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Showing posts with label Race Standards. Show all posts
Showing posts with label Race Standards. Show all posts
Monday, 30 November 2009

ϧ Hellites ϧ

Published by Lord of Flames under on 12:00:00 am
--
"Hellites, Honour Guards of the Rulers of Abyss, are creatures of pure evil. Like a wraith, it seeks its prey; Like death, it comes...For the day shalt come when it roams free again in the Mortal Realm, and bring back calamity once more..."

- Book of Legends

♨ϧ Hellites ϧ♨

"I wanted to see one...And I was fool to had wished for it..."

- Alex, DragonSlayer
Basic Information:
  • HP: Not Known
  • MP: Not Known
  • ATK: 7'000 [Melee]
  • DEF: 12'000
  • Speed: 120
Abilities:

  • Cast Doom|Nation [Spell]
    A spell of pure evil that rains death to those who comes into contact with it...


    1. Cost 90'000 MP to cast.
    2. Instantly kills all creatures(except caster) whose Defence is lower than 10'000.
    3. Abyss Units are immune to this spell
    4. All other creatures with Defence above 10'000 is unaffected by the spell.


  • Cries from Abyss [Spell]
    Unleashing a cry unlike anything heard before, it causes intense pain


    1. Stuns all creatures with Strength lower than 3000 for 2 turns.
    2. Lowers all non-Abyssia Creatures's Defence by 10'000 for 2 turns.
    3. Lowers all non-Abyssia Creatures's Attack by 5'000 for 2 turns.
    4. Creatures with Strength lower than 1'000 will have their remaining health reduced to 20% of their maximum health or receives 2000 Damage, whichever higher.


  • Helkite [Add-on]
  • The double-edged blade that Hellites would always wield, this blade cuts to the victim's very soul and could send them to the point of no return...
    Its properties are unknown though it is generally believed to be enchanted by some obscure magic.
  • Rune Beam [Spell]
    The Helkite glows as the Hellite as incite some chant..


    1. Cost 1'000 MP to cast.
    2. Requires two turns to cast.
    3. Instantly destroys anything caught in the Rune Beam's Path.
    4. Spell lasts for 5 seconds, during which it spans 5km from point of casting.
    5. Spell is not homing.
    6. It is known, so far, that Spell can only be blocked by Focused Dragon Shield Lv.4.


  • Frost Touch [Passive]
    Even without the Helkite, it is still a lethal foe.


    1. Upon attack, the target is chilled, the target will have its speed reduced by 20% and Defence lowered by 5%. Chilled Effects can stack.
    2. Lowers target's INT by 30 for 1 turn.


  • Semi-Phantom Body [Passive]
    Hellites resembles Phantoms but are visible.


    1. Gives 25% chance to Evade incoming damage.
Saturday, 18 July 2009

♠ChanceLot♠

Published by Lord of Flames under on 12:00:00 am
--
"The Priest of the Abyss, called ChanceLot by the Mortals, play a major role in securing royalties of the Abyss to the Satans. From Blood rituals to bloodbaths, it is not uncommon for Priests to be nearby..."
- Book of Legends

♠ChanceLot♠
"Gamblers of Luck, they are. They're like clowns and jesters fooling around with you. But only fools will take them lightly so. One misstep, you will wish you were never born..."
- Alex, DragonSlayer
Basic Information:
  • HP: 2'000
  • MP: 1'000'000
  • ATK: 10 [Ranged]
  • DEF: 5'000
  • Speed: 50

Abilities:
  • Cast Unholy Fortune [Spell]
    Blessed by the Satans, the ChanceLot is ready than ever to do Battle...
    1. Cost 100 MP to cast.
    2. +15% Chance for all Spells Abilities that involve chances.
    3. +30 Luck to all nearby allies.
    4. Spell lasts indefinitely until battles concludes or Caster dies.
  • War Spell [Spell]
    Wielders of Magic, Chancelots can also be Battle Mages.
    1. Cost 100 MP to cast.
    2. 50% chance to invoke Corrupted Spit on a target which deals 500 Darkness Damage.
    3. 40% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.
    4. 20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.
    5. 10% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.
    6. No more than one Spell effects may occur in one casting.
  • Enhancement Spells [Spell]
    They gamble with life to suit their needs.
    1. Cost 100 MP to cast.
    2. 50% Chance to have no effect whatsoever.
    3. 30% Chance to become invincible until the next 2 turns.
    4. 10% Chance to recover 1'000 Mana.
    5. 10% Chance to regain 1'000 HP.
    6. More than one Spell effects may occur in one casting.
  • Gambling Addict [Passive]
    Due to its gambling habits, it is not uncommon for it to lose something precious.
    1. 20% Chance to inflict 200 damage to oneself after casting spell.
    2. No effect if Caster is invincible.
  • Fallen Grace [Passive]
    Death of Chancelots are totally intolerable in the eyes of the Satans.
    1. Blows up upon death, deals 2'000 Fire Damage to all units.

