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



NNAAMMEE
     phantasia - an interterminal fantasy game

SSYYNNOOPPSSIISS
     pphhaannttaassiiaa [ --ss ] [ --mm ] [ --aa ] [ --xx ] [ --hh ] [ --HH ] [ --pp ] [
     --bb ] [ --SS ]

DDEESSCCRRIIPPTTIIOONN
     _P_h_a_n_t_a_s_i_a 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 TTEERRMM variable in your environment.

     The options provide for a variety of functions to support
     the game.	They are:

     --ss   Invokes _p_h_a_n_t_a_s_i_a without header information.

     --mm   Get a monster listing.

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

     --xx   Examine/change a particular character on file.

     --hh   Print a help listing (this message).

     --HH   Print header only.

     --pp   Purge old characters.

     --bb   Show scoreboard of top characters per login.

     --SS   Turn on wizard options, if allowed.

     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 lleevveell zero are saved.  Characters unused
     for awhile will be purged.  Characters are only placed on
     the scoreboard when they die.

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

PPAARRTTIICCUULLAARRSS





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



     NNoorrmmaall PPllaayy

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

     The character is placed randomly near the center of a carte-
     sian 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 _v_i(1).	To move to a
     specific (x, y) coordinate, use the mmoovvee ('1') command. The
     distance a character can move is calculated by 1 plus 1.5
     per lleevveell.. 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 ppllaayyeerrss
     ('2') option.  One may see the coordinates of those who are
     the same distance or closer to the origin as he/she.  KKiinnggss,,
     and ccoouunncciill ooff tthhee wwiissee can see and can be seen by everyone.
     A ppaallaannttiirr removes these retrictions.

     One can talk to other players with the ttaallkk ('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 ssttaattss ('4') option shows additional characteristics of a
     player.

     One may leave the game either with the qquuiitt ('5') option.

     One may rest by default.  Resting lets one regain maximum
     eenneerrggyy lleevveell,, and also lets one find mmaannaa (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 lleevveell and mmaaggiicc,, or to other stations in the
     game ( vvaallaarr,, ccoouunncciill ooff tthhee wwiissee,, kkiinngg ).  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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PHANTASIA(6)	    UNIX Programmer's Manual	     PHANTASIA(6)



     FFiigghhttiinngg MMoonnsstteerrss

     A player has several options while fighting monsters.  They
     are as follows:

     mmeelleeee	    Inflicts damage on the monster, based upon
		    ssttrreennggtthh.. Also decreases the monster's
		    ssttrreennggtthh some.

     sskkiirrmmiisshh	    Inflicts a little less damage than mmeelleeee,, but
		    decreases the monster's qquuiicckknneessss instead.

     eevvaaddee	    Attempt to run away.  Success is based upon
		    both the player's and the monster's bbrraaiinnss
		    and qquuiicckknneessss..

     ssppeellll	    Several options for throwing spells
		    (described elsewhere).

     nniicckk	    Hits the monster one plus the player's sswwoorrdd,,
		    and gives the player 10% of the monster's
		    eexxppeerriieennccee.. Decreases the monster's eexxppeerrii--
		    eennccee an amount proportional to the amount
		    granted.  This also increases the monster's
		    quickness.	Paralyzed monsters wake up very
		    fast when nicked.

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

     CChhaarraacctteerr SSttaattiissttiiccss

     ssttrreennggtthh	    determines how much damage a character can
		    inflict.

     qquuiicckknneessss	    determines how many chances a character gets
		    to make decisions while fighting.

     eenneerrggyy lleevveell   specifies how much damage a character may
		    endure before dying.

     mmaaggiicc lleevveell    determines which spells a character may
		    throw, and how effective those spells will
		    be.

     bbrraaiinnss	    basically, the character's intelligence; used
		    for various fighting options and spells.




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



     mmaannaa	    used as a power source for throwing spells.

     eexxppeerriieennccee     gained by fighting monsters and other charac-
		    ters.

