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PHANTASIA(6)	    UNIX Programmer's Manual	     PHANTASIA(6)



NAME
     phantasia - an interterminal fantasy game

SYNOPSIS
     phantasia [ -s ] [ -m ] [ -a ] [ -x ] [ -h ] [ -H ] [ -p ]

DESCRIPTION
     _P_h_a_n_t_a_s_i_a is a role playing game vaguely similar to dungeons
     and dragons.  It allows players to roll up characters of
     various types to fight monsters and other players.  Progres-
     sion 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:

     -s   Invokes _p_h_a_n_t_a_s_i_a without header information.

     -m   Get a monster listing.

     -a   Get a listing of all character names on file.

     -x   Examine/change a particular character on file.

     -h   Get a help listing (this message).

     -H   Get header listing only.

     -p   Purge old characters.

     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 more than nine days will be purged.

AUTHOR
     Edward Estes, AT&T Teletype Corp.

PARTICULARS
     Playing in General

     Certain of the player's more important statistics are almost
     always displyed on the screen, with maximums (where applica-
     ble) in parentheses.

     The character is placed randomly near the center of a carte-
     sian system.  One may move by hitting E, W, N, or S (lower



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     case may also be used, at no time is the game case depen-
     dent).  To move to a particular (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 particular
     compass direction will move the player the maximum allowed
     distance in that direction.

     A player may at any time see who else is playing with a
     players ('2') option.  One may see only 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 retrictions.

     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 mes-
     sage.

     The stats ('4') option shows a players characteristics in
     more detail.

     One may leave the game either with the quit ('5') option, or
     by hitting interrupt.  Quitting during battle results in
     death for obvious reasons.

     One may rest by default.  Resting lets one regain maximum
     energy level, and also lets one find manna (more is found
     for larger levels and further distances from the origin).

     One may call a monster by hitting '9'.

     Several other options become available as the player pro-
     gress in level and magic, or to other positions 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 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.




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     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 experi-
		    ence an amount proportional to the amount
		    granted.  This also increases the monster's
		    quickness.	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.

     manna	    used as a power source for throwing spells.

     experience     gained by fighting monsters and other charac-
		    ters.

     level	    indicative of how much experience a character
		    has accumulated; progresses geometrically as
		    experience increases.

     poison	    sickness which degrades a character's perfor-
		    mance (affects energy level and strength ).




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     sin	    accumulated as a character does certain nasty
		    things; used only rarely in normal play of
		    the game.

     age	    number of seconds of playing time for the
		    character.	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 fol-
     lows:

     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 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.

     l c c c c c c l c c c c c c.
     Type Strength  Quick     Manna	Energy	  Brains    Magic
     _ Mag. User 20-25	   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	 28-38	   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 Exper-
     imento    25   27	 100  35   25	2

     Not only are the starting characteristics different for the
     different character types, the characteristics progress at



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     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.

     l c c c c c l n n n n n.
     Type Strength  Manna     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

     Character types are identified by certain numeric values as
     follows:
     1: Magic User 2: Fighter 3: Elf 4: Dwarf 5: Halfling 6:
     Experimento

     Characters with one or more crowns are designated as a nega-
     tive type.  Kings have ten added to their type; members of
     the council of the wise have twenty added to their type.
     Valar are type 99, and ex-valar are type 90.

     Spells

     During the course of the game, the player may exercise
     his/her particular magic powers.  These cases are described
     below.

     cloak	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 15 (plus level 5)
		    _m_a_n_n_a _u_s_e_d: 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 coor-
		    dinates show up as '?' in the players option.
		    Players cannot collect manna, find trading
		    posts, or discover the grail while
		    cloaked. Calling a monster uncloaks, as well
		    as choosing this option while cloaked.

     teleport	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 25 (plus level 10)
		    _m_a_n_n_a _u_s_e_d: 20 per 75 moved
		    Used during normal play.  Allows the player
		    too move with much more freedom than with the
		    move option, at the price of expending manna.
		    The maximum distance possible to move is
		    based upon level and magic level.

     power blast    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_n_n_a _u_s_e_d: 5 times level
		    Used during inter-terminal battle.	Damage is
		    based upon magic level and strength. Hits



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		    much harder than a normal hit.

     all or nothing _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_n_n_a _u_s_e_d: 1
		    Used while combatting 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     _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 3
		    _m_a_n_n_a _u_s_e_d: variable
		    Used while combatting monsters.  Hits the
		    monster based upon the amount of manna
		    expended and magic level. Guaranteed to hit
		    at least 10 per manna.

     force field    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 7
		    _m_a_n_n_a _u_s_e_d: 20
		    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	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 10
		    _m_a_n_n_a _u_s_e_d: 35
		    Used during monster combat.  Transforms the
		    monster randomly into one of the other 100
		    monsters from the monster file.

