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PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
N\bNA\bAM\bME\bE
phantasia - an interterminal fantasy game
S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
phantasia [ -HSabmpsx ]
D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
_\bP_\bh_\ba_\bn_\bt_\ba_\bs_\bi_\ba 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 play-
ers).
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 T\bTE\bER\bRM\bM variable in your environment.
The options provide for a variety of functions to support
the game. They are:
-\b-s\bs Invokes _\bp_\bh_\ba_\bn_\bt_\ba_\bs_\bi_\ba without header information.
-\b-m\bm Get a monster listing.
-\b-a\ba Get a listing of all character names on file.
-\b-x\bx Examine/change a particular character on file.
-\b-H\bH Print header only.
-\b-p\bp Purge old characters.
-\b-b\bb Show scoreboard of top characters per login.
-\b-S\bS 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 l\ble\bev\bve\bel\bl zero are saved. Characters
unused for awhile will be purged. Characters are only
placed on the scoreboard when they die.
A\bAU\bUT\bTH\bHO\bOR\bR
Edward Estes, AT&T Information Systems, Skokie, IL
P\bPA\bAR\bRT\bTI\bIC\bCU\bUL\bLA\bAR\bRS\bS
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PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
N\bNo\bor\brm\bma\bal\bl P\bPl\bla\bay\by
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 sin-
gle 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 _\bv_\bi(1). To move to
a specific (x, y) coordinate, use the m\bmo\bov\bve\be ('1')
command. The distance a character can move is calculated
by 1 plus 1.5 per l\ble\bev\bve\bel\bl.\b. 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 p\bpl\bla\bay\bye\ber\brs\bs
('2') option. One may see the coordinates of those who
are the same distance or closer to the origin as he/she.
K\bKi\bin\bng\bgs\bs,\b, and c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be can see and can be seen by
everyone. A p\bpa\bal\bla\ban\bnt\bti\bir\br removes these restrictions.
One can talk to other players with the t\bta\bal\blk\bk ('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 s\bst\bta\bat\bts\bs ('4') option shows additional characteristics of
a player.
One may leave the game either with the q\bqu\bui\bit\bt ('5') option.
One may rest by default. Resting lets one regain maximum
e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl,\b, and also lets one find m\bma\ban\bna\ba (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 rea-
sons.
Several other options become available as the player pro-
gresses in l\ble\bev\bve\bel\bl and m\bma\bag\bgi\bic\bc,\b, or to other stations in the
game ( v\bva\bal\bla\bar\br,\b, c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be,\b, k\bki\bin\bng\bg ). These are
described elsewhere. In general, a control-L will force
the redrawing of the screen.
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Other things which may happen are more or less self-
explanatory.
F\bFi\big\bgh\bht\bti\bin\bng\bg M\bMo\bon\bns\bst\bte\ber\brs\bs
A player has several options while fighting monsters.
They are as follows:
m\bme\bel\ble\bee\be Inflicts damage on the monster, based upon
s\bst\btr\bre\ben\bng\bgt\bth\bh.\b. Also decreases the monster's
s\bst\btr\bre\ben\bng\bgt\bth\bh some.
s\bsk\bki\bir\brm\bmi\bis\bsh\bh Inflicts a little less damage than m\bme\bel\ble\bee\be,\b,
but decreases the monster's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs
instead.
e\bev\bva\bad\bde\be Attempt to run away. Success is based upon
both the player's and the monster's b\bbr\bra\bai\bin\bns\bs
and q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
s\bsp\bpe\bel\bll\bl Several options for throwing spells
(described elsewhere).
n\bni\bic\bck\bk Hits the monster one plus the player's
s\bsw\bwo\bor\brd\bd,\b, and gives the player 10% of the mon-
ster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. Decreases the monster's
e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be an amount proportional to the
amount granted. This also increases the
monster's quickness. Paralyzed monsters
wake up very fast when nicked.
l\blu\buc\bck\bko\bou\but\bt This is essentially a battle of wits with
the monster. Success is based upon the
player's and the monster's b\bbr\bra\bai\bin\bns\bs.\b. The
player gets credit for slaying the monster
if he/she succeeds. Otherwise, nothing
happens, and the chance to l\blu\buc\bck\bko\bou\but\bt is lost.
