1PHANTASIA(6)                   BSD Games Manual                   PHANTASIA(6)
2

NAME

4     phantasia — an interterminal fantasy game
5

SYNOPSIS

7     phantasia [-abHmpSsx]
8

DESCRIPTION

10     phantasia is a role playing game which allows players to roll up charac‐
11     ters of various types to fight monsters and other players.  Progression
12     of characters is based upon gaining experience from fighting monsters
13     (and other players).
14
15     Most of the game is menu driven and self-explanatory (more or less).  The
16     screen is cursor updated, so be sure to set up the TERM variable in your
17     environment.
18
19     The options provide for a variety of functions to support the game.  They
20     are:
21
22           -a   Get a listing of all character names on file.
23
24           -b   Show scoreboard of top characters per login.
25
26           -H   Print header only.
27
28           -m   Get a monster listing.
29
30           -p   Purge old characters.
31
32           -S   Turn on wizard options, if allowed, if running as “root”.
33
34           -s   Invokes phantasia without header information.
35
36           -x   Examine/change a particular character on file.
37
38     The characters are saved on a common file, in order to make the game
39     interactive between players.  The characters are given a password in
40     order to retrieve them later.  Only characters above level zero are
41     saved.  Characters unused for awhile will be purged.  Characters are only
42     placed on the scoreboard when they die.
43