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

     ppooiissoonn	    sickness which degrades a character's perfor-
		    mance (affects eenneerrggyy lleevveell and ssttrreennggtthh ).

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

     aaggee	    of player; roughly equivalent to number of
		    turns.  As aaggee increases, many personal
		    statistics degenerate.

     CChhaarraacctteerr TTyyppeess

     Character statistics are rolled randomly from the above
     list, according to character type.  The types are as fol-
     lows:

     mmaaggiicc uusseerr     strong in mmaaggiicc lleevveell and bbrraaiinnss , weak in
		    other areas.   Must rely on wits and magic to
		    survive.

     ffiigghhtteerr	    good in ssttrreennggtthh and eenneerrggyy lleevveell , fairly
		    good in other areas.  This adds up to a
		    well-equipped fighter.

     eellff	    very high qquuiicckknneessss and above average mmaaggiicc
		    lleevveell are eellvveess selling points.

     ddwwaarrff	    very high ssttrreennggtthh and eenneerrggyy lleevveell , but
		    with a tendency to be rather slow and not too
		    bright.

     hhaallfflliinngg	    rather quick and smart, with high eenneerrggyy
		    lleevveell , but poor in mmaaggiicc and ssttrreennggtthh.. Born
		    with some eexxppeerriieennccee..

     eexxppeerriimmeennttoo    very mediocre in all areas.  However, the
		    eexxppeerriimmeennttoo may be placed almost anywhere
		    within the playing grid.

     The possible ranges for starting statistics are summarized
     in the following table.




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     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 lleevveell.. EExxppeerriimmeennttooeess'' characteristics progress
     randomly as one of the other types.  The progression as
     characters increase in lleevveell 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 rriinnggss can overcome the player, and
     how much ppooiissoonn the player can withstand.

     SSppeellllss

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

     ccllooaakk	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 20 (plus level 7)
		    _m_a_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 ppllaayyeerrss option.
		    Players cannot collect mmaannaa,, find trading
		    posts, or discover the ggrraaiill while
		    cloaked. Calling a monster uncloaks, as well
		    as choosing this option while cloaked.

     tteelleeppoorrtt	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 40 (plus level 12)
		    _m_a_n_a _u_s_e_d: 30 per 75 moved
		    Used during normal play.  Allows the player
		    too move with much more freedom than with the
		    mmoovvee option, at the price of expending mana.
		    The maximum distance possible to move is
		    based upon lleevveell and mmaaggiicc lleevveell..



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



     ppoowweerr bbllaasstt    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_n_a _u_s_e_d: 5 times lleevveell
		    Used during inter-terminal battle.	Damage is
		    based upon mmaaggiicc lleevveell and ssttrreennggtthh.. Hits
		    much harder than a normal hit.

     aallll oorr nnootthhiinngg _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_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 qquuiicckknneessss and ssttrreennggtthh.. Paralyzed
		    monsters wake up much quicker as a result of
		    this spell.

     mmaaggiicc bboolltt     _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 5
		    _m_a_n_a _u_s_e_d: variable
		    Used while combatting monsters.  Hits the
		    monster based upon the amount of mmaannaa
		    expended and mmaaggiicc lleevveell.. Guaranteed to hit
		    at least 10 per mmaannaa..

     ffoorrccee ffiieelldd    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 15
		    _m_a_n_a _u_s_e_d: 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 eenneerrggyy lleevveell..

     ttrraannssffoorrmm	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 25
		    _m_a_n_a _u_s_e_d: 50
		    Used during monster combat.  Transforms the
		    monster randomly into one of the 100 monsters
		    from the monster file.

     iinnccrreeaassee mmiigghhtt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 35
		    _m_a_n_a _u_s_e_d: 75
		    Used during combat with monsters.  Increases
		    strength up to a maximum.

