1 .\" $NetBSD: phantasia.6,v 1.12 2009/05/26 00:58:59 dholland Exp $
8 .Nd an interterminal fantasy game
14 is a role-playing game that allows players to create 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 more or less self-explanatory.
20 The screen is cursor updated, so be sure to set up the
22 variable in your environment.
24 .Bl -tag -width aaa -offset indent
26 List all character names on file.
28 Show scoreboard of top characters per login.
36 Turn on wizard mode, if allowed.
37 (Wizard mode is restricted to the super-user.)
39 Skip printing the header.
41 Examine/change a particular character on file.
45 The game is multiplayer and game data is saved in a shared common
47 Characters are password-protected to prevent abuse.
51 Characters that are left unused for sufficiently long will be purged.
52 Characters are only placed on the scoreboard when they die.
54 The world is based on a Cartesian coordinate system.
55 New characters are placed randomly near the origin (center).
57 A number of the player's more important statistics are almost always
58 displayed on the screen, with maximums (where applicable) in
61 Most commands are selected with a single letter or digit.
62 For example, one may move by hitting
68 Lower case may also be used; the game is not case-sensitive.
77 To move to a specific (x, y) coordinate, use the
81 A character can move a maximum distance of
85 Entering a compass direction will move the player the maximum
86 allowed distance in that direction.
91 command shows who else is playing.
92 The exact position is shown for those who are a similar distance or
93 not as far from the origin.
96 .Em council of the wise
97 can see and be seen by everyone.
100 removes these restrictions.
102 One can talk to other players with the
106 This sends a line of text to everyone.
107 To remove the current message, just type
109 when prompted for a message.
114 option shows additional characteristics of a player.
119 command exits the game.
121 One may rest by default.
122 Resting lets one regain maximum
124 and also lets one find
126 More mana is found at larger levels and further distances from the origin.
128 One may call a monster by hitting
135 to examine other players.
137 One may quit or execute a sub-shell by hitting interrupt.
138 Quitting during battle results in death, for obvious reasons.
140 Several further commands become available as the player progresses in
144 or to other stations in the game
146 .Em council of the wise ,
148 These are described elsewhere.
149 In general, a control-L will force the redrawing of the screen.
151 Other things which may happen are more or less self-explanatory.
152 .Ss Fighting Monsters
153 A player has several options while fighting monsters.
155 .Bl -tag -width skirmish -offset indent
157 Inflicts damage on the monster, based upon
159 Also decreases the monster's
163 Inflicts a little less damage than
165 but decreases the monster's
170 Success is based upon both the player's and the monster's
175 Several options for throwing spells (described elsewhere).
177 Hits the monster one plus the player's
179 and gives the player 10% of the monster's
181 Decreases the monster's
183 an amount proportional to the amount granted.
184 This also increases the monster's quickness.
185 Paralyzed monsters wake up very fast when nicked.
187 This is essentially a battle of wits with the monster.
188 Success is based upon the player's and the monster's
190 The player gets credit for slaying the monster if he/she succeeds.
191 Otherwise, nothing happens, and the chance to
195 .Ss Character Statistics
196 .Bl -tag -width energyXlevel -offset indent
198 determines how much damage a character can inflict.
200 determines how many chances a character gets to make decisions while fighting.
202 specifies how much damage a character may endure before dying.
204 determines which spells a character may throw, and how effective those
207 basically, the character's intelligence; used for various fighting options
210 used as a power source for throwing spells.
212 gained by fighting monsters and other characters.
214 indicative of how much experience a character has accumulated; progresses
219 sickness which degrades a character's performance (affects
224 accumulated as a character does certain nasty things; used only rarely
225 in normal play of the game.
227 of player; roughly equivalent to number of turns.
230 increases, many personal statistics degenerate.
233 Character statistics are rolled randomly from the above list, according
235 The types are as follows:
236 .Bl -tag -width "experimento" -offset indent
243 Must rely on wits and magic to survive.
249 fairly good in other areas.
250 This adds up to a well-equipped fighter.
261 but with a tendency to be rather slow and not too bright.
263 rather quick and smart, with high
272 very mediocre in all areas.
275 may be placed almost anywhere within the playing grid.