PARTICULARS

45   Normal Play
46     A number of the player's more important statistics are almost always dis‐
47     played on the screen, with maximums (where applicable) in parentheses.
48
49     The character is placed randomly near the center of a Cartesian system.
50     Most commands are selected with a single letter or digit.  For example,
51     one may move by hitting 'W', 'S', 'N', or 'E', (lower case may also be
52     used, at no time is the game case dependent).  One may also use 'H', 'J',
53     'K', 'L', for movement, similar to vi(1).  To move to a specific (x, y)
54     coordinate, use the move ('1') command.  The distance a character can
55     move is calculated by 1 plus 1.5 per level.  Moving in a compass direc‐
56     tion will move the player the maximum allowed distance in that direction.
57
58     A player may see who else is playing by using the players ('2') option.
59     One may see the coordinates of those who are the same distance or closer
60     to the origin as he/she.  Kings, and council of the wise can see and can
61     be seen by everyone.  A palantir removes these restrictions.
62
63     One can talk to other players with the talk ('3') option.  In general,
64     this is a line or so of text.  To remove a current message, just type
65     ⟨return⟩ when prompted for a message.
66
67     The stats ('4') option shows additional characteristics of a player.
68
69     One may leave the game either with the quit ('5') option.
70
71     One may rest by default.  Resting lets one regain maximum energy level,
72     and also lets one find mana (more is found for larger levels and further
73     distances from the origin).
74
75     One may call a monster by hitting '9' or 'C'.
76
77     Use 'X' to examine other players.
78
79     One may quit or execute a sub-shell by hitting interrupt.  Quitting dur‐
80     ing battle results in death for obvious reasons.
81
82     Several other options become available as the player progresses in level
83     and magic, or to other stations in the game (valar, council of the wise,
84     king).  These are described elsewhere.  In general, a control-L will
85     force the redrawing of the screen.
86
87     Other things which may happen are more or less self-explanatory.
88
89   Fighting Monsters
90     A player has several options while fighting monsters.  They are as fol‐
91     lows:
92
93           melee     Inflicts damage on the monster, based upon strength.
94                     Also decreases the monster's strength some.
95
96           skirmish  Inflicts a little less damage than melee, but decreases
97                     the monster's quickness instead.
98
99           evade     Attempt to run away.  Success is based upon both the
100                     player's and the monster's brains and quickness.
101
102           spell     Several options for throwing spells (described else‐
103                     where).
104
105           nick      Hits the monster one plus the player's sword, and gives
106                     the player 10% of the monster's experience.  Decreases
107                     the monster's experience an amount proportional to the
108                     amount granted.  This also increases the monster's quick‐
109                     ness.  Paralyzed monsters wake up very fast when nicked.
110
111           luckout   This is essentially a battle of wits with the monster.
112                     Success is based upon the player's and the monster's
113                     brains.  The player gets credit for slaying the monster
114                     if he/she succeeds.  Otherwise, nothing happens, and the
115                     chance to luckout is lost.
116
117   Character Statistics
118           strength   determines how much damage a character can inflict.
119
120           quickness  determines how many chances a character gets to make
121                      decisions while fighting.
122
123           energy level
124                      specifies how much damage a character may endure before
125                      dying.
126
127           magic level
128                      determines which spells a character may throw, and how
129                      effective those spells will be.
130
131           brains     basically, the character's intelligence; used for vari‐
132                      ous fighting options and spells.
133
134           mana       used as a power source for throwing spells.
135
136           experience
137                      gained by fighting monsters and other characters.
138
139           level      indicative of how much experience a character has accu‐
140                      mulated; progresses geometrically as experience
141                      increases.
142
143           poison     sickness which degrades a character's performance
144                      (affects energy level and strength).
145
146           sin        accumulated as a character does certain nasty things;
147                      used only rarely in normal play of the game.
148
149           age        of player; roughly equivalent to number of turns.  As
150                      age increases, many personal statistics degenerate.
151
152   Character Types
153     Character statistics are rolled randomly from the above list, according
154     to character type.  The types are as follows:
155
156           magic user   strong in magic level and brains, weak in other areas.
157                        Must rely on wits and magic to survive.
158
159           fighter      good in strength and energy level, fairly good in
160                        other areas.  This adds up to a well-equipped fighter.
161
162           elf          very high quickness and above average magic level are
163                        elves selling points.
164
165           dwarf        very high strength and energy level, but with a ten‐
166                        dency to be rather slow and not too bright.
167
168           halfling     rather quick and smart, with high energy level, but
169                        poor in magic and strength.  Born with some
170                        experience.
171
172           experimento  very mediocre in all areas.  However, the experimento
173                        may be placed almost anywhere within the playing grid.
174
175     The possible ranges for starting statistics are summarized in the follow‐
176     ing table.
