1 .\" $FreeBSD: src/games/phantasia/phantasia.6,v 1.6.2.1 2001/07/22 11:32:36 dd Exp $
8 .Nd an interterminal fantasy game
14 is a role playing game which allows players to roll up characters of
15 various types to fight monsters and other players.
16 Progression of characters is based upon gaining experience from fighting
17 monsters (and other players).
19 Most of the game is menu driven and self-explanatory (more or less).
20 The screen is cursor updated, so be sure to set up the
22 variable in your environment.
24 The options provide for a variety of functions to support the game.
26 .Bl -tag -width ".Fl a" -offset indent
28 Get a listing of all character names on file.
30 Show scoreboard of top characters per login.
34 Get a monster listing.
38 Turn on wizard options, if allowed, if running as
43 without header information.
45 Examine/change a particular character on file.
48 The characters are saved on a common file, in order to make the game
49 interactive between players.
50 The characters are given a password in order to retrieve them later.
54 Characters unused for a while will be purged.
55 Characters are only placed on the scoreboard when they die.
58 A number of the player's more important statistics are almost always
59 displayed on the screen, with maximums (where applicable) in
62 The character is placed randomly near the center of a Cartesian
64 Most commands are selected with a single letter or digit.
65 For example, one may move by hitting 'W', 'S', 'N', or 'E',
66 (lower case may also be used, at no time is the game case dependent).
67 One may also use 'H', 'J', 'K', 'L',
68 for movement, similar to
70 To move to a specific (x, y) coordinate, use the
73 The distance a character can move is calculated by
76 Moving in a compass direction will move the player the maximum
77 allowed distance in that direction.
79 A player may see who else is playing by using the
82 One may see the coordinates of those who are the same
83 distance or closer to the origin as he/she.
86 .Em council of the wise
87 can see and can be seen by everyone.
90 removes these restrictions.
92 One can talk to other players with the
95 In general, this is a line or so of text.
99 when prompted for a message.
103 ('4') option shows additional characteristics of a player.
105 One may leave the game either with the
109 One may rest by default.
110 Resting lets one regain maximum
112 and also lets one find
114 (more is found for larger levels and further distances from the origin).
116 One may call a monster by hitting '9' or 'C'.
118 Use 'X' to examine other players.
120 One may quit or execute a sub-shell by hitting interrupt.
121 Quitting during battle results in death for obvious reasons.
123 Several other options become available as the player progresses in
127 or to other stations in the game
129 .Em council of the wise ,
131 These are described elsewhere.
132 In general, a control-L will force the redrawing of the screen.
134 Other things which may happen are more or less self-explanatory.
135 .Ss Fighting Monsters
136 A player has several options while fighting monsters.
138 .Bl -tag -width ".Ic skirmish" -offset indent
140 Inflicts damage on the monster, based upon
142 Also decreases the monster's
146 Inflicts a little less damage than
148 but decreases the monster's
153 Success is based upon both the player's and the monster's
158 Several options for throwing spells (described elsewhere).
160 Hits the monster one plus the player's
162 and gives the player 10% of the monster's
164 Decreases the monster's
166 an amount proportional to the amount granted.
167 This also increases the monster's quickness.
168 Paralyzed monsters wake up very fast when nicked.
170 This is essentially a battle of wits with the monster.
171 Success is based upon the player's and the monster's
173 The player gets credit for slaying the monster if he/she succeeds.
174 Otherwise, nothing happens, and the chance to
178 .Ss Character Statistics
179 .Bl -tag -width ".Em quickness" -offset indent
181 determines how much damage a character can inflict.
183 determines how many chances a character gets to make decisions while fighting.
185 specifies how much damage a character may endure before dying.
187 determines which spells a character may throw, and how effective those
190 basically, the character's intelligence; used for various fighting options
193 used as a power source for throwing spells.
195 gained by fighting monsters and other characters.
197 indicative of how much experience a character has accumulated; progresses
202 sickness which degrades a character's performance (affects
207 accumulated as a character does certain nasty things; used only rarely
208 in normal play of the game.
210 of player; roughly equivalent to number of turns.
213 increases, many personal statistics degenerate.
216 Character statistics are rolled randomly from the above list, according
218 The types are as follows:
219 .Bl -tag -width ".Em experimento" -offset indent
226 Must rely on wits and magic to survive.
232 fairly good in other areas.
233 This adds up to a well-equipped fighter.
247 but with a tendency to be rather slow and not too bright.
249 rather quick and smart, with high
258 very mediocre in all areas.
261 may be placed almost anywhere within the playing grid.
