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 1.5 2007/04/04 06:54:48 swildner Exp $
9 .Nd an interterminal fantasy game
15 is a role playing game which allows players to roll up characters of
16 various types to fight 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 ".Fl a" -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.
60 A number of the player's more important statistics are almost always
61 displayed on the screen, with maximums (where applicable) in
64 The character is placed randomly near the center of a Cartesian
66 Most commands are selected with a single letter or digit.
67 For example, one may move by hitting 'W', 'S', 'N', or 'E',
68 (lower case may also be used, at no time is the game case dependent).
69 One may also use 'H', 'J', 'K', 'L',
70 for movement, similar to
72 To move to a specific (x, y) coordinate, use the
75 The distance a character can move is calculated by
78 Moving in a compass direction will move the player the maximum
79 allowed distance in that direction.
81 A player may see who else is playing by using the
84 One may see the coordinates of those who are the same
85 distance or closer to the origin as he/she.
88 .Em council of the wise
89 can see and can be seen by everyone.
92 removes these restrictions.
94 One can talk to other players with the
97 In general, this is a line or so of text.
101 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 ".Ic 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 ".Em quickness" -offset indent
183 determines how much damage a character can inflict.
185 determines how many chances a character gets to make decisions while fighting.
187 specifies how much damage a character may endure before dying.
189 determines which spells a character may throw, and how effective those
192 basically, the character's intelligence; used for various fighting options
195 used as a power source for throwing spells.
197 gained by fighting monsters and other characters.
199 indicative of how much experience a character has accumulated; progresses
204 sickness which degrades a character's performance (affects
209 accumulated as a character does certain nasty things; used only rarely
210 in normal play of the game.
212 of player; roughly equivalent to number of turns.
215 increases, many personal statistics degenerate.
218 Character statistics are rolled randomly from the above list, according
220 The types are as follows:
221 .Bl -tag -width ".Em experimento" -offset indent
228 Must rely on wits and magic to survive.
234 fairly good in other areas.
235 This adds up to a well-equipped fighter.
249 but with a tendency to be rather slow and not too bright.
251 rather quick and smart, with high
260 very mediocre in all areas.
263 may be placed almost anywhere within the playing grid.
266 The possible ranges for starting statistics are summarized in
271 Type Strength Quick Mana Energy Brains Magic
273 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
274 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
275 Elf 35-45 32-38 45-90 30-50 40-65 4-7
276 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
277 Halfling 20-25 34 25-45 55-90 40-75 1-4
278 Experimento 25 27 100 35 25 2
280 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
281 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
282 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
283 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
284 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
285 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
286 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
287 .\" .It Experimento 25 27 100 35 25 2
290 Not only are the starting characteristics different for the different
291 character types, the characteristics progress at different rates for the
292 different types as the character goes up in
295 characteristics progress randomly as one of the other types.
296 The progression as characters increase in
298 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 ".Ic 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 of
399 Guaranteed to hit at least 10 per
402 .Em magic level necessary :
408 Used during monster combat.
409 Throws up a shield to protect from damage.
410 The shield is added to actual energy level, and is a fixed number, based
412 Normally, damage occurs first to the shield, and then to the players actual
415 .Em magic level necessary :
421 Used during monster combat.
422 Transforms the monster randomly into one of the 100 monsters from
424 .It Ic increase might
425 .Em magic level necessary :
431 Used during combat with monsters.
432 Increases strength up to a maximum.
434 .Em magic level necessary :
440 Used while fighting monsters.
441 Makes it harder for the monster to hit, by temporarily increasing the player's
443 This spell may be thrown several times, but a maximum level will be reached.
445 .Em magic level necessary :
451 Used during monster combat.
452 Transports the monster away from the player.
453 Success is based upon player's
459 If it fails the player is transported instead.
460 60% of the time, the monster will drop any treasure it was carrying.
462 .Em magic level necessary :
468 Used during monster combat.
470 the monster by putting its
473 The monster will slowly wake up.
474 Success is based upon player's
478 If it fails, nothing happens.
480 .Em magic level necessary :
486 Used during monster combat only by
489 .Em council of the wise .
490 Allows the player to pick which monster to fight.
493 Monsters get bigger as one moves farther from the origin (0,0).
494 Rings of distance 125 from the origin determine the size.
500 are multiplied by the size.
502 is increased 50% per size over one, and
504 remains the same, regardless of size.
506 Also, nastier monsters are found as one progress farther out from the origin.
507 Monsters also may flock.
508 The percent chance of that happening is designated as
510 in the monster listing.
511 Monsters outside the first ring
512 may carry treasure, as determined by their treasure type.