C\bCh\bha\bar\bra\bac\bct\bte\ber\br S\bSt\bta\bat\bti\bis\bst\bti\bic\bcs\bs
s\bst\btr\bre\ben\bng\bgt\bth\bh determines how much damage a character can
inflict.
q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs determines how many chances a character
gets to make decisions while fighting.
e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl specifies how much damage a character may
endure before dying.
m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl determines which spells a character may
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throw, and how effective those spells will
be.
b\bbr\bra\bai\bin\bns\bs basically, the character's intelligence;
used for various fighting options and
spells.
m\bma\ban\bna\ba used as a power source for throwing spells.
e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be gained by fighting monsters and other char-
acters.
l\ble\bev\bve\bel\bl indicative of how much experience a charac-
ter has accumulated; progresses geometri-
cally as e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be increases.
p\bpo\boi\bis\bso\bon\bn sickness which degrades a character's per-
formance (affects e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl and s\bst\btr\bre\ben\bng\bgt\bth\bh
).
s\bsi\bin\bn accumulated as a character does certain
nasty things; used only rarely in normal
play of the game.
a\bag\bge\be of player; roughly equivalent to number of
turns. As a\bag\bge\be increases, many personal
statistics degenerate.
C\bCh\bha\bar\bra\bac\bct\bte\ber\br T\bTy\byp\bpe\bes\bs
Character statistics are rolled randomly from the above
list, according to character type. The types are as fol-
lows:
m\bma\bag\bgi\bic\bc u\bus\bse\ber\br strong in m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl and b\bbr\bra\bai\bin\bns\bs , weak in
other areas. Must rely on wits and magic
to survive.
f\bfi\big\bgh\bht\bte\ber\br good in s\bst\btr\bre\ben\bng\bgt\bth\bh and e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl , fairly
good in other areas. This adds up to a
well-equipped fighter.
e\bel\blf\bf very high q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs and above average m\bma\bag\bgi\bic\bc
l\ble\bev\bve\bel\bl are e\bel\blv\bve\bes\bs selling points.
d\bdw\bwa\bar\brf\bf very high s\bst\btr\bre\ben\bng\bgt\bth\bh and e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl , but
with a tendency to be rather slow and not
too bright.
h\bha\bal\blf\bfl\bli\bin\bng\bg rather quick and smart, with high e\ben\bne\ber\brg\bgy\by
l\ble\bev\bve\bel\bl , but poor in m\bma\bag\bgi\bic\bc and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
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Born with some e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b.
e\bex\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\bo very mediocre in all areas. However, the
e\bex\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\bo 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 l\ble\bev\bve\bel\bl.\b. E\bEx\bxp\bpe\ber\bri\bim\bme\ben\bnt\bto\boe\bes\bs'\b' characteristics
progress randomly as one of the other types. The progres-
sion as characters increase in l\ble\bev\bve\bel\bl 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 r\bri\bin\bng\bgs\bs can overcome the player,
and how much p\bpo\boi\bis\bso\bon\bn the player can withstand.
S\bSp\bpe\bel\bll\bls\bs
During the course of the game, the player may exercise
his/her magic powers. These cases are described below.
c\bcl\blo\boa\bak\bk _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 20 (plus level 7)
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 35 plus 3 per rest period
Used during normal play. Prevents monsters
from finding the character, as well as hid-
ing the player from other players. His/her
coordinates show up as '?' in the p\bpl\bla\bay\bye\ber\brs\bs
option. Players cannot collect m\bma\ban\bna\ba,\b, find
trading posts, or discover the g\bgr\bra\bai\bil\bl while
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cloaked.Calling a monster uncloaks, as well
as choosing this option while cloaked.
t\bte\bel\ble\bep\bpo\bor\brt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 40 (plus level 12)
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 30 per 75 moved
Used during normal play. Allows the player
too move with much more freedom than with
the m\bmo\bov\bve\be option, at the price of expending
mana. The maximum distance possible to
move is based upon l\ble\bev\bve\bel\bl and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b.
p\bpo\bow\bwe\ber\br b\bbl\bla\bas\bst\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 5 times l\ble\bev\bve\bel\bl
Used during inter-terminal battle. Damage
is based upon m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
Hits much harder than a normal hit.
a\bal\bll\bl o\bor\br n\bno\bot\bth\bhi\bin\bng\bg _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 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 dou-
bles the monster's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs and s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
Paralyzed monsters wake up much quicker as
a result of this spell.
m\bma\bag\bgi\bic\bc b\bbo\bol\blt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 5
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: variable
Used while combating monsters. Hits the
monster based upon the amount of m\bma\ban\bna\ba
expended and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b. Guaranteed to
hit at least 10 per m\bma\ban\bna\ba.\b.
f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 15
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 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
e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl.\b.
t\btr\bra\ban\bns\bsf\bfo\bor\brm\bm _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 25
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 50
Used during monster combat. Transforms the
monster randomly into one of the 100 mon-
sters from the monster file.
i\bin\bnc\bcr\bre\bea\bas\bse\be m\bmi\big\bgh\bht\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 35
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_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 75
Used during combat with monsters.
