NAME¶
phantasia
—
an interterminal fantasy game
SYNOPSIS¶
DESCRIPTION¶
phantasia
is a role playing game which allows
players to roll up characters of various types to fight monsters and other
players. Progression of characters is based upon gaining experience from
fighting monsters (and other players).
Most of the game is menu driven and self-explanatory (more or less). The screen
is cursor updated, so be sure to set up the
TERM
variable in your environment.
The options provide for a variety of functions to support the game. They are:
-a
- Get a listing of all character names on file.
-b
- Show scoreboard of top characters per login.
-H
- Print header only.
-m
- Get a monster listing.
-p
- Purge old characters.
-S
- Turn on wizard options, if allowed, if running as
“root”.
-s
- Invokes
phantasia
without header
information.
-x
- Examine/change a particular character on file.
The characters are saved on a common file, in order to make the game interactive
between players. The characters are given a password in order to retrieve them
later. Only characters above
level zero are
saved. Characters unused for awhile will be purged. Characters are only placed
on the scoreboard when they die.
PARTICULARS¶
Normal Play¶
A number of the player's more important statistics are almost always displayed
on the screen, with maximums (where applicable) in parentheses.
The character is placed randomly near the center of a Cartesian system. Most
commands are selected with a single letter or digit. For example, one may move
by hitting 'W', 'S', 'N', or 'E', (lower case may also be used, at no time is
the game case dependent). One may also use 'H', 'J', 'K', 'L', for movement,
similar to
vi(1). To move to a specific (x, y)
coordinate, use the
move
('1') command. The
distance a character can move is calculated by 1 plus 1.5 per
level. Moving in a compass direction will move
the player the maximum allowed distance in that direction.
A player may see who else is playing by using the
players
('2') option. One may see the
coordinates of those who are the same distance or closer to the origin as
he/she.
Kings, and
council of the wise can see and can be seen by
everyone. A
palantir removes these restrictions.
One can talk to other players with the
talk
('3') option. In general, this is a line or so of text. To remove a current
message, just type ⟨return⟩ when prompted for a message.
The
stats
('4') option shows additional
characteristics of a player.
One may leave the game either with the
quit
('5') option.
One may rest by default. Resting lets one regain maximum
energy level, and also lets one find
mana (more is found for larger levels and further
distances from the origin).
One may call a monster by hitting '9' or 'C'.
Use 'X' to examine other players.
One may quit or execute a sub-shell by hitting interrupt. Quitting during battle
results in death for obvious reasons.
Several other options become available as the player progresses in
level and
magic, or
to other stations in the game (
valar,
council of the wise,
king). These are described elsewhere. In general,
a control-L will force the redrawing of the screen.
Other things which may happen are more or less self-explanatory.
Fighting Monsters¶
A player has several options while fighting monsters. They are as follows:
melee
- Inflicts damage on the monster, based upon
strength. Also decreases the monster's
strength some.
skirmish
- Inflicts a little less damage than
melee
, but decreases the monster's
quickness instead.
evade
- Attempt to run away. Success is based upon both the player's and the
monster's brains and
quickness.
spell
- Several options for throwing spells (described elsewhere).
nick
- Hits the monster one plus the player's sword,
and gives the player 10% of the monster's
experience. Decreases the monster's
experience an amount proportional to the
amount granted. This also increases the monster's quickness. Paralyzed
monsters wake up very fast when nicked.
luckout
- This is essentially a battle of wits with the monster. Success is based
upon the player's and the monster's brains.
The player gets credit for slaying the monster if he/she succeeds.
Otherwise, nothing happens, and the chance to
luckout
is lost.
Character Statistics¶
- strength
- determines how much damage a character can inflict.
- quickness
- determines how many chances a character gets to make decisions while
fighting.
- energy level
- specifies how much damage a character may endure before dying.
- magic level
- determines which spells a character may throw, and how effective those
spells will be.
- brains
- basically, the character's intelligence; used for various fighting options
and spells.
- mana
- used as a power source for throwing spells.
- experience
- gained by fighting monsters and other characters.
- level
- indicative of how much experience a character has accumulated; progresses
geometrically as experience increases.
- poison
- sickness which degrades a character's performance (affects
energy level and
strength).
- sin
- accumulated as a character does certain nasty things; used only rarely in
normal play of the game.
- age
- of player; roughly equivalent to number of turns. As
age increases, many personal statistics
degenerate.
