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PHANTASIA(6)			  Games	Manual			  PHANTASIA(6)

NAME
       phantasia -- an interterminal fantasy game

SYNOPSIS
       phantasia [-abHmpSsx]

DESCRIPTION
       Phantasia  is a role playing game which allows players to roll up char-
       acters of various types to fight	monsters and other players.   Progres-
       sion  of	characters is based upon gaining experience from fighting mon-
       sters (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	 Get a listing of all character	names on file.

	     -b	 Show scoreboard of top	characters per login.

	     -H	 Print header only.

	     -m	 Get a monster listing.

	     -p	 Purge old characters.

	     -S	 Turn on wizard	options, if allowed, if	running	as "root".

	     -s	 Invokes phantasia without header information.

	     -x	 Examine/change	a particular character on file.

       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 a while will be purged.	Characters are
       only placed on the scoreboard when they die.

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

       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 charac-
       ter can move is calculated by 1 plus 1.5	per level.  Moving in  a  com-
       pass  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 fur-
       ther 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 con-
       trol-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 fol-
       lows:

	     melee     Inflicts	damage on the monster,	based  upon  strength.
		       Also decreases the monster's strength some.

	     skirmish  Inflicts	a little less damage than melee, but decreases
		       the monster's quickness instead.

	     evade     Attempt	to  run	 away.	Success	is based upon both the
		       player's	and the	monster's brains and quickness.

	     spell     Several options for throwing  spells  (described	 else-
		       where).

	     nick      Hits the	monster	one plus the player's sword, and gives
		       the  player 10% of the monster's	experience.  Decreases
		       the monster's experience	an amount 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 be-
			fore 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 var-
			ious fighting options and spells.

	     mana	used as	a power	source for throwing spells.

	     experience
			gained by fighting monsters and	other characters.

	     level	indicative of how much experience a character has  ac-
			cumulated;  progresses geometrically as	experience in-
			creases.

	     poison	sickness which degrades	a character's performance (af-
			fects energy level and strength).

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

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

   Character Types
       Character statistics are	rolled randomly	from the above list, according
       to character type.  The types are as follows:

	     magic user	  strong in magic level	and brains, weak in other  ar-
			  eas.	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 ten-
			  dency	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 fol-
       lowing 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 pro-
       gression	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.

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

	     cloak	     magic level necessary: 20 (plus level 7)
			     mana used:	35 plus	3 per rest period
			     Used  during normal play.	Prevents monsters from
			     finding the character,  as	 well  as  hiding  the
			     player  from  other players.  His/her coordinates
			     show up as	'?' in the  players  option.   Players
			     cannot  collect mana, find	trading	posts, or dis-
			     cover the grail while cloaked.  Calling a monster
			     uncloaks, as well as choosing this	 option	 while
			     cloaked.

	     teleport	     magic level necessary: 40 (plus level 12)
			     mana used:	30 per 75 moved
			     Used  during  normal  play.  Allows the player to
			     move with much more freedom than  with  the  move
			     option, at	the price of expending mana.  The max-
			     imum  distance  possible  to  move	 is based upon
			     level and magic level.

	     power blast     magic level necessary: none
			     mana used:	5 times	level
			     Used during  inter-terminal  battle.   Damage  is
			     based  upon  magic	level and strength.  Hits much
			     harder than a normal hit.

	     all or nothing  magic level necessary: none
			     mana used:	1
			     Used while	combating monsters.  Has a 25%	chance
			     of	working.  If it	works it hits the monster just
			     enough  to	 kill it.  If it fails,	it doesn't hit
			     the monster, and doubles the monster's  quickness
			     and  strength.   Paralyzed	 monsters wake up much
			     quicker as	a result of this spell.

	     magic bolt	     magic level necessary: 5
			     mana used:	variable
			     Used while	combating monsters.  Hits the  monster
			     based  upon the amount of mana expended and magic
			     level.  Guaranteed	to hit at least	10 per mana.

