1 .\" $NetBSD: phantasia.6,v 1.4 2001/04/02 22:41:43 wiz Exp $
8 .Nd an interterminal fantasy game
14 is a role playing game
15 which allows players to roll up characters of various types to fight
16 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 aaa -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. The characters are given a password
52 in order to retrieve them later. Only characters above
54 zero are saved. Characters unused for awhile will be purged.
55 Characters are only placed on the scoreboard when they die.
57 Edward Estes, AT&T Information Systems, Skokie, IL
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
74 ('1') command. 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
82 ('2') option. 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. A
89 removes these restrictions.
91 One can talk to other players with the
93 ('3') option. In general, this is a line or so of text. To remove a current
94 message, just type <return> when prompted for a message.
98 ('4') option shows additional characteristics of a player.
100 One may leave the game either with the
104 One may rest by default. Resting lets one regain maximum
106 and also lets one find
108 (more is found for larger levels and further distances from the origin).
110 One may call a monster by hitting '9' or 'C'.
112 Use 'X' to examine other players.
114 One may quit or execute a sub-shell by hitting interrupt.
115 Quitting during battle results in death for obvious reasons.
117 Several other options become available as the player progresses in
121 or to other stations in the game (
123 .Em council of the wise ,
125 These are described elsewhere.
126 In general, a control-L will force the redrawing of the screen.
128 Other things which may happen are more or less self-explanatory.
129 .Ss "Fighting Monsters"
130 A player has several options while fighting monsters. They are as follows:
131 .Bl -tag -width skirmish -offset indent
133 Inflicts damage on the monster, based upon
135 Also decreases the monster's
139 Inflicts a little less damage than
141 but decreases the monster's
145 Attempt to run away. Success is based upon both the player's and
151 Several options for throwing spells (described elsewhere).
153 Hits the monster one plus the player's
155 and gives the player 10% of the monster's
157 Decreases the monster's
159 an amount proportional to the amount granted.
160 This also increases the monster's quickness.
161 Paralyzed monsters wake up very fast when nicked.
163 This is essentially a battle of wits with the monster. Success is based
164 upon the player's and the monster's
166 The player gets credit for slaying the monster if he/she succeeds.
167 Otherwise, nothing happens, and the chance to
171 .Ss "Character Statistics"
172 .Bl -tag -width quickness -offset indent
174 determines how much damage a character can inflict.
176 determines how many chances a character gets to make decisions while
179 specifies how much damage a character may endure before dying.
181 determines which spells a character may throw, and how effective those
184 basically, the character's intelligence; used for various fighting options
187 used as a power source for throwing spells.
189 gained by fighting monsters and other characters.
191 indicative of how much experience a character has accumulated; progresses
196 sickness which degrades a character's performance (affects
201 accumulated as a character does certain nasty things; used only rarely
202 in normal play of the game.
204 of player; roughly equivalent to number of turns.
207 increases, many personal statistics degenerate.
209 .Ss "Character Types"
210 Character statistics are rolled randomly from the above list, according
211 to character type. The types are as follows:
212 .Bl -tag -width "experimento" -offset indent
218 weak in other areas. Must rely on wits and magic to survive.
224 fairly good in other areas. This adds up to a well-equipped fighter.
238 but with a tendency to be rather slow and not too bright.
240 rather quick and smart, with high
249 very mediocre in all areas. However, the
251 may be placed almost anywhere within the playing grid.
254 The possible ranges for starting statistics are summarized in
259 Type Strength Quick Mana Energy Brains Magic
261 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
262 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
263 Elf 35-45 32-38 45-90 30-50 40-65 4-7
264 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
265 Halfling 20-25 34 25-45 55-90 40-75 1-4
266 Experimento 25 27 100 35 25 2
268 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
269 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
270 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
271 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
272 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
273 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
274 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
275 .\" .It Experimento 25 27 100 35 25 2
278 Not only are the starting characteristics different for the different
279 character types, the characteristics progress at different rates for the
280 different types as the character goes up in
282 .Em Experimentoes Ns '
283 characteristics progress randomly as one of the other types.
284 The progression as characters increase in
286 is summarized in the following table.
