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 1.6 2008/05/02 02:05:03 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.
27 .Bl -tag -width ".Fl a" -offset indent
29 Get a listing of all character names on file.
31 Show scoreboard of top characters per login.
35 Get a monster listing.
39 Turn on wizard options, if allowed, if running as
44 without header information.
46 Examine/change a particular character on file.
49 The characters are saved on a common file, in order to make the game
50 interactive between players.
51 The characters are given a password in order to retrieve them later.
55 Characters unused for awhile will be purged.
56 Characters are only placed on the scoreboard when they die.
59 A number of the player's more important statistics are almost always
60 displayed on the screen, with maximums (where applicable) in
63 The character is placed randomly near the center of a Cartesian
65 Most commands are selected with a single letter or digit.
66 For example, one may move by hitting 'W', 'S', 'N', or 'E',
67 (lower case may also be used, at no time is the game case dependent).
68 One may also use 'H', 'J', 'K', 'L',
69 for movement, similar to
71 To move to a specific (x, y) coordinate, use the
74 The distance a character can move is calculated by
77 Moving in a compass direction will move the player the maximum
78 allowed distance in that direction.
80 A player may see who else is playing by using the
83 One may see the coordinates of those who are the same
84 distance or closer to the origin as he/she.
87 .Em council of the wise
88 can see and can be seen by everyone.
91 removes these restrictions.
93 One can talk to other players with the
96 In general, this is a line or so of text.
100 when prompted for a message.
104 ('4') option shows additional characteristics of a player.
106 One may leave the game either with the
110 One may rest by default.
111 Resting lets one regain maximum
113 and also lets one find
115 (more is found for larger levels and further distances from the origin).
117 One may call a monster by hitting '9' or 'C'.
119 Use 'X' to examine other players.
121 One may quit or execute a sub-shell by hitting interrupt.
122 Quitting during battle results in death for obvious reasons.
124 Several other options become available as the player progresses in
128 or to other stations in the game
130 .Em council of the wise ,
132 These are described elsewhere.
133 In general, a control-L will force the redrawing of the screen.
135 Other things which may happen are more or less self-explanatory.
136 .Ss Fighting Monsters
137 A player has several options while fighting monsters.
139 .Bl -tag -width ".Ic skirmish" -offset indent
141 Inflicts damage on the monster, based upon
143 Also decreases the monster's
147 Inflicts a little less damage than
149 but decreases the monster's
154 Success is based upon both the player's and the monster's
159 Several options for throwing spells (described elsewhere).
161 Hits the monster one plus the player's
163 and gives the player 10% of the monster's
165 Decreases the monster's
167 an amount proportional to the amount granted.
168 This also increases the monster's quickness.
169 Paralyzed monsters wake up very fast when nicked.
171 This is essentially a battle of wits with the monster.
172 Success is based upon the player's and the monster's
174 The player gets credit for slaying the monster if he/she succeeds.
175 Otherwise, nothing happens, and the chance to
179 .Ss Character Statistics
180 .Bl -tag -width ".Em quickness" -offset indent
182 determines how much damage a character can inflict.
184 determines how many chances a character gets to make decisions while fighting.
186 specifies how much damage a character may endure before dying.
188 determines which spells a character may throw, and how effective those
191 basically, the character's intelligence; used for various fighting options
194 used as a power source for throwing spells.
196 gained by fighting monsters and other characters.
198 indicative of how much experience a character has accumulated; progresses
203 sickness which degrades a character's performance (affects
208 accumulated as a character does certain nasty things; used only rarely
209 in normal play of the game.
211 of player; roughly equivalent to number of turns.
214 increases, many personal statistics degenerate.
217 Character statistics are rolled randomly from the above list, according
219 The types are as follows:
220 .Bl -tag -width ".Em experimento" -offset indent
227 Must rely on wits and magic to survive.
233 fairly good in other areas.
234 This adds up to a well-equipped fighter.
248 but with a tendency to be rather slow and not too bright.
250 rather quick and smart, with high
259 very mediocre in all areas.
262 may be placed almost anywhere within the playing grid.