Increases strength up to a maximum.
i\bin\bnv\bvi\bis\bsi\bib\bbi\bil\bli\bit\bty\by _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 45
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 90
Used while fighting monsters. Makes it
harder for the monster to hit, by temporar-
ily increasing the player's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
This spell may be thrown several times, but
a maximum level will be reached.
t\btr\bra\ban\bns\bsp\bpo\bor\brt\bt _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 60
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 125
Used during monster combat. Transports the
monster away from the player. Success is
base upon player's m\bma\bag\bgi\bic\bc and b\bbr\bra\bai\bin\bns\bs,\b, and
the monster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. If it fails the
player is transported instead.60% of the
time, the monster will drop any treasure it
was carrying.
p\bpa\bar\bra\bal\bly\byz\bze\be _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: 75
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 150
Used during monster combat. "Freezes" the
monster by putting its q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs slightly
negative. The monster will slowly wake up.
Success is based upon player's m\bma\bag\bgi\bic\bc and
the monster's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be.\b. If it fails,
nothing happens.
s\bsp\bpe\bec\bci\bif\bfy\by _\bm_\ba_\bg_\bi_\bc _\bl_\be_\bv_\be_\bl _\bn_\be_\bc_\be_\bs_\bs_\ba_\br_\by_\b: none
_\bm_\ba_\bn_\ba _\bu_\bs_\be_\bd_\b: 1000
Used during monster combat only by v\bva\bal\bla\bar\br or
c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be.\b. Allows the player to
pick which monster to fight.
M\bMo\bon\bns\bst\bte\ber\brs\bs
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 e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be,\b, e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl,\b, and
b\bbr\bra\bai\bin\bns\bs are multiplied by the size. S\bSt\btr\bre\ben\bng\bgt\bth\bh is increase
50% per size over one, and q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs remains the same,
regardless of size.
Also, nastier monsters are found as one progress farther
out from the origin. Monsters also may flock. The per-
cent chance of that happening is designated as f\bfl\blo\boc\bck\bk%\b% in
the monster listing. Monsters outside the first ring may
carry treasure, as determined by their treasure type.
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Flocking monsters, and bigger monsters increase the
chances of treasure.
Certain monsters have special abilities; they are as fol-
lows:
U\bUn\bni\bic\bco\bor\brn\bn can only be subdued if the player is in
possession of a v\bvi\bir\brg\bgi\bin\bn.\b.
M\bMo\bod\bdn\bna\bar\br has random characteristics, including trea-
sure type.
M\bMi\bim\bmi\bic\bc will pick another name from the list of
monsters in order to confuse.
D\bDa\bar\brk\bk L\bLo\bor\brd\bd 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 e\bev\bva\bad\bde\be from the D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b.
L\bLe\bea\ban\bna\ban\bn-\b-S\bSi\bid\bdh\bhe\be also a very nasty person. She will perma-
nently sap s\bst\btr\bre\ben\bng\bgt\bth\bh from someone.
S\bSa\bar\bru\bum\bma\ban\bn wanders around with W\bWo\bor\brm\bmt\bto\bon\bng\bgu\bue\be , who can
steal a p\bpa\bal\bla\ban\bnt\bti\bir\br.\b. Also, S\bSa\bar\bru\bum\bma\ban\bn may turn a
player's gems into gold pieces, or scramble
her/his stats.
T\bTh\bha\bau\bum\bma\bat\btu\bur\brg\bgi\bis\bst\bt can transport a player.
B\bBa\bal\blr\bro\bog\bg inflicts damage by taking away e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be ,
not e\ben\bne\ber\brg\bgy\by.\b.
V\bVo\bor\brt\bte\bex\bx may take some m\bma\ban\bna\ba.\b.
N\bNa\baz\bzg\bgu\bul\bl may try to steal a r\bri\bin\bng\bg or neutralize part
of one's b\bbr\bra\bai\bin\bns\bs.\b.
T\bTi\bia\bam\bma\bat\bt may take half a player's g\bgo\bol\bld\bd and g\bge\bem\bms\bs and
escape.
K\bKo\bob\bbo\bol\bld\bd may get nasty and steal one gold piece and
run away.
S\bSh\bhe\bel\blo\bob\bb may bite, inflicting the equivalent of one
p\bpo\boi\bis\bso\bon\bn.\b.
