PHANTASIA(6) BSD Games Manual PHANTASIA(6)
NAME
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phantasia − an interterminal fantasy game |
SYNOPSIS
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phantasia [−abHmpSsx] |
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DESCRIPTION |
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phantasia is a role playing game which allows players to roll up characters of various types to fight monsters and other players. Progression of characters is based upon gaining experience from fighting monsters (and other players). Most of the game is menu driven and self-explanatory (more or less). The screen is cursor updated, so be sure to set up the TERM variable in your environment. The options provide for a variety of functions to support the game. They are: |
−a
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Get a listing of all character names on file. −b −H −m −p −S −s −x The characters are saved on a common file, in order to make the game interactive between players. The characters are given a password in order to retrieve them later. Only characters above level zero are saved. Characters unused for awhile will be purged. Characters are only placed on the scoreboard when they die. PARTICULARS |
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Normal Play |
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A number of the player’s more important statistics are almost always displayed on the screen, with maximums (where applicable) in parentheses. The character is placed randomly near the center of a Cartesian system. Most commands are selected with a single letter or digit. For example, one may move by hitting ’W’, ’S’, ’N’, or ’E’, (lower case may also be used, at no time is the game case dependent). One may also use ’H’, ’J’, ’K’, ’L’, for movement, similar to vi(1). To move to a specific (x, y) coordinate, use the move (’1’) command. The distance a character can move is calculated by 1 plus 1.5 per level. Moving in a compass direction will move the player the maximum allowed distance in that direction. A player may see who else is playing by using the players (’2’) option. One may see the coordinates of those who are the same distance or closer to the origin as he/she. Kings, and council of the wise can see and can be seen by everyone. A palantir removes these restrictions. One can talk to other players with the talk (’3’) option. In general, this is a line or so of text. To remove a current message, just type 〈return〉 when prompted for a message. The stats (’4’) option shows additional characteristics of a player. One may leave the game either with the quit (’5’) option. One may rest by default. Resting lets one regain maximum energy level, and also lets one find mana (more is found for larger levels and further distances from the origin). One may call a monster by hitting ’9’ or ’C’. Use ’X’ to examine other players. One may quit or execute a sub-shell by hitting interrupt. Quitting during battle results in death for obvious reasons. Several other options become available as the player progresses in level and magic, or to other stations in the game (valar, council of the wise, king). These are described elsewhere. In general, a control-L will force the redrawing of the screen. Other things which may happen are more or less self-explanatory. |
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Fighting Monsters |
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A player has several options while fighting monsters. They are as follows: |
melee’ Inflicts damage on the monster, based uponstrength. Also decreases the monster’s strength some.
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skirmish evade’ Attempt to run away. Success is based upon both the player’s and the monster’s brains and quickness. spell’ Several options for throwing spells (described elsewhere). nick’ Hits the monster one plus the player’s sword, and gives the player 10% of the monster’s experience. Decreases the monster’s experience an amount proportional to the amount granted. This also increases the monster’s quickness. Paralyzed monsters wake up very fast when nicked. luckout Character Statistics strength quickness energy level magic level brains’ basically, the character’s intelligence; used for various fighting options and spells. mana’ used as a power source for throwing spells. experience level’ indicative of how much experience a character has accumulated; progresses geometrically as experience increases. poison’ sickness which degrades a character’s performance (affects energy level and strength). sin’ accumulated as a character does certain nasty things; used only rarely in normal play of the game. age’ of player; roughly equivalent to number of turns. As age increases, many personal statistics degenerate. Character Types magic user fighter’ good in strength and energy level, fairly good in other areas. This adds up to a well-equipped fighter. elf’ very high quickness and above average magic level are elves selling points. dwarf’ very high strength and energy level, but with a tendency to be rather slow and not too bright. halfling’ rather quick and smart, with high energy level, but poor in magic and strength. Born with some experience. experimento The possible ranges for starting statistics are summarized in the following table. HTML-IMAGE.nr 3c 0 Type Strength Quick Mana Energy Brains Magic Mag. User 