     increase might _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 15
		    _m_a_n_n_a _u_s_e_d: 55
		    Used during combat with monsters.  Increases
		    strength up to a certain maximum.

     invisibility   _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 20
		    _m_a_n_n_a _u_s_e_d: 45
		    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	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 25
		    _m_a_n_n_a _u_s_e_d: 50
		    Used during monster combat.  Transports the
		    monster away from the player.  Success is
		    base upon player's magic and brains, and the



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		    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	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 30
		    _m_a_n_n_a _u_s_e_d: 60
		    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	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_n_n_a _u_s_e_d: 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 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 increase 50% per size
     over one, and quickness remains the same, regardless of
     size.

     Also, meaner monsters are to be 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 fol-
     lows:

     Unicorn	    can only be subdued if the player is in pos-
		    session of a virgin.

     Modnar	    has random characteristics, including treas-
		    ure type.

     Mimic	    will pick another name from the list of mon-
		    sters in order to confuse.

     Dark Lord	    very nasty person.	Does not like to be hit
		    (especially nicked), and many spells do not
		    work well against him.  One can always evade



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		    from the Dark Lord.

     Leanan-Sidhe   also a very nasty person.  She will per-
		    manently 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 manna.

     Nazgul	    may try to steal a ring or neutralize part of
		    one's brains.

     Tiamat	    may take half a players 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 carry-
		    ing holy water. These are Cluricaun, Fir Dar-
		    rig, 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



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		    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 Ban-
		    dersnatch ).

     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 Mor-
		    goth.

     Troll	    may regenerate its energy and strength while
		    in battle.

     Wraith	    may make a player blind.

     Treasures

     Various treasure types are as follows:

     Type zero	    _n_o_n_e

     Type one	    _p_o_w_e_r _b_o_o_s_t_e_r - adds manna.
		    _d_r_u_i_d - adds experience.
		    _h_o_l_y _o_r_b - subtracts 0.25 sin.

     Type two	    _a_m_u_l_e_t - protects from cursed treasure.
		    _h_o_l_y _w_a_t_e_r - kills assorted faeries.
		    _h_e_r_m_i_t - reduces sin by 25% and adds some
		    manna.

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

     Type four (scrolls)
		    _s_h_i_e_l_d * - throws a bigger than normal force
		    field.
		    _i_n_v_i_s_i_b_l_e * - puts the finder's quickness to
		    one million.
		    _t_e_n _f_o_l_d _s_t_r_e_n_g_t_h * - multiplies finder's
		    strength by ten.
		    _p_i_c_k _m_o_n_s_t_e_r - allows finder to pick next



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		    monster to battle.
		    _g_e_n_e_r_a_l _k_n_o_w_l_e_d_g_e - adds to finder's brains
		    and magic level.

     All the scrolls except general knowledge automatically call
     a monster.  Those that are marked with a * preserve any
     spells that were already in effect.  Those that call mon-
     sters are only in effect while in battle.

     Type five	    _d_a_g_g_e_r - adds to strength.
		    _a_r_m_o_u_r - same as a shield, but bigger.
		    _t_a_b_l_e_t - adds brains.

     Type six	    _p_r_i_e_s_t - rests to maximum; adds manna,
		    brains; and halves sin.
		    _R_o_b_i_n _H_o_o_d - increases shield and adds per-
		    manently to strength.
		    _a_x_e - like dagger, but bigger.

     Type seven     _c_h_a_r_m - protects from cursed treasure (used
		    before amulet ); used in conjunction with
		    blessing to battle Dark Lord.
		    _M_e_r_l_y_n - adds brains, magic, and manna.
		    _w_a_r _h_a_m_m_e_r - like an axe, but bigger.

     Type eight     _h_e_a_l_i_n_g _p_o_t_i_o_n - sets poison to -2, or sub-
		    tracts two from poison, whichever is better.
		    _t_r_a_n_s_p_o_r_t_e_r - allows finder to move anywhere.
		    _s_w_o_r_d - like a war hammer , but bigger.

     Type nine	    _g_o_l_d_e_n _c_r_o_w_n - allows the player to become
		    king, by going to (0,0).
		    _b_l_e_s_s_i_n_g - cuts sin to 1/3, adds manna, rests
		    to max., and kills Dark Lord with a charm.
		    _q_u_i_c_k_s_i_l_v_e_r - adds to quickness.

     Type ten	    _e_l_v_e_n _b_o_o_t_s - adds permanently to quickness.

     Type eleven    _p_a_l_a_n_t_i_r - allows one to see all the other
		    players; used by council of the wise to seek
		    the grail.