Character Types¶
Character statistics are rolled randomly from the above list, according to
character type. The types are as follows:
- magic user
- strong in magic level and
brains, weak in other areas. Must rely on
wits and magic to survive.
- fighter
- good in strength and
energy level, fairly good in other areas.
This adds up to a well-equipped fighter.
- elf
- very high quickness and above average
magic level are
elves selling points.
- dwarf
- very high strength and
energy level, but with a tendency to be
rather slow and not too bright.
- halfling
- rather quick and smart, with high energy
level, but poor in magic and
strength. Born with some
experience.
- experimento
- very mediocre in all areas. However, the
experimento may be placed almost anywhere
within the playing grid.
The possible ranges for starting statistics are summarized in the following
table.
Type |
Strength |
Quick |
Mana |
Energy |
Brains |
Magic |
|
Mag. User |
10-15 |
30-35 |
50-100 |
30-45 |
60-85 |
5-9 |
Fighter |
40-55 |
30-35 |
30-50 |
45-70 |
25-45 |
3-6 |
Elf |
35-45 |
32-38 |
45-90 |
30-50 |
40-65 |
4-7 |
Dwarf |
50-70 |
25-30 |
25-45 |
60-100 |
20-40 |
2-5 |
Halfling |
20-25 |
34 |
25-45 |
55-90 |
40-75 |
1-4 |
Experimento |
25 |
27 |
100 |
35 |
25 |
2 |
Not only are the starting characteristics different for the different character
types, the characteristics progress at different rates for the different types
as the character goes up in
level.
Experimentoes' characteristics progress randomly
as one of the other types. The progression as characters increase in
level is summarized in the following table.
Type |
Strength |
Mana |
Energy |
Brains |
Magic |
|
Mag. User |
2.0 |
75 |
20 |
6 |
2.75 |
Fighter |
3.0 |
40 |
30 |
3.0 |
1.5 |
Elf |
2.5 |
65 |
25 |
4.0 |
2.0 |
Dwarf |
5 |
30 |
35 |
2.5 |
1 |
Halfling |
2.0 |
30 |
30 |
4.5 |
1 |
The character type also determines how much gold a player may carry, how long
until
rings can overcome the player, and how much
poison the player can withstand.
Spells¶
During the course of the game, the player may exercise his/her magic powers.
These cases are described below.
cloak
- magic level necessary: 20 (plus level 7)
mana used: 35 plus 3 per rest period
Used during normal play. Prevents monsters from finding the character, as
well as hiding the player from other players. His/her coordinates show up
as '?' in the players
option. Players
cannot collect mana, find trading posts, or
discover the grail while cloaked. Calling a
monster uncloaks, as well as choosing this option while cloaked.
teleport
- magic level necessary: 40 (plus level 12)
mana used: 30 per 75 moved
Used during normal play. Allows the player to move with much more freedom
than with the move
option, at the price
of expending mana. The maximum distance possible to move is based upon
level and magic
level.
power
blast
- magic level necessary: none
mana used: 5 times
level
Used during inter-terminal battle. Damage is based upon
magic level and
strength. Hits much harder than a normal
hit.
all
or nothing
- magic level necessary: none
mana used: 1
Used while combating monsters. Has a 25% chance of working. If it works it
hits the monster just enough to kill it. If it fails, it doesn't hit the
monster, and doubles the monster's quickness
and strength. Paralyzed monsters wake up much
quicker as a result of this spell.
magic
bolt
- magic level necessary: 5
mana used: variable
Used while combating monsters. Hits the monster based upon the amount of
mana expended and
magic level. Guaranteed to hit at least 10
per mana.
force
field
- magic level necessary: 15
mana used: 30
Used during monster combat. Throws up a shield to protect from damage. The
shield is added to actual energy level, and is a fixed number, based upon
maximum energy. Normally, damage occurs first to the shield, and then to
the players actual energy level.
transform
- magic level necessary: 25
mana used: 50
Used during monster combat. Transforms the monster randomly into one of the
100 monsters from the monster file.
increase
might
- magic level necessary: 35
mana used: 75
Used during combat with monsters. Increases strength up to a maximum.
invisibility
- magic level necessary: 45
mana used: 90
Used while fighting monsters. Makes it harder for the monster to hit, by
temporarily increasing the player's
quickness. This spell may be thrown several
times, but a maximum level will be reached.
transport
- magic level necessary: 60
mana used: 125
Used during monster combat. Transports the monster away from the player.