     iinnvviissiibbiilliittyy   _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 45
		    _m_a_n_a _u_s_e_d: 90
		    Used while fighting monsters.  Makes it
		    harder for the monster to hit, by temporarily
		    increasing the player's qquuiicckknneessss.. This spell
		    may be thrown several times, but a maximum
		    level will be reached.

     ttrraannssppoorrtt	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 60



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		    _m_a_n_a _u_s_e_d: 125
		    Used during monster combat.  Transports the
		    monster away from the player.  Success is
		    base upon player's mmaaggiicc and bbrraaiinnss,, and the
		    monster's eexxppeerriieennccee.. If it fails the player
		    is transported instead.   60% of the time,
		    the monster will drop any treasure it was
		    carrying.

     ppaarraallyyzzee	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 75
		    _m_a_n_a _u_s_e_d: 150
		    Used during monster combat.  "Freezes" the
		    monster by putting its qquuiicckknneessss slightly
		    negative.  The monster will slowly wake up.
		    Success is based upon player's mmaaggiicc and the
		    monster's eexxppeerriieennccee.. If it fails, nothing
		    happens.

     ssppeecciiffyy	    _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
		    _m_a_n_a _u_s_e_d: 1000
		    Used during monster combat only by vvaallaarr or
		    ccoouunncciill ooff tthhee wwiissee.. Allows the player to
		    pick which monster to fight.

     MMoonnsstteerrss

     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 eexxppeerriieennccee,, eenneerrggyy lleevveell,, and bbrraaiinnss are
     multiplied by the size.  SSttrreennggtthh is increase 50% per size
     over one, and qquuiicckknneessss 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 fflloocckk%% in the mon-
     ster listing.  Monsters outside the first ring may carry
     treasure, as determined by their treasure type.  Flocking
     monsters, and bigger monsters increase the chances of treas-
     ure.

     Certain monsters have special abilities; they are as fol-
     lows:

     UUnniiccoorrnn	    can only be subdued if the player is in pos-
		    session of a vviirrggiinn..

     MMooddnnaarr	    has random characteristics, including treas-
		    ure type.

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



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     DDaarrkk LLoorrdd	    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 eevvaaddee from the DDaarrkk LLoorrdd..

     LLeeaannaann--SSiiddhhee   also a very nasty person.  She will per-
		    manently sap ssttrreennggtthh from someone.

     SSaarruummaann	    wanders around with WWoorrmmttoonngguuee , who can
		    steal a ppaallaannttiirr.. Also, SSaarruummaann may turn a
		    player's gems into gold pieces, or scramble
		    her/his stats.

     TThhaauummaattuurrggiisstt  can transport a player.

     BBaallrroogg	    inflicts damage by taking away eexxppeerriieennccee ,
		    not eenneerrggyy..

     VVoorrtteexx	    may take some mmaannaa..

     NNaazzgguull	    may try to steal a rriinngg or neutralize part of
		    one's bbrraaiinnss..

     TTiiaammaatt	    may take half a players ggoolldd and ggeemmss and
		    escape.

     KKoobboolldd	    may get nasty and steal one gold piece and
		    run away.

     SShheelloobb	    may bite, inflicting the equivalent of one
		    ppooiissoonn..

     AAssssoorrtteedd FFaaeerriieess
		    These are killed if attacking someone carry-
		    ing hhoollyy wwaatteerr.. These are CClluurriiccaauunn,, FFiirr DDaarr--
		    rriigg,, FFaacchhaann,, GGhhiillllee DDhhuu,, BBooggllee,, KKiillllmmoouulliiss,,
		    and BBwwccaa..

     LLaammpprreeyy	    may bite, inflicting 1/2 of a ppooiissoonn..

     SShhrriieekkeerr	    will call one of its (much bigger) buddies if
		    picked upon.

     BBoonnnnaaccoonn	    will become bored with battle, fart, and run
		    off.

     SSmmeeaaggooll	    will try to steal a rriinngg from a player, if
		    given the chance.