10-15 30-35 50-100 30-45 60-85 5-9 Fighter 40-55 30-35 30-50 45-70 25-45 3-6 Elf 35-45 32-38 45-90 30-50 40-65 4-7 Dwarf 50-70 25-30 25-45 60-100 20-40 2-5 Halfling 20-25 34 25-45 55-90 40-75 1-4 Experimento 25 27 100 35 25 2 HTML-IMAGE-END. Not only are the starting characteristics different for the different character types, the characteristics progress at different rates for the different types as the character goes up in level. Experimentoes’ characteristics progress randomly as one of the other types. The progression as characters increase in level is summarized in the following table. HTML-IMAGE.nr 3c 0 Type Strength Mana Energy Brains Magic Mag. User 2.0 75 20 6 2.75 Fighter 3.0 40 30 3.0 1.5 Elf 2.5 65 25 4.0 2.0 Dwarf 5 30 35 2.5 1 Halfling 2.0 30 30 4.5 1 HTML-IMAGE-END.Pp The character type also determines how much gold a player may carry, how long until rings can overcome the player, and how much poison the player can withstand. |
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Spells |
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During the course of the game, the player may exercise his/her magic powers. These cases are described below. |
cloak’ magic level necessary: 20 (plus level 7)
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mana used: 35 plus 3 per rest period teleport’ magic level necessary: 40
(plus level 12) power blast’ magic level necessary:
none all or nothing magic bolt’ magic level necessary:
5 force field’ magic level necessary:
15 transform’ magic level necessary:
25 increase might invisibility’ magic level necessary:
45 transport’ magic level necessary:
60 paralyze’ magic level necessary:
75 specify’ magic level necessary:
none Monsters Also, nastier monsters are found as one progress farther out from the origin. Monsters also may flock. The percent chance of that happening is designated as flock% in the monster listing. Monsters outside the first ring may carry treasure, as determined by their treasure type. Flocking monsters, and bigger monsters increase the chances of treasure. Certain monsters have special abilities; they are as follows: Unicorn’ can only be subdued if the player is in possession of a virgin. Modnar’ has random characteristics, including treasure type. Mimic’ will pick another name from the list of monsters in order to confuse. Dark Lord’ very nasty person. Does not like to be hit (especially nicked), and many spells do not work well (or at all) against him. One can always evade from the Dark Lord. Leanan-Sidhe’ also a very nasty person. She will permanently sap strength from someone. Saruman’ wanders around with Wormtongue, who can steal a palantir. Also, Saruman may turn a player’s gems into gold pieces, or scramble her/his stats. Thaumaturgist’ can transport a player. Balrog’ inflicts damage by taking away experience, not energy. Vortex’ may take some mana. Nazgul’ may try to steal a ring or neutralize part of one’s brains. Tiamat’ may take half a player’s gold and gems and escape. Kobold’ may get nasty and steal one gold piece and run away. Shelob’ may bite, inflicting the equivalent of one poison. Assorted Faeries Lamprey’ may bite, inflicting 1/2 of a poison. Shrieker’ will call one of its (much bigger) buddies if picked upon. Bonnacon’ will become bored with battle, fart, and run off. Smeagol’ will try to steal a ring from a player, if given the chance. Succubus’ may inflict damage through a force field. This subtracts from energy level instead of any shield the player may have thrown up. This is a very easy way to die. Cerberus’ loves metal and will steal all the metal treasures from a player if able. Ungoliant’ can bite and poison. This inflicts five poisons, and also takes one from the player’s quickness. Jabberwock’ may tire of battle, and leave after calling one of his friends (Jubjub Bird or Bandersnatch). Morgoth’ actually Modnar, but reserved for council of the wise, valar, and ex-valar. Fights with Morgoth end when either he or the player dies. His characteristics are calculated based upon the player’s. The player is given the chance to ally with him. No magic, except force field works when battling Morgoth. Troll’ may regenerate its energy and strength while in battle. Wraith’ may make a player blind. Treasures Type zero’ none Type one’ power booster − adds
mana. Type two’ amulet − protects from
cursed treasure. Type three’ shield − adds to maximum
energy level. Type four (scrolls) All the scrolls except general knowledge automatically call a monster. These preserve any spells that were already in effect, but are only in effect while in battle. Type five’ dagger − adds to
strength. Type six’ priest − rests to maximum;
adds mana, brains; and halves
sin. Type seven’ charm − protects from
cursed treasure (used before amulet); used in
conjunction with blessing to battle Dark
Lord. Type eight’ healing potion − sets
poison to -2, or subtracts two from poison,
whichever is better. Type nine’ golden crown − allows the