265 The possible ranges for starting statistics are summarized in
270 Type Strength Quick Mana Energy Brains Magic
272 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
273 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
274 Elf 35-45 32-38 45-90 30-50 40-65 4-7
275 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
276 Halfling 20-25 34 25-45 55-90 40-75 1-4
277 Experimento 25 27 100 35 25 2
279 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
280 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
281 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
282 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
283 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
284 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
285 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
286 .\" .It Experimento 25 27 100 35 25 2
289 Not only are the starting characteristics different for the different
290 character types, the characteristics progress at different rates for the
291 different types as the character goes up in
294 characteristics progress randomly as one of the other types.
295 The progression as characters increase in
297 is summarized in the following table.
303 Type Strength Mana Energy Brains Magic
305 Mag. User 2.0 75 20 6 2.75
306 Fighter 3.0 40 30 3.0 1.5
307 Elf 2.5 65 25 4.0 2.0
309 Halfling 2.0 30 30 4.5 1
312 The character type also determines how much gold a player may
313 carry, how long until
315 can overcome the player, and how much
317 the player can withstand.
319 During the course of the game, the player may exercise his/her
321 These cases are described below.
322 .Bl -tag -width ".Ic all or nothing" -offset indent
324 .Em magic level necessary :
328 35 plus 3 per rest period
330 Used during normal play.
331 Prevents monsters from finding the character,
332 as well as hiding the player from other players.
333 His/her coordinates show up as '?' in the
336 Players cannot collect
338 find trading posts, or discover the
341 Calling a monster uncloaks, as well as choosing this option while cloaked.
343 .Em magic level necessary :
349 Used during normal play.
350 Allows the player to move with much more freedom than with the
352 option, at the price of expending mana.
353 The maximum distance possible to move is based upon
358 .Em magic level necessary :
365 Used during inter-terminal battle.
370 Hits much harder than a normal hit.
371 .It Ic all or nothing
372 .Em magic level necessary :
378 Used while combating monsters.
379 Has a 25% chance of working.
380 If it works it hits the monster just enough to kill it.
381 If it fails, it doesn't hit the monster, and doubles the monster's
385 Paralyzed monsters wake up much quicker as a result of this spell.
387 .Em magic level necessary :
393 Used while combating monsters.
394 Hits the monster based upon the amount of
398 Guaranteed to hit at least 10 per
401 .Em magic level necessary :
407 Used during monster combat.
408 Throws up a shield to protect from damage.
409 The shield is added to actual energy level, and is a fixed number, based
411 Normally, damage occurs first to the shield, and then to the players actual
414 .Em magic level necessary :
420 Used during monster combat.
421 Transforms the monster randomly into one of the 100 monsters from
423 .It Ic increase might
424 .Em magic level necessary :
430 Used during combat with monsters.
431 Increases strength up to a maximum.
433 .Em magic level necessary :
439 Used while fighting monsters.
440 Makes it harder for the monster to hit, by temporarily increasing the player's
442 This spell may be thrown several times, but a maximum level will be reached.
444 .Em magic level necessary :
450 Used during monster combat.
451 Transports the monster away from the player.
452 Success is based upon player's
458 If it fails the player is transported instead.
459 60% of the time, the monster will drop any treasure it was carrying.
461 .Em magic level necessary :
467 Used during monster combat.
469 the monster by putting its
472 The monster will slowly wake up.
473 Success is based upon player's
477 If it fails, nothing happens.
479 .Em magic level necessary :
485 Used during monster combat only by
488 .Em council of the wise .
489 Allows the player to pick which monster to fight.
492 Monsters get bigger as one moves farther from the origin (0,0).
493 Rings of distance 125 from the origin determine the size.
499 are multiplied by the size.
501 is increased 50% per size over one, and
503 remains the same, regardless of size.
505 Also, nastier monsters are found as one progress farther out from the origin.
506 Monsters also may flock.
507 The percent chance of that happening is designated as
509 in the monster listing.
510 Monsters outside the first ring
511 may carry treasure, as determined by their treasure type.
512 Flocking monsters, and bigger monsters increase the chances of treasure.
514 Certain monsters have special abilities; they are as follows:
515 .Bl -tag -width ".Em Assorted Faeries"
517 can only be subdued if the player is in possession of a
520 has random characteristics, including treasure type.
522 will pick another name from the list of monsters in order to confuse.
525 Does not like to be hit (especially nicked),
526 and many spells do not work well (or at all) against him.
532 also a very nasty person.
533 She will permanently sap
543 may turn a player's gems into gold pieces, or scramble her/his stats.
545 can transport a player.
547 inflicts damage by taking away
557 or neutralize part of one's
560 may take half a player's
566 may get nasty and steal one gold piece and run away.
