PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) NAME phantasia - an interterminal fantasy game SYNOPSIS phantasia [ -s ] [ -m ] [ -a ] [ -x ] [ -h ] [ -H ] [ -p ] DESCRIPTION Phantasia is a role playing game vaguely similar to dungeons and dragons. It allows players to roll up characters of various types to fight monsters and other players. Progres- sion of characters is based upon gaining experience from fighting monsters (and other players). Most of the game is menu driven and self-explanatory (more or less). The screen is cursor updated, so be sure to set up the TERM variable in your environment. The options provide for a variety of functions to support the game. They are: -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 Get a help listing (this message). -H Get header listing only. -p Purge old characters. 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 more than nine days will be purged. AUTHOR Edward Estes, AT&T Teletype Corp. PARTICULARS Playing in General Certain of the player's more important statistics are almost always displyed on the screen, with maximums (where applica- ble) in parentheses. The character is placed randomly near the center of a carte- sian system. One may move by hitting E, W, N, or S (lower Printed 11/24/99 GAMES 1 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) case may also be used, at no time is the game case depen- dent). To move to a particular (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 particular compass direction will move the player the maximum allowed distance in that direction. A player may at any time see who else is playing with a players ('2') option. One may see only 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 mes- sage. The stats ('4') option shows a players characteristics in more detail. One may leave the game either with the quit ('5') option, or by hitting interrupt. Quitting during battle results in death for obvious reasons. One may rest by default. Resting lets one regain maximum energy level, and also lets one find manna (more is found for larger levels and further distances from the origin). One may call a monster by hitting '9'. Several other options become available as the player pro- gress in level and magic, or to other positions in the game ( valar, council of the wise, king ). These are described elsewhere. In general, a control-L will force the redrawing of the screen. Other things which may happen are more or less self- explanatory. Fighting Monsters A player has several options while fighting monsters. They are as follows: melee Inflicts damage on the monster, based upon strength. Also decreases the monster's strength some. skirmish Inflicts a little less damage than melee, but decreases the monster's quickness instead. Printed 11/24/99 GAMES 2 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) evade Attempt to run away. Success is based upon both the player's and the monster's brains and quickness. spell Several options for throwing spells (described elsewhere). nick Hits the monster one plus the player's sword, and gives the player 10% of the monster's experience. Decreases the monster's experi- ence an amount proportional to the amount granted. This also increases the monster's quickness. Paralyzed monsters wake up very fast when nicked. luckout This is essentially a battle of wits with the monster. Success is based upon the player's and the monster's brains. The player gets credit for slaying the monster if he/she succeeds. Otherwise, nothing happens, and the chance to luckout is lost. Character Statistics strength determines how much damage a character can inflict. quickness determines how many chances a character gets to make decisions while fighting. energy level specifies how much damage a character may endure before dying. magic level determines which spells a character may throw, and how effective those spells will be. brains basically, the character's intelligence; used for various fighting options and spells. manna used as a power source for throwing spells. experience gained by fighting monsters and other charac- ters. level indicative of how much experience a character has accumulated; progresses geometrically as experience increases. poison sickness which degrades a character's perfor- mance (affects energy level and strength ). Printed 11/24/99 GAMES 3 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) sin accumulated as a character does certain nasty things; used only rarely in normal play of the game. age number of seconds of playing time for the character. 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 fol- lows: magic user strong in magic level and brains , weak in other areas. Must rely on wits and magic to survive. fighter good in strength and energy level , fairly good in other areas. This adds up to a well-equipped fighter. elf very high quickness and above average magic level are elves selling points. dwarf very high strength and energy level , but with a tendency to be rather slow and not too bright. halfling rather quick and smart, with high energy level , but poor in magic and strength. Born with some experience. experimento very mediocre in all areas. However, the experimento may be placed almost anywhere within the playing grid. The possible ranges for starting statistics are summarized in the following table. l c c c c c c l c c c c c c. Type Strength Quick Manna Energy Brains Magic _ Mag. User 20-25 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 28-38 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 Exper- imento 25 27 100 35 25 2 Not only are the starting characteristics different for the different character types, the characteristics progress at Printed 11/24/99 GAMES 4 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) different rates for the different types as the character goes up in level. Experimentoes' characteristics progress randomly as one of the other types. The progression as characters increase in level is summarized in the following table. l c c c c c l n n n n n. Type Strength Manna 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 Character types are identified by certain numeric values as follows: 1: Magic User 2: Fighter 3: Elf 4: Dwarf 5: Halfling 6: Experimento Characters with one or more crowns are designated as a nega- tive type. Kings have ten added to their type; members of the council of the wise have twenty added to their type. Valar are type 99, and ex-valar are type 90. Spells During the course of the game, the player may exercise his/her particular magic powers. These cases are described below. cloak magic level necessary: 15 (plus level 5) manna 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 coor- dinates show up as '?' in the players option. Players cannot collect manna, find trading posts, or discover the grail while cloaked. Calling a monster uncloaks, as well as choosing this option while cloaked. teleport magic level necessary: 25 (plus level 10) manna used: 20 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 manna. The maximum distance possible to move is based upon level and magic level. power blast magic level necessary: none manna used: 5 times level Used during inter-terminal battle. Damage is based upon magic level and strength. Hits Printed 11/24/99 GAMES 5 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) much harder than a normal hit. all or nothing magic level necessary: none manna 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: 3 manna used: variable Used while combatting monsters. Hits the monster based upon the amount of manna expended and magic level. Guaranteed to hit at least 10 per manna. force field magic level necessary: 7 manna used: 20 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: 10 manna used: 35 Used during monster combat. Transforms the monster randomly into one of the other 100 monsters from the monster file. increase might magic level necessary: 15 manna used: 55 Used during combat with monsters. Increases