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PHANTASIA(6)           BSD Reference Manual          PHANTASIA(6)

       phantasia - an interterminal fantasy game

       phantasia [ -HSabmpsx ]

       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-

       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

       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.

       Edward Estes, AT&T Information Systems, Skokie, IL


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       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 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

       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

       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-

       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.

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       Other things which may  happen  are  more  or  less  self-

       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

       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

       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

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                      throw,  and how effective those spells will

       brains         basically,  the  character's  intelligence;
                      used   for  various  fighting  options  and

       mana           used as a power source for throwing spells.

       experience     gained by fighting monsters and other char-

       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-

       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.

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                      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 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.


       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

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                      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.

       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

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                      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
                      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  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.

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       Flocking   monsters,  and  bigger  monsters  increase  the
       chances of treasure.

       Certain monsters have special abilities; they are as  fol-

       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.

       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

       Kobold         may get nasty and steal one gold piece  and
                      run away.

       Shelob         may  bite, inflicting the equivalent of one

       Assorted Faeries
                      These are killed if attacking someone  car-
                      rying holy water.  These are Cluricaun, Fir
                      Darrig,   Fachan,   Ghille   Dhu,    Bogle,

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                      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 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.


       The various treasure types are as follows:

       Type zero      none

       Type one       power booster - adds mana.
                      druid - adds experience.

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                      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

       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
                      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 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-
                      transporter - allows finder  to  move  any-
                      sword - like a war hammer , but bigger.

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       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
                      quicksilver - adds to quickness.

       Type ten       elven  boots  -  adds permanently to quick-

       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 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

       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

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       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 dis-
       appear 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  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
                      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.

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       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
       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

       change players
              When examining a player, (game invoked  with  '-x',

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              or  use  'X' from within game), the wizard may also
              change the player.

              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

       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

       Valhala        This  place is where the valar resides.  It
                      is associated with no particular coordinate
                      on the playing grid.


       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

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       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

       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

       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

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       player in battle the winner gets  the  other's  experience
       and  treasures.  Rings do not work for inter-terminal bat-

       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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