♣Higher ChanceLot♣
"That was an Higher ChanceLot?! I did not notice at all."
- Alex, DragonSlayer
Basic Information:
  • HP: 2'000
  • MP: 5'000'000
  • ATK: 100 [Ranged]
  • DEF: 10'000
  • Speed: 100

Abilities:
  • Cast Unholy Fortune [Spell]
    Blessed by the Satans, the ChanceLot is ready than ever to do Battle...
    1. Cost 100 MP to cast.
    2. +15% Chance for all Spells Abilities that involve chances.
    3. +30 Luck to all nearby allies.
    4. Spell lasts indefinitely until battles concludes or Caster dies.
  • War Spell Lv.2 [Spell]
    Wielders of Magic, Chancelots can also be Battle Mages.
    1. Cost 200 MP to cast.
    2. 60% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.
    3. 30% chance to invoke Corrupted Spit on a target which deals 500 Darkness Damage.
    4. 20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.
    5. 20% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.
    6. More than one Spell effects may occur in one casting.
    7. 0% Chance to cast Gates of Abyss, dealing 10'000 Darkness Damage to all non-abyssia units. Survivors are stunned for 5 turns, Armour reduced by 200%.
  • Enhancement Spells Lv.2 [Spell]
    They gamble with life to suit their needs.
    1. Cost 50 MP to cast.
    2. 40% Chance to become invincible until the next 2 turns.
    3. 20% Chance to recover 1'000 Mana.
    4. 20% Chance to regain 1'000 HP.
    5. 20% Chance to have no effect whatsoever.
    6. No more than one Spell effects may occur in one casting.
  • Gambling Addict [Passive]
    Due to its gambling habits, it is not uncommon for it to lose something precious.
    1. 20% Chance to inflict 100 damage to oneself after casting spell.
    2. No effect if Caster is invincible.
  • Fallen Grace [Passive]
    Death of Chancelots are totally intolerable in the eyes of the Satans.
    1. Blows up upon death, deals 5'000 Fire Damage to all units.
Thursday, 25 June 2009

☡Flesh Golems☡

Published by Lord of Flames under on 12:00:00 am
--
"The idea behind the summoning of the flesh golems had been the milestone to breaking the traditional idea of the presence of rock in a golem. The dark wizards came together and used the corpses they had gathered to create an abomination which would listen to their commands. However, once the dark wizards are long gone, came the reckoning of the master-less flesh golems before it was finally banished to the Abyss..."

- Book of Legends
"Flesh Golems, as compared to the Rotting Golems, are weaker in many sense. Flesh Golems are simply made of human flesh, magically strengthened to withstand strong attacks from its opponents. Once the seal that bind the pieces of flesh are broken, it self-destructs in a harmless fashion."

- Alex, DragonSlayer
Basic Information:
  • HP: 2500
  • MP: 100
  • ATK: 200 [MELEE]
  • DEF: 50
  • Speed: 10
Abilities:

  • Cast Slam [Spell]
    Being magically strengthened, it can slam the ground to impale nearby units.


