Phantasie III Combat
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Phantasie III Combat
''Phantasie'' is the first video game in the ''Phantasie'' series. Gameplay Based on the Isle of Gelnor, ''Phantasie'' allows a group of six characters to adventure the countryside and try to defeat the evil Black Knights and their sorcerer leader, Nikademus. Players could choose to be one of six character classes (Thief, Fighter, Ranger, Monk, Priest, and Wizard) and could also choose between the races of Human, Dwarf, Halfling, Elf, or Gnome. By selecting "Random" one could also choose from ogre, troll, pixie, gnoll, orc, lizard man, minotaur, and other races. The game was notable for taking advantage of a broad mix of styles for the game: a town window which allowed purchasing in various shops, a top-down style dungeon crawl view, a top-down world map, and a separate combat window. Each character class had unique fighting styles and options and all characters could choose their strategy for a particular round in the turn-based combat segments. After a combat, experienc ...
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Strategic Simulations
Strategic Simulations, Inc. (SSI) was a video game developer and video game publisher, publisher with over 100 titles to its credit from its founding in 1979 to its dissolution in 1994. The company was especially noted for its numerous wargames, its official computer game adaptations of ''Dungeons & Dragons'', and for the groundbreaking ''Panzer General'' series. History The company was founded by Joel Billings, a wargame enthusiast, who in the summer of 1979 saw the possibility of using the new home computers such as the TRS-80 for wargames. While unsuccessfully approaching Avalon Hill and Automated Simulations to publish wargames, he hired video game programmer, programmers John Lyons (game programmer), John Lyons, who wrote ''Computer Bismarck''—later claimed to have been the first "serious wargame" published for a microcomputer"Titans of the Computer Gaming World"''Computer Gaming World'', March 1988 p.36.—and Ed Williger, who wrote ''Computer Ambush''. Both games were w ...
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Ranger (character Class)
In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, and may also detail aspects of background and social standing, or impose behavior restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characters to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridize them with skill-based systems or emulate them with character templates. In shooter games and other cooperative video games, classes are generally distinct roles with specific purposes, weapons or ...
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Dragon (magazine)
''Dragon'' is one of the two official magazines for source material for the ''Dungeons & Dragons'' role-playing game and associated products, along with ''Dungeon (magazine), Dungeon''. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, ''The Strategic Review''. The final printed issue was #359 in September 2007. Shortly after the last print issue shipped in mid-August 2007, Wizards of the Coast (part of Hasbro, Inc.), the publication's current copyright holder, relaunched ''Dragon'' as an online magazine, continuing on the numbering of the print edition. The last published issue was No. 430 in December 2013. A digital publication called ''Dragon+'', which replaces the ''Dragon'' magazine, launched in 2015. It is created by Dialect in collaboration with Wizards of the Coast, and its numbering system for issues started at No. 1. History TSR In 1975, TSR, Inc. began publishing ''The Strategic Review''. At the time ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Dungeon Crawl
A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinth environment (a "dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games and board games which predominantly feature dungeon crawl elements are considered to be a genre. Board games Dungeon crawling in board games dates to 1975 when Gary Gygax introduced '' Solo Dungeon Adventures''. That year also saw the release of ''Dungeon!''. Over the years, many games build on that concept. One of the most acclaimed board games of the late 2010s, ''Gloomhaven'', is a dungeon crawler. Video games The first computer-based dungeon crawl was '' pedit5'', developed in 1975 by Rusty Rutherford on the PLATO interactive education system based in Urbana, Illinois. Although this game was quickly deleted from the system, several more like it appeared, including '' dnd'' and '' Moria''. Computer games and series from the 1980s, s ...
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Pixie
A pixie (also pisky, pixy, pixi, pizkie, and piskie in Cornwall and Devon, and pigsie or puggsy in the New Forest) is a mythical creature of British folklore. Pixies are considered to be particularly concentrated in the high moorland areas around Devon and Cornwall, and in the New Forest area of Dorset and Hampshire. Akin to Anglo-Saxon elves and the Irish and Scottish Aos Sí (also spelt Aos Sidhe), pixies are believed to inhabit ancient underground ancestor sites such as stone circles, barrows, dolmens, ringforts or menhirs. In traditional regional lore, pixies are generally mischievous, short of stature and childlike; they are fond of dancing and gather outdoors in huge numbers to dance, or sometimes wrestle, through the night. Though in the modern era they are often depicted with pointed ears, a green outfit and a peaked hat, traditionally they are described as round eared, and sometimes as wearing dirty ragged bundles of rags which they happily discard for gifts of new c ...
