PHANTASIA(6) | Games Manual | PHANTASIA(6) |
phantasia
— an
interterminal fantasy game
phantasia |
[-abHmpSsx ] |
phantasia
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
TERM
variable in your environment.
The options provide for a variety of functions to support the game. They are:
-a
-b
-H
-m
-p
-S
-s
phantasia
without header information.-x
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 awhile will be purged. Characters are only placed on the scoreboard when they die.
A number of the player's more important statistics are almost always displayed on the screen, with maximums (where applicable) in parentheses.
The character is placed randomly near the center of a Cartesian
system. Most commands are selected with a single letter or digit. For
example, one may move by hitting 'W', 'S', 'N', or 'E', (lower case may also
be used, at no time is the game case dependent). One may also use 'H', 'J',
'K', 'L', for movement, similar to vi(1). To move to a
specific (x, y) coordinate, use the move
('1')
command. The distance a character can move is calculated by 1 plus 1.5 per
level. Moving in a compass direction will move the player
the maximum allowed distance in that direction.
A player may see who else is playing by using the
players
('2') option. One may see the coordinates of
those who are the same distance or closer to the origin as he/she.
Kings, and
council of the wise can see and can be seen by everyone. A
palantir removes these restrictions.
One can talk to other players with the
talk
('3') option. In general, this is a line or so
of text. To remove a current message, just type ⟨return⟩ when
prompted for a message.
The stats
('4') option shows additional
characteristics of a player.
One may leave the game either with the
quit
('5') option.
One may rest by default. Resting lets one regain maximum energy level, and also lets one find mana (more is found for larger levels and further distances from the origin).
One may call a monster by hitting '9' or 'C'.
Use 'X' to examine other players.
One may quit or execute a sub-shell by hitting interrupt. Quitting during battle results in death for obvious reasons.
Several other options become available as the player progresses in level and magic, or to other stations in the game (valar, council of the wise, king). These are described elsewhere. In general, a control-L will force the redrawing of the screen.
Other things which may happen are more or less self-explanatory.
A player has several options while fighting monsters. They are as follows:
melee
skirmish
melee
, but
decreases the monster's quickness instead.evade
spell
nick
luckout
luckout
is lost.Character statistics are rolled randomly from the above list, according to character type. The types are as follows:
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 level. Experimentoes' characteristics progress randomly as one of the other types. The progression as characters increase in level is summarized in the following table.
Type | Strength | Mana | Energy | Brains | Magic |
Mag. User | 2.0 | 75 | 20 | 6 | 2.75 |
Fighter | 3.0 | 40 | 30 | 3.0 | 1.5 |
Elf | 2.5 | 65 | 25 | 4.0 | 2.0 |
Dwarf | 5 | 30 | 35 | 2.5 | 1 |
Halfling | 2.0 | 30 | 30 | 4.5 | 1 |
The character type also determines how much gold a player may carry, how long until rings can overcome the player, and how much poison the player can withstand.
During the course of the game, the player may exercise his/her magic powers. These cases are described below.
cloak
players
option. Players cannot
collect mana, find trading posts, or discover the
grail while cloaked. Calling a monster uncloaks, as well
as choosing this option while cloaked.teleport
move
option, at the price of
expending mana. The maximum distance possible to move is based upon
level and magic level.power
blast
all or
nothing
magic
bolt
force
field
transform
increase
might
invisibility
transport
paralyze
specify
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 increased 50% per size over one, and quickness remains the same, regardless of size.
Also, nastier monsters are found as one progress farther out from the origin. Monsters also may flock. The percent chance of that happening is designated as flock% in the monster listing. Monsters outside the first ring may carry treasure, as determined by their treasure type. Flocking monsters, and bigger monsters increase the chances of treasure.
Certain monsters have special abilities; they are as follows:
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.force field
works when battling
Morgoth.The various treasure types are as follows:
force field
.
All the scrolls except general knowledge automatically call a monster. These preserve any spells that were already in effect, but are only in effect while in battle.
Any treasure type 10-13 monsters may instead carry a type nine treasure.
A monster may also be carrying gold or gems. These are used at trading posts to buy things. A gem is worth 1000 gold pieces. Too much gold will slow a player down. One may carry 1000 plus 200 per level of gold. A gem weighs one half a gold piece. Monsters of treasure type 7 or higher may carry gems.
The chance of a cursed treasure is based upon treasure type. The more valuable treasures have a greater chance of being cursed. A cursed treasure knocks energy level very low, and adds 0.25 poison.