player to become king, by going to (0,0). Type ten’ elven boots − adds permanently to quickness. Type eleven’ palantir − allows one to see all the other players; used by council of the wise to seek the grail. Type twelve/thirteen Any treasure type 10-13 monsters may instead carry a type nine treasure. A monster may also be carrying gold or gems. These are used at trading posts to buy things. A gem is worth 1000 gold pieces. Too much gold will slow a player down. One may carry 1000 plus 200 per level of gold. A gem weighs one half a gold piece. Monsters of treasure type 7 or higher may carry gems. The chance of a cursed treasure is based upon treasure type. The more valuable treasures have a greater chance of being cursed. A cursed treasure knocks energy level very low, and adds 0.25 poison. Rings Two types of rings are cursed and come either from nazguls or Dark Lord. After a few times of using these types, the player falls under the control of the ring, and strange, random things will occur. Eventually, the player dies, and gives his/her name to a monster on the file. Dying before the ring is used up also renames the monster. The two remaining types of rings are much more benign. The one from a nazgul is good for a limited number of battle rounds, and will save the player from death if it was being used when he/she died. The one from Dark Lord is the same, except that it never is used up. rings disappear after saving someone from death. In general, cursed rings occur much more often than normal ones. It is usually not a good idea to pick one up. The only way to get rid of a ring is to have a monster steal it. King Once a player is king, he/she may do certain things while in the Lord’s Chamber (0,0). These are exercised with the decree (’0’) option. transport’ This is done to another player. It randomly moves the affected player about. A charm protects from transports. curse’ This is done to another player. It is analogous to cursed treasure, but worse. It inflicts two poison, knocks energy level very low, and degrades the maximum energy. It also removes a cloak. A blessing protects from king’s curses. energy void’ The king may put a number of these scattered about his/her kingdom as he/she pleases. If a player hits one, he/she loses mana, energy, and gold. The energy void disappears after being hit. bestow’ This is also done to another player. The king may wish to reward one or more loyal subjects by sharing his/her riches (gold). Or it is a convenient way to dispose of some unwanted deadweight. collect taxes The king may also teleport anywhere for free by using the origin as a starting place. Council of the Wise, Valar Upon finding the grail, the player advances to position of valar. He/she may then exercise more and niftier options under intervention. These include all of the council members’ options plus the ability to move other players about, bless them, and throw monsters at them. A valar’s blessing has the same effect as the treasure blessing, except that the affected player does not get his/her blessing flag set. All intervention options which affect other players age the player who uses them. Valars are essentially immortal, but are actually given five lives. If these are used up, the player is left to die, and becomes an ex-valar. A valar cannot move, teleport, or call monsters. (An exception to this is if the valar finds a transporter.) This is to allow him/her to dispose of excess gold. Any monsters which a valar encounters are based upon his/her size. Only one valar may exist at a time. The current valar is replaced when another player finds the grail. The valar is then bumped back to the council of the wise. Wizard change players’ When examining a player, (game invoked with −x, or use ’X’ from within game), the wizard may also change the player. intervention’ The wizard may do all the intervention options. One extra option, vaporize, is added to kill any offensive players. super character type Special Places Trading Posts Lord’s Chamber Point of No Return Dead Marshes Valhala’ This place is where the valar resides. It is associated with no particular coordinate on the playing grid. Miscellaneous A guru will never be disgusted with your sins if they are less than one. A medic wants half of a player’s gold to be happy. Offering more than one has, or a negative amount will anger the medic, who will make the player worse (add one poison). The Holy Grail does little for those who are not ready to behold it. Whenever anyone finds it, it moves. It is always located within 1e+6 in any compass direction of the origin. There is a maximum amount of mana and charms a player may posses, based upon level. Quicksilver is always limited to to a maximum of 99. Books bought at a trading post increase brains, based upon the number bought. It is unwise, however to buy more than 1/10 of one’s level in books at a time. Players over level 10000 are automatically retired. A blindness goes away in random time. Players with crowns are identified with a ’*’ before their character type. Inter-terminal Battle fight’ Inflicts damage upon other person. run away’ Escape from battle. Has a 75% chance of working. power blast luckout’ One-time chance to try to win against the foe. Has a 10% chance of working. Sometimes waits for the other player may be excessive, because he/she may be battling a monster. Upon slaying a player in battle the winner gets the other’s experience and treasures. Rings do not work for inter-terminal battle. AUTHORS |
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Edward Estes, AT&T Information Systems, Skokie, IL |
BUGS
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All screen formats assume at least 24 lines by at least 80 columns. No provisions are made for when any of the data items get too big for the allotted space on the screen. BSD April 1, 2001 BSD |
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