	     force field     magic level necessary: 15
			     mana used:	30
			     Used during monster combat.  Throws up  a	shield
			     to	 protect  from 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 ac-
			     tual energy level.

	     transform	     magic level necessary: 25
			     mana used:	50
			     Used during monster combat.  Transforms the  mon-
			     ster  randomly  into one of the 100 monsters from
			     the monster file.

	     increase might  magic level necessary: 35
			     mana used:	75
			     Used  during  combat  with	 monsters.   Increases
			     strength up to a maximum.

	     invisibility    magic level necessary: 45
			     mana used:	90
			     Used  while  fighting  monsters.  Makes it	harder
			     for the monster to	hit, by	temporarily increasing
			     the player's quickness.  This spell may be	thrown
			     several  times,  but  a  maximum  level  will  be
			     reached.

	     transport	     magic level necessary: 60
			     mana used:	125
			     Used  during monster combat.  Transports the mon-
			     ster away from the	player.	 Success is based upon
			     player's magic  and  brains,  and	the  monster's
			     experience.   If  it  fails  the player is	trans-
			     ported instead.  60% of  the  time,  the  monster
			     will drop any treasure it was carrying.

	     paralyze	     magic level necessary: 75
			     mana used:	150
			     Used  during  monster combat.  "Freezes" the mon-
			     ster 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	     magic level necessary: none
			     mana used:	1000
			     Used  during  monster  combat  only  by  valar or
			     council of	the wise.  Allows the player  to  pick
			     which monster to fight.

   Monsters
       Monsters	 get bigger 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	 trea-
       sure.

       Certain monsters	have special abilities;	they are as follows:

       Unicorn		 can only be subdued if	the player is in possession of
			 a virgin.

       Modnar		 has random characteristics, including treasure	type.

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

       Dark Lord	 very nasty person.  Does not like to  be  hit	(espe-
			 cially	 nicked), and many spells do not work well (or
			 at all) against him.  One can always evade  from  the
			 Dark Lord.

       Leanan-Sidhe	 also  a  very nasty person.  She will permanently sap
			 strength from someone.

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

       Thaumaturgist	 can transport a player.

       Balrog		 inflicts  damage  by  taking  away  experience,   not
			 energy.

       Vortex		 may take some mana.

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

       Tiamat		 may take half a player's gold and gems	and escape.

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

       Shelob		 may bite, inflicting the equivalent of	one poison.

       Assorted	Faeries	 These are killed if attacking someone	carrying  holy
			 water.	  These	 are  Cluricaun,  Fir  Darrig, Fachan,
			 Ghille	Dhu, Bogle, Killmoulis,	and Bwca.

       Lamprey		 may bite, inflicting 1/2 of a poison.

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

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

       Smeagol		 will  try to steal a ring from	a player, if given the
			 chance.

       Succubus		 may inflict damage through a force field.  This  sub-
			 tracts	 from  energy  level instead of	any shield the
			 player	may have thrown	up.  This is a very  easy  way
			 to die.

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

       Ungoliant	 can bite and poison.  This inflicts five poisons, and
			 also takes one	from the player's quickness.

       Jabberwock	 may tire of battle, and leave after  calling  one  of
			 his friends (Jubjub Bird or Bandersnatch).

       Morgoth		 actually  Modnar,  but	 reserved  for	council	of the
			 wise, valar, and ex-valar.  Fights with  Morgoth  end
			 when  either he or the	player dies.  His characteris-
			 tics are calculated based  upon  the  player's.   The
			 player	 is  given  the	 chance	 to ally with him.  No
			 magic,	 except	 force	field  works   when   battling
			 Morgoth.

       Troll		 may  regenerate its energy and	strength while in bat-
			 tle.

       Wraith		 may make a player blind.

   Treasures
       The various treasure types are as follows:

       Type zero	     none

       Type one		     power booster - adds mana.
			     druid - adds experience.
			     holy orb -	subtracts 0.25 sin.