A\bAs\bss\bso\bor\brt\bte\bed\bd F\bFa\bae\ber\bri\bie\bes\bs
These are killed if attacking someone car-
rying h\bho\bol\bly\by w\bwa\bat\bte\ber\br.\b. These are C\bCl\blu\bur\bri\bic\bca\bau\bun\bn,\b, F\bFi\bir\br
D\bDa\bar\brr\bri\big\bg,\b, F\bFa\bac\bch\bha\ban\bn,\b, G\bGh\bhi\bil\bll\ble\be D\bDh\bhu\bu,\b, B\bBo\bog\bgl\ble\be,\b,
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K\bKi\bil\bll\blm\bmo\bou\bul\bli\bis\bs,\b, and B\bBw\bwc\bca\ba.\b.
L\bLa\bam\bmp\bpr\bre\bey\by may bite, inflicting 1/2 of a p\bpo\boi\bis\bso\bon\bn.\b.
S\bSh\bhr\bri\bie\bek\bke\ber\br will call one of its (much bigger) buddies
if picked upon.
B\bBo\bon\bnn\bna\bac\bco\bon\bn will become bored with battle, fart, and
run off.
S\bSm\bme\bea\bag\bgo\bol\bl will try to steal a r\bri\bin\bng\bg from a player, if
given the chance.
S\bSu\buc\bcc\bcu\bub\bbu\bus\bs may inflict damage through a f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd.\b.
This subtracts from e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl instead of
any shield the player may have thrown up.
This is a very easy way to die.
C\bCe\ber\brb\bbe\ber\bru\bus\bs loves metal and will steal all the metal
treasures from a player if able.
U\bUn\bng\bgo\bol\bli\bia\ban\bnt\bt can bite and poison. This inflicts five
p\bpo\boi\bis\bso\bon\bns\bs , and also takes one from the
player's q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
J\bJa\bab\bbb\bbe\ber\brw\bwo\boc\bck\bk may tire of battle, and leave after calling
one of his friends ( J\bJu\bub\bbj\bju\bub\bb B\bBi\bir\brd\bd or B\bBa\ban\bnd\bde\ber\br-\b-
s\bsn\bna\bat\btc\bch\bh ).
M\bMo\bor\brg\bgo\bot\bth\bh actually M\bMo\bod\bdn\bna\bar\br , but reserved for c\bco\bou\bun\bnc\bci\bil\bl
o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be,\b, v\bva\bal\bla\bar\br,\b, and e\bex\bx-\b-v\bva\bal\bla\bar\br.\b. Fights
with M\bMo\bor\brg\bgo\bot\bth\bh 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 f\bfo\bor\brc\bce\be f\bfi\bie\bel\bld\bd works when bat-
tling M\bMo\bor\brg\bgo\bot\bth\bh.\b.
T\bTr\bro\bol\bll\bl may regenerate its e\ben\bne\ber\brg\bgy\by and s\bst\btr\bre\ben\bng\bgt\bth\bh
while in battle.
W\bWr\bra\bai\bit\bth\bh may make a player blind.
T\bTr\bre\bea\bas\bsu\bur\bre\bes\bs
The various treasure types are as follows:
T\bTy\byp\bpe\be z\bze\ber\bro\bo _\bn_\bo_\bn_\be
T\bTy\byp\bpe\be o\bon\bne\be _\bp_\bo_\bw_\be_\br _\bb_\bo_\bo_\bs_\bt_\be_\br - adds mana.
_\bd_\br_\bu_\bi_\bd - adds experience.
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PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
_\bh_\bo_\bl_\by _\bo_\br_\bb - subtracts 0.25 sin.
T\bTy\byp\bpe\be t\btw\bwo\bo _\ba_\bm_\bu_\bl_\be_\bt - protects from cursed treasure.
_\bh_\bo_\bl_\by _\bw_\ba_\bt_\be_\br - kills a\bas\bss\bso\bor\brt\bte\bed\bd f\bfa\bae\ber\bri\bie\bes\bs.\b.
_\bh_\be_\br_\bm_\bi_\bt - reduces sin by 25% and adds some
mana.
T\bTy\byp\bpe\be t\bth\bhr\bre\bee\be _\bs_\bh_\bi_\be_\bl_\bd - adds to maximum e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
_\bv_\bi_\br_\bg_\bi_\bn - used to subdue a u\bun\bni\bic\bco\bor\brn\bn , or to
give much e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be (and some s\bsi\bin\bn ).
_\ba_\bt_\bh_\be_\bl_\ba_\bs - subtracts one p\bpo\boi\bis\bso\bon\bn.\b.