278 The possible ranges for starting statistics are summarized in
283 Type Strength Quick Mana Energy Brains Magic
285 Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
286 Fighter 40-55 30-35 30-50 45-70 25-45 3-6
287 Elf 35-45 32-38 45-90 30-50 40-65 4-7
288 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
289 Halfling 20-25 34 25-45 55-90 40-75 1-4
290 Experimento 25 27 100 35 25 2
292 .\" .Bl -column "Experimento" "Strength" "Quick" "xxxxxx" "Energy" "Brains" "Magic"
293 .\" .It Sy Charactertype Strength Quick Mana Energy Brains Magic
294 .\" .It "Magic User" 10-15 30-35 50-100 30-45 60-85 5-9
295 .\" .It Fighter 40-55 30-35 30-50 45-70 25-45 3-6
296 .\" .It Elf 35-45 32-38 45-90 30-50 40-65 4-7
297 .\" .It Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
298 .\" .It Halfling 20-25 34 25-45 55-90 40-75 1-4
299 .\" .It Experimento 25 27 100 35 25 2
302 Not only are the starting characteristics different for the different
303 character types, but the characteristics progress at different rates for the
304 different types as the character goes up in
306 .Em Experimentoes Ns '
307 characteristics progress randomly as one of the other types.
308 The progression as characters increase in
310 is summarized in the following table.
316 Type Strength Mana Energy Brains Magic
318 Mag. User 2.0 75 20 6 2.75
319 Fighter 3.0 40 30 3.0 1.5
320 Elf 2.5 65 25 4.0 2.0
322 Halfling 2.0 30 30 4.5 1
325 The character type also determines how much gold a player may
326 carry, how long until
328 can overcome the player, and how much
330 the player can withstand.
332 During the course of the game, the player may exercise his/her
334 These cases are described below.
335 .Bl -tag -width "all or nothing" -offset indent
337 .Em magic level necessary :
341 35 plus 3 per rest period
343 Used during normal play.
344 Prevents monsters from finding the character,
345 as well as hiding the player from other players.
346 His/her coordinates show up as '?' in the
349 Players cannot collect
351 find trading posts, or discover the
354 Calling a monster uncloaks, as does choosing this option while cloaked.
356 .Em magic level necessary :
362 Used during normal play.
363 Allows the player to move with much more freedom than with the
365 option, at the price of expending mana.
366 The maximum distance possible to move is based upon
371 .Em magic level necessary :
378 Used during inter-terminal battle.
383 Hits much harder than a normal hit.
384 .It Ic all or nothing
385 .Em magic level necessary :
391 Used while combating monsters.
392 Has a 25% chance of working.
393 If it works it hits the monster just enough to kill it.
394 If it fails, it doesn't hit the monster, and doubles the monster's
398 Paralyzed monsters wake up much quicker as a result of this spell.
400 .Em magic level necessary :
406 Used while combating monsters.
407 Hits the monster based upon the amount
412 Guaranteed to hit at least 10 per
415 .Em magic level necessary :
421 Used during monster combat.
422 Throws up a shield to protect from damage.
423 The shield is added to actual energy level, and is a fixed number, based
425 Normally, damage occurs first to the shield and then to the players actual
428 .Em magic level necessary :
434 Used during monster combat.
435 Transforms the monster randomly into one of the 100 monsters from
437 .It Ic increase might
438 .Em magic level necessary :
444 Used during combat with monsters.
445 Increases strength up to a maximum.
447 .Em magic level necessary :
453 Used while fighting monsters.
454 Makes it harder for the monster to hit, by temporarily increasing the player's
456 This spell may be thrown several times, but a maximum level will be reached.
458 .Em magic level necessary :
464 Used during monster combat.
465 Transports the monster away from the player.
466 Success is based upon player's
472 If it fails the player is transported instead.
473 60% of the time, the monster will drop any treasure it was carrying.
475 .Em magic level necessary :
481 Used during monster combat.
483 the monster by putting its
486 The monster will slowly wake up.
487 Success is based upon player's
491 If it fails, nothing happens.
493 .Em magic level necessary :
499 Used during monster combat only by
502 .Em council of the wise .
503 Allows the player to pick which monster to fight.
506 Monsters get bigger farther from the origin (0,0).
507 Rings of distance 125 from the origin determine the size.
513 are multiplied by the size.
515 is increased 50% per size over one, and
517 remains the same, regardless of size.
519 Also, nastier monsters are found as one progresses farther out from the origin.
520 Monsters also may flock.
521 The percent chance of that happening is designated as
523 in the monster listing.
524 Monsters outside the first ring
525 may carry treasure, as determined by their treasure type.
526 Flocking monsters, and bigger monsters, increase the chances of treasure.
528 Certain monsters have special abilities, as follows:
529 .Bl -tag -width "Assorted Faeries"
531 can only be subdued if the player is in possession of a
534 has random characteristics, including treasure type.
536 will pick another name from the list of monsters in order to confuse.