       Type two		     amulet - protects from cursed treasure.
			     holy water	- kills	assorted faeries.
			     hermit - reduces sin by 25% and adds some mana.

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

       Type four (scrolls)   shield - throws a bigger than normal force	field.
			     invisible	 -   temporarily   puts	 the  finder's
			     quickness to one million.
			     ten fold strength - multiplies finder's  strength
			     by	ten.
			     pick monster - allows finder to pick next monster
			     to	battle.
			     general  knowledge	 - adds	to finder's brains and
			     magic level.

			     All the scrolls except general knowledge automat-
			     ically call a monster.  These preserve any	spells
			     that were already in effect, but are only in  ef-
			     fect while	in battle.

       Type five	     dagger - adds to strength.
			     armour - same as a	shield,	but bigger.
			     tablet - adds brains.

       Type six		     priest - rests to maximum;	adds mana, brains; and
			     halves sin.
			     Robin  Hood  -  increases	shield and adds	perma-
			     nently to strength.
			     axe - like	dagger,	but bigger.

       Type seven	     charm - protects from cursed treasure  (used  be-
			     fore  amulet);  used in conjunction with blessing
			     to	battle Dark Lord.
			     Merlyn - adds brains, magic, and mana.
			     war hammer	- like an axe, but bigger.

       Type eight	     healing potion - sets poison to -2, or  subtracts
			     two from poison, whichever	is better.
			     transporter - allows finder to move anywhere.
			     sword - like a war	hammer,	but bigger.

       Type nine	     golden  crown - allows the	player to become king,
			     by	going to (0,0).
			     blessing -	cuts sin to 1/3, adds mana,  rests  to
			     maximum,  kills Dark Lord with a charm, and gives
			     bearer first hit on all monsters.
			     quicksilver - adds	to quickness.

       Type ten		     elven boots - adds	permanently to quickness.

       Type eleven	     palantir -	allows one to see all the other	 play-
			     ers;  used	 by  council  of  the wise to seek the
			     grail.

       Type twelve/thirteen  ring - allows one to hit much harder  in  battle,
			     etc.

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

       A monster may also be carrying gold or gems.  These are used at trading
       posts to	buy things.  A gem is worth 1000 gold pieces.  Too  much  gold
       will  slow  a  player  down.   One may carry 1000 plus 200 per level of
       gold.  A	gem weighs one half a gold piece.  Monsters of treasure	type 7
       or higher may carry gems.

       The chance of a cursed treasure is based	upon treasure type.  The  more
       valuable	 treasures  have  a  greater chance of being cursed.  A	cursed
       treasure	knocks energy level very low, and adds 0.25 poison.

   Rings
       Rings are only carried by nazguls and Dark 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 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.	 Even-
       tually, 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	disap-
       pear after saving someone from death.  In general, cursed  rings	 occur
       much  more  often  than	normal ones.  It is usually not	a good idea to
       pick one	up.  The only way to get rid of	a ring is to  have  a  monster
       steal it.

   King
       A  player may become king by finding a crown and	going to (0,0).	 Play-
       ers must	have a level in	the range of 10	to 1000	to be able to  find  a
       crown.	When  a	player with one	or more	crowns reaches level 1000, the
       crowns are converted to gold.

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

       transport      This is done to another player.  It randomly  moves  the
		      affected	player	about.	 A  charm protects from	trans-
		      ports.

       curse	      This is done to another  player.	 It  is	 analogous  to
		      cursed  treasure,	 but  worse.   It inflicts two poison,
		      knocks energy level very low, and	degrades  the  maximum
		      energy.	It  also removes a cloak.  A blessing protects
		      from king's curses.

       energy void    The king may put	a  number  of  these  scattered	 about
		      his/her  kingdom	as  he/she  pleases.  If a player hits
		      one, he/she loses	mana, energy, and  gold.   The	energy
		      void disappears after being hit.

       bestow	      This  is also done to another player.  The king may wish
		      to reward	one or more loyal subjects by sharing  his/her
		      riches  (gold).  Or it is	a convenient way to dispose of
		      some unwanted deadweight.

       collect taxes  Everyone pays 7% tax on all gold and gems	acquired,  re-
		      gardless	of the existence of a king.  The king collects
		      the accrued taxes	with this option.

