[WIP] Phantom Worlds RPG Game Guide

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[WIP] Phantom Worlds RPG Game Guide

Post by Dragonwell »

This is a very WIP gameplay guide for Phantom Worlds RPG. This will be edited and probably reorganized many times before it's done.

Table of Contents – [TTOC]
Use your browser's search function for the [TAG] to go to that part of the guide.

[TTOC]--------Table of Contents
[INTR]---------Introduction & Tips
[LVLG]------------Leveling, Remorting, and Rank Points
[DNGE]-----------Dungeon Progression
[WMNG]---------------Wall Mining

Introduction & Tips - [INTR]

Hello and welcome to Phantom Worlds RPG. Phantom, lead developer of this RPG, has created what stands as one of many variants of the well-known RPG mod for Starsiege: Tribes. As of this writing in September 2020, phantom’s server is the only RPG server seeing active development. Whether you’re here because you were directed here by someone in-game or happened to stumble upon it before taking the dive into TRPG, I hope you’ll find the info contained herein useful. Tribes RPG isn’t known for having a gentle learning curve. This guide exists to help you, the reader, overcome that learning curve.

This section contains assorted gameplay tips and tricks. For more in-depth info on specific aspects of Phantom RPG, refer to the table of contents above to find what you’re looking for.

:: The #set Command
One of the more important improvement Phantom has made to Tribes RPG is the inclusion of the #set command. This allows you to set any of a given range of keys (hit “0” – that is, zero – to get a list of bindable buttons) to any other #command. For example, a useful one early on might be “#set c #use greater heal potion”, which means that every time you hit C you’re going to use a GHP. You caster types can also use #set for quick access to spells with, for example, “#set 1 #cast beam” which will cause the 1 key to cast the beam spell. Another possible use is to #set the numpad keys to specific locations to travel to for the transport spell. As an example, I use “#set numpad1 #cast transport Limbo” to go to Limbo with one button press.

:: The “Transport” Spell
One of the hallmarks of the Tribes series of games is huge maps. Tribes RPG generally and Phantom RPG in particular leverage this to its fullest extent, yielding not one but four maps or “worlds” within one server. As a result, getting around is a matter of taking the right boats or knowing where to run. The latter method travel can swiftly become very tedious. The “transport” spell is a godsend. With the syntax “#cast transport ZONE”, the ZONE field can be replaced with the name of any zone you know of. You’ll be teleported there after a brief cast period. Requiring 200 Neutral Casting, not every class can access this spell early or easily. Fighter classes in particular really struggle to get access to transport within the first few remorts. If you’re someone easily dissuaded by long walks over terrain, make sure you pick a class with a Neutral Casting multiplier of 1.0 or higher (see the “classes” section below).

:: Potion Tanking
Unless you happen to be playing a strong divine casting class (see the “Classes” section below), your primary method of healing any damage taken will be with potions. At present, the only store-buyable potions for this purpose are Heal Potion and Greater Heal Potion.

Potions are heavy (3 wt per standard heal potion) and you’re probably going to chew through them quickly. Get used to hitting a merchant to buy between 25 and 100 at a time for your next trip to a dungeon. You’ll quickly outgrow Heal Potion; Greater Heal Potion will be your bread and butter. At 5 weight per GHP, your Weight Cap skill needs to be raised on a regular basis unless you really enjoy taking trips back to town. Remember to use the #set command for easy access to your potions. For example: #set c #use Greater Heal Potion … will cause you to use a GHP every time you hit C.

There are a variety of items besides these two potions that can restore considerably larger amounts of HP, but they require either farming or crafting. Examples include but are not limited to Restoration Potion, Maple Syrup, and Uber Burger.

:: Falling Damage
Those of you who are familiar with other TRPG variants may have encountered TRPG’s rather brutal falling damage once or twice, particularly in Traveler’s Den. Phantom has nerfed falling damage considerably. If you fall off of Traveler’s Den or get blown off by a wind caster and have a decent amount of HP (something like Boots of Gliding to slow your fall are a big plus), there’s a good chance you’ll survive.

For traveling and exploring purposes, note that horses incur no falling damage at all while you’re on them. Horses can be rented at the NPC standing right outside the Keldrin Town front gate.