539 Does not like to be hit (especially nicked),
540 and many spells do not work well (or at all) against him.
546 also a very nasty person.
547 She will permanently sap
557 may turn a player's gems into gold pieces, or scramble her/his stats.
559 can transport a player.
561 inflicts damage by taking away
571 or neutralize part of one's
574 may take half a player's
580 may get nasty and steal one gold piece and run away.
582 may bite, inflicting the equivalent of one
584 .It Em Assorted Faeries
585 These are killed if attacking someone carrying
588 .Em Cluricaun , Fir Darrig , Fachan ,
589 .Em Ghille Dhu , Bogle , Killmoulis ,
593 may bite, inflicting 1/2 of a
596 will call one of its (much bigger) buddies if picked upon.
598 will become bored with battle, fart, and run off.
602 from a player, if given the chance.
604 may inflict damage through a
608 instead of any shield the player may have thrown up.
609 This is a very easy way to die.
611 loves metal and will steal all the metal treasures from a player if able.
616 and also takes one from the player's
619 may tire of battle, and leave after calling one of his friends
627 .Em council of the wise , valar ,
632 end when either he or the player dies.
633 His characteristics are calculated based upon the player's.
634 The player is given the chance to ally with him.
646 may make a player blind.
649 The various treasure types are as follows:
650 .Bl -tag -width "type twelve/thirteen"
661 \- subtracts 0.25 sin.
665 \- protects from cursed treasure.
669 .Em assorted faeries .
672 \- reduces sin by 25% and adds some mana.
689 .It Type four (scrolls)
691 \- throws a bigger than normal
695 \- temporarily puts the finder's
699 .Em ten fold strength
700 \- multiplies finder's strength by ten.
703 \- allows finder to pick next monster to battle.
705 .Em general knowledge
711 All the scrolls except
712 .Em general knowledge
713 automatically call a monster.
714 These preserve any spells that were already in effect, but are only in
715 effect while in battle.
731 \- rests to maximum; adds
739 and adds permanently to
748 \- protects from cursed treasure (used before
750 used in conjunction with
769 to -2, or subtracts two from
774 \- allows finder to move anywhere.
782 \- allows the player to become
791 rests to maximum, kills
795 and gives bearer first hit on all monsters.
802 \- adds permanently to
806 \- allows one to see all the other players; used by
807 .Em council of the wise
810 .It Type twelve/thirteen
812 \- allows one to hit much harder in battle, etc.
815 Any treasure type 10-13 monsters may instead carry a type nine treasure.
817 A monster may also be carrying
826 is worth 1000 gold pieces.
829 will slow a player down.
830 One may carry 1000 plus 200 per
836 weighs one half a gold piece.
837 Monsters of treasure type 7 or higher may carry
840 The chance of a cursed treasure is based upon treasure type.
841 The more valuable treasures have a greater chance of being cursed.
842 A cursed treasure knocks
844 very low and adds 0.25
852 They come in four different flavors.
855 rest the player to maximum and cause him/her to hit much harder
856 in battle with monsters (assuming the
858 is being used for battle.)
862 are cursed and come either from
866 After a few times of using these types, the player falls
867 under the control of the
869 and strange, random things will occur.
870 Eventually, the player dies, and gives his/her name to a monster
874 is used up also renames the monster.
876 The two remaining types of
878 are much more benign.
881 is good for a limited number of battle rounds, and will save
882 the player from death if it was being used when he/she died.
885 is the same, except that it never is used up.
887 disappear after saving someone from death.
890 occur much more often than normal ones.
891 It is usually not a good idea to pick one up.
892 The only way to get rid of a
894 is to have a monster steal it.
903 in the range of 10 to 1000 to be able to find a
905 When a player with one or more
914 Once a player is king, he/she may do certain things while in
915 the Lord's Chamber (0,0).
916 These are exercised with the
919 .Bl -tag -width "collect taxes"
921 This is done to another player.
922 It randomly moves the affected player about.
925 protects from transports.
927 This is done to another player.
928 It is analogous to cursed treasure, but worse.
933 very low, and degrades the maximum energy.
938 protects from king's curses.
940 The king may put a number of these scattered about
941 his/her kingdom as he/she pleases.
942 If a player hits one, he/she loses
946 The energy void disappears after being hit.
948 This is also done to another player.
949 The king may wish to reward one or more loyal subjects by sharing his/her
952 Or it is a convenient way to dispose of some unwanted deadweight.
954 Everyone pays 7% tax on all
958 acquired, regardless of the existence of a
960 The king collects the accrued taxes with this option.
967 anywhere for free by using the origin as a starting place.