     SSuuccccuubbuuss	    may inflict damage through a ffoorrccee ffiieelldd..
		    This subtracts from eenneerrggyy lleevveell instead of
		    any shield the player may have thrown up.



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		    This is a very easy way to die.

     CCeerrbbeerruuss	    loves metal and will steal all the metal
		    treasures from a player if able.

     UUnnggoolliiaanntt	    can bite and poison.  This inflicts five
		    ppooiissoonnss , and also takes one from the
		    player's qquuiicckknneessss..

     JJaabbbbeerrwwoocckk     may tire of battle, and leave after calling
		    one of his friends ( JJuubbjjuubb BBiirrdd or BBaann--
		    ddeerrssnnaattcchh ).

     MMoorrggootthh	    actually MMooddnnaarr , but reserved for ccoouunncciill ooff
		    tthhee wwiissee,, vvaallaarr,, and eexx--vvaallaarr.. Fights with
		    MMoorrggootthh 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 ffoorrccee ffiieelldd works when battling MMoorr--
		    ggootthh..

     TTrroollll	    may regenerate its eenneerrggyy and ssttrreennggtthh while
		    in battle.

     WWrraaiitthh	    may make a player blind.

     TTrreeaassuurreess

     The various treasure types are as follows:

     TTyyppee zzeerroo	    _n_o_n_e

     TTyyppee oonnee	    _p_o_w_e_r _b_o_o_s_t_e_r - adds mana.
		    _d_r_u_i_d - adds experience.
		    _h_o_l_y _o_r_b - subtracts 0.25 sin.

     TTyyppee ttwwoo	    _a_m_u_l_e_t - protects from cursed treasure.
		    _h_o_l_y _w_a_t_e_r - kills aassssoorrtteedd ffaaeerriieess..
		    _h_e_r_m_i_t - reduces sin by 25% and adds some
		    mana.

     TTyyppee tthhrreeee     _s_h_i_e_l_d - adds to maximum eenneerrggyy lleevveell
		    _v_i_r_g_i_n - used to subdue a uunniiccoorrnn , or to
		    give much eexxppeerriieennccee (and some ssiinn ).
		    _a_t_h_e_l_a_s - subtracts one ppooiissoonn..

     TTyyppee ffoouurr ((ssccrroollllss))
		    _s_h_i_e_l_d - throws a bigger than normal ffoorrccee
		    ffiieelldd..
		    _i_n_v_i_s_i_b_l_e - temporarily puts the finder's
		    qquuiicckknneessss to one million.



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		    _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
		    monster to battle.
		    _g_e_n_e_r_a_l _k_n_o_w_l_e_d_g_e - adds to finder's bbrraaiinnss
		    and mmaaggiicc lleevveell..

     All the scrolls except ggeenneerraall kknnoowwlleeddggee automatically call
     a monster.  These preserve any spells that were already in
     effect, but are only in effect while in battle.

     TTyyppee ffiivvee	    _d_a_g_g_e_r - adds to ssttrreennggtthh..
		    _a_r_m_o_u_r - same as a sshhiieelldd,, but bigger.
		    _t_a_b_l_e_t - adds brains.

     TTyyppee ssiixx	    _p_r_i_e_s_t - rests to maximum; adds mmaannaa,, bbrraaiinnss;;
		    and halves ssiinn..
		    _R_o_b_i_n _H_o_o_d - increases sshhiieelldd and adds per-
		    manently to ssttrreennggtthh..
		    _a_x_e - like ddaaggggeerr,, but bigger.

     TTyyppee sseevveenn     _c_h_a_r_m - protects from cursed treasure (used
		    before aammuulleett ); used in conjunction with
		    bblleessssiinngg to battle DDaarrkk LLoorrdd..
		    _M_e_r_l_y_n - adds bbrraaiinnss,, mmaaggiicc,, and mmaannaa..
		    _w_a_r _h_a_m_m_e_r - like an aaxxee,, but bigger.

