 32-38 45-90 30-50 40-65 4-7
292 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
293 Halfling 20-25 34 25-45 55-90 40-75 1-4
294 Experimento 25 27 100 35 25 2
297 Not only are the starting characteristics different for the different
298 character types, the characteristics progress at different rates for the
299 different types as the character goes up in
300 .B level. Experimentoes'
301 characteristics progress randomly as one of the other types.
302 The progression as characters increase in
304 is summarized in the following table.
309 Type Strength Mana Energy Brains Magic
311 Mag. User 2.0 75 20 6 2.75
312 Fighter 3.0 40 30 3.0 1.5
313 Elf 2.5 65 25 4.0 2.0
315 Halfling 2.0 30 30 4.5 1
318 The character type also determines how much gold a player may
319 carry, how long until
321 can overcome the player, and how much
323 the player can withstand.
325 During the course of the game, the player may exercise his/her
326 magic powers. These cases are described below.
329 .I magic level necessary:
333 35 plus 3 per rest period
335 Used during normal play. Prevents monsters from finding the character,
336 as well as hiding the player from other players. His/her coordinates
337 show up as '?' in the
339 option. Players cannot collect
341 find trading posts, or discover the
343 while cloaked. Calling a monster uncloaks, as well as choosing
344 this option while cloaked.
348 .I magic level necessary:
354 Used during normal play. Allows the player too move with much more freedom
357 option, at the price of expending mana. The maximum distance possible
358 to move is based upon
364 .I magic level necessary:
371 Used during inter-terminal battle. Damage is based upon
375 Hits much harder than a normal hit.
378 .I magic level necessary:
384 Used while combating monsters.
385 Has a 25% chance of working. If it works it hits the monster just enough
386 to kill it. If it fails, it doesn't hit the monster, and doubles the
391 Paralyzed monsters wake up much quicker as a result of this spell.
394 .I magic level necessary:
400 Used while combating monsters. Hits the monster based upon the amount
405 Guaranteed to hit at least 10 per
409 .I magic level necessary:
415 Used during monster combat. Throws up a shield to protect from damage.
416 The shield is added to actual energy level, and is a fixed number, based
417 upon maximum energy. Normally, damage occurs first to the shield, and
418 then to the players actual
422 .I magic level necessary:
428 Used during monster combat. Transforms the monster randomly into one
429 of the 100 monsters from the monster file.
432 .I magic level necessary:
438 Used during combat with monsters. Increases strength up to a maximum.
441 .I magic level necessary:
447 Used while fighting monsters. Makes it harder for the monster to hit,
448 by temporarily increasing the player's
450 This spell may be thrown several times, but a maximum level will be reached.
453 .I magic level necessary:
459 Used during monster combat. Transports the monster away from the
460 player. Success is base upon player's
466 If it fails the player is transported instead. 60% of the time, the monster
467 will drop any treasure it was carrying.
470 .I magic level necessary:
476 Used during monster combat. "Freezes" the monster by putting its
478 slightly negative. The monster will slowly wake up. Success is based
483 If it fails, nothing happens.
486 .I magic level necessary:
492 Used during monster combat only by
495 .B council of the wise.
496 Allows the player to pick which monster to fight.
498 Monsters get bigger as one moves farther from the origin (0,0). Rings of
499 distance 125 from the origin determine the size. A monster's
500 .B experience, energy level,
503 are multiplied by the size.
505 is increase 50% per size over one, and
507 remains the same, regardless of size.
509 Also, nastier monsters are found as one progress farther out
510 from the origin. Monsters also may flock. The percent chance of that
511 happening is designated as
513 in the monster listing. Monsters outside the first ring
514 may carry treasure, as determined by their treasure type.
515 Flocking monsters, and bigger monsters increase the chances of treasure.
517 Certain monsters have special abilities; they are as follows:
520 can only be subdued if the player is in possession of a
524 has random characteristics, including treasure type.
527 will pick another name from the list of monsters in order to
531 very nasty person. Does not like to be hit (especially nicked),
532 and many spells do not work well (or at all) against him.
539 also a very nasty person. She will permanently sap
550 may turn a player's gems into gold pieces,
551 or scramble her/his stats.
554 can transport a player.