968 .Ss Council of the Wise, Valar
969 A player automatically becomes a member of the
970 .Em council of the wise
971 upon reaching level 3000.
972 Members of the council cannot have
974 Members of the council have a few extra options which they can exercise.
975 These are exercised with the
981 options cost 1000 mana.
987 This is just a quick way for that player to be rested
988 to maximum and lose a little
990 The main purpose in life for members of the council is to seek the
997 The distance cited by the seek is accurate within 10%, in order
998 not to make it too easy to find the grail.
999 A player must have infinitesimally small
1001 or else it's all over upon finding the grail.
1002 In order to help members of the council on their quest, they
1007 Upon finding the grail, the player advances to position of
1009 He/she may then exercise more and niftier options under
1011 These include all of the council members' options plus the
1012 ability to move other players about, bless them, and throw monsters at
1016 blessing has the same effect as the treasure
1018 except that the affected player does not get his/her
1023 options which affect other players age the player who uses them.
1025 are essentially immortal, but are actually given five lives.
1026 If these are used up, the player is left to die, and becomes an
1031 .Ic move , teleport ,
1033 (An exception to this is if the
1037 This is to allow him/her to dispose of excess
1039 Any monsters which a
1041 encounters are based upon his/her size.
1042 Only one valar may exist at a time.
1043 The current valar is replaced when another player finds the grail.
1044 The valar is then bumped back to the council of the wise.
1048 is usually the owner of the game and the one who maintains
1049 the associated files.
1052 is granted special powers within the game, if it is invoked
1058 plays no different from other players.
1061 abilities are outlined below.
1062 .Bl -tag -width "super character type"
1063 .It Ic change players
1064 When examining a player, (game invoked with
1068 is used from within game), the
1070 may also change the player.
1079 is added to kill any offensive players.
1080 .It Ic super character type
1081 An extra character type is added.
1082 This character starts with the
1083 maximum possible in all statistics, selected from the other character types.
1086 character's statistics also progress at the maximum possible rate, selected
1087 from the other character types.
1090 Certain regions of the playing grid have different names.
1091 In general, this is only to give the player some idea of
1092 his/her present location.
1093 Some special places do exist.
1094 .Bl -tag -width "Trading Posts"
1095 .It Em Trading Posts
1096 These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
1097 Trading posts farther out have more things for sale.
1098 Be careful about cheating the merchants there, as they have short tempers.
1099 Merchants are dishonest about 5% of the time.
1100 .It Em Lord's Chamber
1101 This is located at (0,0).
1105 .It Em Point of \&No Return
1106 This is located beyond 1.2e+6 in any direction.
1107 The only way to return from here is a
1111 relocate the player.
1113 This is a band located fairly distant from the origin.
1114 The first fourteen monsters (water monsters) can normally only be found here.
1116 This place is where the
1119 It is associated with no particular coordinate on the playing grid.
1122 Once a player reaches
1124 5, the game will start to time out waiting for input.
1125 This is to try to keep the game a bit faster paced.
1129 will never be disgusted with your
1131 if they are less than one.
1135 wants half of a player's
1138 Offering more than one has, or a negative amount will anger the
1140 who will make the player worse (add one
1145 does little for those who are not ready to behold it.
1146 Whenever anyone finds it, it moves.
1147 It is always located within 1e+6 in any compass direction of the origin.
1149 There is a maximum amount of
1153 a player may possess, based upon
1156 is always limited to a maximum of 99.
1163 based upon the number bought.
1164 It is unwise, however to buy more than 1/10 of one's
1168 Players over level 10000 are automatically retired.
1172 goes away in random time.
1176 are identified with a '*' before their character type.
1177 .Ss Inter-terminal Battle
1178 When two player's coordinates correspond, they may engage in battle.
1179 In general, the player with the highest
1182 If the two players are severely mismatched, the stronger player
1183 is drastically handicapped for the battle.
1184 In order to protect from being stuck in an infinite loop,
1185 the player waiting for response may time out.
1186 Options for battle are:
1187 .Bl -tag -width "power blast"
1189 Inflicts damage upon other person.
1192 Has a 75% chance of working.
1196 One-time chance to try to win against the foe.
1197 Has a 10% chance of working.
1200 Sometimes waits for the other player may be excessive, because
1201 he/she may be battling a monster.
1202 Upon slaying a player in battle the winner gets the other's
1206 do not work for inter-terminal battle.
1209 AT\*[Am]T Information Systems, Skokie, IL
1211 All screen formats assume at least 24 lines by at least 80 columns.
1212 No provisions are made for when any of the data items get too big
1213 for the allotted space on the screen.