177     Type          Strength   Quick    Mana    Energy   Brains   Magic
178     ──────────────────────────────────────────────────────────────────
179     Mag. User      10-15     30-35   50-100   30-45    60-85     5-9
180     Fighter        40-55     30-35   30-50    45-70    25-45     3-6
181     Elf            35-45     32-38   45-90    30-50    40-65     4-7
182     Dwarf          50-70     25-30   25-45    60-100   20-40     2-5
183     Halfling       20-25      34     25-45    55-90    40-75     1-4
184     Experimento      25       27      100       35       25       2
185
186     Not only are the starting characteristics different for the different
187     character types, the characteristics progress at different rates for the
188     different types as the character goes up in level.  Experimentoes' char‐
189     acteristics progress randomly as one of the other types.  The progression
190     as characters increase in level is summarized in the following table.
191
192     Type        Strength   Mana   Energy   Brains   Magic
193     ──────────────────────────────────────────────────────
194     Mag. User     2.0       75      20      6       2.75
195     Fighter       3.0       40      30      3.0     1.5
196     Elf           2.5       65      25      4.0     2.0
197     Dwarf         5         30      35      2.5     1
198     Halfling      2.0       30      30      4.5     1
199
200     The character type also determines how much gold a player may carry, how
201     long until rings can overcome the player, and how much poison the player
202     can withstand.
203
204   Spells
205     During the course of the game, the player may exercise his/her magic pow‐
206     ers.  These cases are described below.
207
208           cloak           magic level necessary: 20 (plus level 7)
209                           mana used: 35 plus 3 per rest period
210                           Used during normal play.  Prevents monsters from
211                           finding the character, as well as hiding the player
212                           from other players.  His/her coordinates show up as
213                           '?' in the players option.  Players cannot collect
214                           mana, find trading posts, or discover the grail
215                           while cloaked.  Calling a monster uncloaks, as well
216                           as choosing this option while cloaked.
217
218           teleport        magic level necessary: 40 (plus level 12)
219                           mana used: 30 per 75 moved
220                           Used during normal play.  Allows the player to move
221                           with much more freedom than with the move option,
222                           at the price of expending mana.  The maximum dis‐
223                           tance possible to move is based upon level and
224                           magic level.
225
226           power blast     magic level necessary: none
227                           mana used: 5 times level
228                           Used during inter-terminal battle.  Damage is based
229                           upon magic level and strength.  Hits much harder
230                           than a normal hit.
231
232           all or nothing  magic level necessary: none
233                           mana used: 1
234                           Used while combating monsters.  Has a 25% chance of
235                           working.  If it works it hits the monster just
236                           enough to kill it.  If it fails, it doesn't hit the
237                           monster, and doubles the monster's quickness and
238                           strength.  Paralyzed monsters wake up much quicker
239                           as a result of this spell.
240
241           magic bolt      magic level necessary: 5
242                           mana used: variable
243                           Used while combating monsters.  Hits the monster
244                           based upon the amount of mana expended and magic
245                           level.  Guaranteed to hit at least 10 per mana.
246
247           force field     magic level necessary: 15
248                           mana used: 30
249                           Used during monster combat.  Throws up a shield to
250                           protect from damage.  The shield is added to actual
251                           energy level, and is a fixed number, based upon
252                           maximum energy.  Normally, damage occurs first to
253                           the shield, and then to the players actual energy
254                           level.
255
256           transform       magic level necessary: 25
257                           mana used: 50
258                           Used during monster combat.  Transforms the monster
259                           randomly into one of the 100 monsters from the mon‐
260                           ster file.
261
262           increase might  magic level necessary: 35
263                           mana used: 75
264                           Used during combat with monsters.  Increases
265                           strength up to a maximum.
266
267           invisibility    magic level necessary: 45
268                           mana used: 90
269                           Used while fighting monsters.  Makes it harder for
270                           the monster to hit, by temporarily increasing the
271                           player's quickness.  This spell may be thrown sev‐
272                           eral times, but a maximum level will be reached.
273
274           transport       magic level necessary: 60
275                           mana used: 125
276                           Used during monster combat.  Transports the monster
277                           away from the player.  Success is based upon
278                           player's magic and brains, and the monster's
279                           experience.  If it fails the player is transported
280                           instead.  60% of the time, the monster will drop
281                           any treasure it was carrying.
282
283           paralyze        magic level necessary: 75
284                           mana used: 150
285                           Used during monster combat.  “Freezes” the monster
286                           by putting its quickness slightly negative.  The