557 inflicts damage by taking away
569 or neutralize part of one's
573 may take half a player's
580 may get nasty and steal one gold piece and run away.
583 may bite, inflicting the equivalent of one
587 These are killed if attacking someone carrying
590 .B Cluricaun, Fir Darrig, Fachan,
591 .B Ghille Dhu, Bogle, Killmoulis,
596 may bite, inflicting \(12 of a
600 will call one of its (much bigger) buddies if picked upon.
603 will become bored with battle, fart, and run off.
608 from a player, if given the chance.
611 may inflict damage through a
615 instead of any shield the player may have thrown up.
616 This is a very easy way to die.
619 loves metal and will steal all the metal treasures from
623 can bite and poison. This inflicts five
625 , and also takes one from the player's
629 may tire of battle, and leave after calling one of his friends
640 .B council of the wise, valar,
645 end when either he or the player dies. His characteristics
646 are calculated based upon the player's. The player is given
647 the chance to ally with him. No magic, except
660 may make a player blind.
662 The various treasure types are as follows:
675 \- subtracts 0.25 sin.
679 \- protects from cursed treasure.
686 \- reduces sin by 25% and adds some mana.
706 .B Type four (scrolls)
708 \- throws a bigger than normal
712 \- temporarily puts the finder's
717 \- multiplies finder's strength by ten.
720 \- allows finder to pick next monster to battle.
728 All the scrolls except
730 automatically call a monster. These preserve any
731 spells that were already in effect, but are only in
732 effect while in battle.
749 \- rests to maximum; adds
757 and adds permanently to
767 \- protects from cursed treasure (used before
769 ); used in conjunction with
789 to -2, or subtracts two from
794 \- allows finder to move anywhere.
803 \- allows the player to become
816 and gives bearer first hit on all monsters.
824 \- adds permanently to
829 \- allows one to see all the other players; used by
830 .B council of the wise
834 .B Type twelve/thirteen
836 \- allows one to hit much harder in battle, etc.
838 Any treasure type 10-13 monsters may instead carry a type nine treasure.
840 A monster may also be carrying
848 is worth 1000 gold pieces. Too much
850 will slow a player down. One may carry 1000 plus 200 per
856 weighs one half a gold piece.
857 Monsters of treasure type 7 or higher may carry
860 The chance of a cursed treasure is based upon treasure type.
861 The more valuable treasures have a greater chance of being cursed.
862 A cursed treasure knocks
864 very low, and adds 0.25
872 They come in four different flavors.
875 rest the player to maximum and cause him/her to hit much harder
876 in battle with monsters (assuming one has chosen to use the
882 are cursed and come either from
886 After a few times of using these types, the player falls
887 under the control of the
889 and strange, random things will occur.
890 Eventually, the player dies, and gives his/her name to a monster
894 is used up also renames the monster.
896 The two remaining types of
898 are much more benign.
901 is good for a limited number of battle rounds, and will save
902 the player from death if it was being used when he/she died.
905 is the same, except that it never is used up.
907 disappear after saving someone from death.
910 occur much more often than normal ones.
911 It is usually not a good idea to pick one up.
912 The only way to get rid of a
914 is to have a monster steal it.
919 and going to (0,0). Players must have a
921 in the range of 10 to 1000 to be able to find a
923 When a player with one or more
932 Once a player is king, he/she may do certain things while in
933 the Lord's Chamber (0,0). These are exercised with the
938 This is done to another player. It randomly moves the affected
941 protects from transports.
944 This is done to another player. It is analogous to cursed treasure,
945 but worse. It inflicts two
949 very low, and degrades the maximum energy. It also
954 protects from king's curses.
957 The king may put a number of these scattered about
958 his/her kingdom as he/she pleases.
959 If a player hits one, he/she loses
963 The energy void disappears after being hit.
966 This is also done to another player. The king may
967 wish to reward one or more loyal subjects by sharing his/her
970 ). Or it is a convenient way to dispose of some unwanted
974 Everyone pays 7% tax on all
978 acquired, regardless of the existence of a
980 The king collects the accrued taxes with this option.
986 anywhere for free by using the origin as a starting place.
987 .sh "Council of the Wise, Valar"
989 A player automatically becomes a member of the
990 .B council of the wise
991 upon reaching level 3000. Members of the council cannot have
993 Members of the council have a few extra options which they can exercise.
999 options cost 1000 mana.