T\bTy\byp\bpe\be f\bfo\bou\bur\br (\b(s\bsc\bcr\bro\bol\bll\bls\bs)\b)
_\bs_\bh_\bi_\be_\bl_\bd - throws a bigger than normal f\bfo\bor\brc\bce\be
f\bfi\bie\bel\bld\bd.\b.
_\bi_\bn_\bv_\bi_\bs_\bi_\bb_\bl_\be - temporarily puts the finder's
q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs to one million.
_\bt_\be_\bn _\bf_\bo_\bl_\bd _\bs_\bt_\br_\be_\bn_\bg_\bt_\bh - multiplies finder's
strength by ten.
_\bp_\bi_\bc_\bk _\bm_\bo_\bn_\bs_\bt_\be_\br - allows finder to pick next
monster to battle.
_\bg_\be_\bn_\be_\br_\ba_\bl _\bk_\bn_\bo_\bw_\bl_\be_\bd_\bg_\be - adds to finder's b\bbr\bra\bai\bin\bns\bs
and m\bma\bag\bgi\bic\bc l\ble\bev\bve\bel\bl.\b.
All the scrolls except g\bge\ben\bne\ber\bra\bal\bl k\bkn\bno\bow\bwl\ble\bed\bdg\bge\be automatically
call a monster. These preserve any spells that were
already in effect, but are only in effect while in battle.
T\bTy\byp\bpe\be f\bfi\biv\bve\be _\bd_\ba_\bg_\bg_\be_\br - adds to s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
_\ba_\br_\bm_\bo_\bu_\br - same as a s\bsh\bhi\bie\bel\bld\bd,\b, but bigger.
_\bt_\ba_\bb_\bl_\be_\bt - adds brains.
T\bTy\byp\bpe\be s\bsi\bix\bx _\bp_\br_\bi_\be_\bs_\bt - rests to maximum; adds m\bma\ban\bna\ba,\b,
b\bbr\bra\bai\bin\bns\bs;\b; and halves s\bsi\bin\bn.\b.
_\bR_\bo_\bb_\bi_\bn _\bH_\bo_\bo_\bd - increases s\bsh\bhi\bie\bel\bld\bd and adds per-
manently to s\bst\btr\bre\ben\bng\bgt\bth\bh.\b.
_\ba_\bx_\be - like d\bda\bag\bgg\bge\ber\br,\b, but bigger.
T\bTy\byp\bpe\be s\bse\bev\bve\ben\bn _\bc_\bh_\ba_\br_\bm - protects from cursed treasure (used
before a\bam\bmu\bul\ble\bet\bt ); used in conjunction with
b\bbl\ble\bes\bss\bsi\bin\bng\bg to battle D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b.
_\bM_\be_\br_\bl_\by_\bn - adds b\bbr\bra\bai\bin\bns\bs,\b, m\bma\bag\bgi\bic\bc,\b, and m\bma\ban\bna\ba.\b.
_\bw_\ba_\br _\bh_\ba_\bm_\bm_\be_\br - like an a\bax\bxe\be,\b, but bigger.
T\bTy\byp\bpe\be e\bei\big\bgh\bht\bt _\bh_\be_\ba_\bl_\bi_\bn_\bg _\bp_\bo_\bt_\bi_\bo_\bn - sets p\bpo\boi\bis\bso\bon\bn to -2, or sub-
tracts two from p\bpo\boi\bis\bso\bon\bn,\b, whichever is bet-
ter.
_\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt_\be_\br - allows finder to move any-
where.
_\bs_\bw_\bo_\br_\bd - like a w\bwa\bar\br h\bha\bam\bmm\bme\ber\br , but bigger.
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T\bTy\byp\bpe\be n\bni\bin\bne\be _\bg_\bo_\bl_\bd_\be_\bn _\bc_\br_\bo_\bw_\bn - allows the player to become
k\bki\bin\bng\bg,\b, by going to (0,0).
_\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg - cuts s\bsi\bin\bn to 1/3, adds m\bma\ban\bna\ba,\b,
rests to max., kills D\bDa\bar\brk\bk L\bLo\bor\brd\bd with a
c\bch\bha\bar\brm\bm,\b, and gives bearer first hit on all
monsters.
_\bq_\bu_\bi_\bc_\bk_\bs_\bi_\bl_\bv_\be_\br - adds to q\bqu\bui\bic\bck\bkn\bne\bes\bss\bs.\b.
T\bTy\byp\bpe\be t\bte\ben\bn _\be_\bl_\bv_\be_\bn _\bb_\bo_\bo_\bt_\bs - adds permanently to q\bqu\bui\bic\bck\bk-\b-
n\bne\bes\bss\bs.\b.
