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PHANTASIA(6)							  PHANTASIA(6)

NAME
       phantasia - an interterminal fantasy game

SYNOPSIS
       phantasia [ -HSabmpsx ]

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:

       -s   Invokes phantasia without header information.

       -m   Get a monster listing.

       -a   Get a listing of all character names on file.

       -x   Examine/change a particular character on file.

       -H   Print header only.

       -p   Purge old characters.

       -b   Show scoreboard of top characters per login.

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

       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.

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

PARTICULARS
       Normal Play

       A  number  of  the player's more important statistics are almost always
       displyed 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 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 retrictions.

       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  mon‐
		      ster. Success  is	 based	upon the player's and the mon‐
		      ster'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 vari‐
		      ous 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	 accu‐
		      mulated;	  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 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 trad‐
		      ing 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 too 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 nor‐
		      mal hit.

       all or nothing magic level necessary: none
		      mana used: 1
		      Used while combatting 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 combatting monsters.  Hits the monster	 based
		      upon the amount of mana expended and magic level.	 Guar‐
		      anteed 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  pro‐
		      tect  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 ran‐
		      domly  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 base 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, noth‐
		      ing 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 expe‐
       rience, energy level, and brains are multiplied by the size.   Strength
       is  increase  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 (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	palan‐
		      tir.   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 players 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 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	 max.,
		      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 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 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	disap‐
		      pears 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 col‐
		      lects 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 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
       infintesimally 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	 tele‐
       port with greater ease.

       Upon  finding  the  grail,  the	player	advance	 to position of valar.
       He/she may then exercise more and niftier options  under	 intervention.
       These  include  all  of the council members' option 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.  Valar 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.  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 exists 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  out‐
       lined 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  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  ori‐
		      gin.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 mis-matched, 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.

BUGS
       All screen formats assumme 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.

4th Berkeley Distribution	  May 2, 1990			  PHANTASIA(6)
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