1004 another player. This is just a quick way for that player to be rested
1005 to maximum and lose a little
1007 The main purpose in life for members of the council is to seek the
1013 option. The distance cited by the seek is accurate within 10%, in order
1014 not to make it too easy to find the grail.
1015 A player must have infinitesimally small
1017 or else it's all over upon finding the grail.
1018 In order to help members of the council on their quest, they
1027 Upon finding the grail, the player advances to position of
1029 He/she may then exercise more and niftier options under
1031 These include all of the council members' options plus the
1032 ability to move other players about, bless them, and throw monsters at
1036 blessing has the same effect as the treasure
1038 except that the affected player does not get his/her
1043 options which affect other players age the player
1046 are essentially immortal, but are actually given five lives.
1047 If these are used up, the player is left to die, and becomes an
1054 (An exception to this is if the
1058 This is to allow him/her to dispose of excess
1060 Any monsters which a
1062 encounters are based upon his/her size.
1063 Only one valar may exist at a time.
1064 The current valar is replaced when another player finds the grail.
1065 The valar is then bumped back to the council of the wise.
1069 is usually the owner of the game, and the one who maintains
1070 the associated files.
1073 is granted special powers within the game, if it is invoked
1074 with the '\-S' option.
1077 plays no different from other players.
1080 abilities are outlined below.
1083 When examining a player, (game invoked with '-x', or use 'X' from within game),
1086 may also change the player.
1093 options. One extra option,
1095 is added to kill any offensive players.
1097 .I super character type
1098 An extra character type is added. This character starts with the
1099 maximum possible in all statistics, selected from the other character types.
1102 character's statistics also progress at the maximum possible rate, selected
1103 from the other character types.
1104 .sh "Special Places"
1105 Certain regions of the playing grid have different names.
1106 In general, this is only to give the player some idea of
1107 his/her present location. Some special places do exist.
1110 These are located at |x| == |y| == n*n*100 for n = 1, 2...1000.
1111 Trading posts farther out have more things for sale.
1112 Be careful about cheating the merchants there, as they have short
1114 Merchants are dishonest about 5% of the time.
1117 This is located at (0,0). Only players with
1121 .I Point of No Return
1122 This is located beyond 1.2e+6 in any direction.
1123 The only way to return from here is a
1127 relocate the player.
1130 This is a band located fairly distant from the origin. The first
1131 fourteen monsters (water monsters) can normally only be found here.
1134 This place is where the
1136 resides. It is associated with no particular coordinate on the
1139 Once a player reaches
1141 5, the game will start to time out waiting for input.
1142 This is to try to keep the game a bit faster paced.
1146 will never be disgusted with your
1148 if they are less than one.
1152 wants half of a player's
1154 to be happy. Offering more than one has, or a negative amount
1157 who will make the player worse (add one
1163 does little for those who are not ready to behold it.
1164 Whenever anyone finds it, it moves.
1165 It is always located within 1e+6 in any compass direction of the origin.
1167 There is a maximum amount of
1171 a player may posses, based upon
1174 is always limited to a maximum of 99.
1181 based upon the number bought.
1182 It is unwise, however to buy more than 1/10 of one's
1186 Players over level 10000 are automatically retired.
1190 goes away in random time.
1194 are identified with a '*' before their character type.
1195 .sh "Inter-terminal Battle"
1196 When two player's coordinates correspond, they may engage in battle.
1197 In general, the player with the highest
1200 If the two players are severely mis-matched, the stronger player
1201 is drastically handicapped for the battle.
1202 In order to protect from being stuck in an infinite loop,
1203 the player waiting for response may time out. Options for battle are:
1206 Inflicts damage upon other person.
1209 Escape from battle. Has a 75% chance of working.
1215 One-time chance to try to win against the foe. Has a 10% chance of working.
1217 Sometimes waits for the other player may be excessive, because
1218 he/she may be battling a monster. Upon slaying a player in battle
1219 the winner gets the other's
1223 do not work for inter-terminal battle.
1225 All screen formats assume at least 24 lines by at least 80 columns.
1226 No provisions are made for when any of the data items get too big
1227 for the allotted space on the screen.