Leveling, Remorting, and Rank Points – [LVLG]

To level, you need to accrue 1000 XP. Reaching a new level grants you 25 SP.

With sufficient levels, you may "remort". In today's terms, this is essentially prestige leveling. You may remort as many times as you want if you meet the level requirement, which is 101 + (current RL * 5). Remorting offers the following benefits:

- You receive 100 SP
- All skill multipliers are increased by .1
- Your maximum per-level skill is increased by 10. The default cap is 131 at level 1, so one remort raises this to 141.
- You gain bonus HP and MP
- You gain 5 rank points (more info below)
- You gain access to zones, gear, and spells that require remorts, such as the Lightfoot spell.

Rank points are stored in your character info sheet (press Tab, then 1). You must be a member of a house to benefit. Refer to the Houses section for more info. Dying costs you one rank point.

Rank points have two uses:

- Every rank point stored on your character grants you 1% bonus XP on monster kills up to a 300% bonus (300 rank points).
- Perks. Press Tab, go to Settings, then Perks. You may spend 1 RP to add your current protected zone to your recall list, 70 RP to make your recall function instant, and 75 RP to gain an extra 50% mining speed. These perks are non-refundable.

Some quests grant RP as well. Arkemn’s quest, for example, awards 4 RP in addition to its item reward.

You may also cash in Trancephyte for 10 RP, 1500 XP, 25 SP, and some coins. Trancephyte is a quest item that you may collect for every five posts you make on these forums. Visit http://www.tribesrpg.org/trancepyte for more information.

Dungeon Progression – [DNGE]

This is an approximate leveling progression for the Keldrinia world. Exploring Norrath and Old Keldrinia for alternatives is currently up to you. There are many more dungeons beyond what’s listed here (those beyond Phen’s Temple generally requiring a very high level or many remorts). Which dungeon you can handle and when is up to your class, your playstyle, your gear, your number of remorts, and your level. Additionally, weigh how much XP you want to receive per kill versus how much you’re getting in your current dungeon. If you’re getting 80 – 100 XP per kill, it may be time to move on, but on the other hand you might not be capable of tackling that challenge yet. The level ranges provided are therefore just estimates.

Format: Zone :: Monsters to fight in order (rough level range, varies by class, gear, and remorts)

Lucan's Cellar :: Spiders (1-4)
Keldrin Mine :: Goblins (4-8), Gnolls (8-16)
Stronghold Yolanda :: Orcs (16-25)
Keldrin Mine :: Ogres (25-35) across the broken bridge; requires Cheetaur's Paws)
Ancient Crypt :: Zombies (35-45), Skeletons (45-50)
Elven Outpost :: Elves (50-60)
Traveller's Den :: Travelers (60-75)
Minotaur's Lair :: Minos (75-90)
Phen's Temple :: Fanatics (90-101, first remort level)

Be aware that caster monsters are generally far more dangerous than their melee counterparts. It’s pretty easy to get one-shot by a caster – if you hear a “charging up” sound from a caster and you don’t have a lot of spell resist and / or MDEF, start running. In some dungeons the casters can be mostly avoided. For example, Phen’s Temple has two rooms where mobs spawn. The left one spawns casters, the right spawns melee. Sticking to the right means almost never encountering a caster.

Skills – [SKLL]

All skills in Tribes RPG have a multiplier associated with them. This multiplier ranges from 0.1 to 2.0 depending on the class you choose and will determine how much of that skill you’ll get per SP spent. SP refers to Skill Points, which you gain every time you level. Spend them wisely and avoid trying to raise anything that your class is very bad at. Play to your class’ strengths.

----Melee Skills

Best Class(es): Fighter, Lumberjack, Druid
Special Ability: Pressing attack (LMB) and “use” (default T) at the same time gives you a chance to briefly knock the weapon of your target away.

The Slashing skill determines your access to and effectiveness with Slashing weapons. See the Slashing section below for a list of such weapons.

Best Class(es): Thief, Bard
Special Ability: If you #hide and attack your enemy with a piercing weapon, your Backstabbing skill is checked for a chance to deal significant extra damage.

The Piercing skill determines your access to and effectiveness with Piercing weapons. See the Piercing section below for a list of such weapons.

