GS WorldView Winter 2003-2004 Phantasie (I-III) by SSI Mostly from docs at Apple II Textfiles http://www.textfiles.com/apple/ Credits ======= The Racketeers The Warezird Timelord 53 and Electric Brainstorm Quest for Clues by Shay Addams Rubywand About These Docs ================ The information here fits Phantasie I and II best. The fit with Phantasie III is pretty good; but, there are some P3 features (e.g. different item numbers, use of bows, ...) not covered. The Phantasie Scenarios ======================= Phantasie I- You seek the 9 rings of power and the 5 runes in order to free Gelnor from the Black Knights and their evil master. Phantasie II- You must defeat the 8 powerful Minions of Pluto to obtain their amulets and runes. Your goal is to destroy the Orb and, thus, end the curse of Nikademus which enslaves the land of Ferronrah. Phantasie III- You journey through Scandor, the Planes of Light and Dark, and the Netherworld on many quests. Your ultimate goal is to destroy Nikademus. Character Races =============== Humans - Good at all professions. Dwarves - Great Strength and Constitution. Elves - Higher than average dexterity and intelligence. Gnomes - Strong and Dexterious. Halflings - Great Mental Power and decent physical power. Random Creatures which can be party members include ... Gnolls - Strong Goblins - Dexterious Kobolds - High Dexterity and constitution. Lizard Men - Strong and good swimmers Ogres - Strongest though stupid Pixies - High dexterity and intelligence. Sprites - Great Dexterity though week. Good thieves. Trolls - Strong and Stupid Character Classes ================= FIGHTERS perform best in combat. Humans, dwarves, halflings, and some random creatures make good fighters. MONKS are good in combat, especially when under the influence of the Ninja 2 spell. They can learn some wizard offensive spells and have some thieving skills. Humans, elves, and halflings do well. PRIESTS are decent in hand-to-hand combat. Mainly, though, they have many defensive and healing spells. Humans make the best priests. RANGERS are very good in combat, and they know some priestly spells. Humans and dwarves make good rangers. THIEVES are good with traps, locks, and hidden items. Combat performance is generally mediocre. Their fighting skills are helped by the fact that they can hit a monster no matter where it is, due to their stealth. Hobbits, halflings, gnomes, and some of the random creatures make excellent thieves. WIZARDS are chiefly spellcasters. While relatively poor in direct combat, they know many offensive spells and are extremely important in encounters with the more powerful monsters. Humans and elves tend to make good wizards. Attributes ========== Five major attributes are generated by the program. The value of each ranges from 3 to 22 and the average depends upon the characters race and class: Strength (STR) refers to physical strength, and it is crucial for hand-to-hand combat. Fighters need a lot of strength to wield high-level combat equipment. Intelligence (INT) is the mental prowess necessary for learning and casting spells. Wizards, priests, and monks must have a high intelligence. Dexterity (DEX) means physical agility in handling weapons and conjuring spells, and especially in dodging attacks from monsters. Each profession needs good dexterity, especially fighters and spell casters. Constitution (CON) refers to a character's endurance. It affects the number of hit points a character can have and (very important) the hit points gained when advancing in level. (Avoid accepting any character with a Constitution below 10.) Charisma (CHA) means having a charming personality and good looks. A character's charisma affects the price of training and spells (one further reason that many low-charisma random characters must pay more). The program also generates Luck. Luck seems to affect the loss of Constitution when a character is killed and resurrected. A character's class and race affect his/her likely attributes. For instance, a Fighter is more likely to 'roll' higher Strength than other classes; a Wizard is more likely to get higher Intelligence. Attributes mostly