T\bTy\byp\bpe\be e\bel\ble\bev\bve\ben\bn _\bp_\ba_\bl_\ba_\bn_\bt_\bi_\br - allows one to see all the other
players; used by c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be w\bwi\bis\bse\be to
seek the g\bgr\bra\bai\bil\bl.\b.
T\bTy\byp\bpe\be t\btw\bwe\bel\blv\bve\be/\b/t\bth\bhi\bir\brt\bte\bee\ben\bn
_\br_\bi_\bn_\bg - 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 g\bgo\bol\bld\bd or g\bge\bem\bms\bs.\b. These are
used at t\btr\bra\bad\bdi\bin\bng\bg p\bpo\bos\bst\bts\bs to buy things.A g\bge\bem\bm is worth 1000
gold pieces. Too much g\bgo\bol\bld\bd will slow a player down. One
may carry 1000 plus 200 per l\ble\bev\bve\bel\bl of g\bgo\bol\bld\bd.\b. A g\bge\bem\bm weighs
one half a gold piece. Monsters of treasure type 7 or
higher may carry g\bge\bem\bms\bs.\b.
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 e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
very low, and adds 0.25 p\bpo\boi\bis\bso\bon\bn.\b.
R\bRi\bin\bng\bgs\bs
R\bRi\bin\bng\bgs\bs are only carried by n\bna\baz\bzg\bgu\bul\bls\bs and D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b. They
come in four different flavors. All r\bri\bin\bng\bgs\bs rest the player
to maximum and cause him/her to hit much harder in battle
with monsters (assuming one has chosen to use the r\bri\bin\bng\bg for
battle.)
Two types of r\bri\bin\bng\bgs\bs are cursed and come either from n\bna\baz\bzg\bgu\bul\bls\bs
or D\bDa\bar\brk\bk L\bLo\bor\brd\bd.\b. After a few times of using these types, the
player falls under the control of the r\bri\bin\bng\bg,\b, and strange,
random things will occur. Eventually, the player dies,
and gives his/her name to a monster on the file. Dying
before the r\bri\bin\bng\bg is used up also renames the monster.
The two remaining types of r\bri\bin\bng\bgs\bs are much more benign.
The one from a n\bna\baz\bzg\bgu\bul\bl is good for a limited number of
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PHANTASIA(6) BSD Reference Manual PHANTASIA(6)
battle rounds, and will save the player from death if it
was being used when he/she died. The one from D\bDa\bar\brk\bk L\bLo\bor\brd\bd
is the same, except that it never is used up. r\bri\bin\bng\bgs\bs dis-
appear after saving someone from death. In general,
cursed r\bri\bin\bng\bgs\bs 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 r\bri\bin\bng\bg is to have a monster steal it.
K\bKi\bin\bng\bg
A player may become k\bki\bin\bng\bg b\bby\by f\bfi\bin\bnd\bdi\bin\bng\bg a\ba _\bc_\br_\bo_\bw_\bn and going to
(0,0). Players must have a l\ble\bev\bve\bel\bl in the range of 10 to
1000 to be able to find a _\bc_\br_\bo_\bw_\bn_\b. When a player with one
or more _\bc_\br_\bo_\bw_\bn_\bs reaches l\ble\bev\bve\bel\bl 1000, the _\bc_\br_\bo_\bw_\bn_\bs are con-
verted to _\bg_\bo_\bl_\bd_\b.
Once a player is king, he/she may do certain things while
in the Lord's Chamber (0,0). These are exercised with the
d\bde\bec\bcr\bre\bee\be ('0') option.
_\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt This is done to another player. It ran-
domly moves the affected player about. A
c\bch\bha\bar\brm\bm protects from transports.
_\bc_\bu_\br_\bs_\be This is done to another player. It is
analogous to cursed treasure, but worse.
It inflicts two p\bpo\boi\bis\bso\bon\bn,\b, knocks e\ben\bne\ber\brg\bgy\by l\ble\bev\bve\bel\bl
very low, and degrades the maximum energy.
It also removes a c\bcl\blo\boa\bak\bk.\b. A b\bbl\ble\bes\bss\bsi\bin\bng\bg pro-
tects from king's curses.
_\be_\bn_\be_\br_\bg_\by _\bv_\bo_\bi_\bd The king may put a number of these scat-
tered about his/her kingdom as he/she
pleases. If a player hits one, he/she
loses m\bma\ban\bna\ba,\b, e\ben\bne\ber\brg\bgy\by,\b, and g\bgo\bol\bld\bd.\b. The energy
void disappears after being hit.
