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PHANTASIA(6)		     FreeBSD Games Manual		  PHANTASIA(6)

NAME
     phantasia -- an interterminal fantasy game

SYNOPSIS
     phantasia [-abHmpSsx]

DESCRIPTION
     Phantasia is a role playing game which allows players to roll up charac-
     ters 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  Get a listing of	all character names on file.

	   -b  Show scoreboard of top characters per login.

	   -H  Print header only.

	   -m  Get a monster listing.

	   -p  Purge old characters.

	   -S  Turn on wizard options, if allowed, if running as "root".

	   -s  Invokes phantasia without header	information.

	   -x  Examine/change a	particular character on	file.

     The characters are	saved on a common file,	in order to make the game in-
     teractive between players.	 The characters	are given a password in	order
     to	retrieve them later.  Only characters above level zero are saved.
     Characters	unused for a while will	be purged.  Characters are only	placed
     on	the scoreboard when they die.

PARTICULARS
   Normal Play
     A number of the player's more important statistics	are almost always dis-
     played 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 direc-
     tion 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 dur-
     ing 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.

   Fighting Monsters
     A player has several options while	fighting monsters.  They are as	fol-
     lows:

	   melee     Inflicts damage on	the monster, based upon	strength.
		     Also decreases the	monster's strength some.

	   skirmish  Inflicts a	little less damage than	melee, but decreases
		     the monster's quickness instead.

	   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 else-
		     where).

	   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	quick-
		     ness.  Paralyzed monsters wake up very fast when nicked.

	   luckout   This is essentially a battle of wits with the monster.
		     Success is	based upon the player's	and the	monster's
		     brains.  The player gets credit for slaying the monster
		     if	he/she succeeds.  Otherwise, nothing happens, and the
		     chance to luckout is lost.

   Character Statistics
	   strength   determines how much damage a character can inflict.

	   quickness  determines how many chances a character gets to make de-
		      cisions while fighting.

	   energy level
		      specifies	how much damage	a character may	endure before
		      dying.

	   magic level
		      determines which spells a	character may throw, and how
		      effective	those spells will be.

	   brains     basically, the character's intelligence; used for	vari-
		      ous fighting options and spells.

	   mana	      used as a	power source for throwing spells.

	   experience
		      gained by	fighting monsters and other characters.

	   level      indicative of how	much experience	a character has	accu-
		      mulated; progresses geometrically	as experience in-
		      creases.

	   poison     sickness which degrades a	character's performance	(af-
		      fects 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
     Character statistics are rolled randomly from the above list, according
     to	character type.	 The types are as follows:

	   magic user	strong in magic	level and brains, weak in other	areas.
			Must rely on wits and magic to survive.

	   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	ten-
			dency 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	very mediocre in all areas.  However, the experimento
			may be placed almost anywhere within the playing grid.

     The possible ranges for starting statistics are summarized	in the follow-
     ing table.
     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

     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'	char-
     acteristics progress randomly as one of the other types.  The progression
     as	characters increase in level is	summarized in the following table.

     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

     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.

   Spells
     During the	course of the game, the	player may exercise his/her magic pow-
     ers.  These cases are described below.

	   cloak	   magic level necessary: 20 (plus level 7)
			   mana	used: 35 plus 3	per rest period
			   Used	during normal play.  Prevents monsters from
			   finding the character, as well as hiding the	player
			   from	other players.	His/her	coordinates show up as
			   '?' in the players option.  Players cannot collect
			   mana, find trading posts, or	discover the grail
			   while cloaked.  Calling a monster uncloaks, as well
			   as choosing this option while cloaked.

	   teleport	   magic level necessary: 40 (plus level 12)
			   mana	used: 30 per 75	moved
			   Used	during normal play.  Allows the	player to move
			   with	much more freedom than with the	move option,
			   at the price	of expending mana.  The	maximum	dis-
			   tance possible to move is based upon	level and
			   magic level.

	   power blast	   magic level necessary: none
			   mana	used: 5	times level
			   Used	during inter-terminal battle.  Damage is based
			   upon	magic level and	strength.  Hits	much harder
			   than	a normal hit.

	   all or nothing  magic level necessary: none
			   mana	used: 1
			   Used	while combating	monsters.  Has a 25% chance of
			   working.  If	it works it hits the monster just
			   enough to kill it.  If it fails, it doesn't hit the
			   monster, and	doubles	the monster's quickness	and
			   strength.  Paralyzed	monsters wake up much quicker
			   as a	result of this spell.