remain set. (Unlike Skills, they do not improve with advances in level.) So, you would not want to accept a Fighter character with low Strength or a Wizard with low Intelligence. Race sets an upper limit on attributes. For instance, only a Troll could possibly 'roll' a 22 for Strength. Base Attributes by Class ======================== STR INT DEX CON CHA ------------------------------------- Fighter 12 8 11 10 9 Monk 10 10 11 10 10 Priest 10 12 10 10 10 Ranger 10 11 10 10 11 Thief 8 10 12 10 9 Wizard 6 13 8 10 11 ------------------------------------- Maximums for Attributes by Race =============================== STR INT DEX CON CHA ------------------------------ Human 18 18 18 18 18 Dwarf 20 17 17 19 17 Elf 17 19 19 17 18 Gnome 19 17 18 19 17 Halfling 16 18 20 18 17 Gnoll 20 13 17 21 11 Goblin 17 14 18 17 11 Kobold 17 15 19 19 13 Lizard Man 19 14 17 18 13 Minotaur 20 14 16 19 12 Ogre 21 14 16 19 13 Orc 19 16 17 18 14 Pixie 16 18 21 16 17 Sprite 16 18 22 16 17 Troll 22 13 15 20 12 ------------------------------ SHIELDS and ARMOR ================= --------------------------------------------------------------- SHIELDS | ARMOR --------------------------------------------------------------- Point Strength | Point Strength Value Req. Type | Value Req. Type --------------------------------------------------------------- 1 1 Glove | 1 2 Clothing 2 2 Wooden Shield | 2 4 Robes 3 3 Wooden Shield +1 | 3 6 Leather 4 4 Small Shield | 4 8 Hard Leather 5 5 Small Shield +1 | 5 10 Ring Mail 6 6 Small Shield +2 | 6 12 Scale Mail 7 7 Small Shield +3 | 7 14 Chain Mail 8 8 Medium Shield | 8 16 Splint Mail 9 9 Medium Shield +1 | 9 18 Banded Mail 10 10 Medium Shield +2 | 10 20 Plate Mail 11 11 Medium Shield +3 | 2 0 Cloth +1 12 12 Large Shield | 3 0 Robes +1 13 13 Large Shield +1 | 4 2 Leather +1 14 14 Large Shield +2 | 5 4 Leather +2 15 15 Large Shield +3 | 6 6 Ring Mail +1 16 16 Giant Shield | 7 8 Ring Mail +2 17 17 Giant Shield +1 | 8 10 Chain Mail +1 18 18 Giant Shield +2 | 9 12 Chain Mail +2 19 19 Giant Shield +3 | 10 14 God Robes 20 20 God Shield | 11 16 God Armor --------------------------------------------------------------- WEAPONS ======= --------------------------------------------------------------- Point Attributes |Point Attributes Value Req. Type |Value Req. Type --------------------------------------------------------------- 0 2 Stick | 3 2 Small Mace +1 1 4 Knife | 4 4 Dagger +1 1 6 Small Club | 4 6 Small Mace +2 2 8 Small Staff | 5 8 Dagger +2 2 10 Small Mace | 6 10 Dagger +3 3 12 Dagger | 7 12 Staff +1 3 14 Small Flail | 7 14 Dagger +4 4 16 Club | 8 16 Flail +1 4 18 Mac | 9 18 Spear +1 5 20 Small Hammer | 10 20 Axe +1 5 22 Small Axe | 10 22 Sword +1 6 24 Staff | 11 24 Sword +2 6 26 Short Sword | 12 26 Sword +3 7 28 Flail | 13 28 Large Axe +1 7 30 Hammer | 13 30 Sword +4 8 32 Pitch Fork | 14 32 Sword +5 8 34 Spear | 15 34 Sword +6 9 36 Axe | 16 36 Halbred +1 9 38 Sword | 16 38 Sword +7 10 40 Heavy Mace | 17 40 Halbred +2 10 42 Maul | 18 42 Halbred +3 11 44 Trident | 19 44 Sword +10 11 46 Large Spear | 19 46 Halbred +4 12 48 Large Axe | 20 48 Halbred +5 12 50 Morning Star | 21 50 Halbred +6 13 52 Pike | 22 52 Halbred +7 13 54 Long Sword | 22 54 God Knife 14 56 Spetum | 23 56 God Mace 14 58 Bardiche | 24 58 God Axe 15 60 Halbred | 25 60 God Sword --------------------------------------------------------------- Note: Attributes Req.= STR*2 + DEX POTIONS ======= Potions are use to restore hit and magic points. Healing 1- 1 pt. Healing 6- 35 pts. Healing 2- 4 pts. Healing 7- 49 pts. Healing 3- 9 pts. Healing 8- 64 pts. Healing 4- 16 pts. Healing 9- 81 pts. Healing 5- 25 pts. Healing 10- 100 pts. Magic 1- 3 pts. Magic 6- 18 pts. Magic 2- 6 pts. Magic 7- 21 pts. Magic 3- 9 pts. Magic 8- 24 pts. Magic 4- 12 pts. Magic 9- 27 pts. Magic 5- 15 pts. Magic 10- 30 pts. Scrolls, Rings, Wands, etc. =========================== Scrolls. A secret society has recorded key events and other information on scrolls scattered throughout the land. Some may be found in town armories; others may be had from friendly personages or taken from monsters. Scrolls can only be read in towns. Rings, wands, ... - According to