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

   Council of the Wise,	Valar
       A player	automatically becomes a	member of the council of the wise upon
       reaching	 level	3000.  Members of the council cannot have rings.  Mem-
       bers of the council have	a few extra options which they	can  exercise.
       These are exercised with	the intervene ('8') option.  All intervene op-
       tions  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	excep-
       tion 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 encoun-
       ters are	based upon his/her size.  Only one valar may exist at a	 time.
       The current valar is replaced when another player finds the grail.  The
       valar is	then bumped back to the	council	of the wise.

   Wizard
       The  wizard is usually the owner	of the game, and the one who maintains
       the associated files.  The wizard is granted special powers within  the
       game, if	it is invoked with the -S option.  Otherwise, the wizard plays
       no different from other players.	 The wizard abilities are outlined be-
       low.

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

       intervention	     The wizard	may do all the	intervention  options.
			     One  extra	option,	vaporize, is added to kill any
			     offensive players.

       super character type  An	extra character	type is	added.	This character
			     starts with the maximum possible in  all  statis-
			     tics, selected from the other character types.  A
			     super character's statistics also progress	at the
			     maximum  possible	rate,  selected	from the other
			     character types.

   Special Places
       Certain regions of the playing grid have	different names.  In  general,
       this  is	only to	give the player	some idea of his/her present location.
       Some special places do exist.

       Trading Posts  These are	located	at |x| == |y| == n*n*100 for n = 1, 2,
		      ..., 1000.  Trading posts	farther	out have  more	things
		      for  sale.   Be  careful	about  cheating	 the merchants
		      there, as	they have short	tempers.  Merchants  are  dis-
		      honest about 5% of the time.

       Lord's Chamber
		      This  is located at (0,0).  Only players with crowns may
		      enter.

       Point of	No Return
		      This is located beyond 1.2e+6  in	 any  direction.   The
		      only way to return from here is a	transporter or to have
		      a	valar relocate the player.

       Dead Marshes   This  is	a band located fairly distant from the origin.
		      The first	fourteen monsters (water  monsters)  can  nor-
		      mally only be found here.

       Valhala	      This place is where the valar resides.  It is associated
		      with no particular coordinate on the playing grid.

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

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

       A  medic	wants half of a	player's gold to be happy.  Offering more than
       one has,	or a 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 a maximum of 99.

       Books  bought  at a trading post	increase brains, based upon the	number
       bought.	It is unwise, however to buy more than 1/10 of one's level  in
       books at	a time.

       Players over level 10000	are automatically retired.

       A blindness goes	away in	random time.

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

   Inter-terminal Battle
       When two	player's coordinates correspond, they may  engage  in  battle.
       In  general,  the player	with the highest quickness gets	the first hit.
       If the two players are severely	mismatched,  the  stronger  player  is
       drastically handicapped for the battle.	In order to protect from being
       stuck  in  an  infinite	loop, the player waiting for response may time
       out.  Options for battle	are:

       fight	    Inflicts damage upon other person.

       run away	    Escape from	battle.	 Has a 75% chance of working.

       power blast  Battle spell.

       luckout	    One-time chance to try to win against the foe.  Has	a  10%
		    chance of working.

       Sometimes  waits	 for the other player may be excessive,	because	he/she
       may be battling a monster.  Upon	slaying	a player in battle the	winner
       gets  the  other's experience and treasures.  Rings do not work for in-
       ter-terminal battle.

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

BUGS
       All screen formats assume at least 24 lines by at least 80 columns.  No
       provisions are made for when any	of the data items get too big for  the
       allotted	space on the screen.

FreeBSD	Ports 14.quarterly	 April 1, 2001			  PHANTASIA(6)

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