	   magic bolt	   magic level necessary: 5
			   mana	used: variable
			   Used	while combating	monsters.  Hits	the monster
			   based upon the amount of mana expended and magic
			   level.  Guaranteed to hit at	least 10 per mana.

	   force field	   magic level necessary: 15
			   mana	used: 30
			   Used	during monster combat.	Throws up a shield to
			   protect from	damage.	 The shield is added to	actual
			   energy level, and is	a fixed	number,	based upon
			   maximum energy.  Normally, damage occurs first to
			   the shield, and then	to the players actual energy
			   level.

	   transform	   magic level necessary: 25
			   mana	used: 50
			   Used	during monster combat.	Transforms the monster
			   randomly into one of	the 100	monsters from the mon-
			   ster	file.

	   increase might  magic level necessary: 35
			   mana	used: 75
			   Used	during combat with monsters.  Increases
			   strength up to a maximum.

	   invisibility	   magic level necessary: 45
			   mana	used: 90
			   Used	while fighting monsters.  Makes	it harder for
			   the monster to hit, by temporarily increasing the
			   player's quickness.	This spell may be thrown sev-
			   eral	times, but a maximum level will	be reached.

	   transport	   magic level necessary: 60
			   mana	used: 125
			   Used	during monster combat.	Transports the monster
			   away	from the player.  Success is based upon
			   player's magic and brains, and the monster's
			   experience.	If it fails the	player is transported
			   instead.  60% of the	time, the monster will drop
			   any treasure	it was carrying.

	   paralyze	   magic level necessary: 75
			   mana	used: 150
			   Used	during monster combat.	"Freezes" the monster
			   by putting its quickness slightly negative.	The
			   monster will	slowly wake up.	 Success is based upon
			   player's magic and the monster's experience.	 If it
			   fails, nothing happens.

	   specify	   magic level necessary: none
			   mana	used: 1000
			   Used	during monster combat only by valar or council
			   of the wise.	 Allows	the player to pick which mon-
			   ster	to fight.

   Monsters
     Monsters get bigger as one	moves farther from the origin (0,0).  Rings of
     distance 125 from the origin determine the	size.  A monster's experience,
     energy level, and brains are multiplied by	the size.  Strength is in-
     creased 50% per size over one, and	quickness remains the same, regardless
     of	size.

     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 or-
		       der 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  These are killed	if attacking someone carrying holy
		       water.  These are Cluricaun, Fir	Darrig,	Fachan,	Ghille
		       Dhu, Bogle, Killmoulis, and Bwca.

     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 sub-
		       tracts 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 ei-
		       ther 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
     The various treasure types	are as follows:

     Type zero		   none

     Type one		   power booster - adds	mana.
			   druid - adds	experience.
			   holy	orb - subtracts	0.25 sin.

     Type two		   amulet - protects from cursed treasure.
			   holy	water -	kills assorted faeries.
			   hermit - reduces sin	by 25% and adds	some mana.

     Type three		   shield - adds to maximum energy level.
			   virgin - used to subdue a unicorn, or to give much
			   experience (and some	sin).
			   athelas - subtracts one poison.

     Type four (scrolls)   shield - throws a bigger than normal	force field.
			   invisible - temporarily puts	the finder's quickness
			   to one million.
			   ten fold strength - multiplies finder's strength by
			   ten.
			   pick	monster	- allows finder	to pick	next monster
			   to battle.
			   general knowledge - adds to finder's	brains and
			   magic level.

			   All the scrolls except general knowledge automati-
			   cally 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.
			   armour - same as a shield, but bigger.
			   tablet - adds brains.

     Type six		   priest - rests to maximum; adds mana, brains; and
			   halves sin.
			   Robin Hood -	increases shield and adds permanently
			   to strength.
			   axe - like dagger, but bigger.

     Type seven		   charm - protects from cursed	treasure (used before
			   amulet); used in conjunction	with blessing to bat-
			   tle Dark Lord.
			   Merlyn - adds brains, magic,	and mana.
			   war hammer -	like an	axe, but bigger.

     Type eight		   healing potion - sets poison	to -2, or subtracts
			   two from poison, whichever is better.
			   transporter - allows	finder to move anywhere.
			   sword - like	a war hammer, but bigger.

     Type nine		   golden crown	- allows the player to become king, by
			   going to (0,0).
			   blessing - cuts sin to 1/3, adds mana, rests	to
			   maximum, kills Dark Lord with a charm, and gives
			   bearer first	hit on all monsters.
			   quicksilver - adds to quickness.

