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PHANTASIA(6)           BSD Reference Manual          PHANTASIA(6)


NNAAMMEE
       phantasia - an interterminal fantasy game

SSYYNNOOPPSSIISS
       phantasia [ -HSabmpsx ]

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 play-
       ers).

       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 header only.

       --pp   Purge old characters.

       --bb   Show scoreboard of top characters per login.

       --SS   Turn on wizard options, if  allowed,  if  running  as
            ``root''.

       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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       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
       cartesian  system.  Most commands are selected with a sin-
       gle 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
       message.

       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 rea-
       sons.

       Several other options become available as the player  pro-
       gresses  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.



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       Other things which may  happen  are  more  or  less  self-
       explanatory.

       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 mon-
                      ster's eexxppeerriieennccee..  Decreases the monster's
                      eexxppeerriieennccee 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



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                      throw,  and how effective those spells will
                      be.

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

       mmaannaa           used as a power source for throwing spells.

       eexxppeerriieennccee     gained by fighting monsters and other char-
                      acters.

       lleevveell          indicative of how much experience a charac-
                      ter  has  accumulated; progresses geometri-
                      cally as eexxppeerriieennccee increases.

       ppooiissoonn         sickness which degrades a character's  per-
                      formance (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..



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                      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.

       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 progres-
       sion  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 hid-
                      ing the player from other players.  His/her
                      coordinates show up as '?' in  the  ppllaayyeerrss
                      option.   Players cannot collect mmaannaa,, find
                      trading posts, or discover the ggrraaiill  while



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                      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..

       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 dou-
                      bles 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  mon-
                      sters 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



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                      _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 temporar-
                      ily  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
                      _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 per-
       cent chance of that happening is designated as  fflloocckk%%  in
       the  monster listing.  Monsters outside the first ring may
       carry treasure, as  determined  by  their  treasure  type.



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       Flocking   monsters,  and  bigger  monsters  increase  the
       chances of treasure.

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

       UUnniiccoorrnn        can  only  be  subdued  if the player is in
                      possession of a vviirrggiinn..

       MMooddnnaarr         has random characteristics, including trea-
                      sure type.

       MMiimmiicc          will  pick  another  name  from the list of
                      monsters in order to confuse.

       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 perma-
                      nently 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  car-
                      rying hhoollyy wwaatteerr..  These are CClluurriiccaauunn,, FFiirr
                      DDaarrrriigg,,   FFaacchhaann,,   GGhhiillllee   DDhhuu,,    BBooggllee,,



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                      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.
                      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 BBaannddeerr--
                      ssnnaattcchh ).

       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 calcu-
                      lated based upon the player's.  The  player
                      is  given  the chance to ally with him.  No
                      magic, except ffoorrccee ffiieelldd works  when  bat-
                      tling MMoorrggootthh..

       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.



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                      _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.
                      _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 bet-
                      ter.
                      _t_r_a_n_s_p_o_r_t_e_r - allows finder  to  move  any-
                      where.
                      _s_w_o_r_d - like a wwaarr hhaammmmeerr , but bigger.




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       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 qquuiicckk--
                      nneessss..

       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
                      battle, etc.

       Any  treasure type 10-13 monsters may instead carry a type
       nine treasure.

       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
       battle.)

       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



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       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 dis-
       appear after  saving  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  con-
       verted 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 ran-
                      domly moves the affected player  about.   A
                      cchhaarrmm protects from transports.

       _c_u_r_s_e          This  is  done  to  another  player.  It is
                      analogous 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 pro-
                      tects 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 disap-
                      pears 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.




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       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 exer-
       cised iinntteerrvveennee ('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 pur-
       pose 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 infintesimally  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 mem-
       bers' option plus the ability to move other players about,
       bless  them, and throw monsters at them.  A vvaallaarr's bless-
       ing 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 _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 essen-
       tially 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  mon-
       sters.   (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  monsters 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
       special  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



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              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 dishon-
                      est 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.

       _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



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       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.  Offer-
       ing 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 qquuiicckk--
       nneessss gets the first hit.  If the two players are  severely
       mis-matched,  the  stronger  player  is drastically handi-
       capped 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



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       player in battle the winner gets  the  other's  eexxppeerriieennccee
       and  treasures.  RRiinnggss do not work for inter-terminal bat-
       tle.

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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