513 Flocking monsters, and bigger monsters increase the chances of treasure.
515 Certain monsters have special abilities; they are as follows:
516 .Bl -tag -width ".Em Assorted Faeries"
518 can only be subdued if the player is in possession of a
521 has random characteristics, including treasure type.
523 will pick another name from the list of monsters in order to confuse.
526 Does not like to be hit (especially nicked),
527 and many spells do not work well (or at all) against him.
533 also a very nasty person.
534 She will permanently sap
544 may turn a player's gems into gold pieces, or scramble her/his stats.
546 can transport a player.
548 inflicts damage by taking away
558 or neutralize part of one's
561 may take half a player's
567 may get nasty and steal one gold piece and run away.
569 may bite, inflicting the equivalent of one
571 .It Em Assorted Faeries
572 These are killed if attacking someone carrying
575 .Em Cluricaun , Fir Darrig , Fachan ,
576 .Em Ghille Dhu , Bogle , Killmoulis ,
580 may bite, inflicting \(12 of a
583 will call one of its (much bigger) buddies if picked upon.
585 will become bored with battle, fart, and run off.
589 from a player, if given the chance.
591 may inflict damage through a
595 instead of any shield the player may have thrown up.
596 This is a very easy way to die.
598 loves metal and will steal all the metal treasures from a player if able.
603 and also takes one from the player's
606 may tire of battle, and leave after calling one of his friends
614 .Em council of the wise , valar ,
619 end when either he or the player dies.
620 His characteristics are calculated based upon the player's.
621 The player is given the chance to ally with him.
633 may make a player blind.
636 The various treasure types are as follows:
637 .Bl -tag -width "Type twelve/thirteen"
648 \- subtracts 0.25 sin.
651 \- protects from cursed treasure.
655 .Em assorted faeries .
658 \- reduces sin by 25% and adds some mana.
675 .It Type four (scrolls)
677 \- throws a bigger than normal
681 \- temporarily puts the finder's
685 .Em ten fold strength
686 \- multiplies finder's strength by ten.
689 \- allows finder to pick next monster to battle.
691 .Em general knowledge
697 All the scrolls except
698 .Em general knowledge
699 automatically call a monster.
700 These preserve any spells that were already in effect, but are only in
701 effect while in battle.
717 \- rests to maximum; adds
725 and adds permanently to
734 \- protects from cursed treasure (used before
736 used in conjunction with
755 to -2, or subtracts two from
760 \- allows finder to move anywhere.
768 \- allows the player to become
777 rests to maximum, kills
781 and gives bearer first hit on all monsters.
788 \- adds permanently to
792 \- allows one to see all the other players; used by
793 .Em council of the wise
796 .It Type twelve/thirteen
798 \- allows one to hit much harder in battle, etc.
801 Any treasure type 10-13 monsters may instead carry a type nine treasure.
803 A monster may also be carrying
812 is worth 1000 gold pieces.
815 will slow a player down.
816 One may carry 1000 plus 200 per
822 weighs one half a gold piece.
823 Monsters of treasure type 7 or higher may carry
826 The chance of a cursed treasure is based upon treasure type.
827 The more valuable treasures have a greater chance of being cursed.
828 A cursed treasure knocks
830 very low, and adds 0.25
838 They come in four different flavors.
841 rest the player to maximum and cause him/her to hit much harder
842 in battle with monsters (assuming one has chosen to use the
848 are cursed and come either from
852 After a few times of using these types, the player falls
853 under the control of the
855 and strange, random things will occur.
856 Eventually, the player dies, and gives his/her name to a monster
860 is used up also renames the monster.
862 The two remaining types of
864 are much more benign.
867 is good for a limited number of battle rounds, and will save
868 the player from death if it was being used when he/she died.
871 is the same, except that it never is used up.
873 disappear after saving someone from death.
876 occur much more often than normal ones.
877 It is usually not a good idea to pick one up.
878 The only way to get rid of a
880 is to have a monster steal it.
889 in the range of 10 to 1000 to be able to find a
891 When a player with one or more
900 Once a player is king, he/she may do certain things while in
901 the Lord's Chamber (0,0).
902 These are exercised with the
905 .Bl -tag -width ".Ic collect taxes"
907 This is done to another player.
908 It randomly moves the affected player about.
911 protects from transports.
913 This is done to another player.
914 It is analogous to cursed treasure, but worse.
919 very low, and degrades the maximum energy.
924 protects from king's curses.
926 The king may put a number of these scattered about
927 his/her kingdom as he/she pleases.
928 If a player hits one, he/she loses
932 The energy void disappears after being hit.
934 This is also done to another player.
935 The king may wish to reward one or more loyal subjects by sharing his/her
938 Or it is a convenient way to dispose of some unwanted deadweight.
940 Everyone pays 7% tax on all
944 acquired, regardless of the existence of a
946 The king collects the accrued taxes with this option.
953 anywhere for free by using the origin as a starting place.