291 Type Strength Mana Energy Brains Magic
293 Mag. User 2.0 75 20 6 2.75
294 Fighter 3.0 40 30 3.0 1.5
295 Elf 2.5 65 25 4.0 2.0
297 Halfling 2.0 30 30 4.5 1
300 The character type also determines how much gold a player may
301 carry, how long until
303 can overcome the player, and how much
305 the player can withstand.
307 During the course of the game, the player may exercise his/her
308 magic powers. These cases are described below.
309 .Bl -tag -width "all or nothing" -offset indent
311 .Em magic level necessary :
315 35 plus 3 per rest period
317 Used during normal play. Prevents monsters from finding the character,
318 as well as hiding the player from other players. His/her coordinates
319 show up as '?' in the
321 option. Players cannot collect
323 find trading posts, or discover the
325 while cloaked. Calling a monster uncloaks, as well as choosing
326 this option while cloaked.
328 .Em magic level necessary :
334 Used during normal play. Allows the player to move with much more freedom
337 option, at the price of expending mana. The maximum distance possible
338 to move is based upon
343 .Em magic level necessary :
350 Used during inter-terminal battle. Damage is based upon
354 Hits much harder than a normal hit.
355 .It Ic all or nothing
356 .Em magic level necessary :
362 Used while combating monsters.
363 Has a 25% chance of working. If it works it hits the monster just enough
364 to kill it. If it fails, it doesn't hit the monster, and doubles the
369 Paralyzed monsters wake up much quicker as a result of this spell.
371 .Em magic level necessary :
377 Used while combating monsters. Hits the monster based upon the amount
382 Guaranteed to hit at least 10 per
385 .Em magic level necessary :
391 Used during monster combat. Throws up a shield to protect from damage.
392 The shield is added to actual energy level, and is a fixed number, based
393 upon maximum energy. Normally, damage occurs first to the shield, and
394 then to the players actual
397 .Em magic level necessary :
403 Used during monster combat. Transforms the monster randomly into one
404 of the 100 monsters from the monster file.
405 .It Ic increase might
406 .Em magic level necessary :
412 Used during combat with monsters. Increases strength up to a maximum.
414 .Em magic level necessary :
420 Used while fighting monsters. Makes it harder for the monster to hit,
421 by temporarily increasing the player's
423 This spell may be thrown several times, but a maximum level will be reached.
425 .Em magic level necessary :
431 Used during monster combat. Transports the monster away from the
432 player. Success is base upon player's
438 If it fails the player is transported instead. 60% of the time, the monster
439 will drop any treasure it was carrying.
441 .Em magic level necessary :
447 Used during monster combat.
449 the monster by putting its
451 slightly negative. The monster will slowly wake up. Success is based
456 If it fails, nothing happens.
458 .Em magic level necessary :
464 Used during monster combat only by
467 .Em council of the wise .
468 Allows the player to pick which monster to fight.
471 Monsters get bigger as one moves farther from the origin (0,0). Rings of
472 distance 125 from the origin determine the size. A monster's
477 are multiplied by the size.
479 is increased 50% per size over one, and
481 remains the same, regardless of size.
483 Also, nastier monsters are found as one progress farther out
484 from the origin. Monsters also may flock. The percent chance of that
485 happening is designated as
487 in the monster listing. Monsters outside the first ring
488 may carry treasure, as determined by their treasure type.
489 Flocking monsters, and bigger monsters increase the chances of treasure.
491 Certain monsters have special abilities; they are as follows:
492 .Bl -tag -width "Assorted Faeries"
494 can only be subdued if the player is in possession of a
497 has random characteristics, including treasure type.
499 will pick another name from the list of monsters in order to
502 very nasty person. Does not like to be hit (especially nicked),
503 and many spells do not work well (or at all) against him.
509 also a very nasty person. She will permanently sap
519 may turn a player's gems into gold pieces,
520 or scramble her/his stats.
522 can transport a player.
524 inflicts damage by taking away
534 or neutralize part of one's
537 may take half a player's
543 may get nasty and steal one gold piece and run away.
545 may bite, inflicting the equivalent of one
547 .It Em Assorted Faeries
548 These are killed if attacking someone carrying
551 .Em Cluricaun , Fir Darrig , Fachan ,
552 .Em Ghille Dhu , Bogle , Killmoulis ,
556 may bite, inflicting 1/2 of a
559 will call one of its (much bigger) buddies if picked upon.