568 may bite, inflicting the equivalent of one
570 .It Em Assorted Faeries
571 These are killed if attacking someone carrying
574 .Em Cluricaun , Fir Darrig , Fachan ,
575 .Em Ghille Dhu , Bogle , Killmoulis ,
579 may bite, inflicting \(12 of a
582 will call one of its (much bigger) buddies if picked upon.
584 will become bored with battle, fart, and run off.
588 from a player, if given the chance.
590 may inflict damage through a
594 instead of any shield the player may have thrown up.
595 This is a very easy way to die.
597 loves metal and will steal all the metal treasures from a player if able.
602 and also takes one from the player's
605 may tire of battle, and leave after calling one of his friends
613 .Em council of the wise , valar ,
618 end when either he or the player dies.
619 His characteristics are calculated based upon the player's.
620 The player is given the chance to ally with him.
632 may make a player blind.
635 The various treasure types are as follows:
636 .Bl -tag -width "Type twelve/thirteen"
647 \- subtracts 0.25 sin.
650 \- protects from cursed treasure.
654 .Em assorted faeries .
657 \- reduces sin by 25% and adds some mana.
674 .It Type four (scrolls)
676 \- throws a bigger than normal
680 \- temporarily puts the finder's
684 .Em ten fold strength
685 \- multiplies finder's strength by ten.
688 \- allows finder to pick next monster to battle.
690 .Em general knowledge
696 All the scrolls except
697 .Em general knowledge
698 automatically call a monster.
699 These preserve any spells that were already in effect, but are only in
700 effect while in battle.
716 \- rests to maximum; adds
724 and adds permanently to
733 \- protects from cursed treasure (used before
735 used in conjunction with
754 to -2, or subtracts two from
759 \- allows finder to move anywhere.
767 \- allows the player to become
776 rests to maximum, kills
780 and gives bearer first hit on all monsters.
787 \- adds permanently to
791 \- allows one to see all the other players; used by
792 .Em council of the wise
795 .It Type twelve/thirteen
797 \- allows one to hit much harder in battle, etc.
800 Any treasure type 10-13 monsters may instead carry a type nine treasure.
802 A monster may also be carrying
811 is worth 1000 gold pieces.
814 will slow a player down.
815 One may carry 1000 plus 200 per
821 weighs one half a gold piece.
822 Monsters of treasure type 7 or higher may carry
825 The chance of a cursed treasure is based upon treasure type.
826 The more valuable treasures have a greater chance of being cursed.
827 A cursed treasure knocks
829 very low, and adds 0.25
837 They come in four different flavors.
840 rest the player to maximum and cause him/her to hit much harder
841 in battle with monsters (assuming one has chosen to use the
847 are cursed and come either from
851 After a few times of using these types, the player falls
852 under the control of the
854 and strange, random things will occur.
855 Eventually, the player dies, and gives his/her name to a monster
859 is used up also renames the monster.
861 The two remaining types of
863 are much more benign.
866 is good for a limited number of battle rounds, and will save
867 the player from death if it was being used when he/she died.
870 is the same, except that it never is used up.
872 disappear after saving someone from death.
875 occur much more often than normal ones.
876 It is usually not a good idea to pick one up.
877 The only way to get rid of a
879 is to have a monster steal it.
888 in the range of 10 to 1000 to be able to find a
890 When a player with one or more
899 Once a player is king, he/she may do certain things while in
900 the Lord's Chamber (0,0).
901 These are exercised with the
904 .Bl -tag -width ".Ic collect taxes"
906 This is done to another player.
907 It randomly moves the affected player about.
910 protects from transports.
912 This is done to another player.
913 It is analogous to cursed treasure, but worse.
918 very low, and degrades the maximum energy.
923 protects from king's curses.
925 The king may put a number of these scattered about
926 his/her kingdom as he/she pleases.
927 If a player hits one, he/she loses
931 The energy void disappears after being hit.
933 This is also done to another player.
934 The king may wish to reward one or more loyal subjects by sharing his/her
937 Or it is a convenient way to dispose of some unwanted deadweight.
939 Everyone pays 7% tax on all
943 acquired, regardless of the existence of a
945 The king collects the accrued taxes with this option.
952 anywhere for free by using the origin as a starting place.
953 .Ss Council of the Wise, Valar
954 A player automatically becomes a member of the
955 .Em council of the wise
956 upon reaching level 3000.