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Troll
A troll is a being in Nordic folklore, including Norse mythology. In Old Norse sources, beings described as trolls dwell in isolated areas of rocks, mountains, or caves, live together in small family units, and are rarely helpful to human beings. In later Scandinavian folklore, trolls became beings in their own right, where they live far from human habitation, are not Christianized, and are considered dangerous to human beings. Depending on the source, their appearance varies greatly; trolls may be ugly and slow-witted, or look and behave exactly like human beings, with no particularly grotesque characteristic about them. Trolls are sometimes associated with particular landmarks in Scandinavian folklore, which at times may be explained as formed from a troll exposed to sunlight. Trolls are depicted in a variety of media in modern popular culture. Etymology The Old Norse nouns ''troll'' and ''trǫll'' (variously meaning "fiend, demon, werewolf, jötunn") and Middle High Germa ...
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Ogre
An ogre ( feminine: ogress) is a legendary monster depicted as a large, hideous, man-like being that eats ordinary human beings, especially infants and children. Ogres frequently feature in mythology, folklore, and fiction throughout the world. They appear in many classic works of literature, and are most often associated in fairy tales and legend with a taste for infants. In mythology, ogres are often depicted as inhumanly large, tall, and having a disproportionately large head, abundant hair, unusually colored skin, a voracious appetite, and a strong body. Ogres are closely linked with giants and with human cannibals in mythology. In both folklore and fiction, giants are often given ogrish traits (such as the giants in "Jack and the Beanstalk" and " Jack the Giant Killer", the Giant Despair in ''The Pilgrim's Progress'', and the Jötunn of Norse mythology); while ogres may be given giant-like traits. Famous examples of ogres in folklore include the ogre in "Puss in Boots" ...
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Gnome
A gnome is a mythological creature and diminutive spirit in Renaissance magic and alchemy, first introduced by Paracelsus in the 16th century and later adopted by more recent authors including those of modern fantasy literature. Its characteristics have been reinterpreted to suit the needs of various story tellers, but it is typically said to be a small humanoid that lives underground. Diminutive statues of gnomes introduced as lawn ornaments during the 19th century grew in popularity during the 20th century and came to be known as garden gnomes. History Origins The word comes from Renaissance Latin ''gnomus'', which first appears in ''A Book on Nymphs, Sylphs, Pygmies, and Salamanders, and on the Other Spirits'' by Paracelsus, published posthumously in Nysa in 1566 (and again in the Johannes Huser edition of 1589–1591 from an autograph by Paracelsus). The term may be an original invention of Paracelsus, possibly deriving the term from Latin ''gēnomos'' (itself represen ...
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Halfling
Halflings are a fictional race found in some fantasy novels and games. They are often depicted as similar to humans except about half as tall, and are not quite as stocky as the similarly-sized dwarves. Similar to the depiction of hobbits in the works of J. R. R. Tolkien, which are sometimes called halflings, they have slightly pointed ears, their feet are covered with curly hair with leathery soles, and they tend to be portrayed as stealthy and lucky. Etymology Originally, ''halfling'' comes from the Scots word ', meaning an awkward rustic teenager, who is neither man nor boy, and so half of both. Another word for ''halfling'' is ''hobbledehoy'' or ''hobby''. This usage of the word pre-dates both ''The Hobbit'' and ''Dungeons & Dragons''. Usage in fantasy fiction In ''The Lord of the Rings'', J. R. R. Tolkien occasionally used the term "halfling" to describe hobbits, since they are beings that are half the height of men. For instance, when the hobbit Pippin Took appears in a ...
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Dwarf (mythology)
A dwarf () is a type of supernatural being in Germanic folklore, including mythology. Accounts of dwarfs vary significantly throughout history however they are commonly, but not exclusively, presented as living in mountains or stones and being skilled craftsmen. In early literary sources, only males are explicitly referred to as dwarfs, although they are described as having sisters and daughters, while both male and female dwarfs feature in later saga literature and folklore. Dwarfs are sometimes described as short, however, scholars have noted that this is neither explicit nor of relevance to their roles in the earliest sources. Dwarfs continue to feature in modern popular culture such as in the works of J.R.R. Tolkien and Terry Pratchett, where they are often, but not exclusively, presented as distinct from elves. Etymology The modern English noun ''dwarf'' descends from ang, dweorg. It has a variety of cognates in other Germanic languages, including non, dvergr and goh, tw ...
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Human
Humans (''Homo sapiens'') are the most abundant and widespread species of primate, characterized by bipedalism and exceptional cognitive skills due to a large and complex brain. This has enabled the development of advanced tools, culture, and language. Humans are highly social and tend to live in complex social structures composed of many cooperating and competing groups, from families and kinship networks to political states. Social interactions between humans have established a wide variety of values, social norms, and rituals, which bolster human society. Its intelligence and its desire to understand and influence the environment and to explain and manipulate phenomena have motivated humanity's development of science, philosophy, mythology, religion, and other fields of study. Although some scientists equate the term ''humans'' with all members of the genus ''Homo'', in common usage, it generally refers to ''Homo sapiens'', the only extant member. Anatomically moder ...
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