561 will become bored with battle, fart, and run off.
565 from a player, if given the chance.
567 may inflict damage through a
571 instead of any shield the player may have thrown up.
572 This is a very easy way to die.
574 loves metal and will steal all the metal treasures from
577 can bite and poison. This inflicts five
579 and also takes one from the player's
582 may tire of battle, and leave after calling one of his friends
590 .Em council of the wise , valar ,
595 end when either he or the player dies. His characteristics
596 are calculated based upon the player's. The player is given
597 the chance to ally with him. No magic, except
608 may make a player blind.
611 The various treasure types are as follows:
612 .Bl -tag -width "type twelve/thirteen"
623 \- subtracts 0.25 sin.
627 \- protects from cursed treasure.
631 .Em assorted faeries .
634 \- reduces sin by 25% and adds some mana.
651 .It Type four (scrolls)
653 \- throws a bigger than normal
657 \- temporarily puts the finder's
661 .Em ten fold strength
662 \- multiplies finder's strength by ten.
665 \- allows finder to pick next monster to battle.
667 .Em general knowledge
673 All the scrolls except
674 .Em general knowledge
675 automatically call a monster. These preserve any
676 spells that were already in effect, but are only in
677 effect while in battle.
693 \- rests to maximum; adds
701 and adds permanently to
710 \- protects from cursed treasure (used before
712 used in conjunction with
731 to -2, or subtracts two from
736 \- allows finder to move anywhere.
744 \- allows the player to become
753 rests to maximum, kills
757 and gives bearer first hit on all monsters.
764 \- adds permanently to
768 \- allows one to see all the other players; used by
769 .Em council of the wise
772 .It Type twelve/thirteen
774 \- allows one to hit much harder in battle, etc.
777 Any treasure type 10-13 monsters may instead carry a type nine treasure.
779 A monster may also be carrying
787 is worth 1000 gold pieces. Too much
789 will slow a player down. One may carry 1000 plus 200 per
795 weighs one half a gold piece.
796 Monsters of treasure type 7 or higher may carry
799 The chance of a cursed treasure is based upon treasure type.
800 The more valuable treasures have a greater chance of being cursed.
801 A cursed treasure knocks
803 very low, and adds 0.25
811 They come in four different flavors.
814 rest the player to maximum and cause him/her to hit much harder
815 in battle with monsters (assuming one has chosen to use the
821 are cursed and come either from
825 After a few times of using these types, the player falls
826 under the control of the
828 and strange, random things will occur.
829 Eventually, the player dies, and gives his/her name to a monster
833 is used up also renames the monster.
835 The two remaining types of
837 are much more benign.
840 is good for a limited number of battle rounds, and will save
841 the player from death if it was being used when he/she died.
844 is the same, except that it never is used up.
846 disappear after saving someone from death.
849 occur much more often than normal ones.
850 It is usually not a good idea to pick one up.
851 The only way to get rid of a
853 is to have a monster steal it.
859 and going to (0,0). Players must have a
861 in the range of 10 to 1000 to be able to find a
863 When a player with one or more
872 Once a player is king, he/she may do certain things while in
873 the Lord's Chamber (0,0). These are exercised with the
876 .Bl -tag -width "collect taxes"
878 This is done to another player. It randomly moves the affected
881 protects from transports.
883 This is done to another player. It is analogous to cursed treasure,
884 but worse. It inflicts two
888 very low, and degrades the maximum energy. It also
893 protects from king's curses.
895 The king may put a number of these scattered about
896 his/her kingdom as he/she pleases.
897 If a player hits one, he/she loses
901 The energy void disappears after being hit.
903 This is also done to another player. The king may
904 wish to reward one or more loyal subjects by sharing his/her
907 Or it is a convenient way to dispose of some unwanted
910 Everyone pays 7% tax on all
914 acquired, regardless of the existence of a
916 The king collects the accrued taxes with this option.
923 anywhere for free by using the origin as a starting place.
924 .Ss "Council of the Wise, Valar"
925 A player automatically becomes a member of the
926 .Em council of the wise
927 upon reaching level 3000. Members of the council cannot have
929 Members of the council have a few extra options which they can exercise.
930 These are exercised with the
935 options cost 1000 mana.
