Provided by: bsdgames_2.17-35_amd64 bug

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 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   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 awhile 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 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.

   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 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 before 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 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 accumulated; 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  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.

   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  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 maximum 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 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 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 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:

       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 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 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  automatically  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 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 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 treasure knocks energy level very low, and adds 0.25 poison.

   Rings
       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.

   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 affected  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
                      unwanted deadweight.

       collect taxes  Everyone pays 7% tax on all gold and gems acquired, regardless 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.  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.

   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 offensive 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 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 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.  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.

   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
       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 allotted space on the screen.

Debian                                            April 1, 2001                                     PHANTASIA(6)