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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 characters
     of various types to fight monsters and other players.  Progression of char-
     acters  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  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 inter-
     active  between  players.	 The characters are given a password in order to
     retrieve them later.  Only characters above level zero are saved.	 Charac-
     ters  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  dis-
     played 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  calcu-
     lated 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  dis-
     tances 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.

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

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

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

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

	   spell     Several options for throwing spells (described elsewhere).

	   nick      Hits the monster one plus the player's sword, and gives the
		     player 10% of the monster's experience.  Decreases the mon-
		     ster'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 deci-
		      sions while fighting.

	   energy level
		      specifies  how  much  damage a character may endure before
		      dying.

	   magic level
		      determines which spells a character may throw, and how ef-
		      fective those spells will be.

	   brains     basically, the character's intelligence; used for  various
		      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 accumu-
		      lated; progresses geometrically as experience increases.

	   poison     sickness which degrades a character's performance (affects
		      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  areas.
			Must rely on wits and magic to survive.

	   fighter	good  in strength and energy level, fairly good in other
			areas.	This adds up to a well-equipped fighter.

	   elf		very high quickness and above average  magic  level  are
			elves selling points.

	   dwarf	very high strength and energy level, but with a tendency
			to be rather slow and not too bright.

	   halfling	rather quick and smart, with high energy level, but poor
			in magic and strength.	Born with some experience.

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

     The possible ranges for starting statistics are summarized in the following
     table.
     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 char-
     acter types, the characteristics progress at different rates for  the  dif-
     ferent  types as the character goes up in level.  Experimentoes' character-
     istics 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.

   Spells
     During  the  course of the game, the player may exercise his/her magic pow-
     ers.  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 discover 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 maximum 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 maxi-
			   mum energy.	Normally, damage  occurs  first  to  the
			   shield, and then to the players actual energy level.

	   transform	   magic level necessary: 25
			   mana used: 50
			   Used  during  monster combat.  Transforms the monster
			   randomly into one of the 100 monsters from  the  mon-
			   ster 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 monster
			   away from the player.  Success is based upon player's
			   magic and brains, and the monster's	experience.   If
			   it  fails  the player is transported instead.  60% of
			   the time, the monster will drop any treasure  it  was
			   carrying.

	   paralyze	   magic level necessary: 75
			   mana used: 150
			   Used during monster combat.	"Freezes" the monster by
			   putting its quickness slightly negative.  The monster
			   will  slowly wake up.  Success is based upon player's
			   magic and the monster's  experience.   If  it  fails,
			   nothing happens.

	   specify	   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  ori-
     gin.   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:

     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 (especially
		       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 subtracts
		       from energy level instead of any shield	the  player  may
		       have thrown up.	This is a very easy way to die.

     Cerberus	       loves metal and will steal all the metal 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  characteristics  are  calcu-
		       lated  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 battle.

     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 automati-
			   cally call a monster.  These preserve any spells that
			   were already in effect, but are only in effect  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 permanently to
			   strength.
			   axe - like dagger, but bigger.

     Type seven 	   charm - protects from cursed  treasure  (used  before
			   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 maxi-
			   mum, 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 players;
			   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 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 trea-
     sure knocks energy level very low, and adds 0.25 poison.

   Rings
     Rings are only carried by nazguls and Dark Lord.  They come in four differ-
     ent 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.

   King
     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	    This  is  done to another player.  It randomly moves the af-
		    fected player about.  A charm protects from transports.

     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  un-
		    wanted deadweight.

     collect taxes  Everyone  pays 7% tax on all gold and gems acquired, regard-
		    less of the existence of a king.  The king collects the  ac-
		    crued 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.  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 dis-
     tance 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  in-
     clude  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 essen-
     tially  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.

   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 below.

     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 offen-
			   sive players.

     super character type  An extra character type  is	added.	 This  character
			   starts  with  the maximum possible in all statistics,
			   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 dishonest about 5%
		    of the time.

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

     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  normally  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.  When-
     ever  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 in-
     finite 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 inter-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 al-
     lotted space on the screen.

FreeBSD ports 15.quarterly	  April 1, 2001 		    PHANTASIA(6)

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