940 another player. This is just a quick way for that player to be rested
941 to maximum and lose a little
943 The main purpose in life for members of the council is to seek the
949 option. The distance cited by the seek is accurate within 10%, in order
950 not to make it too easy to find the grail.
951 A player must have infinitesimally small
953 or else it's all over upon finding the grail.
954 In order to help members of the council on their quest, they
959 Upon finding the grail, the player advances to position of
961 He/she may then exercise more and niftier options under
963 These include all of the council members' options plus the
964 ability to move other players about, bless them, and throw monsters at
968 blessing has the same effect as the treasure
970 except that the affected player does not get his/her
975 options which affect other players age the player
978 are essentially immortal, but are actually given five lives.
979 If these are used up, the player is left to die, and becomes an
984 .Ic move , teleport ,
986 (An exception to this is if the
990 This is to allow him/her to dispose of excess
994 encounters are based upon his/her size.
995 Only one valar may exist at a time.
996 The current valar is replaced when another player finds the grail.
997 The valar is then bumped back to the council of the wise.
1001 is usually the owner of the game, and the one who maintains
1002 the associated files.
1005 is granted special powers within the game, if it is invoked
1011 plays no different from other players.
1014 abilities are outlined below.
1015 .Bl -tag -width "super character type"
1016 .It Ic change players
1017 When examining a player, (game invoked with
1019 or use 'X' from within game), the
1021 may also change the player.
1027 options. One extra option,
1029 is added to kill any offensive players.
1030 .It Ic super character type
1031 An extra character type is added. This character starts with the
1032 maximum possible in all statistics, selected from the other character types.
1035 character's statistics also progress at the maximum possible rate, selected
1036 from the other character types.
1038 .Ss "Special Places"
1039 Certain regions of the playing grid have different names.
1040 In general, this is only to give the player some idea of
1041 his/her present location. Some special places do exist.
1042 .Bl -tag -width "Trading Posts"
1043 .It Em Trading Posts
1044 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1045 Trading posts farther out have more things for sale.
1046 Be careful about cheating the merchants there, as they have short
1048 Merchants are dishonest about 5% of the time.
1049 .It Em Lord's Chamber
1050 This is located at (0,0). Only players with
1053 .It Em Point of \&No Return
1054 This is located beyond 1.2e+6 in any direction.
1055 The only way to return from here is a
1059 relocate the player.
1061 This is a band located fairly distant from the origin. The first
1062 fourteen monsters (water monsters) can normally only be found here.
1064 This place is where the
1066 resides. It is associated with no particular coordinate on the
1070 Once a player reaches
1072 5, the game will start to time out waiting for input.
1073 This is to try to keep the game a bit faster paced.
1077 will never be disgusted with your
1079 if they are less than one.
1083 wants half of a player's
1085 to be happy. Offering more than one has, or a negative amount
1088 who will make the player worse (add one
1093 does little for those who are not ready to behold it.
1094 Whenever anyone finds it, it moves.
1095 It is always located within 1e+6 in any compass direction of the origin.
1097 There is a maximum amount of
1101 a player may posses, based upon
1104 is always limited to to a maximum of 99.
1111 based upon the number bought.
1112 It is unwise, however to buy more than 1/10 of one's
1116 Players over level 10000 are automatically retired.
1120 goes away in random time.
1124 are identified with a '*' before their character type.
1125 .Ss "Inter-terminal Battle"
1126 When two player's coordinates correspond, they may engage in battle.
1127 In general, the player with the highest
1130 If the two players are severely mis-matched, the stronger player
1131 is drastically handicapped for the battle.
1132 In order to protect from being stuck in an infinite loop,
1133 the player waiting for response may time out. Options for battle are:
1134 .Bl -tag -width "power blast"
1136 Inflicts damage upon other person.
1138 Escape from battle. Has a 75% chance of working.
1142 One-time chance to try to win against the foe. Has a 10% chance of
1146 Sometimes waits for the other player may be excessive, because
1147 he/she may be battling a monster. Upon slaying a player in battle
1148 the winner gets the other's
1152 do not work for inter-terminal battle.
1154 All screen formats assume at least 24 lines by at least 80 columns.
1155 No provisions are made for when any of the data items get too big
1156 for the allotted space on the screen.