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PHANTASIA(6)				 BSD Games Manual			     PHANTASIA(6)

NAME
     phantasia -- an interterminal fantasy game

SYNOPSIS
     phantasia [-abHmpSsx]

DESCRIPTION
     phantasia is a role-playing game that allows players to create characters of various types
     to fight monsters and other players.  Progression of characters is based upon gaining expe-
     rience from fighting monsters and other players.

     Most of the game is menu-driven and more or less self-explanatory.  The screen is cursor
     updated, so be sure to set up the TERM variable in your environment.

OPTIONS
	   -a	List all character names on file.

	   -b	Show scoreboard of top characters per login.

	   -H	Print header only.

	   -m	List monsters.

	   -p	Purge old characters.

	   -S	Turn on wizard mode, if allowed.  (Wizard mode is restricted to the super-user.)

	   -s	Skip printing the header.

	   -x	Examine/change a particular character on file.

PARTICULARS
     The game is multiplayer and game data is saved in a shared common location.  Characters are
     password-protected to prevent abuse.  Only characters above level zero are saved.	Charac-
     ters that are left unused for sufficiently long will be purged.  Characters are only placed
     on the scoreboard when they die.

     The world is based on a Cartesian coordinate system.  New characters are placed randomly
     near the origin (center).

   Normal Play
     A number of the player's more important statistics are almost always displayed on the
     screen, with maximums (where applicable) in parentheses.

     Most commands are selected with a single letter or digit.	For example, one may move by hit-
     ting 'W', 'S', 'N', or 'E'.  Lower case may also be used; the game is not case-sensitive.
     One may also use 'H', 'J', 'K', and 'L' for movement, as with vi(1).  To move to a specific
     (x, y) coordinate, use the move ('1') command.  A character can move a maximum distance of 1
     plus 1.5 per level at once.  Entering a compass direction will move the player the maximum
     allowed distance in that direction.

     The players ('2') command shows who else is playing.  The exact position is shown for those
     who are a similar distance or not as far from the origin.	Kings and council of the wise can
     see and be seen by everyone.  A palantir removes these restrictions.

     One can talk to other players with the talk ('3') option.	This sends a line of text to
     everyone.	To remove the current message, just type <return> when prompted for a message.

     The stats ('4') option shows additional characteristics of a player.

     The quit ('5') command exits the game.

     One may rest by default.  Resting lets one regain maximum energy level, and also lets one
     find mana.  More mana is found at 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 further commands 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 else-
     where.  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 follows:

	   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 mon-
		     ster'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 pro-
		     portional 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 decisions 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 various 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 accumulated; pro-
			 gresses 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
     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.

	   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	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 following 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, but
     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 ta-
     ble.

     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 powers.  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 charac-
			   ter, as well as hiding the player from other players.  His/her coordi-
			   nates show up as '?' in the players option.	Players cannot collect
			   mana, find trading posts, or discover the grail while cloaked.  Call-
			   ing a monster uncloaks, as does 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 distance 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 dam-
			   age.  The shield is added to actual energy level, and is a fixed num-
			   ber, 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 monster 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 several 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 mon-
			   ster'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.  Suc-
			   cess 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 monster to fight.

   Monsters
     Monsters get bigger 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 increased 50% per size over one, and quickness remains the same, regard-
     less of size.

     Also, nastier monsters are found as one progresses 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 trea-
     sure type.  Flocking monsters, and bigger monsters, increase the chances of treasure.

     Certain monsters have special abilities, 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  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 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
     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 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.
			   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 battle 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 treasure knocks energy level very low and
     adds 0.25 poison.

   Rings
     Rings are only carried by nazguls and Dark Lords.	They come in four different flavors.  All
     rings rest the player to maximum and cause him/her to hit much harder in battle with mon-
     sters (assuming the ring is being used for battle.)

     Two types of rings are cursed and come either from nazguls or Dark Lords.	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
     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 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  Everyone pays 7% tax on all gold and gems acquired, regardless of the exis-
		    tence 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 little 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 infinitesimally
     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 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 mon-
     sters 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 out-
     lined below.

     change players	   When examining a player, (game invoked with -x, or 'X' is used 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 max-
			   imum 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 nega-
     tive 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 possess, 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 drastically handicapped for the battle.  In order to protect from
     being stuck in an infinite loop, the player waiting for response may time out.  Options 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 mon-
     ster.  Upon slaying a player in battle the winner gets the other's experience and treasures.
     Rings do not work for inter-terminal 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.

BSD					  April 1, 2001 				      BSD
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