phantasia — an
interterminal fantasy game
phantasiais currently unusable because it relies on setgid(2) to allow multiple users read and write access to the same files.
phantasia is a role-playing game that
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 options provide for a variety of functions to support the game. They are:
phantasiawithout header information.
The characters are saved on a common file, in order to make the game interactive between players. Each character is given a password which allows later retrieval. Only characters above level zero are saved. Characters unused for a while will be purged. Characters are only placed on the scoreboard when they die.
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’, and ‘L’ for movement, as
with vi(1). The
(‘1’) command is for moving to a specific (x, y) coordinate.
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
the player. 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 the current message, just type
⟨return⟩ when prompted for a message.
stats (‘4’) option shows
additional characteristics of a player.
One may leave the game with the
One may rest by default. Resting lets one regain maximum energy level, and also lets one find mana. More mana is found at larger levels and further distances from the origin.
One may call a monster by hitting ‘9’ or ‘C’.
‘X’ can be used 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.
A player has several options while fighting monsters. They are as follows:
melee, but decreases the monster's quickness instead.
Character statistics are rolled randomly from the above list, according to character type. The types are as follows:
The possible ranges for starting statistics are summarized in the following table.
Not only are the starting characteristics different for the different character types, but 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.
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.
During the course of the game, the player may exercise his/her magic powers. These cases are described below.
playersoption. Players cannot collect mana, find trading posts, or discover the grail while cloaked. Calling a monster uncloaks, as does choosing this option while cloaked.
moveoption, at the price of expending mana. The maximum distance possible to move is based upon level and magic level.
all or nothing
Monsters get bigger 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.
Nastier monsters are found as one progresses 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, as follows:
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.
force fieldworks when battling Morgoth.
The various treasure types are as follows:
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.
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 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 the ring is being used for battle.)
Two types of rings are cursed and come either from nazguls or Dark Lords. 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.
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.
The king may also
teleport anywhere for free by using the origin as a
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
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
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,
teleport with greater ease.
Upon finding the grail, the player advances to position of
valar. He/she may then exercise more and niftier options
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.
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
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.
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.
-x, or ‘X’ is used from within game), the wizard may also change the player.
interventionoptions. One extra option,
vaporize, is added to kill any offensive players.
super character type
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.
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 possess, based upon level. Quicksilver is always limited 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.
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:
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.
Edward Estes, AT&T Information Systems, Skokie, IL
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.
|September 9, 2016||OpenBSD-current|