287                           monster will slowly wake up.  Success is based upon
288                           player's magic and the monster's experience.  If it
289                           fails, nothing happens.
290
291           specify         magic level necessary: none
292                           mana used: 1000
293                           Used during monster combat only by valar or council
294                           of the wise.  Allows the player to pick which mon‐
295                           ster to fight.
296
297   Monsters
298     Monsters get bigger as one moves farther from the origin (0,0).  Rings of
299     distance 125 from the origin determine the size.  A monster's experience,
300     energy level, and brains are multiplied by the size.  Strength is
301     increased 50% per size over one, and quickness remains the same, regard‐
302     less of size.
303
304     Also, nastier monsters are found as one progress farther out from the
305     origin.  Monsters also may flock.  The percent chance of that happening
306     is designated as flock% in the monster listing.  Monsters outside the
307     first ring may carry treasure, as determined by their treasure type.
308     Flocking monsters, and bigger monsters increase the chances of treasure.
309
310     Certain monsters have special abilities; they are as follows:
311
312     Unicorn           can only be subdued if the player is in possession of a
313                       virgin.
314
315     Modnar            has random characteristics, including treasure type.
316
317     Mimic             will pick another name from the list of monsters in
318                       order to confuse.
319
320     Dark Lord         very nasty person.  Does not like to be hit (especially
321                       nicked), and many spells do not work well (or at all)
322                       against him.  One can always evade from the Dark Lord.
323
324     Leanan-Sidhe      also a very nasty person.  She will permanently sap
325                       strength from someone.
326
327     Saruman           wanders around with Wormtongue, who can steal a
328                       palantir.  Also, Saruman may turn a player's gems into
329                       gold pieces, or scramble her/his stats.
330
331     Thaumaturgist     can transport a player.
332
333     Balrog            inflicts damage by taking away experience, not energy.
334
335     Vortex            may take some mana.
336
337     Nazgul            may try to steal a ring or neutralize part of one's
338                       brains.
339
340     Tiamat            may take half a player's gold and gems and escape.
341
342     Kobold            may get nasty and steal one gold piece and run away.
343
344     Shelob            may bite, inflicting the equivalent of one poison.
345
346     Assorted Faeries  These are killed if attacking someone carrying holy
347                       water.  These are Cluricaun, Fir Darrig, Fachan, Ghille
348                       Dhu, Bogle, Killmoulis, and Bwca.
349
350     Lamprey           may bite, inflicting 1/2 of a poison.
351
352     Shrieker          will call one of its (much bigger) buddies if picked
353                       upon.
354
355     Bonnacon          will become bored with battle, fart, and run off.
356
357     Smeagol           will try to steal a ring from a player, if given the
358                       chance.
359
360     Succubus          may inflict damage through a force field.  This sub‐
361                       tracts from energy level instead of any shield the
362                       player may have thrown up.  This is a very easy way to
363                       die.
364
365     Cerberus          loves metal and will steal all the metal treasures from
366                       a player if able.
367
368     Ungoliant         can bite and poison.  This inflicts five poisons, and
369                       also takes one from the player's quickness.
370
371     Jabberwock        may tire of battle, and leave after calling one of his
372                       friends (Jubjub Bird or Bandersnatch).
373
374     Morgoth           actually Modnar, but reserved for council of the wise,
375                       valar, and ex-valar.  Fights with Morgoth end when
376                       either he or the player dies.  His characteristics are
377                       calculated based upon the player's.  The player is
378                       given the chance to ally with him.  No magic, except
379                       force field works when battling Morgoth.
380
381     Troll             may regenerate its energy and strength while in battle.
382
383     Wraith            may make a player blind.
384
385   Treasures
386     The various treasure types are as follows:
387
388     Type zero             none
389
390     Type one              power booster - adds mana.
391                           druid - adds experience.
392                           holy orb - subtracts 0.25 sin.
393
394     Type two              amulet - protects from cursed treasure.
395                           holy water - kills assorted faeries.
396                           hermit - reduces sin by 25% and adds some mana.
397
398     Type three            shield - adds to maximum energy level.
399                           virgin - used to subdue a unicorn, or to give much
400                           experience (and some sin).
401                           athelas - subtracts one poison.
402
403     Type four (scrolls)   shield - throws a bigger than normal force field.
404                           invisible - temporarily puts the finder's quickness
405                           to one million.
406                           ten fold strength - multiplies finder's strength by
407                           ten.
408                           pick monster - allows finder to pick next monster
409                           to battle.
410                           general knowledge - adds to finder's brains and
411                           magic level.
412
413                           All the scrolls except general knowledge automati‐
414                           cally call a monster.  These preserve any spells
415                           that were already in effect, but are only in effect
416                           while in battle.
417
418     Type five             dagger - adds to strength.