954 .Ss Council of the Wise, Valar
955 A player automatically becomes a member of the
956 .Em council of the wise
957 upon reaching level 3000.
958 Members of the council cannot have
960 Members of the council have a few extra options which they can exercise.
961 These are exercised with the
966 options cost 1000 mana.
972 This is just a quick way for that player to be rested
973 to maximum and lose a little
975 The main purpose in life for members of the council is to seek the
982 The distance cited by the seek is accurate within 10%, in order
983 not to make it too easy to find the grail.
984 A player must have infinitesimally small
986 or else it's all over upon finding the grail.
987 In order to help members of the council on their quest, they
992 Upon finding the grail, the player advances to position of
994 He/she may then exercise more and niftier options under
996 These include all of the council members' options plus the
997 ability to move other players about, bless them, and throw monsters at
1001 blessing has the same effect as the treasure
1003 except that the affected player does not get his/her
1008 options which affect other players age the player who uses them.
1010 are essentially immortal, but are actually given five lives.
1011 If these are used up, the player is left to die, and becomes an
1016 .Ic move , teleport ,
1018 (An exception to this is if the
1022 This is to allow him/her to dispose of excess
1024 Any monsters which a
1026 encounters are based upon his/her size.
1027 Only one valar may exist at a time.
1028 The current valar is replaced when another player finds the grail.
1029 The valar is then bumped back to the council of the wise.
1033 is usually the owner of the game, and the one who maintains
1034 the associated files.
1037 is granted special powers within the game, if it is invoked
1043 plays no different from other players.
1046 abilities are outlined below.
1047 .Bl -tag -width ".Ic super character type"
1048 .It Ic change players
1049 When examining a player, (game invoked with
1051 or use 'X' from within game), the
1053 may also change the player.
1062 is added to kill any offensive players.
1063 .It Ic super character type
1064 An extra character type is added.
1065 This character starts with the
1066 maximum possible in all statistics, selected from the other character types.
1069 character's statistics also progress at the maximum possible rate, selected
1070 from the other character types.
1073 Certain regions of the playing grid have different names.
1074 In general, this is only to give the player some idea of
1075 his/her present location.
1076 Some special places do exist.
1077 .Bl -tag -width ".Em Trading Posts"
1078 .It Em Trading Posts
1079 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1080 Trading posts farther out have more things for sale.
1081 Be careful about cheating the merchants there, as they have short tempers.
1082 Merchants are dishonest about 5% of the time.
1083 .It Em Lord's Chamber
1084 This is located at (0,0).
1088 .It Em Point of \&No Return
1089 This is located beyond 1.2e+6 in any direction.
1090 The only way to return from here is a
1094 relocate the player.
1096 This is a band located fairly distant from the origin.
1097 The first fourteen monsters (water monsters) can normally only be found here.
1099 This place is where the
1102 It is associated with no particular coordinate on the playing grid.
1105 Once a player reaches
1107 5, the game will start to time out waiting for input.
1108 This is to try to keep the game a bit faster paced.
1112 will never be disgusted with your
1114 if they are less than one.
1118 wants half of a player's
1121 Offering more than one has, or a negative amount will anger the
1123 who will make the player worse (add one
1128 does little for those who are not ready to behold it.
1129 Whenever anyone finds it, it moves.
1130 It is always located within 1e+6 in any compass direction of the origin.
1132 There is a maximum amount of
1136 a player may posses, based upon
1139 is always limited to a maximum of 99.
1146 based upon the number bought.
1147 It is unwise, however to buy more than 1/10 of one's
1151 Players over level 10000 are automatically retired.
1155 goes away in random time.
1159 are identified with a '*' before their character type.
1160 .Ss Inter-terminal Battle
1161 When two player's coordinates correspond, they may engage in battle.
1162 In general, the player with the highest
1165 If the two players are severely mismatched, the stronger player
1166 is drastically handicapped for the battle.
1167 In order to protect from being stuck in an infinite loop,
1168 the player waiting for response may time out.
1169 Options for battle are:
1170 .Bl -tag -width ".Ic power blast"
1172 Inflicts damage upon other person.
1175 Has a 75% chance of working.
1179 One-time chance to try to win against the foe.
1180 Has a 10% chance of working.
1183 Sometimes waits for the other player may be excessive, because
1184 he/she may be battling a monster.
1185 Upon slaying a player in battle the winner gets the other's
1189 do not work for inter-terminal battle.
1192 AT\*[Am]T Information Systems, Skokie, IL
1194 All screen formats assume at least 24 lines by at least 80 columns.
1195 No provisions are made for when any of the data items get too big
1196 for the allotted space on the screen.