    1. Cost 0 MP to cast; 3 turns cooldown
    2. Deals 500 earth damage to units in 0.5m radius; 50 earth damage to units farther away. Does not affect flying or phantom units.
    3. Stuns units in 0.5m radius for 1 turn. Does not affect flying or phantom units.
Wednesday, 24 June 2009

☣Rotting Golems☣

Published by Lord of Flames under on 12:00:00 am
--
"Rotting Golems are feared for its brutality and aggressiveness. It is considered a miracle if one is to go near and comes back. However, despite this, Rotting Golems are a bloated form of its weaker cousin - Flesh Golems."
- Alex, DragonSlayer
Basic Information:
  • HP: 5000
  • MP: 100
  • ATK: 0 [MELEE]
  • DEF: 10
  • Speed: 5
Abilities:
  • Unholy Rot [Passive]
    Even the smell of them would make you wish you hadn't smelled it. *Vomit*
    1. Deals 500 damage per turn to all units in a 1m radius.
    2. Rotting Golems are immune to this.
    3. Does not affect Mechanical units.
    4. Affects items[Organic].
  • Body Slam [Spell]
    1. Cost 0 MP to cast.
    2. Deals damage equivalent to its current health to its victims.
    3. Kills the Rotting Golem and causes an explosion which deals 1000 Fire Damage to units in 0.5m radius.
    4. 50% Chance of stunning affected units for 3 turns; also moves them 10m away from source of explosion.
  • Summon Spiked Club [Spell]
    1. Cost 10 MP to cast; 3 turns cooldown
    2. Has 1500 HP; Can be affected by Unholy Rot.
    3. Temporarily increases user's ATK by 500; this is in effect as long as it is equipped.
    4. 15% Chance to inflict additional 200 Earth Damage upon each successive attack.
Wednesday, 20 May 2009

۾Vampires۾

Published by Lord of Flames under on 8:00:00 pm
--
"Known by many as the Lords of the Night Sky, these blood drinkers once almost dominated the entire of Mortal Realm before the combined might of the gods sealed them away into the Abyss. Once there, the nobles made a pact with the Boundless, thus becoming the creatures of the Abyss. Henceforth, they were known in the Legends as Vampires..."
- Alex, DragonSlayer

ΘVampireΘ
"Vampires have a ancient caste system that lived to this day. Generally, there are two main caste: The Nobles and the Mixed Blood. The Vampires are often referred to the Mixed Blood, not the nobles. Calling a Noble a Vampire was considered a insult."
- Book of Legends
"In the year that followed the exile of the Vampires, the Vampires had begun to appear in the battlefield, serving the Abyssia Empire which aims nothing but destruction. These vampires are like assassins, taking out targets far ahead to cause panic among the enemy while the main force pushes through. They're known for their inhumane speed and stealth. "
- Alex, DragonSlayer
Basic Information:
  • HP: 1000
  • MP: 500
  • ATK: 1000 [MELEE]
  • DEF: 150
  • Speed: 50
Abilities:
  • Cast Bloodlust [Passive]
    Vampires are blood drinkers, thus it is natural for them to thirst for blood.
    1. After each successive attack, there is a 20% chance for the Vampire to gain 20 speed and 200 ATK for the next turn.
  • Lifesteal [Passive]
    1. The Vampire gains health from 10% of the damage it dealt.
  • Mist Form [Spell]
    It is unknown how vampires are able to seemingly turn into thin air and re-materialise but that's what makes Vampires truly close to immortality.
    1. Cost 100 MP to cast.
    2. Turns into a mist and gain 9000 speed for that turn, allowing the Vampire to travel a great distance within that same turn.
    3. The vampire is invulnerable during this period.
    4. This spell can be cast during the defence phase.
  • Cast BloodFang [Spell]
    Do not get hit by the fangs of a vampire. It is lethal.
    1. Cost 100 MP to cast.
    2. 15% Chance to successfully cast BloodFang after each successive attack to inject poison that deals 5000 poison impact damage and deals 1000 poison damage subsequently each turn for a duration of 10 turns.

ΞVampire KnightΞ
"The Nobles, on the hand, having made a pact with the Boundless, was granted grand post and powers in return."
- Book of Legends
"Vampire Knights are the Nobles in the vampire Society. They are well-versed in magic and swordsmanship. Thankfully, they are rarely seen in the battlefields, choosing to enjoy their grand life instead. If seeing vampires in the battlefield is bad, spotting a single vampire knight foretells doom for their enemy."
- Alex, DragonSlayer
Basic Information:
  • HP: 2000
  • MP: 1000
  • ATK: 1500 [MELEE]
  • DEF: 2000
  • Speed: 50