Best Class(es): Fighter, Cleric, Necromancer
Special Ability: By pressing attack (LMB) and the “use” key (default T) simultaneously, you have a chance to deal extra damage and knock your enemy back.

The Bludgeoning skill determines your access to and effectiveness with Bludgeoning weapons. See the Bludgeoning section below for a list of such weapons.

Best Class(es): Ranger, Thief

The Archery skill determines your access to and effectiveness with Bludgeoning weapons. See the Archery section below for a list of such weapons. Archery weapons require ammunition and different weapons can only use a specific set of arrows or quarrels. Low-level arrows can be crafted from the wood harvested from trees via Wood Chopping.

Used by Bludgeoning weapons. This is triggered either by the #bash command prior to attacking or by hitting attack (LMB) and “use” (default T) at the same time. Deals extra damage if successful. Bashing requires a 600 Bashing skill (unconfirmed).

Used by Piercing weapons. This is triggered if you’re behind an enemy, wielding a Piercing weapon, and using #hide.

----Defensive Skills

--Weight Capacity

----Misc. Skills

--Sense Heading
--Wood Chopping

----Offensive Magic Skills

Necromancy, Wind, Fire, Ice, Earth, and Lightning magics.

Buy a spell book from the Keldrin Town merchant and “use” it via your inventory to view lists of spells for all schools.

----Other Magic Skills

--Divine and Neutral magics
--Spell Resistance

Buy a spell book from the Keldrin Town merchant and “use” it via your inventory to view lists of spells for all schools.

Classes – [CLSS]

Classes in Phantom RPG determine your starting skill multipliers and whether you have access to a few special abilities. Amazon has compiled a spreadsheet of all classes, their skill multipliers, and their special perks here: viewtopic.php?f=17&t=659.

----Priests *** Very newbie-friendly category

As this is the most newbie-friendly class category, the descriptions are geared more toward a newer player.

Special Ability: Clerics can use healing spells offensively against undead monsters and deal very large amounts of damage in the process. They also have access to the powerful Bless spell, which is a combination heal and shield.

Clerics are masters of Divine Magic and Healing and have strong Bludgeoning, Spell Resist, Energy, and Neutral Casting multipliers.

After the druid, the cleric is arguably the strongest newbie class. The cleric has an even distribution among the most important early-game skills: weapon (Bludgeoning in this case), Mining, Neutral Casting, Endurance, and Weight Cap. None of these multipliers are as strong as the druid equivalent (see below) except for Endurance. That said, a 2.0 Divine Magic multiplier means that the cleric can very easily run healing and shielding spells throughout the early game, mitigating the need for potion tanking and a reliance on armor for high DEF (as those shield spells increase DEF temporarily), whereas the druid suffers from a 0.7 Divine Magic multiplier and thus must rely more on potion tanking.

Druids are great at Dodging, Weight Cap, Hiding, Neutral Casting, and Mining. They’re very good at Slashing, Wood Cutting, Sense Heading, and Crafting.

The druid is your writer’s favorite newbie class. If you’re looking strictly for the easiest and most straightforward class to get your feet on the ground in TRPG, this is it. Everything you need is here: weapon (Slashing), Mining, Neutral Casting, and Weight Cap are all high multipliers. The druid’s greatest downside is a relatively bad but workable Endurance multiplier of 0.8. That means improving your HP and getting access to better armor won’t come as easily as it will for some other classes, but the other pros outweigh this particular con. If for whatever reason you hate the idea of bearing a nature-loving title like “druid”, then the cleric (above) represents the next best choice.

Necromancers are great at Necromancy Magic, Energy, Healing, Bludgeoning, and Spell Resist. They’ve got terrible Weight Cap.

And I do mean terrible Weight Cap. At a 0.4 multiplier, the necromancer really struggles to hold more than the armor and weapon they need to survive. Aside from that, the necromancer has a skill distribution not dissimilar to the cleric – decent to strong where it counts in weapon (Bludgeoning here), Neutral Casting, Mining, and Endurance. The upshot is that a 1.7 Necromancy Magic multiplier gives easy access to the very useful Hex, Vorpal, and Curse spells. Hex and Curse debuff enemy DEF (meaning you deal more damage) and scale with skill. Vorpal is an all-around decent AOE damage spell that has the unique benefit of being castable while moving. The most challenging of the priest category, the necromancer is for the newbie who wants TRPG to go easy on them – but not too easy.