Rings are only carried by nazguls and Dark Lords. They come in four different flavors. All rings rest the player to maximum and cause him/her to hit much harder in battle with monsters (assuming one has chosen to use the ring for battle.)
Two types of rings are cursed and come either from nazguls or Dark Lord. After a few times of using these types, the player falls under the control of the ring, and strange, random things will occur. Eventually, the player dies, and gives his/her name to a monster on the file. Dying before the ring is used up also renames the monster.
The two remaining types of rings are much more benign. The one from a nazgul is good for a limited number of battle rounds, and will save the player from death if it was being used when he/she died. The one from Dark Lord is the same, except that it never is used up. rings disappear after saving someone from death. In general, cursed rings occur much more often than normal ones. It is usually not a good idea to pick one up. The only way to get rid of a ring is to have a monster steal it.
A player may become king by finding a crown and going to (0,0). Players must have a level in the range of 10 to 1000 to be able to find a crown. When a player with one or more crowns reaches level 1000, the crowns are converted to gold.
Once a player is king, he/she may do certain things while in the
Lord's Chamber (0,0). These are exercised with the
decree
('0') option.
transport
curse
energy
void
bestow
collect
taxes
The king may also
teleport
anywhere for free by using the origin as a
starting place.
A player automatically becomes a member of the
council of the wise upon reaching level 3000. Members of
the council cannot have rings. Members of the council have
a few extra options which they can exercise. These are exercised with the
intervene
('8') option. All
intervene
options cost 1000 mana. One
intervene
option is to heal
another player. This is just a quick way for that player to be rested to
maximum and lose a little poison. The main purpose in life
for members of the council is to seek the Holy Grail. This
is done with a palantir under the seek
grail
option. The distance cited by the seek is accurate within 10%,
in order not to make it too easy to find the grail. A player must have
infinitesimally small sin, or else it's all over upon
finding the grail. In order to help members of the council on their quest,
they may teleport
with greater ease.
Upon finding the grail, the player advances to
position of valar. He/she may then exercise more and
niftier options under intervention
. These include
all of the council members' options plus the ability to move other players
about, bless them, and throw monsters at them. A valar's
blessing has the same effect as the treasure blessing,
except that the affected player does not get his/her
blessing flag set. All
intervention
options which affect other players age
the player who uses them.
Valars are
essentially immortal, but are actually given five lives. If these are used
up, the player is left to die, and becomes an ex-valar. A
valar cannot move
,
teleport
, or call monsters. (An exception to this is
if the valar finds a transporter.) This
is to allow him/her to dispose of excess gold. Any
monsters which a valar encounters are based upon his/her
size. Only one valar may exist at a time. The current valar is replaced when
another player finds the grail. The valar is then bumped back to the council
of the wise.
The wizard is usually the owner of the game, and
the one who maintains the associated files. The wizard is
granted special powers within the game, if it is invoked with the
-S
option. Otherwise, the wizard
plays no different from other players. The wizard
abilities are outlined below.
change
players
-x
, or
use 'X' from within game), the wizard may also change
the player.intervention
intervention
options. One extra option,
vaporize
, is added to kill any offensive
players.super
character type
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.
Once a player reaches level 5, the game will start to time out waiting for input. This is to try to keep the game a bit faster paced.
A guru will never be disgusted with your sins if they are less than one.
A medic wants half of a player's gold to be happy. Offering more than one has, or a negative amount will anger the medic, who will make the player worse (add one poison).
The Holy Grail does little for those who are not ready to behold it. Whenever anyone finds it, it moves. It is always located within 1e+6 in any compass direction of the origin.
There is a maximum amount of mana and charms a player may posses, based upon level. Quicksilver is always limited to to a maximum of 99.
Books bought at a trading post increase brains, based upon the number bought. It is unwise, however to buy more than 1/10 of one's level in books at a time.
Players over level 10000 are automatically retired.
A blindness goes away in random time.
Players with crowns are identified with a '*' before their character type.
When two player's coordinates correspond, they may engage in battle. In general, the player with the highest quickness gets the first hit. If the two players are severely mismatched, the stronger player is drastically handicapped for the battle. In order to protect from being stuck in an infinite loop, the player waiting for response may time out. Options for battle are:
fight
run
away
power
blast
luckout
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.
Edward Estes, AT&T Information Systems, Skokie, IL
All screen formats assume at least 24 lines by at least 80 columns. No provisions are made for when any of the data items get too big for the allotted space on the screen.
April 1, 2001 | Debian |