957 Members of the council cannot have
959 Members of the council have a few extra options which they can exercise.
960 These are exercised with the
965 options cost 1000 mana.
971 This is just a quick way for that player to be rested
972 to maximum and lose a little
974 The main purpose in life for members of the council is to seek the
981 The distance cited by the seek is accurate within 10%, in order
982 not to make it too easy to find the grail.
983 A player must have infinitesimally small
985 or else it's all over upon finding the grail.
986 In order to help members of the council on their quest, they
991 Upon finding the grail, the player advances to position of
993 He/she may then exercise more and niftier options under
995 These include all of the council members' options plus the
996 ability to move other players about, bless them, and throw monsters at
1000 blessing has the same effect as the treasure
1002 except that the affected player does not get his/her
1007 options which affect other players age the player who uses them.
1009 are essentially immortal, but are actually given five lives.
1010 If these are used up, the player is left to die, and becomes an
1015 .Ic move , teleport ,
1017 (An exception to this is if the
1021 This is to allow him/her to dispose of excess
1023 Any monsters which a
1025 encounters are based upon his/her size.
1026 Only one valar may exist at a time.
1027 The current valar is replaced when another player finds the grail.
1028 The valar is then bumped back to the council of the wise.
1032 is usually the owner of the game, and the one who maintains
1033 the associated files.
1036 is granted special powers within the game, if it is invoked
1042 plays no different from other players.
1045 abilities are outlined below.
1046 .Bl -tag -width ".Ic super character type"
1047 .It Ic change players
1048 When examining a player, (game invoked with
1050 or use 'X' from within game), the
1052 may also change the player.
1061 is added to kill any offensive players.
1062 .It Ic super character type
1063 An extra character type is added.
1064 This character starts with the
1065 maximum possible in all statistics, selected from the other character types.
1068 character's statistics also progress at the maximum possible rate, selected
1069 from the other character types.
1072 Certain regions of the playing grid have different names.
1073 In general, this is only to give the player some idea of
1074 his/her present location.
1075 Some special places do exist.
1076 .Bl -tag -width ".Em Trading Posts"
1077 .It Em Trading Posts
1078 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1079 Trading posts farther out have more things for sale.
1080 Be careful about cheating the merchants there, as they have short tempers.
1081 Merchants are dishonest about 5% of the time.
1082 .It Em Lord's Chamber
1083 This is located at (0,0).
1087 .It Em Point of \&No Return
1088 This is located beyond 1.2e+6 in any direction.
1089 The only way to return from here is a
1093 relocate the player.
1095 This is a band located fairly distant from the origin.
1096 The first fourteen monsters (water monsters) can normally only be found here.
1098 This place is where the
1101 It is associated with no particular coordinate on the playing grid.
1104 Once a player reaches
1106 5, the game will start to time out waiting for input.
1107 This is to try to keep the game a bit faster paced.
1111 will never be disgusted with your
1113 if they are less than one.
1117 wants half of a player's
1120 Offering more than one has, or a negative amount will anger the
1122 who will make the player worse (add one
1127 does little for those who are not ready to behold it.
1128 Whenever anyone finds it, it moves.
1129 It is always located within 1e+6 in any compass direction of the origin.
1131 There is a maximum amount of
1135 a player may posses, based upon
1138 is always limited to a maximum of 99.
1145 based upon the number bought.
1146 It is unwise, however to buy more than 1/10 of one's
1150 Players over level 10000 are automatically retired.
1154 goes away in random time.
1158 are identified with a '*' before their character type.
1159 .Ss Inter-terminal Battle
1160 When two player's coordinates correspond, they may engage in battle.
1161 In general, the player with the highest
1164 If the two players are severely mismatched, the stronger player
1165 is drastically handicapped for the battle.
1166 In order to protect from being stuck in an infinite loop,
1167 the player waiting for response may time out.
1168 Options for battle are:
1169 .Bl -tag -width ".Ic power blast"
1171 Inflicts damage upon other person.
1174 Has a 75% chance of working.
1178 One-time chance to try to win against the foe.
1179 Has a 10% chance of working.
1182 Sometimes waits for the other player may be excessive, because
1183 he/she may be battling a monster.
1184 Upon slaying a player in battle the winner gets the other's
1188 do not work for inter-terminal battle.
1191 AT\*[Am]T Information Systems, Skokie, IL
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.