Success is based upon player's magic and
brains, and the monster's
experience. If it fails the player is
transported instead. 60% of the time, the monster will drop any treasure
it was carrying.
paralyze
- magic level necessary: 75
mana used: 150
Used during monster combat. “Freezes” the monster by putting
its quickness slightly negative. The monster
will slowly wake up. Success is based upon player's
magic and the monster's
experience. If it fails, nothing
happens.
specify
- magic level necessary: none
mana used: 1000
Used during monster combat only by valar or
council of the wise. Allows the player to
pick which monster to fight.
Monsters¶
Monsters get bigger as one moves farther from the origin (0,0). Rings of
distance 125 from the origin determine the size. A monster's
experience,
energy
level, and
brains are multiplied by the size.
Strength is increased 50% per size over one, and
quickness remains the same, regardless of size.
Also, nastier monsters are found as one progress farther out from the origin.
Monsters also may flock. The percent chance of that happening is designated as
flock% in the monster listing. Monsters outside
the first ring may carry treasure, as determined by their treasure type.
Flocking monsters, and bigger monsters increase the chances of treasure.
Certain monsters have special abilities; they are as follows:
- Unicorn
- can only be subdued if the player is in possession of a
virgin.
- Modnar
- has random characteristics, including treasure type.
- Mimic
- will pick another name from the list of monsters in order to confuse.
- Dark Lord
- very nasty person. Does not like to be hit (especially nicked), and many
spells do not work well (or at all) against him. One can always
evade from the Dark
Lord.
- Leanan-Sidhe
- also a very nasty person. She will permanently sap
strength from someone.
- Saruman
- wanders around with Wormtongue, who can steal
a palantir. Also,
Saruman may turn a player's gems into gold
pieces, or scramble her/his stats.
- Thaumaturgist
- can transport a player.
- Balrog
- inflicts damage by taking away experience,
not energy.
- Vortex
- may take some mana.
- Nazgul
- may try to steal a ring or neutralize part of
one's brains.
- Tiamat
- may take half a player's gold and
gems and escape.
- Kobold
- may get nasty and steal one gold piece and run away.
- Shelob
- may bite, inflicting the equivalent of one
poison.
- Assorted Faeries
- These are killed if attacking someone carrying
holy water. These are
Cluricaun, Fir
Darrig, Fachan,
Ghille Dhu,
Bogle,
Killmoulis, and
Bwca.
- Lamprey
- may bite, inflicting 1/2 of a poison.
- Shrieker
- will call one of its (much bigger) buddies if picked upon.
- Bonnacon
- will become bored with battle, fart, and run off.
- Smeagol
- will try to steal a ring from a player, if
given the chance.
- Succubus
- may inflict damage through a
force
field
. This subtracts from energy
level instead of any shield the player may have thrown up. This is a
very easy way to die.
- Cerberus
- loves metal and will steal all the metal treasures from a player if
able.
- Ungoliant
- can bite and poison. This inflicts five
poisons, and also takes one from the player's
quickness.
- Jabberwock
- may tire of battle, and leave after calling one of his friends
(Jubjub Bird or
Bandersnatch).
- Morgoth
- actually Modnar, but reserved for
council of the wise,
valar, and
ex-valar. Fights with
Morgoth end when either he or the player
dies. His characteristics are calculated based upon the player's. The
player is given the chance to ally with him. No magic, except
force field
works when battling
Morgoth.
- Troll
- may regenerate its energy and
strength while in battle.
- Wraith
- may make a player blind.
Treasures¶
The various treasure types are as follows:
- Type zero
- none
- Type one
- power booster - adds mana.
druid - adds experience.
holy orb - subtracts 0.25 sin.
- Type two
- amulet - protects from cursed treasure.
holy water - kills
assorted faeries.
hermit - reduces sin by 25% and adds some
mana.
- Type three
- shield - adds to maximum
energy level.
virgin - used to subdue a
unicorn, or to give much
experience (and some
sin).
athelas - subtracts one
poison.
- Type four (scrolls)
- shield - throws a bigger than normal
force field
.
invisible - temporarily puts the finder's
quickness to one million.
ten fold strength - multiplies finder's
strength by ten.
pick monster - allows finder to pick next
monster to battle.
general knowledge - adds to finder's
brains and magic
level.