Abilities:
  • Cast Bloodlust [Passive]
    Vampires are blood drinkers, thus it is natural for them to thirst for blood.
    1. After each successive attack, there is a 10% chance for the Vampire Knight to gain 20 speed and 200 ATK for the next turn.
  • Lifesteal [Passive]
    1. The Vampire Knight gains health from 20% of the damage it dealt.
  • Cast Enchant Armour [Spell]
    Makes the armour close to indestructible by enchanting it with Abyssia Magick.
    1. Cost 200 MP to cast.
    2. Increases defence of the Vampire Knight to 4000 for 5 turns.
  • Cast Blood Pact [Passive]
    The Nobles are the one who made a pact with the Boundless, this pact grants them strange powers that makes them close to being an immortal.
    1. For every health point lost, the Vampire Knight gains 1 MP.
  • Cast Blood Ritual [Spell]
    The pact with the Boundless included the teachings of forbidden blood magic.
    1. The Vampire Knight burns 100HP of their own to recover all its lost health points to attain full health points.
    2. The turn ends with this spell.
Sunday, 17 May 2009

♟Abyssia Zombies♟

Published by Lord of Flames under on 12:00:00 am
--
"Zombies in the Abyss Army are counterparts to our infantry in our armies. The Abyss Army uses them mostly for tanking purposes and as meat shields to shield the damage to bait time for the heavy assault troops to deal the real damage to their enemies."
- Alex, DragonSlayer

ϿChained ZombieϾ
"Though generally similar in appearance compared to its Mortal Realm cousins, they are anything but the zombies that we fought in everyday life. Being different in appearance only by the sight of chains and seemingly unstoppable, one could take an eternity just to take down one. Hence, often enough, it is easy to know who is more experienced with the dealings of these beings when they leave the zombies to the last to slay in a fierce battle."
- Alex, DragonSlayer
Basic Information:
  • HP: 1000
  • MP: 100
  • ATK: 900 [MELEE]
  • DEF: 75
  • Speed: 10

Abilities:
  • Cast Firebomb [Spell]
    The caster creates a firebomb and throws it towards a target area dealing fire damage to the affected units.
    1. Cost 100 MP to cast.
    2. Deals 500 fire damage for direct hit and 500 fire damage to surrounding units.
    3. Spell can damage friendly units as well.
  • Chains of Abyss [Passive]
    Using abyssia magicks unknown to mortals, its claws can forge a brief of mana link between its prey and drain the prey's mana.
    1. 20% chance of draining 400 or less mana and gain 25% of the drained mana after each successive attacks.
  • Decay Aura [Passive]
    The body of the living dead carries a pungent and corrosive odour that burns every living thing it touches.
    1. Area of Effect: 5m
    2. -100 HP per (second or turn)
    3. Creatures of the Abyss are immune.
    4. Cannot stack with other Decay Aura
  • High Health Regeneration [Passive]
    Chained Zombies have higher health regeneration rates than its Mortal Realm cousins, allowing them to recover 100 HP after each turn(or second)
  • Resurrection [Passive]
    Abyssia Zombies are designed to be hardy, hence their health regeneration is so high that they can rise once more to do battle after being defeated.
    1. 50% Chance of reviving after death.

ΐ Tormented Zombie ΐ
"Visibly different from other zombies with runes engraved into its torso and shoulders, they're believed to be once educated people before being turned into a creature of the Abyss. Tormented Zombies are of higher intelligence than Chained Zombies and are capable of casting more higher level spells."
- Alex, DragonSlayer
Basic Information:
  • HP: 800
  • MP: 1000
  • ATK: 100 [Ranged]
  • DEF: 50
  • Speed: 10