strength up to a certain maximum. invisibility magic level necessary: 20 manna used: 45 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: 25 manna used: 50 Used during monster combat. Transports the monster away from the player. Success is base upon player's magic and brains, and the Printed 11/24/99 GAMES 6 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) 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: 30 manna used: 60 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 manna used: 1000 Used during monster combat only by valar or council of the wise. Allows the player to pick which monster to fight. Monsters Monsters get bigger as one moves farther from the origin (0,0). Rings of distance 125 from the origin determine the size. A monster's experience, energy level, and brains are multiplied by the size. Strength is increase 50% per size over one, and quickness remains the same, regardless of size. Also, meaner monsters are to be found as one progress farther out from the origin. Monsters also may flock. The percent chance of that happening is designated as flock% in the monster listing. Monsters outside the first ring may carry treasure, as determined by their treasure type. Flocking monsters, and bigger monsters increase the chances of treasure. Certain monsters have special abilities; they are as fol- lows: Unicorn can only be subdued if the player is in pos- session of a virgin. Modnar has random characteristics, including treas- ure type. Mimic will pick another name from the list of mon- sters in order to confuse. Dark Lord very nasty person. Does not like to be hit (especially nicked), and many spells do not work well against him. One can always evade Printed 11/24/99 GAMES 7 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) from the Dark Lord. Leanan-Sidhe also a very nasty person. She will per- manently 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 manna. 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 carry- ing holy water. These are Cluricaun, Fir Dar- rig, Fachan, Ghille Dhu, Bogle, Killmoulis, and Bwca. Lamprey may bite, inflicting 1/2 of a poison. Shrieker will call one of its (much bigger) buddies if picked upon. Bonnacon will become bored with battle, fart, and run off. Smeagol will try to steal a ring from a player, if given the chance. Succubus may inflict damage through a force field. This subtracts from energy level instead of any shield the player may have thrown up. This is a very easy way to die. Cerberus loves metal and will steal all the metal Printed 11/24/99 GAMES 8 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) 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 Ban- dersnatch ). 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 Mor- goth. Troll may regenerate its energy and strength while in battle. Wraith may make a player blind. Treasures Various treasure types are as follows: Type zero none Type one power booster - adds manna. 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 manna. 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 * - puts the finder's quickness to one million. ten fold strength * - multiplies finder's strength by ten. pick monster - allows finder to pick next Printed 11/24/99 GAMES 9 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) monster to battle. general knowledge - adds to finder's brains and magic level. All the scrolls except general knowledge automatically call a monster. Those that are marked with a * preserve any spells that were already in effect. Those that call mon- sters 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 manna, brains; and halves sin. Robin Hood - increases shield and adds per- manently 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 manna. war hammer - like an axe, but bigger. Type eight healing potion - sets poison to -2, or sub- tracts 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 manna, rests to max., and kills Dark Lord with a charm. 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 bat- tle, 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 Printed 11/24/99 GAMES 10 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) 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 bat- tle.) Two types of rings are cursed and come either from nazguls or Dark Lord. After a few times of using these types, the player falls under the control of the ring, and strange, random things will occur. Eventually, the player dies, and gives his/her name to a monster on the file. Dying before the ring is used up also renames the monster. The two remaining types of rings are much more benign. The one from a nazgul is good for a limited number of battle rounds, and will save the player from death if it was being used when he/she died. The one from Dark Lord is the same, except that it never is used up. rings disappear after sav- ing 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. Once a player is king, he/she may do certain things while in the Lord's Chamber (0,0). These fall under 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 analo- gous to cursed treasure, but worse. It inflicts two poison, knocks energy level very low, and degrades the maximum energy. It Printed 11/24/99 GAMES 11 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) also removes a cloak. A blessing protects from king's curses. energy void The king may put as many of these (within reason) scattered about his/her kingdom as he/she pleases. If a player hits one, he/she loses manna, 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 10% tax on all gold collected, regardless of the existence of a king. The king may collect this amount with this option. The king may also teleport anywhere for free by using the origin as a starting place. 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 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 direc- tion. 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 Printed 11/24/99 GAMES 12 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) the playing grid. Wormholes At fixed locations on the grid are several holes to underground defects in the playing area. Sixty-four chambers exist; sixteen of which open to the outside world. While in the wormholes, one move by going forward, backward, left, or right. One can always undo a move by going in the opposite direc- tion. The wormholes are mappable. For exam- ple, to move from the first wormhole {at (- 400,0)} to the second wormhole, type 'LL'. Miscellaneous There are several bits of trivial knowledge which fall under this category. 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 manna 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. 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: Printed 11/24/99 GAMES 13 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) 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. 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 fall under the intervention ('8') option. One 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. Seeking costs 1000 manna. 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 teleport 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. 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. Any monsters which a valar encounters are based upon his/her size. Only one valar may exists at a time. A player replaces the exiting valar upon finding the grail. The valar is then bumped back to the council of the wise. BUGS Many. The whole program is a hack. The handling of incorrectly exitted characters is a kludge. The screen is set up assuming a 24 by 80 character screen; no attempt was made to provide otherwise. If the program is not set uid, it crashes on the first attempt to open a data file. If any Printed 11/24/99 GAMES 14 PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6) of the data items get too big for the allotted space on the screen, no guarantees are made about what will happen. There should be a way to change a character's name. Printed 11/24/99 GAMES 15