_\bb_\be_\bs_\bt_\bo_\bw This is also done to another player. The
king may wish to reward one or more loyal
subjects by sharing his/her riches ( g\bgo\bol\bld\bd
). Or it is a convenient way to dispose of
some unwanted deadweight.
_\bc_\bo_\bl_\bl_\be_\bc_\bt _\bt_\ba_\bx_\be_\bs Everyone pays 7% tax on all g\bgo\bol\bld\bd and g\bge\bem\bms\bs
acquired, regardless of the existence of a
k\bki\bin\bng\bg.\b. The king collects the accrued taxes
with this option.
The k\bki\bin\bng\bg may also t\bte\bel\ble\bep\bpo\bor\brt\bt anywhere for free by using the
origin as a starting place.
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C\bCo\bou\bun\bnc\bci\bil\bl o\bof\bf t\bth\bhe\be W\bWi\bis\bse\be,\b, V\bVa\bal\bla\bar\br
A player automatically becomes a member of the c\bco\bou\bun\bnc\bci\bil\bl o\bof\bf
t\bth\bhe\be w\bwi\bis\bse\be upon reaching level 3000. Members of the council
cannot have r\bri\bin\bng\bgs\bs.\b. Members of the council have a few
extra options which they can exercise. These are exer-
cised i\bin\bnt\bte\ber\brv\bve\ben\bne\be ('8') option. All i\bin\bnt\bte\ber\brv\bve\ben\bne\be options cost
1000 mana. One i\bin\bnt\bte\ber\brv\bve\ben\bne\be option is to _\bh_\be_\ba_\bl another
player. This is just a quick way for that player to be
rested to maximum and lose a little p\bpo\boi\bis\bso\bon\bn.\b. The main pur-
pose in life for members of the council is to seek the
H\bHo\bol\bly\by G\bGr\bra\bai\bil\bl.\b. This is done with a p\bpa\bal\bla\ban\bnt\bti\bir\br under the _\bs_\be_\be_\bk
_\bg_\br_\ba_\bi_\bl 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 s\bsi\bin\bn,\b, or
else it's all over upon finding the grail. In order to
help members of the council on their quest, they may _\bt_\be_\bl_\be_\b-
_\bp_\bo_\br_\bt with greater ease.
Upon finding the grail, the player advances to position of
v\bva\bal\bla\bar\br.\b. He/she may then exercise more and niftier options
under _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn_\b. These include all of the council mem-
bers' options plus the ability to move other players
about, bless them, and throw monsters at them. A v\bva\bal\bla\bar\br's
blessing has the same effect as the treasure _\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg_\b,
except that the affected player does not get his/her
_\bb_\bl_\be_\bs_\bs_\bi_\bn_\bg flag set. All _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn options which affect
other players age the player who uses them. V\bVa\bal\bla\bar\brs\bs are
essentially immortal, but are actually given five lives.
If these are used up, the player is left to die, and
becomes an e\bex\bx-\b-v\bva\bal\bla\bar\br.\b. A v\bva\bal\bla\bar\br cannot _\bm_\bo_\bv_\be_\b, _\bt_\be_\bl_\be_\bp_\bo_\br_\bt_\b, or
call monsters. (An exception to this is if the _\bv_\ba_\bl_\ba_\br
finds a _\bt_\br_\ba_\bn_\bs_\bp_\bo_\br_\bt_\be_\br_\b. This is to allow him/her to dispose
of excess _\bg_\bo_\bl_\bd_\b. Any monsters which a v\bva\bal\bla\bar\br 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.
W\bWi\biz\bza\bar\brd\bd
The _\bw_\bi_\bz_\ba_\br_\bd is usually the owner of the game, and the one
who maintains the associated files. The _\bw_\bi_\bz_\ba_\br_\bd is granted
special powers within the game, if it is invoked with the
'-S' option. Otherwise, the _\bw_\bi_\bz_\ba_\br_\bd plays no different
from other players. The _\bw_\bi_\bz_\ba_\br_\bd abilities are outlined
below.
_\bc_\bh_\ba_\bn_\bg_\be _\bp_\bl_\ba_\by_\be_\br_\bs
When examining a player, (game invoked with '-x',
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or use 'X' from within game), the _\bw_\bi_\bz_\ba_\br_\bd may also
change the player.
_\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn
The _\bw_\bi_\bz_\ba_\br_\bd may do all the _\bi_\bn_\bt_\be_\br_\bv_\be_\bn_\bt_\bi_\bo_\bn options.