     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  ring	- allows one to	hit much harder	in battle,
			   etc.

     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 trea-
     sure knocks energy	level very low,	and adds 0.25 poison.

   Rings
     Rings are only carried by nazguls and Dark	Lord.  They come in four dif-
     ferent flavors.  All rings	rest the player	to maximum and cause him/her
     to	hit much harder	in battle with monsters	(assuming one has chosen to
     use the ring for battle.)

     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	con-
     trol 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 be-
     fore 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
     A player may become king by finding a crown and going to (0,0).  Players
     must have a level in the range of 10 to 1000 to be	able to	find a crown.
     When a player with	one or more crowns reaches level 1000, the crowns are
     converted to gold.

     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 af-
		    fected 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  Everyone pays 7% tax on all	gold and gems acquired,	re-
		    gardless of	the existence of a king.  The king collects
		    the	accrued	taxes with this	option.

     The king may also teleport	anywhere for free by using the origin as a
     starting place.

   Council of the Wise,	Valar
     A player automatically becomes a member of	the council of the wise	upon
     reaching level 3000.  Members of the council cannot have rings.  Members
     of	the council have a few extra options which they	can exercise.  These
     are exercised with	the intervene ('8') option.  All intervene options
     cost 1000 mana.  One intervene option is to heal another player.  This is
     just a quick way for that player to be rested to maximum and lose a lit-
     tle poison.  The main purpose in life for members of the council is to
     seek the Holy Grail.  This	is done	with a palantir	under the seek grail
     option.  The distance cited by the	seek is	accurate within	10%, in	order
     not to make it too	easy to	find the grail.	 A player must have infinites-
     imally small sin, or else it's all	over upon finding the grail.  In order
     to	help members of	the council on their quest, they may teleport with
     greater ease.

     Upon finding the grail, the player	advances to position of	valar.	He/she
     may then exercise more and	niftier	options	under intervention.  These in-
     clude all of the council members' options plus the	ability	to move	other
     players about, bless them,	and throw monsters at them.  A valar's bless-
     ing has the same effect as	the treasure blessing, except that the af-
     fected 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 ex-
     cess 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
     The wizard	is usually the owner of	the game, and the one who maintains
     the associated files.  The	wizard is granted special powers within	the
     game, if it is invoked with the -S	option.	 Otherwise, the	wizard plays
     no	different from other players.  The wizard abilities are	outlined be-
     low.

     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  An extra character type is added.  This character
			   starts with the maximum possible in all statistics,
			   selected from the other character types.  A super
			   character's statistics also progress	at the maximum
			   possible rate, selected from	the other character
			   types.

   Special Places
     Certain regions of	the playing grid have different	names.	In general,
     this is only to give the player some idea of his/her present location.
     Some special places do exist.

     Trading Posts  These are located at |x| ==	|y| == n*n*100 for n = 1, 2,
		    ..., 1000.	Trading	posts farther out have more things for
		    sale.  Be careful about cheating the merchants there, as
		    they have short tempers.  Merchants	are dishonest about 5%
		    of the time.

     Lord's Chamber
		    This is located at (0,0).  Only players with crowns	may
		    enter.

     Point of No Return
		    This is located beyond 1.2e+6 in any direction.  The only
		    way	to return from here is a transporter or	to have	a
		    valar relocate the player.

     Dead Marshes   This is a band located fairly distant from the origin.
		    The	first fourteen monsters	(water monsters) can normally
		    only be found here.

     Valhala	    This place is where	the valar resides.  It is associated
		    with no particular coordinate on the playing grid.

   Miscellaneous
     Once a player reaches level 5, the	game will start	to time	out waiting
     for input.	 This is to try	to keep	the game a bit faster paced.

     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 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
     When two player's coordinates correspond, they may	engage in battle.  In
     general, the player with the highest quickness gets the first hit.	 If
     the two players are severely mismatched, the stronger player is drasti-
     cally handicapped for the battle.	In order to protect from being stuck
     in	an infinite loop, the player waiting for response may time out.	 Op-
     tions for battle are:

     fight	  Inflicts damage upon other person.

     run away	  Escape from battle.  Has a 75% chance	of working.

     power blast  Battle spell.

     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-termi-
     nal battle.

AUTHORS
     Edward Estes, AT&T	Information Systems, Skokie, IL

BUGS
     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.

FreeBSD	13.0			 April 1, 2001			  FreeBSD 13.0

NAME | SYNOPSIS | DESCRIPTION | PARTICULARS | AUTHORS | BUGS

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