All the scrolls except general knowledge
automatically call a monster. These preserve any spells that were already
in effect, but are only in effect while in battle.
- Type five
- dagger - adds to
strength.
armour - same as a
shield, but bigger.
tablet - adds
brains.
- Type six
- priest - rests to maximum; adds
mana, brains;
and halves sin.
Robin Hood - increases
shield and adds permanently to
strength.
axe - like dagger,
but bigger.
- Type seven
- charm - protects from cursed treasure (used
before amulet); used in conjunction with
blessing to battle
Dark Lord.
Merlyn - adds
brains, magic,
and mana.
war hammer - like an
axe, but bigger.
- Type eight
- healing potion - sets
poison to -2, or subtracts two from
poison, whichever is better.
transporter - allows finder to move anywhere.
sword - like a war
hammer, but bigger.
- Type nine
- golden crown - allows the player to become
king, by going to (0,0).
blessing - cuts
sin to 1/3, adds
mana, rests to maximum, kills
Dark Lord with a
charm, and gives bearer first hit on all
monsters.
quicksilver - adds to
quickness.
- Type ten
- elven boots - adds permanently to
quickness.
- Type eleven
- palantir - allows one to see all the other
players; used by council of the wise to seek
the grail.
- Type twelve/thirteen
- ring - allows one to hit much harder in
battle, etc.
Any treasure type 10-13 monsters may instead carry a type nine treasure.
A monster may also be carrying
gold or
gems. These are used at
trading posts to buy things. A
gem is worth 1000 gold pieces. Too much
gold will slow a player down. One may carry 1000
plus 200 per
level of
gold. A
gem weighs
one half a gold piece. Monsters of treasure type 7 or higher may carry
gems.
The chance of a cursed treasure is based upon treasure type. The more valuable
treasures have a greater chance of being cursed. A cursed treasure knocks
energy level very low, and adds 0.25
poison.
Rings¶
Rings are only carried by
nazguls and
Dark
Lords. They come in four different flavors. All
rings rest the player to maximum and cause
him/her to hit much harder in battle with monsters (assuming one has chosen to
use the
ring for battle.)
Two types of
rings are cursed and come either from
nazguls or
Dark
Lord. After a few times of using these types, the player falls under the
control of the
ring, and strange, random things
will occur. Eventually, the player dies, and gives his/her name to a monster
on the file. Dying before the
ring is used up
also renames the monster.
The two remaining types of
rings are much more
benign. The one from a
nazgul is good for a
limited number of battle rounds, and will save the player from death if it was
being used when he/she died. The one from
Dark
Lord is the same, except that it never is used up.
rings disappear after saving someone from death.
In general, cursed
rings occur much more often
than normal ones. It is usually not a good idea to pick one up. The only way
to get rid of a
ring is to have a monster steal
it.
King¶
A player may become
king by finding a
crown and going to (0,0). Players must have a
level in the range of 10 to 1000 to be able to
find a
crown. When a player with one or more
crowns reaches
level
1000, the
crowns are converted to
gold.
Once a player is king, he/she may do certain things while in the Lord's Chamber
(0,0). These are exercised with the
decree
('0') option.
transport
- This is done to another player. It randomly moves the affected player
about. A charm protects from transports.
curse
- This is done to another player. It is analogous to cursed treasure, but
worse. It inflicts two poison, knocks
energy level very low, and degrades the
maximum energy. It also removes a cloak. A
blessing protects from king's curses.
energy
void
- The king may put a number of these scattered about his/her kingdom as
he/she pleases. If a player hits one, he/she loses
mana, energy,
and gold. The energy void disappears after
being hit.
bestow
- This is also done to another player. The king may wish to reward one or
more loyal subjects by sharing his/her riches
(gold). Or it is a convenient way to dispose
of some unwanted deadweight.
collect
taxes
- Everyone pays 7% tax on all gold and
gems acquired, regardless of the existence of
a king. The king collects the accrued taxes
with this option.
The
king may also
teleport
anywhere for free by using the
origin as a starting place.
Council of the Wise, Valar¶
A player automatically becomes a member of the
council
of the wise upon reaching level 3000. Members of the council cannot have
rings. Members of the council have a few extra
options which they can exercise. These are exercised with the
intervene
('8') option. All
intervene
options cost 1000 mana. One
intervene
option is to
heal
another player. This is just a quick
way for that player to be rested to maximum and lose a little
poison. The main purpose in life for members of
the council is to seek the
Holy Grail. This is
done with a
palantir under the
seek grail
option. The distance cited by
the seek is accurate within 10%, in order not to make it too easy to find the
grail. A player must have infinitesimally small
sin, or else it's all over upon finding the
grail. In order to help members of the council on their quest, they may
teleport
with greater ease.