Special Ability: Thieves can steal from enemy NPCs by getting very close and hitting the “use” key (default T).

Thieves are very good at stealing, hiding, and backstabbing. They’re also strong in Piercing, Archery, and Haggling. Terrible at all magic.

Thieves are the classic trolling class of Tribes RPG. Their high stealing multiplier made them the top choice for those who wanted to #mug other players. In Phantom RPG, you can’t steal from a player that doesn’t have PVP enabled, so the real draws here are the ability to steal from AI (you won’t get anything that they wouldn’t otherwise drop when killed), Hiding (from both players and AI), and Haggling (get more for your items!).

Bards are great at Dodging, Healing, Endurance, Haggling, and Mining and also have strong multipliers in Hiding, Backstabbing, Crafting, Wood Chopping, and Piercing.

Bards are a relatively tanky class for the rogue archetype and a solid all-around choice for newer players if you don’t care much about magic. High Dodging makes you harder to hit, Endurance makes you tougher and gives you access to better armor, and Healing, though not effective in the early game, helps mitigate your reliance on potions for regaining lost HP. Mining and Haggling make a great money-making duo for the new player.



Special Ability: Paladins can use healing spells offensively against undead monsters and deal very large amounts of damage in the process.

Special Ability: Rangers may #sleep anywhere outside a dangerous zone.




Special Ability: Elementalists have access to the Weather spell, allowing them to make it rain, snow, or stop lightning, ice, and hail storms.

Mining – [MNNG]

Gem Mining Progression (obtained from crystal nodes)
Mining is the principle source of income for players of Phantom RPG and requires a Pick Axe or a Hammer Pick and access to a crystal mining node. If your class has a decent mining multiplier, it’s worth it to spend time before your first remort mining to get the gear that you’ll need for progression. If your class lacks a good mining multiplier, you’ll rely more on monster drops for money – a considerably smaller income. Keep this in mind if you’re still choosing on a class to play.

The progression of gems mined from crystal nodes is as follows:

Small Rock
Diamond - Begins appearing very rarely around 600 Mining skill
Keldrinite - Requires extreme Mining skill of 3800+

Wall Mining – [WMNG]
These items are obtained from the walls, floors, and ceilings of mines. These items are used strictly in crafting and are generally not worth selling. Skill works differently with wall mining. More skill means a higher chance of high-end materials like Mithril, but you'll still pull low-end items like Small Rock and Clay. This is therefore just a list of what you *can* get and not a progression from one side to the other, though high-end items are still quite rare at low skill. With sufficient skill, Keldrinite can occasionally be obtained from wall mining as well.

Small Rock, Clay, Copper, Tin, Iron, Diere, Gold, Crystal, Mithril

Crafting – [CRFT]

To craft, head to the anvil in Keldrin Town, which is located in the same building as the merchant. Look at the anvil, hit your “use” key (default T), and if you have the materials, you'll see what you can make with your current smithing skill. To find out what you need to make a given item, search for it with #w.

Smithing skill is normally SP-intensive, but the blacksmith standing next to the anvil will offer you a plan for any item that you have the materials for. The plan allows you to create the item with 10% of the normal smithing skill. The price of the plan is roughly 10% of the coin value of the resulting item.

Houses – [HOSS]

Within Fort Ethren’s throne room is an NPC which will offer you membership in one of four houses when you're at least level 20. Venk, Antiva, Fenyar, and Temmin are the four houses available*. Some notes:

- Unlike most other RPG variants, being a member of a house does not mean that you may attack members of other houses at will. PVP mode still must be enabled for both parties.
- Killing a member of another house grants you 1 RP.
- You may change houses at any time, but it will cost you 2500 coins and all of your RP.

*If it matters to you, House Venk is the most heavily populated house as of this writing.

Casino – [CASO]

Got some coins to burn?
If you take the boat to Jaten from Delkin Port, you'll see a small house on the shore. Inside you'll find an NPC that will teleport you to the casino. Inside you'll find NPCs which will charge you 50,000 coins to spawn three packs containing a wide variety of potential rewards or detriments. You only get to pick one of the four and the other three will despawn.