One extra option, _\bv_\ba_\bp_\bo_\br_\bi_\bz_\be_\b, is added to kill any
offensive players.
_\bs_\bu_\bp_\be_\br _\bc_\bh_\ba_\br_\ba_\bc_\bt_\be_\br _\bt_\by_\bp_\be
An extra character type is added. This character
starts with the maximum possible in all statistics,
selected from the other character types. A s\bsu\bup\bpe\ber\br
character's statistics also progress at the maximum
possible rate, selected from the other character
types.
S\bSp\bpe\bec\bci\bia\bal\bl P\bPl\bla\bac\bce\bes\bs
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.
_\bT_\br_\ba_\bd_\bi_\bn_\bg _\bP_\bo_\bs_\bt_\bs 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 dishon-
est about 5% of the time.
_\bL_\bo_\br_\bd_\b'_\bs _\bC_\bh_\ba_\bm_\bb_\be_\br This is located at (0,0). Only players
with c\bcr\bro\bow\bwn\bns\bs may enter.
_\bP_\bo_\bi_\bn_\bt _\bo_\bf _\bN_\bo _\bR_\be_\bt_\bu_\br_\bn
This is located beyond 1.2e+6 in any direc-
tion. The only way to return from here is
a t\btr\bra\ban\bns\bsp\bpo\bor\brt\bte\ber\br or to have a v\bva\bal\bla\bar\br relocate
the player.
_\bD_\be_\ba_\bd _\bM_\ba_\br_\bs_\bh_\be_\bs This is a band located fairly distant from
the origin.The first fourteen monsters
(water monsters) can normally only be found
here.
_\bV_\ba_\bl_\bh_\ba_\bl_\ba This place is where the v\bva\bal\bla\bar\br resides. It
is associated with no particular coordinate
on the playing grid.
M\bMi\bis\bsc\bce\bel\bll\bla\ban\bne\beo\bou\bus\bs
Once a player reaches l\ble\bev\bve\bel\bl 5, the game will start to time
out waiting for input. This is to try to keep the game a
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bit faster paced.
A _\bg_\bu_\br_\bu will never be disgusted with your s\bsi\bin\bns\bs if they are
less than one.
A _\bm_\be_\bd_\bi_\bc wants half of a player's g\bgo\bol\bld\bd to be happy. Offer-
ing more than one has, or a negative amount will anger the
_\bm_\be_\bd_\bi_\bc_\b, who will make the player worse (add one p\bpo\boi\bis\bso\bon\bn ).
The H\bHo\bol\bly\by G\bGr\bra\bai\bil\bl 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 m\bma\ban\bna\ba and c\bch\bha\bar\brm\bms\bs a player may
posses, based upon l\ble\bev\bve\bel\bl.\b. _\bQ_\bu_\bi_\bc_\bk_\bs_\bi_\bl_\bv_\be_\br is always limited
to to a maximum of 99.
_\bB_\bo_\bo_\bk_\bs bought at a t\btr\bra\bad\bdi\bin\bng\bg p\bpo\bos\bst\bt increase b\bbr\bra\bai\bin\bns\bs,\b, based upon
the number bought. It is unwise, however to buy more than
1/10 of one's l\ble\bev\bve\bel\bl in books at a time.
Players over level 10000 are automatically retired.
A _\bb_\bl_\bi_\bn_\bd_\bn_\be_\bs_\bs goes away in random time.
Players with _\bc_\br_\bo_\bw_\bn_\bs are identified with a '*' before their
character type.
I\bIn\bnt\bte\ber\br-\b-t\bte\ber\brm\bmi\bin\bna\bal\bl B\bBa\bat\btt\btl\ble\be
When two player's coordinates correspond, they may engage
in battle. In general, the player with the highest q\bqu\bui\bic\bck\bk-\b-
n\bne\bes\bss\bs gets the first hit. If the two players are severely
mis-matched, the stronger player is drastically handi-
capped 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:
_\bf_\bi_\bg_\bh_\bt Inflicts damage upon other person.
_\br_\bu_\bn _\ba_\bw_\ba_\by Escape from battle. Has a 75% chance of
working.
_\bp_\bo_\bw_\be_\br _\bb_\bl_\ba_\bs_\bt Battle spell.
_\bl_\bu_\bc_\bk_\bo_\bu_\bt 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
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player in battle the winner gets the other's e\bex\bxp\bpe\ber\bri\bie\ben\bnc\bce\be
and treasures. R\bRi\bin\bng\bgs\bs do not work for inter-terminal bat-
tle.
B\bBU\bUG\bGS\bS
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.
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