419                           armour - same as a shield, but bigger.
420                           tablet - adds brains.
421
422     Type six              priest - rests to maximum; adds mana, brains; and
423                           halves sin.
424                           Robin Hood - increases shield and adds permanently
425                           to strength.
426                           axe - like dagger, but bigger.
427
428     Type seven            charm - protects from cursed treasure (used before
429                           amulet); used in conjunction with blessing to bat‐
430                           tle Dark Lord.
431                           Merlyn - adds brains, magic, and mana.
432                           war hammer - like an axe, but bigger.
433
434     Type eight            healing potion - sets poison to -2, or subtracts
435                           two from poison, whichever is better.
436                           transporter - allows finder to move anywhere.
437                           sword - like a war hammer, but bigger.
438
439     Type nine             golden crown - allows the player to become king, by
440                           going to (0,0).
441                           blessing - cuts sin to 1/3, adds mana, rests to
442                           maximum, kills Dark Lord with a charm, and gives
443                           bearer first hit on all monsters.
444                           quicksilver - adds to quickness.
445
446     Type ten              elven boots - adds permanently to quickness.
447
448     Type eleven           palantir - allows one to see all the other players;
449                           used by council of the wise to seek the grail.
450
451     Type twelve/thirteen  ring - allows one to hit much harder in battle,
452                           etc.
453
454     Any treasure type 10-13 monsters may instead carry a type nine treasure.
455
456     A monster may also be carrying gold or gems.  These are used at trading
457     posts to buy things.  A gem is worth 1000 gold pieces.  Too much gold
458     will slow a player down.  One may carry 1000 plus 200 per level of gold.
459     A gem weighs one half a gold piece.  Monsters of treasure type 7 or
460     higher may carry gems.
461
462     The chance of a cursed treasure is based upon treasure type.  The more
463     valuable treasures have a greater chance of being cursed.  A cursed trea‐
464     sure knocks energy level very low, and adds 0.25 poison.
465
466   Rings
467     Rings are only carried by nazguls and Dark Lords.  They come in four dif‐
468     ferent flavors.  All rings rest the player to maximum and cause him/her
469     to hit much harder in battle with monsters (assuming one has chosen to
470     use the ring for battle.)
471
472     Two types of rings are cursed and come either from nazguls or Dark Lord.
473     After a few times of using these types, the player falls under the con‐
474     trol of the ring, and strange, random things will occur.  Eventually, the
475     player dies, and gives his/her name to a monster on the file.  Dying
476     before the ring is used up also renames the monster.
477
478     The two remaining types of rings are much more benign.  The one from a
479     nazgul is good for a limited number of battle rounds, and will save the
480     player from death if it was being used when he/she died.  The one from
481     Dark Lord is the same, except that it never is used up.  rings disappear
482     after saving someone from death.  In general, cursed rings occur much
483     more often than normal ones.  It is usually not a good idea to pick one
484     up.  The only way to get rid of a ring is to have a monster steal it.
485
486   King
487     A player may become king by finding a crown and going to (0,0).  Players
488     must have a level in the range of 10 to 1000 to be able to find a crown.
489     When a player with one or more crowns reaches level 1000, the crowns are
490     converted to gold.
491
492     Once a player is king, he/she may do certain things while in the Lord's
493     Chamber (0,0).  These are exercised with the decree ('0') option.
494
495     transport      This is done to another player.  It randomly moves the
496                    affected player about.  A charm protects from transports.
497
498     curse          This is done to another player.  It is analogous to cursed
499                    treasure, but worse.  It inflicts two poison, knocks
500                    energy level very low, and degrades the maximum energy.
501                    It also removes a cloak.  A blessing protects from king's
502                    curses.
503
504     energy void    The king may put a number of these scattered about his/her
505                    kingdom as he/she pleases.  If a player hits one, he/she
506                    loses mana, energy, and gold.  The energy void disappears
507                    after being hit.
508
509     bestow         This is also done to another player.  The king may wish to
510                    reward one or more loyal subjects by sharing his/her
511                    riches (gold).  Or it is a convenient way to dispose of
512                    some unwanted deadweight.
513
514     collect taxes  Everyone pays 7% tax on all gold and gems acquired,
515                    regardless of the existence of a king.  The king collects
516                    the accrued taxes with this option.
517
518     The king may also teleport anywhere for free by using the origin as a
519     starting place.
520
521   Council of the Wise, Valar
522     A player automatically becomes a member of the council of the wise upon
523     reaching level 3000.  Members of the council cannot have rings.  Members
524     of the council have a few extra options which they can exercise.  These
525     are exercised with the intervene ('8') option.  All intervene options
526     cost 1000 mana.  One intervene option is to heal another player.  This is
527     just a quick way for that player to be rested to maximum and lose a lit‐
528     tle poison.  The main purpose in life for members of the council is to
529     seek the Holy Grail.  This is done with a palantir under the seek grail
530     option.  The distance cited by the seek is accurate within 10%, in order
531     not to make it too easy to find the grail.  A player must have infinites‐
