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PHANTASIA(6)		       BSD Games Manual			  PHANTASIA(6)

NAME
     phantasia — an interterminal fantasy game

SYNOPSIS
     phantasia [-abHmpSsx]

DESCRIPTION
     phantasia is a role-playing game that allows players to create 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 more or less self-explanatory.	 The
     screen is cursor updated, so be sure to set up the TERM variable in your
     environment.

OPTIONS
	   -a	List all character names on file.

	   -b	Show scoreboard of top characters per login.

	   -H	Print header only.

	   -m	List monsters.

	   -p	Purge old characters.

	   -S	Turn on wizard mode, if allowed.  (Wizard mode is restricted
		to the super-user.)

	   -s	Skip printing the header.

	   -x	Examine/change a particular character on file.

PARTICULARS
     The game is multiplayer and game data is saved in a shared common loca‐
     tion.  Characters are password-protected to prevent abuse.	 Only charac‐
     ters above level zero are saved.  Characters that are left unused for
     sufficiently long will be purged.	Characters are only placed on the
     scoreboard when they die.

     The world is based on a Cartesian coordinate system.  New characters are
     placed randomly near the origin (center).

   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.

     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; the game is not case-sensitive.  One may also use ‘H’, ‘J’, ‘K’,
     and ‘L’ for movement, as with vi(1).  To move to a specific (x, y) coor‐
     dinate, use the move (‘1’) command.  A character can move a maximum dis‐
     tance of 1 plus 1.5 per level at once.  Entering a compass direction will
     move the player the maximum allowed distance in that direction.

     The players (‘2’) command shows who else is playing.  The exact position
     is shown for those who are a similar distance or not as far from the ori‐
     gin.  Kings and council of the wise can see and be seen by everyone.  A
     palantir removes these restrictions.

     One can talk to other players with the talk (‘3’) option.	This sends a
     line of text to everyone.	To remove the current message, just type
     ⟨return⟩ when prompted for a message.

     The stats (‘4’) option shows additional characteristics of a player.

     The quit (‘5’) command exits the game.

     One may rest by default.  Resting lets one regain maximum energy level,
     and also lets one find mana.  More mana is found at 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 dur‐
     ing battle results in death, for obvious reasons.

     Several further commands 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 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 quick‐
		     ness.  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.

	   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 follow‐
     ing 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, but 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 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 does
			   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 dis‐
			   tance 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 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 sev‐
			   eral 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 mon‐
			   ster to fight.

   Monsters
     Monsters get bigger 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 progresses 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, 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 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 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 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 bat‐
			   tle 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 trea‐
     sure knocks energy level very low and adds 0.25 poison.

   Rings
     Rings are only carried by nazguls and Dark Lords.	They come in four dif‐
     ferent flavors.  All rings rest the player to maximum and cause him/her
     to hit much harder in battle with monsters (assuming the ring is being
     used for battle.)

     Two types of rings are cursed and come either from nazguls or Dark Lords.
     After a few times of using these types, the player falls under the con‐
     trol 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 lit‐
     tle 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 infinites‐
     imally 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 dif‐
     ferent from other players.	 The wizard abilities are outlined below.

     change players	   When examining a player, (game invoked with -x, or
			   ‘X’ is used 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 possess, 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 drasti‐
     cally 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-termi‐
     nal 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.

BSD				 April 1, 2001				   BSD
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