     Type twelve/thirteen
		    _r_i_n_g - allows one to hit much harder in bat-
		    tle, 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



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     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 Lord. They come
     in four different 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 bat-
     tle.)

     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 sav-
     ing 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 _c_r_o_w_n and going to
     (0,0).  Players must have a level in the range of 10 to 1000
     to be able to find a _c_r_o_w_n.

     Once a player is king, he/she may do certain things while in
     the Lord's Chamber (0,0).	These fall under the decree ('0')
     option.

     _t_r_a_n_s_p_o_r_t	    This is done to another player.  It randomly
		    moves the affected player about.  A charm
		    protects from transports.

     _c_u_r_s_e	    This is done to another player.  It is analo-
		    gous to cursed treasure, but worse.  It
		    inflicts two poison, knocks energy level very
		    low, and degrades the maximum energy.  It



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		    also removes a cloak. A blessing protects
		    from king's curses.

     _e_n_e_r_g_y _v_o_i_d    The king may put as many of these (within
		    reason) scattered about his/her kingdom as
		    he/she pleases.  If a player hits one, he/she
		    loses manna, energy, and gold. The energy
		    void disappears after being hit.

     _b_e_s_t_o_w	    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.

     _c_o_l_l_e_c_t _t_a_x_e_s  Everyone pays 10% tax on all gold collected,
		    regardless of the existence of a king. The
		    king may collect this amount with this
		    option.

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

     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.

     _T_r_a_d_i_n_g _P_o_s_t_s  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 merchants there, as they have
		    short tempers.  Merchants are dishonest about
		    5% of the time.

     _L_o_r_d'_s _C_h_a_m_b_e_r This is located at (0,0).  Only players with
		    crowns may enter.

     _P_o_i_n_t _o_f _N_o _R_e_t_u_r_n
		    This is located beyond 1.2e+6 in any direc-
		    tion.  The only way to return from here is a
		    transporter or to have a valar relocate the
		    player.

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

     _V_a_l_h_a_l_a	    This place is where the valar resides.  It is
		    associated with no particular coordinate on



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		    the playing grid.

     _W_o_r_m_h_o_l_e_s	    At fixed locations on the grid are several
		    holes to underground defects in the playing
		    area.  Sixty-four chambers exist; sixteen of
		    which open to the outside world.  While in
		    the wormholes, one move by going forward,
		    backward, left, or right.  One can always
		    undo a move by going in the opposite direc-
		    tion.  The wormholes are mappable.	For exam-
		    ple, to move from the first wormhole {at (-
		    400,0)} to the second wormhole, type 'LL'.

     Miscellaneous

     There are several bits of trivial knowledge which fall under
     this category.

     A _g_u_r_u will never be disgusted with your sins if they are
     less than one.

     A _m_e_d_i_c wants half of a player's gold to be happy.  Offering
     more than one has, or a negative amount will anger the
     _m_e_d_i_c, 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 manna and charms a player may
     posses, based upon level. _Q_u_i_c_k_s_i_l_v_e_r is always limited to
     to a maximum of 99.

     _B_o_o_k_s 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 _b_l_i_n_d_n_e_s_s goes away in random time.

     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 mis-
     matched, 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:




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     _f_i_g_h_t	    Inflicts damage upon other person.

     _r_u_n _a_w_a_y	    Escape from battle.  Has a 75% chance of
		    working.

     _p_o_w_e_r _b_l_a_s_t    Battle spell.

     _l_u_c_k_o_u_t	    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.

     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 fall under the
     intervention ('8') option.  One is to _h_e_a_l 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 _s_e_e_k _g_r_a_i_l option.  The
     distance cited by the seek is accurate within 10%, in order
     not to make it too easy to find the grail.  Seeking costs
     1000 manna. A player must have infintesimally 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 _t_e_l_e_p_o_r_t
     with greater ease.

     Upon finding the grail, the player advance to position of
     valar. He/she may then exercise more and niftier options
     under _i_n_t_e_r_v_e_n_t_i_o_n. These include all of the council
     members' option plus the ability to move other players
     about, bless them, and throw monsters at them.  Valar 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. Valar cannot _m_o_v_e, _t_e_l_e_p_o_r_t, or call monsters.
     Any monsters which a valar encounters are based upon his/her
     size.  Only one valar may exists at a time.  A player
     replaces the exiting valar upon finding the grail.  The
     valar is then bumped back to the council of the wise.

BUGS
     Many.  The whole program is a hack.  The handling of
     incorrectly exitted characters is a kludge.  The screen is
     set up assuming a 24 by 80 character screen; no attempt was
     made to provide otherwise.  If the program is not set uid,
     it crashes on the first attempt to open a data file.  If any



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     of the data items get too big for the allotted space on the
     screen, no guarantees are made about what will happen.
     There should be a way to change a character's name.




















































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