Abilities:
  • Cast Dearmourification [Spell]
    As the Tormented Zombie are often disadvantaged by their low defence rating, they invented ways to make the fight to a fairer.
    1. Cost 200 MP to cast.
    2. Lowers armour of affected units to the same defence rating as the Tormented Zombie for 5 turns.
    3. Area of Effect: 1m.
  • Cast Rejection [Spell]
    Calling upon the powers of the Abyss, the Tormented Zombie is able to summon up a concentrated area of dark wind that expands outwards from the targeted spot, causing devastating damage.
    1. Cost 100 MP to cast.
    2. One turn delay to prepare spell.
    3. Deals 1000 darkness damage to all affected units.
    4. Area of Effect: 5m.
    5. Pushes affected units 5m from the epicentre.
  • Chains of Abyss [Passive]
    Using abyssia magicks unknown to mortals, its claws can forge a brief of mana link between its prey and drain the prey's mana.
    1. 20% chance of draining 400 or less mana and gain 100% of the drained mana after each successive attacks.
  • Decay Aura [Passive]
    The body of the living dead carries a pungent and corrosive odour that burns every living thing it touches.
    1. Area of Effect: 5m
    2. -100 HP per (second or turn)
    3. Creatures of the Abyss are immune.
    4. Cannot stack with other Decay Aura
  • High Health Regeneration [Passive]
    Chained Zombies have higher health regeneration rates than its Mortal Realm cousins, allowing them to recover 100 HP after each turn(or second)
  • Resurrection [Passive]
    Abyssia Zombies are designed to be hardy, hence their health regeneration is so high that they can rise once more to do battle after being defeated.
    1. 60% Chance of reviving after death.
Tuesday, 5 August 2008

Phantom First Machines of War

Published by Lord of Flames under on 11:10:00 pm
--
Phantoms need new machines, therefore:
Phantom Tank
New Combat Tank
Phantom Ship
Normal Cruise Ship
Phantom Battleship
Phantom Battleship
Phantom Mothership
Mothership
Thursday, 17 April 2008

Elementos

Published by Lord of Flames under , on 6:33:00 am
--
Elementos, a new creatures from the family of Elementals, is now the king of elementals as it has 360 degrees area of attack and as mastered almost all aspect of various elementals. This is what was reported by the elementals spokesman who announced that the elemental realm has changed their government to monarchy.

No one outside of the elementals has spotted Elementos yet but it would prove to be good to know more about him. E.g. his health points and skills he learnt.

So watch out for him!!!!!!!!!!!!
Friday, 8 February 2008

Dubloon Classes

Published by Lord of Flames under , , on 12:56:00 am
--
CNY Patch #3
----------------

It has been discovered that the dubloons used to defeat the invincible undeads has different variations. We have classified it into three main groups:

Bronze Dubloon
When used, it renders an invincible creatures vulnerable to the user's attack. The accompanying attackers cannot hurt the creaure though.
Gold Dubloon
Similiar to the Bronze Dubloon, both in effect and colour, only that when used, the dubloon renders all invincible creaures within the user's line of sight vulnerable. The accompanying attackers cannot hurt the affected creatures though. Best used when outnumbered by a mass of invincible creatures.
Silver Dubloon
Rarest of all is the Silver Dubloon, partly because of its effects. This dubloon has an large area of effect when used which renders all invincible creatures vulnerable within the area of effect. In addition, all attackers in the area of effect can hurt the creatures. Those who aren't original at the area of effect cannot hurt the creatures though.
Thursday, 7 February 2008

BlackNotemon

Published by Lord of Flames under , , on 5:23:00 pm
--
CNY Patch #1
---------------

BlackNotemon

Created by accident when Hellnotemon and HongBaoMon clashed.

Blacknotemon kills people when comes into touch and results in making people loose x10 the exp.

Its death claw causes instant death.

Its staff can use any spells its enemy had used during the battle [Mirror Move] and one hit causes paralysis.

Low health of 300 only.

Ministries of Monster has advised that all should not engaged any Blacknotemon until scientists find out what condition must be fulfilled to forever kill it. This is because like its counterparts, it will be revived immediately after death unless a condition is fulfilled.
To create Blacknotemon by intent, one must have Merging level of at least 4.
Sunday, 21 October 2007

The Rise of Mancers

Published by Lord of Flames under , on 5:00:00 pm
--

For many years, the Mancers were weak, however a new leader was determined make them stronger, he rallied the forever-at-war mancers together to build a Guild, the Mancer's Guild, this led to the rise of the Mancers, the leader was thus known as Mancer X... -The Mancer Codex



The move made by Mancer X led to several new classes to be added into the Mancer's, e.g.Rainbow Mancer, LoreMancer, etc. This attracted our attention and now, this class job is finally available to all human players!

The Mancer's Guild was originally built on the holy ground of Three Towns, however, when a war broke in Three Towns two years ago [Real-Time], they were forced to flee to the Void, aka Shadow Realms. Til now, it resides there, only those who found them can have the chance to join them or do battle with them.

