Phantom: Difference between revisions
(changed family to ghost) |
SPYRIDONM3 (talk | contribs) (Armor ASG 5 light leather, log2 creature description, updated to attack|defense attributes2, dagger, TDs) |
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| area2 = The Graveyard <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
| area2 = The Graveyard <!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --> |
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| bcs = <Not Known> <!-- All new creatures are BCS --> |
| bcs = <Not Known> <!-- All new creatures are BCS --> |
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| hitpoints = |
| hitpoints = 42 |
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| roundtime = ?<!-- Creature speed --> |
| 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 to +28 [[Attack strength|AS]]}} |
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| PA2 = Dagger |
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{{Creature ability|Dagger|+0 [[Attack strength|AS]]}} |
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| PAB = 0 |
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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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{{Creature ability|[[Minor Shock (901)]]|+15 - +35 [[Attack strength|AS]]}} |
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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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| noability= |
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| WDA = |
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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|[[Melee]] |-23 [[Defensive strength|DS]]}} |
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| Melee = -23 |
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{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}} |
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| Ranged = ? |
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{{creature ability|[[Bolt]] |-6 [[Defensive strength|DS]]}} |
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| Bolt = -24 |
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{{creature ability|[[UAC]] |+26 [[UDF]]}} |
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| UDF = 26 |
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{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}} |
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| BarTD = 6 |
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{{creature ability|[[Ranger Base]] |+6 [[Target defense|TD]]}} |
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| CleTD = 6 |
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{{creature ability|[[Sorcerer Base]] |+6 [[Target defense|TD]]}} |
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| EmpTD = 6 |
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{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}} |
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| PalTD = 6 |
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{{creature ability|[[Cleric Base]] |+6 [[Target defense|TD]]}} |
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| RanTD = 6 |
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{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}} |
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| SorTD = 6 |
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{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}} |
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| WizTD = 6 |
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{{creature ability|[[Major Elemental]] |+6 [[Target defense|TD]]}} |
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| MjETD = 6 |
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{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}} |
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| MnETD = 6 |
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{{creature ability|[[Major Spiritual]] |+6 [[Target defense|TD]]}} |
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| MjSTD = 6 |
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{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}} |
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| MnSTD = 6 |
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{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}} |
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| MnMTD = 6 |
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{{creature ability|[[Minor Mental]] |+6 [[Target defense|TD]]}} |
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| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --> |
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| noability = |
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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 special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --> |
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{{Creature treasure |
{{Creature treasure |
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| coins = yes |
| coins = yes |
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{{Creature end}} |
{{Creature end}} |
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__NOTOC__ |
__NOTOC__ |
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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. |
<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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==Hunting strategies== |
==Hunting strategies== |
Revision as of 06:43, 28 April 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
This section has not been added yet; please add to it now!
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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