264 The possible ranges for starting statistics are summarized in
269 Type Strength Quick Mana Energy Brains Magic
271 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
272 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
273 Elf 35-45 32-38 45-90 30-50 40-65 4-7
274 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
275 Halfling 20-25 34 25-45 55-90 40-75 1-4
276 Experimento 25 27 100 35 25 2
278 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
279 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
280 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
281 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
282 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
283 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
284 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
285 .\" .It Experimento 25 27 100 35 25 2
288 Not only are the starting characteristics different for the different
289 character types, the characteristics progress at different rates for the
290 different types as the character goes up in
293 characteristics progress randomly as one of the other types.
294 The progression as characters increase in
296 is summarized in the following table.
302 Type Strength Mana Energy Brains Magic
304 Mag. User 2.0 75 20 6 2.75
305 Fighter 3.0 40 30 3.0 1.5
306 Elf 2.5 65 25 4.0 2.0
308 Halfling 2.0 30 30 4.5 1
311 The character type also determines how much gold a player may
312 carry, how long until
314 can overcome the player, and how much
316 the player can withstand.
318 During the course of the game, the player may exercise his/her
320 These cases are described below.
321 .Bl -tag -width ".Ic all or nothing" -offset indent
323 .Em magic level necessary :
327 35 plus 3 per rest period
329 Used during normal play.
330 Prevents monsters from finding the character,
331 as well as hiding the player from other players.
332 His/her coordinates show up as '?' in the
335 Players cannot collect
337 find trading posts, or discover the
340 Calling a monster uncloaks, as well as choosing this option while cloaked.
342 .Em magic level necessary :
348 Used during normal play.
349 Allows the player to move with much more freedom than with the
351 option, at the price of expending mana.
352 The maximum distance possible to move is based upon
357 .Em magic level necessary :
364 Used during inter-terminal battle.
369 Hits much harder than a normal hit.
370 .It Ic all or nothing
371 .Em magic level necessary :
377 Used while combating monsters.
378 Has a 25% chance of working.
379 If it works it hits the monster just enough to kill it.
380 If it fails, it doesn't hit the monster, and doubles the monster's
384 Paralyzed monsters wake up much quicker as a result of this spell.
386 .Em magic level necessary :
392 Used while combating monsters.
393 Hits the monster based upon the amount of
397 Guaranteed to hit at least 10 per
400 .Em magic level necessary :
406 Used during monster combat.
407 Throws up a shield to protect from damage.
408 The shield is added to actual energy level, and is a fixed number, based
410 Normally, damage occurs first to the shield, and then to the players actual
413 .Em magic level necessary :
419 Used during monster combat.
420 Transforms the monster randomly into one of the 100 monsters from
422 .It Ic increase might
423 .Em magic level necessary :
429 Used during combat with monsters.
430 Increases strength up to a maximum.
432 .Em magic level necessary :
438 Used while fighting monsters.
439 Makes it harder for the monster to hit, by temporarily increasing the player's
441 This spell may be thrown several times, but a maximum level will be reached.
443 .Em magic level necessary :
449 Used during monster combat.
450 Transports the monster away from the player.
451 Success is based upon player's
457 If it fails the player is transported instead.
458 60% of the time, the monster will drop any treasure it was carrying.
460 .Em magic level necessary :
466 Used during monster combat.
468 the monster by putting its
471 The monster will slowly wake up.
472 Success is based upon player's
476 If it fails, nothing happens.
478 .Em magic level necessary :
484 Used during monster combat only by
487 .Em council of the wise .
488 Allows the player to pick which monster to fight.
491 Monsters get bigger as one moves farther from the origin (0,0).
492 Rings of distance 125 from the origin determine the size.
498 are multiplied by the size.
500 is increased 50% per size over one, and
502 remains the same, regardless of size.
504 Also, nastier monsters are found as one progress farther out from the origin.
505 Monsters also may flock.
506 The percent chance of that happening is designated as
508 in the monster listing.
509 Monsters outside the first ring
510 may carry treasure, as determined by their treasure type.
511 Flocking monsters, and bigger monsters increase the chances of treasure.
513 Certain monsters have special abilities; they are as follows:
514 .Bl -tag -width ".Em Assorted Faeries"
516 can only be subdued if the player is in possession of a
519 has random characteristics, including treasure type.
521 will pick another name from the list of monsters in order to confuse.
524 Does not like to be hit (especially nicked),
525 and many spells do not work well (or at all) against him.
531 also a very nasty person.
