Phantom: Difference between revisions
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SPYRIDONM3 (talk | contribs) m (Icemule environs armor worn is double leather.) |
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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --> |
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{{Creature start |
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| picture = Phantom.jpg |
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| level = 2 <!-- This will also be used at the end of the page in the Near level creature template --> |
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| type = Biped |
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| family = Ghost <!-- Add creature to family page list, which will be linked on preview/save --> |
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| family = phantom |
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| type = Biped <!-- Creature body type --> |
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| otherclass = Non-corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --> |
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| attacks = Brawls and Magic. |
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| area = |
| area = Icemule Environs |
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| area2 = The Graveyard <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> |
| bcs = <Not Known> <!-- All new creatures are BCS --> |
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| hitpoints = 42 |
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| roundtime = ?<!-- Creature speed --> |
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}} |
}} |
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{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --> |
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{{Creature attack attributes |
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| PA1 = Closed fist <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --> |
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| physical = |
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| PAA = 28 |
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{{Creature ability|Fist|8}} |
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| PA2 = Dagger |
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| PAB = 0 |
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{{Creature ability|[[Minor Shock (901)]]|<b>15</b>}} |
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| BT1 = Minor Shock (901) <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --> |
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| nomaneuver = |
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| BTA = 35 |
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| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --> |
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| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --> |
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| MN1 = <!-- Combat Maneuvers insert up to MN10 --> |
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| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --> |
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| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --> |
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}} |
}} |
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{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --> |
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{{Creature defense attributes |
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| asg = 5<!-- Insert asg # and template will automatically convert to include type of armor --> |
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| defense = |
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| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --> |
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{{Creature ability|[[Defensive Strength]]|([[melee]]) N/A}} |
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| Melee = -23 |
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{{Creature ability|[[Defensive Strength]]|([[ranged]]) N/A}} |
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| Ranged = ? |
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{{Creature ability|[[Defensive Strength]]|([[bolt]]) <b>-6</b>}} |
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| Bolt = -24 |
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{{Creature ability|[[Target Defense]]|([[Bard Base]]) N/A}} |
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| UDF = 26 |
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{{Creature ability|[[Target Defense]]|([[Ranger]]) N/A}} |
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| BarTD = 6 |
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{{Creature ability|[[Target Defense]]|([[Sorcerer]]) <N/A>}} |
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| CleTD = 6 |
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{{Creature ability|[[Target Defense]]|([[Wizard]]) <N/A>}} |
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| EmpTD = 6 |
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{{Creature ability|[[Target Defense]]|([[Cleric]]) <N/A>}} |
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| PalTD = 6 |
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{{Creature ability|[[Target Defense]]|([[Empath]]) <N/A>}} |
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| RanTD = 6 |
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{{Creature ability|[[Target Defense]]|([[MjE]]) <N/A>}} |
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| SorTD = 6 |
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{{Creature ability|[[Target Defense]]|([[MnE]]) <N/A>}} |
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| WizTD = 6 |
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{{Creature ability|[[Target Defense]]|([[MjS]]) <N/A>}} |
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| MjETD = 6 |
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{{Creature ability|[[Target Defense]]|([[MnS]]) <N/A>}} |
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| MnETD = 6 |
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| MjSTD = 6 |
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| MnSTD = 6 |
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| MnMTD = 6 |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --> |
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}} |
}} |
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{{Creature treasure |
{{Creature treasure |
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| coins = Yes |
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| gems = Yes |
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| magic items = Yes |
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⚫ | |||
| skin = None |
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| other = ? |
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| noskinvalue = |
| noskinvalue = |
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}} |
}} |
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{{Creature end}} |
{{Creature end}} |
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__NOTOC__ |
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⚫ | <pre{{log2|margin-right=26em}}>Barely still connected to the living plane, the phantom flickers in and out as it confronts those that would intrude upon its rest. The outlines of its shape are barely apparent, suggesting a once-humanoid appearance, now disguised in a transparent, flickering whiteness. The phantom must move and strike quickly, as it is only able to glimpse the figures of the targets around it when the phantom is at its most visible state.</pre> |
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⚫ | |||
⚫ | Barely still connected to the living plane, the phantom flickers in and out as it confronts those that would intrude upon its rest. The outlines of its shape are barely apparent, suggesting a once-humanoid appearance, now disguised in a transparent, flickering whiteness. The phantom must move and strike quickly, as it is only able to glimpse the figures of the targets around it when the phantom is at its most visible state. |
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When killing a phantom, the body will vanish very quickly. In order to find any treasure on the creature, you must search immediately after killing the phantom. This makes it difficult to find treasure unless you are using spells (and thereby having a CT, where you can still take searching action, versus a RT where you cannot). |
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{{addmetext}} |
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==Other information== |
==Other information== |
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Phantoms in the [[Icemule Environs|Icemule environs]] area wear double leather (ASG 8) armor. |
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{{addmetext}} |
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==Behind the Scenes== |
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In the [[ICE age|I.C.E. Age]] lore, phantoms were the fate of those who suffered from long imprisonments, condemned to exist forever in a state of eternal hopelessness with no memory or awareness of their identity. [[The Graveyard]] uses them symbolically to represent the other side of the [[Gates of Oblivion]], where those who are lost in [[Purgatory]] waste away in hopelessness. Those who are "[[demonic|lost to the demonic]]" dissolved into nothingness in the old death mechanics. The relation of phantoms to the [[Phantom Gatekeeper|graveyard gate]] is also an allusion to the Gate of Hell in Canto II of Dante's Inferno. |
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== References == |
== References == |
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* |
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1526 Phantom on Play.net bestiary] |
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{{Nearlevel |
{{Nearlevel |
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|levelp2 = 4 |
|levelp2 = 4 |
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[[Category:Icemule Environs creatures]] |
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[[Category:The Graveyard creatures]] |
Latest revision as of 07:04, 6 May 2021
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Barely still connected to the living plane, the phantom flickers in and out as it confronts those that would intrude upon its rest. The outlines of its shape are barely apparent, suggesting a once-humanoid appearance, now disguised in a transparent, flickering whiteness. The phantom must move and strike quickly, as it is only able to glimpse the figures of the targets around it when the phantom is at its most visible state.
Hunting strategies
When killing a phantom, the body will vanish very quickly. In order to find any treasure on the creature, you must search immediately after killing the phantom. This makes it difficult to find treasure unless you are using spells (and thereby having a CT, where you can still take searching action, versus a RT where you cannot).
Other information
Phantoms in the Icemule environs area wear double leather (ASG 8) armor.
Behind the Scenes
In the I.C.E. Age lore, phantoms were the fate of those who suffered from long imprisonments, condemned to exist forever in a state of eternal hopelessness with no memory or awareness of their identity. The Graveyard uses them symbolically to represent the other side of the Gates of Oblivion, where those who are lost in Purgatory waste away in hopelessness. Those who are "lost to the demonic" dissolved into nothingness in the old death mechanics. The relation of phantoms to the graveyard gate is also an allusion to the Gate of Hell in Canto II of Dante's Inferno.
References
Near-level creatures - edit | ||||||||||
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