However, some mancers still wander around the now Ruins of Dark Forest, aka Forsaken Woods, curious players can look out for them there too.

Additonal Snippet: Now AI Mancers are much more intelligent, this is partly because they're humans.

To qualify for the Mancer's Guild, you must:
  • be at least Lvl M23,
  • Master of your Element (not neccessary 1st class Element),
  • Help the Mancer Master do an errand.

Specialties of being Mancer

  1. Learn one tailor-made of your primary element ability that can be activated during all phases of battle, namely, attacking phase, counterattacking phase, creature attack phase, creature counterattack phase, summoning phase, preparation phase.
  2. Mancer can only use their tailor-made of your primary element ability once per phase, subject to mana cost.
  3. Upgradable class job up to 5 times.

Upgrading to 2nd Job and above

  1. To advance to a higher level of this class job, you must complete a task that your District Mancer Master gifts you.
  2. Upon completeing, you advance to in class and additional quest awards.
  3. Quests are bt random according to the class job you're currently in.

Advancing to Mancer Master

  1. You must be a 3rd Job (1st primary element)Mancer and (2nd Primary Element)Mancer to become the 4th Job Mancer Master.
  2. Upon becoming Mancer Master, you will have the ability of a combination, (depending on your primary element), spell.

Players who have found the Guild

rNoner


Players who are members of the Guild

rNoner

qThis page will be refreshed whenever there is change.q

+ Abilities of Mancers &%&

1st Class Element Mancers

2nd Class Element Mancers

3rd Class Element Mancers

FireMancer -- Fiery Swipes(Attack spell)

Under Construction-When done, you will be informed through Hem eXa.

Thursday, 19 April 2007

Undead Stadardize

Published by Lord of Flames under , on 3:16:00 pm
--
These are new limitations and improvements to the Undead race.

Improvements:
  • Undeads' attack speed is increased by 100%
  • Undead Golem now can attacked faster by 2300%
  • Fire Undead Golems now have spirit weapons and can attack non-stop without any delays.
  • Undead Samurai now attack with speed arua which increases all friendly unit within the range of 10 speed by 3000.
  • Undead Tower now has a Undead Fire Golem Cannon on top othe tower which fires a free Undead Fire Golem to attack enemies every 5 turns or 30 seconds.
Limitations:
  • Dubloons now has AOE effect which means it renders all undead vulnerable in the battle field.
  • Undeads now has its luck decreased by 50, the new luck stat for undeads is 2.

Tuesday, 3 April 2007

Phantom Standardise?

Published by Lord of Flames under , , , on 5:08:00 pm
--
I deeply apologised for the many loopholes on the new phantom race. First and foremost let me get some things straight.

  1. One, they are not a job name so you can't be them without joining their tribe first.
  2. No, currently they're enemies to only devils so unless you are a devil, you won't get any tribe points from them.
  3. They are units of the tribes and so the same rules apply here, they can't be caught in the traditional balls.
  4. They are not creatures created solely for your entertainment...you know what that means? NO torturing..plz...can't you guys grow up?
  5. Once again...NO perverted minds here॥this will be enforced once again after much consideration।
  6. Phantom cannot be attacked by any attacks or spells unless the attacker has True Sight. Even so, only the claws are vulnerable.

Get it? Let's move on, shall we?



Things to clarify:

Before I move on, in some way, you will notice i made that race stronger in some area and weaker in other area, hope you are smart enough to spot them! ;)

  1. All phantoms are rendered cloaked objects and require true sight® products (see labels:buying guide for more details...)to see them...fighting them when you can't see them is difficult for your sick information.
  2. Phantom Enforcer's phantom beam are guided so don't complain if all of a sudden they kill you from afar.
  3. For the benefit of all those who hate phantoms for no due reason, phantom-related stuff can have contact with organic matter only, I repeat ORGANIC MATTER ONLY. That means if a phantom tries to shoot you with phantom beam, using a sword which is un-organic will not protect you, it will just go pass it and hit you(For your info, you are organic) Previously, players thought the beam go past anything, any idiot will know that if it go pass anything, how the heck can it hit you?
  4. Phantoms have a ghostly appearance(as expected for a phantom) when the player has true sight® products worn or used.

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