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
-----------------------------------------