     TTyyppee eeiigghhtt     _h_e_a_l_i_n_g _p_o_t_i_o_n - sets ppooiissoonn to -2, or sub-
		    tracts two from ppooiissoonn,, 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 wwaarr hhaammmmeerr , but bigger.

     TTyyppee nniinnee	    _g_o_l_d_e_n _c_r_o_w_n - allows the player to become
		    kkiinngg,, by going to (0,0).
		    _b_l_e_s_s_i_n_g - cuts ssiinn to 1/3, adds mmaannaa,, rests
		    to max., kills DDaarrkk LLoorrdd with a cchhaarrmm,, and
		    gives bearer first hit on all monsters.
		    _q_u_i_c_k_s_i_l_v_e_r - adds to qquuiicckknneessss..

     TTyyppee tteenn	    _e_l_v_e_n _b_o_o_t_s - adds permanently to qquuiicckknneessss..

     TTyyppee eelleevveenn    _p_a_l_a_n_t_i_r - allows one to see all the other
		    players; used by ccoouunncciill ooff tthhee wwiissee to seek
		    the ggrraaiill..

     TTyyppee ttwweellvvee//tthhiirrtteeeenn
		    _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.




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     A monster may also be carrying ggoolldd or ggeemmss.. These are used
     at ttrraaddiinngg ppoossttss to buy things. A ggeemm is worth 1000 gold
     pieces.  Too much ggoolldd will slow a player down.  One may
     carry 1000 plus 200 per lleevveell of ggoolldd.. A ggeemm weighs one half
     a gold piece.  Monsters of treasure type 7 or higher may
     carry ggeemmss..

     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 eenneerrggyy lleevveell very low, and
     adds 0.25 ppooiissoonn..

     RRiinnggss

     RRiinnggss are only carried by nnaazzgguullss and DDaarrkk LLoorrdd.. They come
     in four different flavors.  All rriinnggss rest the player to
     maximum and cause him/her to hit much harder in battle with
     monsters (assuming one has chosen to use the rriinngg for bat-
     tle.)

     Two types of rriinnggss are cursed and come either from nnaazzgguullss
     or DDaarrkk LLoorrdd.. After a few times of using these types, the
     player falls under the control of the rriinngg,, and strange,
     random things will occur.	Eventually, the player dies, and
     gives his/her name to a monster on the file.  Dying before
     the rriinngg is used up also renames the monster.

     The two remaining types of rriinnggss are much more benign.  The
     one from a nnaazzgguull 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 DDaarrkk LLoorrdd is the same,
     except that it never is used up.  rriinnggss disappear after sav-
     ing someone from death.  In general, cursed rriinnggss 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 rriinngg is to
     have a monster steal it.

     KKiinngg

     A player may become kkiinngg bbyy ffiinnddiinngg aa _c_r_o_w_n and going to
     (0,0).  Players must have a lleevveell in the range of 10 to 1000
     to be able to find a _c_r_o_w_n. When a player with one or more
     _c_r_o_w_n_s reaches lleevveell 1000, the _c_r_o_w_n_s are converted to _g_o_l_d.

     Once a player is king, he/she may do certain things while in
     the Lord's Chamber (0,0).	These are exercised with the
     ddeeccrreeee ('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 cchhaarrmm
		    protects from transports.




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     _c_u_r_s_e	    This is done to another player.  It is analo-
		    gous to cursed treasure, but worse.  It
		    inflicts two ppooiissoonn,, knocks eenneerrggyy lleevveell very
		    low, and degrades the maximum energy.  It
		    also removes a ccllooaakk.. A bblleessssiinngg protects
		    from king's curses.

     _e_n_e_r_g_y _v_o_i_d    The king may put a number these scattered
		    about his/her kingdom as he/she pleases.  If
		    a player hits one, he/she loses mmaannaa,, eenneerrggyy,,
		    and ggoolldd.. 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 ( ggoolldd ).
		    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 7% tax on all ggoolldd and ggeemmss
		    acquired, regardless of the existence of a
		    kkiinngg.. The king collects the accrued taxes
		    with this option.