532 She will permanently sap
542 may turn a player's gems into gold pieces, or scramble her/his stats.
544 can transport a player.
546 inflicts damage by taking away
556 or neutralize part of one's
559 may take half a player's
565 may get nasty and steal one gold piece and run away.
567 may bite, inflicting the equivalent of one
569 .It Em Assorted Faeries
570 These are killed if attacking someone carrying
573 .Em Cluricaun , Fir Darrig , Fachan ,
574 .Em Ghille Dhu , Bogle , Killmoulis ,
578 may bite, inflicting \(12 of a
581 will call one of its (much bigger) buddies if picked upon.
583 will become bored with battle, fart, and run off.
587 from a player, if given the chance.
589 may inflict damage through a
593 instead of any shield the player may have thrown up.
594 This is a very easy way to die.
596 loves metal and will steal all the metal treasures from a player if able.
601 and also takes one from the player's
604 may tire of battle, and leave after calling one of his friends
612 .Em council of the wise , valar ,
617 end when either he or the player dies.
618 His characteristics are calculated based upon the player's.
619 The player is given the chance to ally with him.
631 may make a player blind.
634 The various treasure types are as follows:
635 .Bl -tag -width "Type twelve/thirteen"
646 \- subtracts 0.25 sin.
649 \- protects from cursed treasure.
653 .Em assorted faeries .
656 \- reduces sin by 25% and adds some mana.
673 .It Type four (scrolls)
675 \- throws a bigger than normal
679 \- temporarily puts the finder's
683 .Em ten fold strength
684 \- multiplies finder's strength by ten.
687 \- allows finder to pick next monster to battle.
689 .Em general knowledge
695 All the scrolls except
696 .Em general knowledge
697 automatically call a monster.
698 These preserve any spells that were already in effect, but are only in
699 effect while in battle.
715 \- rests to maximum; adds
723 and adds permanently to
732 \- protects from cursed treasure (used before
734 used in conjunction with
753 to -2, or subtracts two from
758 \- allows finder to move anywhere.
766 \- allows the player to become
775 rests to maximum, kills
779 and gives bearer first hit on all monsters.
786 \- adds permanently to
790 \- allows one to see all the other players; used by
791 .Em council of the wise
794 .It Type twelve/thirteen
796 \- allows one to hit much harder in battle, etc.
799 Any treasure type 10-13 monsters may instead carry a type nine treasure.
801 A monster may also be carrying
810 is worth 1000 gold pieces.
813 will slow a player down.
814 One may carry 1000 plus 200 per
820 weighs one half a gold piece.
821 Monsters of treasure type 7 or higher may carry
824 The chance of a cursed treasure is based upon treasure type.
825 The more valuable treasures have a greater chance of being cursed.
826 A cursed treasure knocks
828 very low, and adds 0.25
836 They come in four different flavors.
839 rest the player to maximum and cause him/her to hit much harder
840 in battle with monsters (assuming one has chosen to use the
846 are cursed and come either from
850 After a few times of using these types, the player falls
851 under the control of the
853 and strange, random things will occur.
854 Eventually, the player dies, and gives his/her name to a monster
858 is used up also renames the monster.
860 The two remaining types of
862 are much more benign.
865 is good for a limited number of battle rounds, and will save
866 the player from death if it was being used when he/she died.
869 is the same, except that it never is used up.
871 disappear after saving someone from death.
874 occur much more often than normal ones.
875 It is usually not a good idea to pick one up.
876 The only way to get rid of a
878 is to have a monster steal it.
887 in the range of 10 to 1000 to be able to find a
889 When a player with one or more
898 Once a player is king, he/she may do certain things while in
899 the Lord's Chamber (0,0).
900 These are exercised with the
903 .Bl -tag -width ".Ic collect taxes"
905 This is done to another player.
906 It randomly moves the affected player about.
909 protects from transports.
911 This is done to another player.
912 It is analogous to cursed treasure, but worse.
917 very low, and degrades the maximum energy.
922 protects from king's curses.
924 The king may put a number of these scattered about
925 his/her kingdom as he/she pleases.
926 If a player hits one, he/she loses
930 The energy void disappears after being hit.
932 This is also done to another player.
933 The king may wish to reward one or more loyal subjects by sharing his/her
936 Or it is a convenient way to dispose of some unwanted deadweight.
938 Everyone pays 7% tax on all
942 acquired, regardless of the existence of a
944 The king collects the accrued taxes with this option.
951 anywhere for free by using the origin as a starting place.
952 .Ss Council of the Wise, Valar
953 A player automatically becomes a member of the
954 .Em council of the wise
955 upon reaching level 3000.
