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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 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 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  displayed  on  the  screen,  with maximums
       (where applicable) in parentheses.

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       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 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 rea-
       sons.

       Several other options become available as the player  pro-
       gresses	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:

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       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 mon-
		      ster'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 char-
		      acters.

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       level	      indicative of how much experience a charac-
		      ter  has	accumulated; progresses geometri-
		      cally as experience increases.

       poison	      sickness which degrades a character's  per-
		      formance (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 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.

       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

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       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 progres-
       sion  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 hid-
		      ing 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
		      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 normal hit.

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       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 dou-
		      bles 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  mon-
		      sters 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 temporar-
		      ily  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

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		      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	 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 per-
       cent 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
		      possession of a virgin.

       Modnar	      has random characteristics, including trea-
		      sure 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 perma-
		      nently sap strength from someone.

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PHANTASIA(6)					     PHANTASIA(6)

       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  car-
		      rying holy water.	 These are Cluricaun, Fir
		      Darrig, Fachan, Ghille  Dhu,  Bogle,  Kill-
		      moulis, 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

			   June 1, 1994				8

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		      one of his friends ( Jubjub Bird or Bander-
		      snatch ).

       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 calcu-
		      lated based upon the player's.  The  player
		      is  given	 the chance to ally with him.  No
		      magic, except force field works  when  bat-
		      tling 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.

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		      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 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 mana.
		      war hammer - like an axe, but bigger.

       Type eight     healing potion - sets poison to -2, or sub-
		      tracts  two  from poison, whichever is bet-
		      ter.
		      transporter - allows finder  to  move  any-
		      where.
		      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 quick-
		      ness.

       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

			   June 1, 1994			       10

PHANTASIA(6)					     PHANTASIA(6)

       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.  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 bat-
       tle  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 usu-
       ally 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  con-
       verted 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 ran-
		      domly 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 pro-
		      tects from king's curses.

       energy void    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  mana,  energy, and gold.  The energy

			   June 1, 1994			       11

PHANTASIA(6)					     PHANTASIA(6)

		      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 exer-
       cised 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 pur-
       pose 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 tele-
       port 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 mem-
       bers' 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

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PHANTASIA(6)					     PHANTASIA(6)

       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 dishon-
		      est 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

			   June 1, 1994			       13

PHANTASIA(6)					     PHANTASIA(6)

		      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.  Offer-
       ing 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 quick-
       ness 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:

       fight	      Inflicts damage upon other person.

       run away	      Escape from battle.  Has a  75%  chance  of
		      working.

			   June 1, 1994			       14

PHANTASIA(6)					     PHANTASIA(6)

       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 bat-
       tle.

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.

			   June 1, 1994			       15

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