532     imally small sin, or else it's all over upon finding the grail.  In order
533     to help members of the council on their quest, they may teleport with
534     greater ease.
535
536     Upon finding the grail, the player advances to position of valar.  He/she
537     may then exercise more and niftier options under intervention.  These
538     include all of the council members' options plus the ability to move
539     other players about, bless them, and throw monsters at them.  A valar's
540     blessing has the same effect as the treasure blessing, except that the
541     affected player does not get his/her blessing flag set.  All intervention
542     options which affect other players age the player who uses them.  Valars
543     are essentially immortal, but are actually given five lives.  If these
544     are used up, the player is left to die, and becomes an ex-valar.  A valar
545     cannot move, teleport, or call monsters.  (An exception to this is if the
546     valar finds a transporter.)  This is to allow him/her to dispose of
547     excess gold.  Any monsters which a valar encounters are based upon
548     his/her size.  Only one valar may exist at a time.  The current valar is
549     replaced when another player finds the grail.  The valar is then bumped
550     back to the council of the wise.
551
552   Wizard
553     The wizard is usually the owner of the game, and the one who maintains
554     the associated files.  The wizard is granted special powers within the
555     game, if it is invoked with the -S option.  Otherwise, the wizard plays
556     no different from other players.  The wizard abilities are outlined
557     below.
558
559     change players        When examining a player, (game invoked with -x, or
560                           use 'X' from within game), the wizard may also
561                           change the player.
562
563     intervention          The wizard may do all the intervention options.
564                           One extra option, vaporize, is added to kill any
565                           offensive players.
566
567     super character type  An extra character type is added.  This character
568                           starts with the maximum possible in all statistics,
569                           selected from the other character types.  A super
570                           character's statistics also progress at the maximum
571                           possible rate, selected from the other character
572                           types.
573
574   Special Places
575     Certain regions of the playing grid have different names.  In general,
576     this is only to give the player some idea of his/her present location.
577     Some special places do exist.
578
579     Trading Posts  These are located at |x| == |y| == n*n*100 for n = 1, 2,
580                    ..., 1000.  Trading posts farther out have more things for
581                    sale.  Be careful about cheating the merchants there, as
582                    they have short tempers.  Merchants are dishonest about 5%
583                    of the time.
584
585     Lord's Chamber
586                    This is located at (0,0).  Only players with crowns may
587                    enter.
588
589     Point of No Return
590                    This is located beyond 1.2e+6 in any direction.  The only
591                    way to return from here is a transporter or to have a
592                    valar relocate the player.
593
594     Dead Marshes   This is a band located fairly distant from the origin.
595                    The first fourteen monsters (water monsters) can normally
596                    only be found here.
597
598     Valhala        This place is where the valar resides.  It is associated
599                    with no particular coordinate on the playing grid.
600
601   Miscellaneous
602     Once a player reaches level 5, the game will start to time out waiting
603     for input.  This is to try to keep the game a bit faster paced.
604
605     A guru will never be disgusted with your sins if they are less than one.
606
607     A medic wants half of a player's gold to be happy.  Offering more than
608     one has, or a negative amount will anger the medic, who will make the
609     player worse (add one poison).
610
611     The Holy Grail does little for those who are not ready to behold it.
612     Whenever anyone finds it, it moves.  It is always located within 1e+6 in
613     any compass direction of the origin.
614
615     There is a maximum amount of mana and charms a player may posses, based
616     upon level.  Quicksilver is always limited to to a maximum of 99.
617
618     Books bought at a trading post increase brains, based upon the number
619     bought.  It is unwise, however to buy more than 1/10 of one's level in
620     books at a time.
621
622     Players over level 10000 are automatically retired.
623
624     A blindness goes away in random time.
625
626     Players with crowns are identified with a '*' before their character
627     type.
628
629   Inter-terminal Battle
630     When two player's coordinates correspond, they may engage in battle.  In
631     general, the player with the highest quickness gets the first hit.  If
632     the two players are severely mismatched, the stronger player is drasti‐
633     cally handicapped for the battle.  In order to protect from being stuck
634     in an infinite loop, the player waiting for response may time out.
635     Options for battle are:
636
637     fight        Inflicts damage upon other person.
638
639     run away     Escape from battle.  Has a 75% chance of working.
640
641     power blast  Battle spell.
642
643     luckout      One-time chance to try to win against the foe.  Has a 10%
644                  chance of working.
645
646     Sometimes waits for the other player may be excessive, because he/she may
647     be battling a monster.  Upon slaying a player in battle the winner gets
648     the other's experience and treasures.  Rings do not work for inter-termi‐
649     nal battle.
650

AUTHORS

652     Edward Estes, AT&T Information Systems, Skokie, IL
653

BUGS

655     All screen formats assume at least 24 lines by at least 80 columns.  No
656     provisions are made for when any of the data items get too big for the
657     allotted space on the screen.
658
659BSD                              April 1, 2001                             BSD
Impressum