Upon finding the grail, the player advances to position of
valar. He/she may then exercise more and niftier
options under
intervention
. These include
all of the council members' options plus the ability to move other players
about, bless them, and throw monsters at them. A
valar's blessing has the same effect as the
treasure
blessing, except that the affected
player does not get his/her
blessing flag set.
All
intervention
options which affect other
players age the player who uses them.
Valars are
essentially immortal, but are actually given five lives. If these are used up,
the player is left to die, and becomes an
ex-valar. A
valar
cannot
move
,
teleport
, or call monsters. (An exception
to this is if the
valar finds a
transporter.) This is to allow him/her to dispose
of excess
gold. Any monsters which a
valar encounters are based upon his/her size.
Only one valar may exist at a time. The current valar is replaced when another
player finds the grail. The valar is then bumped back to the council of the
wise.
Wizard¶
The
wizard is usually the owner of the game, and
the one who maintains the associated files. The
wizard is granted special powers within the game,
if it is invoked with the
-S
option.
Otherwise, the
wizard plays no different from
other players. The
wizard abilities are outlined
below.
change
players
- When examining a player, (game invoked with
-x
, or use 'X' from within game), the
wizard may also change the player.
intervention
- The wizard may do all the
intervention
options. One extra option,
vaporize
, is added to kill any
offensive players.
super
character type
- An extra character type is added. This character starts with the maximum
possible in all statistics, selected from the other character types. A
super character's statistics also progress at
the maximum possible rate, selected from the other character types.
Special Places¶
Certain regions of the playing grid have different names. In general, this is
only to give the player some idea of his/her present location. Some special
places do exist.
- Trading Posts
- These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
Trading posts farther out have more things for sale. Be careful about
cheating the merchants there, as they have short tempers. Merchants are
dishonest about 5% of the time.
- Lord's Chamber
- This is located at (0,0). Only players with
crowns may enter.
- Point of No Return
- This is located beyond 1.2e+6 in any direction. The only way to return
from here is a transporter or to have a
valar relocate the player.
- Dead Marshes
- This is a band located fairly distant from the origin. The first fourteen
monsters (water monsters) can normally only be found here.
- Valhala
- This place is where the valar resides. It is
associated with no particular coordinate on the playing grid.
Miscellaneous¶
Once a player reaches
level 5, the game will start
to time out waiting for input. This is to try to keep the game a bit faster
paced.
A
guru will never be disgusted with your
sins if they are less than one.
A
medic wants half of a player's
gold to be happy. Offering more than one has, or
a negative amount will anger the
medic, who will
make the player worse (add one
poison).
The
Holy Grail does little for those who are not
ready to behold it. Whenever anyone finds it, it moves. It is always located
within 1e+6 in any compass direction of the origin.
There is a maximum amount of
mana and
charms a player may posses, based upon
level.
Quicksilver
is always limited to to a maximum of 99.
Books bought at a
trading
post increase
brains, based upon the number
bought. It is unwise, however to buy more than 1/10 of one's
level in books at a time.
Players over level 10000 are automatically retired.
A
blindness goes away in random time.
Players with
crowns are identified with a '*'
before their character type.
Inter-terminal Battle¶
When two player's coordinates correspond, they may engage in battle. In general,
the player with the highest
quickness gets the
first hit. If the two players are severely mismatched, the stronger player is
drastically handicapped for the battle. In order to protect from being stuck
in an infinite loop, the player waiting for response may time out. Options for
battle are:
fight
- Inflicts damage upon other person.
run
away
- Escape from battle. Has a 75% chance of working.
power
blast
- Battle spell.
luckout
- One-time chance to try to win against the foe. Has a 10% chance of
working.
Sometimes waits for the other player may be excessive, because he/she may be
battling a monster. Upon slaying a player in battle the winner gets the
other's
experience and treasures.
Rings do not work for inter-terminal battle.
AUTHORS¶
Edward Estes, AT&T Information Systems,
Skokie, IL
BUGS¶
All screen formats assume at least 24 lines by at least 80 columns. No
provisions are made for when any of the data items get too big for the
allotted space on the screen.