956 Members of the council cannot have
958 Members of the council have a few extra options which they can exercise.
959 These are exercised with the
964 options cost 1000 mana.
970 This is just a quick way for that player to be rested
971 to maximum and lose a little
973 The main purpose in life for members of the council is to seek the
980 The distance cited by the seek is accurate within 10%, in order
981 not to make it too easy to find the grail.
982 A player must have infinitesimally small
984 or else it's all over upon finding the grail.
985 In order to help members of the council on their quest, they
990 Upon finding the grail, the player advances to position of
992 He/she may then exercise more and niftier options under
994 These include all of the council members' options plus the
995 ability to move other players about, bless them, and throw monsters at
999 blessing has the same effect as the treasure
1001 except that the affected player does not get his/her
1006 options which affect other players age the player who uses them.
1008 are essentially immortal, but are actually given five lives.
1009 If these are used up, the player is left to die, and becomes an
1014 .Ic move , teleport ,
1016 (An exception to this is if the
1020 This is to allow him/her to dispose of excess
1022 Any monsters which a
1024 encounters are based upon his/her size.
1025 Only one valar may exist at a time.
1026 The current valar is replaced when another player finds the grail.
1027 The valar is then bumped back to the council of the wise.
1031 is usually the owner of the game, and the one who maintains
1032 the associated files.
1035 is granted special powers within the game, if it is invoked
1041 plays no different from other players.
1044 abilities are outlined below.
1045 .Bl -tag -width ".Ic super character type"
1046 .It Ic change players
1047 When examining a player, (game invoked with
1049 or use 'X' from within game), the
1051 may also change the player.
1060 is added to kill any offensive players.
1061 .It Ic super character type
1062 An extra character type is added.
1063 This character starts with the
1064 maximum possible in all statistics, selected from the other character types.
1067 character's statistics also progress at the maximum possible rate, selected
1068 from the other character types.
1071 Certain regions of the playing grid have different names.
1072 In general, this is only to give the player some idea of
1073 his/her present location.
1074 Some special places do exist.
1075 .Bl -tag -width ".Em Trading Posts"
1076 .It Em Trading Posts
1077 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1078 Trading posts farther out have more things for sale.
1079 Be careful about cheating the merchants there, as they have short tempers.
1080 Merchants are dishonest about 5% of the time.
1081 .It Em Lord's Chamber
1082 This is located at (0,0).
1086 .It Em Point of \&No Return
1087 This is located beyond 1.2e+6 in any direction.
1088 The only way to return from here is a
1092 relocate the player.
1094 This is a band located fairly distant from the origin.
1095 The first fourteen monsters (water monsters) can normally only be found here.
1097 This place is where the
1100 It is associated with no particular coordinate on the playing grid.
1103 Once a player reaches
1105 5, the game will start to time out waiting for input.
1106 This is to try to keep the game a bit faster paced.
1110 will never be disgusted with your
1112 if they are less than one.
1116 wants half of a player's
1119 Offering more than one has, or a negative amount will anger the
1121 who will make the player worse (add one
1126 does little for those who are not ready to behold it.
1127 Whenever anyone finds it, it moves.
1128 It is always located within 1e+6 in any compass direction of the origin.
1130 There is a maximum amount of
1134 a player may posses, based upon
1137 is always limited to a maximum of 99.
1144 based upon the number bought.
1145 It is unwise, however to buy more than 1/10 of one's
1149 Players over level 10000 are automatically retired.
1153 goes away in random time.
1157 are identified with a '*' before their character type.
1158 .Ss Inter-terminal Battle
1159 When two player's coordinates correspond, they may engage in battle.
1160 In general, the player with the highest
1163 If the two players are severely mismatched, the stronger player
1164 is drastically handicapped for the battle.
1165 In order to protect from being stuck in an infinite loop,
1166 the player waiting for response may time out.
1167 Options for battle are:
1168 .Bl -tag -width ".Ic power blast"
1170 Inflicts damage upon other person.
1173 Has a 75% chance of working.
1177 One-time chance to try to win against the foe.
1178 Has a 10% chance of working.
1181 Sometimes waits for the other player may be excessive, because
1182 he/she may be battling a monster.
1183 Upon slaying a player in battle the winner gets the other's
1187 do not work for inter-terminal battle.
1190 AT\*[Am]T Information Systems, Skokie, IL
1192 All screen formats assume at least 24 lines by at least 80 columns.
1193 No provisions are made for when any of the data items get too big
1194 for the allotted space on the screen.