     The kkiinngg may also tteelleeppoorrtt anywhere for free by using the
     origin as a starting place.

     CCoouunncciill ooff tthhee WWiissee,, VVaallaarr

     A player automatically becomes a member of the ccoouunncciill ooff
     tthhee wwiissee upon reaching level 3000.  Members of the council
     cannot have rriinnggss.. Members of the council have a few extra
     options which they can exercise.  These are exercised iinntteerr--
     vveennee ('8') option.  All iinntteerrvveennee options cost 1000 mana.
     One iinntteerrvveennee option 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 ppooiissoonn.. The main purpose in life for members
     of the council is to seek the HHoollyy GGrraaiill.. This is done with
     a ppaallaannttiirr 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.  A player must have infin-
     tesimally small ssiinn,, 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
     vvaallaarr.. 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.  A vvaallaarr's
     blessing has the same effect as the treasure _b_l_e_s_s_i_n_g,
     except that the affected player does not get his/her



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     _b_l_e_s_s_i_n_g flag set.  All _i_n_t_e_r_v_e_n_t_i_o_n options which affect
     other players age the player who uses them.  VVaallaarr are
     essentially immortal, but are actually given five lives.  If
     these are used up, the player is left to die, and becomes an
     eexx--vvaallaarr.. VVaallaarr cannot _m_o_v_e, _t_e_l_e_p_o_r_t, or call monsters.
     (An exception to this is if the _v_a_l_a_r finds a _t_r_a_n_s_p_o_r_t_e_r.
     This is to allow him/her to dispose of excess _g_o_l_d. Any mon-
     sters which a vvaallaarr encounters are based upon his/her size.
     Only one valar may exists 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.

     WWiizzaarrdd

     The _w_i_z_a_r_d is usually the owner of the game, and the one who
     maintains the associated files.  The _w_i_z_a_r_d is granted spe-
     cial powers within the game, if it is invoked with the '-S'
     option.  Otherwise, the _w_i_z_a_r_d plays no different from other
     players.  The _w_i_z_a_r_d abilities are outlined below.

     _c_h_a_n_g_e _p_l_a_y_e_r_s
	  When examining a player, (game invoked with '-x', or
	  use 'X' from within game), the _w_i_z_a_r_d may also change
	  the player.

     _i_n_t_e_r_v_e_n_t_i_o_n
	  The _w_i_z_a_r_d may do all the _i_n_t_e_r_v_e_n_t_i_o_n options.  One
	  extra option, _v_a_p_o_r_i_z_e, is added to kill any offensive
	  players.

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

     SSppeecciiaall PPllaacceess

     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 the 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
		    ccrroowwnnss may enter.



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     _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
		    ttrraannssppoorrtteerr or to have a vvaallaarr 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 vvaallaarr resides.  It is
		    associated with no particular coordinate on
		    the playing grid.

	  MMiisscceellllaanneeoouuss


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

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

     A _m_e_d_i_c wants half of a player's ggoolldd 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 ppooiissoonn ).

     The HHoollyy GGrraaiill 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 mmaannaa and cchhaarrmmss a player may
     posses, based upon lleevveell.. _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 ttrraaddiinngg ppoosstt increase bbrraaiinnss,, based upon
     the number bought.  It is unwise, however to buy more than
     1/10 of one's lleevveell 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.

     Players with _c_r_o_w_n_s are identified with a '*' before their
     character type.

     IInntteerr--tteerrmmiinnaall BBaattttllee

     When two player's coordinates correspond, they may engage in
     battle.  In general, the player with the highest qquuiicckknneessss



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     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:

     _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 eexxppeerriieennccee and
     treasures.  RRiinnggss do not work for inter-terminal battle.

BBUUGGSS
     All screen formats assumme 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.






























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