rumors, these are described in several scrolls and may be significant to success in your quest. MAGIC ===== Spells Table ============ Spell # Pts. Name Type --------------------------------------------------- 1 1 Healing 1 +1-9 E 2 2 Healing 2 +1-11 E 3 3 Healing 3 +1-41 E 4 4 Healing 4 +1-81 E 5 1 Fire Flash 1 10 max CA 6 2 Fire Flash 2 30 max CA 7 3 Fire Flash 3 60 max CA 8 4 Fire Flash 4 100 max CA 9 1 Quickness 1 +10% CP 10 2 Quickness 2 +25% CP 11 3 Quickness 3 +45% CP 12 4 Quickness 4 +70% CP 13 1 Strength 1 (not in P3) CP 14 2 Strength 2 (not in P3) CP 15 3 Strength 3 (not in P3) CP 16 4 Strength 4 (not in P3) CP --------------------------------------------------- Phantasie III only 13 1 Arrow Flame 1 CP 14 2 Party Arrow Flame 1 CP 15 3 Arrow Flame 2 CP 16 4 Party Arrow Flame 2 CP --------------------------------------------------- 17 1 Protection 1 +1 CP 18 2 Protection 2 +3 CP 19 3 Protection 3 +6 CP 20 4 Protection 4 +10 CP 21 1 Confusion 1 CA 22 2 Confusion 2 CA 23 3 Confusion 3 CA 24 4 Confusion 4 CA 25 1 Weakness 1 CA 26 2 Weakness 2 CA 27 3 Weakness 3 CA 28 4 Weakness 4 CA 29 1 Binding 1 CA 30 2 Binding 2 CA 31 3 Binding 3 CA 32 4 Binding 4 CA 33 1 Mindblast 1 5 max CA 34 2 Mindblast 2 11 max CA 35 3 Mindblast 3 41 max CA 36 4 Mindblast 4 81 max CA 37 1 Flamebolt 1 7 max CA 38 2 Flamebolt 2 15 max CA 39 3 Flamebolt 3 31 max CA 40 4 Flamebolt 4 66 max CA 41 1 Charm CA 42 2 Sleep CA 43 3 Teleportation CA 44 4 Resurrection E 45 1 Ninja 2 CP 46 2 Fear CA 47 3 Dissolve CA 48 4 Summons Elemental CP 49 1 Dispell Undead CA 50 2 Ninja 1 CP 51 3 Awaken CA 52 4 Monster Evaluation NWD 53 1 Vision NW 54 2 Transportation NT --------------------------------------------------- Phantasie III only 55 3 Accuracy CP 56 4 Party Accuracy CP 57 ... - Devine Spells - --------------------------------------------------- Spell Use Key E = Everywhere CP = Combat, passive (not cumulative) CA = Combat, active (cumulative) NWD = Non-combat, wilderness or dungeon NW = Non-combat, wilderness only NT = Non-combat, town only --------------------------------------------------- Spell Descriptions ================== Accuracy (#55) and Party Accuracy (#56) increase the accuracy of bow fire for one member or the whole party. (Not in Phantasie I-II) Arrow Flame (#13-#15) and Party Arrow Flame (#14-#16) increase the accuracy and damage of bow fire for one member or whole party. (Not in Phantasie I-II) Awaken (#51) rouses all sleeping party members. Binding (#29-#32) inhibits the movements of opponents. Progressive-- effective against flying creatures and difficult to see monsters. Charm (#41) makes monsters forget they are in combat. Confusion (#21-#24) makes it difficult for monsters to use magic. Progressive. Confusion 4 is so effective it's victims can't cast at all. Dispell Undead (#49) causes skeletons, zombies, and other undead monsters to flee or dissolve. Dissolve (#47) causes monsters to slowly dissolve away. Fear (#46) causes monsters to flee. Fire Flash (#5-#8) hits one monster with blast of flame. Flamebolt (#37-#40) hits all monsters with magical flame. Healing (#1-#4) restores hit points to a party member. Mindblast (#33-#35) hist all monsters with psychic blast. Monster Evaluation (#52) tells approximate level of monsters in the area. Ninja (#50 & #45) transforms the spellcaster into a fighter of superhuman ability. Ninja 2 is more powerful. Protection (#17-#20) increases effectiveness of party members' armor. Quickness (#9-#12) speeds up party members so they get more attacks during a round. Resurrection (#44): if successful, this spell restores a dead party member back to life but with reduced Constitution. Strength (#13-#16) causes party members to gain Strength so they can do more damage. (Not in Phantasie III) Summon Elemental (#48) calls up Earth, Fire, or Water elemental to fight for the party. The elemental will only serve a party of six adventures. What's more, elementals must be added to your party while you are at the adventurer's Guild in one of the towns. Teleportation (#43) teleports the party away from combat. Transportation (#53) transports the party from one town to another. Vision (#53) gives the spellcaster the ability to see in all directions for hundreds of miles on the next move. It is particularly useful for mapping vast unknown areas. Weakness (#25-#28) causes monsters to lose Strength so they can do less damage. Spells Available at Different Levels by Class ============================================= Level= 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ------------------------------------------------------------------ Wizard 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47 9 41 10 14 54 33 37 45 38 - 39 48 - 40 - - - - - - 50 46 51 - - - - - - - ------------------------------------------------------------------ Priest 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48 51 29 17 42 22 30 26 43 19 37 34 27 39 28 - 53 - 49 - - - - - 44 - - - - - - ------------------------------------------------------------------ Ranger 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23 5 - 49 - 52 - 51 - 21 - 42 - 44 - - ------------------------------------------------------------------ Monk 5 50 6 45 53 7 13 8 33 9 34 14 35 10 36 - - 54 - - - 48 - - - - - - - - Fighter - - 52 - - 9 - - 13 - - 11 - - 15 ------------------------------------------------------------------ Thief - - - 41 - - 42 - - 18 - - 8 - - ------------------------------------------------------------------ Maximum Magic Points at Different Levels by Class ================================================= Level= 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ------------------------------------------------------ Wizard 10 11 11 12 13 14 14 15 16 16 17 17 18 19 20 Priest 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 Ranger 8 9 10 11 12 13 14 15 16 17 18 18 18 18 19 Monk 10 10 10 11 11 11 12 12 12 13 13 14 16 18 20 Fighter 7 7 8 8 9 9 10 10 11 12 13 14 15 16 18 Thief 6 6 7 7 8 8 9 10 11 12 13 13 14 14 15 ------------------------------------------------------ Equipment, Treasures, ... by Item Number ======================================== ----------------------------------------- Item Point Strength # Value Required Type ----------------------------------------- 1 1 1 Glove 2 2 2 Wooden Shield 3 3 3 Wooden Shield +1 4 4 4 Small Shield 5 5 5 Small Shield +1 6 6 6 " " +2 7 7 7 " " +3 8 8 8 Medium Shield 9 9 9 " " +1 10 10 10 " " +2 11 11 11 " " +3 12 12 12 Large Shield 13 13 13 " " +1 14 14 14 " " +2 15 15 15 " " +3 16 16 16 Giant shield 17 17 17 " " +1 18 18 18 " " +2 19 19 19 " " +3 20 20 20 God Shield 21 1 2 Clothing 22 2 4 Robes 23 3 6 Leather 24 4 8 Hard Leather 25 5 10 Ring Mail 26 6 12 Scale Mail 27 7 14 Chain mail 28 8 16 Slint mail 29 9 18 Banded mail 30 10 20 Plate mail 31 2 0 Cloth +1 32 3 0 robes +1 33 4 2 Leather +1 34 5 4 leather +2 35 6 6 Ring Mail +1 36 7 8 Ring Mail +2 37 8 10 Chain Mail +1 38 9 12 Chain Mail +2 39 10 14 God robes 40 11 16 God armor ----------------------------------------- Item Point Attributes # Value Required Type ----------------------------------------- "Attributes Required" = STR * 2 + DEX ----------------------------------------- 41 0 2 Stick 42 1 4 Knife 43 1 6 Small club 44 2 8 Small staff 45 2 10 Small mace 46 3 12 Dagger 47 3 14 Small flail 48 4 16 Club 49 4 18 Mace 50 5 20 Small hammer 51 5 22 Small axe 52 6 24 Staff 53 6 26 Short Sword 54 7 28 Flail 55 7 30 Hammer 56 8 32 Pitch Fork 57 8 34 Spear 58 9 36 Axe 59 9 38 Sword 60 10 40 Heavy Mace 61 10 42 Maul 62 11 44 Trident 63 11 46 Large spear 64 12 48 Large axe 65 12 50 Morning Star 66 13 52 Pike 67 13 54 Long sword 68 14 56 Spectrum 69 14 58 Bardiche 70 15 60 Halbred 71 3 2 Small mace +1 72 4 4 Dagger +1 73 4 6 Small mace +2 74 5 8 Dagger +2 75 6 10 Dagger +3 76 7 12 Staff +1 77 7 14 Dagger +4 78 8 16 Flail +1 79 9 18 Spear +1 80 10 20 Axe +1 81 10 22 Sword +1 82 11 24 " " +2 83 12 26 " " +3 84 13 28 Large Axe +1 85 13 30 Sword +4 86 14 32 " " +5 87 15 34 " " +6 88 16 36 Halbred +12 89 16 38 Sword _7 90 17 40 Halbred +2 91 18 42 " " +3 92 19 44 Sword +10 93 19 46 Halbred +4 94 20 48 " " +5 95 21 50 " " +6 96 22 52 " " +7 97 22 54 God knife 98 23 56 God mace 99 24 58 God axe 100 25 60 God sword 101-110 Healing Potions 111-120 Magic potions -----------------------------------------