Potential winnings:
-Knight's Shield, a good mid-range shield that can only be obtained here, as well as Heavenly Shield, a very high-end shield that's also exclusive to the casino.
-Small or large amounts of RP, LCK, coins, or XP
-A unique casino hat

Potential losses:
-Small or large amounts of RP, LCK, coins, or XP. Note that you can indeed be set to a large negative XP deficit if you play the casino at level 1.
Last edited by Dragonwell on Mon Sep 14, 2020 12:03 am, edited 49 times in total.
Weapon modeler and animator for Phantom RPG.
Phantom RPG Characters: Draggun (RL10 Druid), Draggun2 (RL0 Necro)
Particle: Draggun (RL0 Druid)

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Re: [WIP] Item Information Thread

Post by Dragonwell »

Reforging – [RFRG]
In the southern corner of Keldrin is a light brown door leading to an unoccupied house. Inside this house in the back room is a second door which will put you in front of a tent housing the Goblin Tinkerer, master of all things reforging.

Reforging allows you to spend a certain amount of coin (affected by haggling) to roll four special stats on a weapon:

ATK from -9% to +15%
Range from -9% to +15%
Speed from -4% to +10%
Crit from 0 to +5%

Each of these rolls independently – you could end up with a weapon that has two very negative and two very positive stats, for example. Smithed weapons automatically come with randomized reforge stats.

Unless you're wearing a Goblin Ring (rare drop from goblins in the mines), you'll need to wait 10 minutes before attempting to reforge the same weapon again. If money is tight, prioritize reforging weapons you know you'll use every remort (e.g.: Phens Sword, Slasher, and Keldrinite Longsword).

Weapons - [WEPN]
Below is a semi-comprehensive list of weapons in Phantom RPG.

Note for the following purchase locations: Once you have RL1, Vendor Alley will sell anything you need. The entrance to Vendor Alley is behind the left building as you exit Keldrin Town through the front gate.

[Skill] Name – Attack power, swing timer
Bought from :: Cost (Your Haggling skill will of course lower this number)

A double dash “--“ indicates a weapon that cannot be obtained from merchants.

Slashing Weapons - [SLSH]

[None] Hatchet - 20 ATK, 1.6sec
Keldrin Town :: 193 coin

[20] Broadsword - 35 ATK, 1.6sec
Keldrin Town :: 1,531 coin

[60] War Axe - 70 ATK, 2.3sec
Jaten Outpost :: 5,732 coin

--[90] Goliath Sword – 50 ATK, 1.6sec
--Drops from minotaurs or crafted.

[140] Longsword - 65 ATK, 1.6sec
Jaten Outpost :: 15,132 coin

--[220] Sharpened Bone Sword - 81 ATK, 1.8sec
--Crafted with 3 Damaged Sharpened Bone Sword, which drops from melee skeletons.

[300] Battle Axe - 144 ATK, 3sec
Fort Ethren :: 32,623 coin

--[310] Phens Sword - 99 ATK, 2sec
--Crafted with 3 Damaged Phens Sword, which drops from Phen fanatics.

[620] Bastard Sword - 133 ATK, 2.3sec
Fort Ethren :: 61,615 coin

[768] Halberd - 176 ATK, 2.6sec
Fort Ethren :: 105,990 coin

[900] Claymore - 188 ATK, 2.5sec
Fort Ethren :: 171,770 coin

--[1120, RL1] Keldrinite Longsword - 265 ATK, 1sec
--Crafted from a Longsword and 1 Keldrinite.

Bludgeoning Weapons – [BLDG]

[None] Club – 12 ATK, 1sec
Keldrin Town :: 193 coin

[20] Quarter Staff – 35 ATK, 1.6sec
Keldrin Town, Fort Ethren :: 1,531 coin

--[45] Bone Club – 34 ATK, 1.3sec
--Crafted-only. #w for recipe.

[60] Spiked Club – 30 ATK, 1sec
Keldrin Town :: 5,731 coin

[140] Mace – 78 ATK, 2sec
Jaten Outpost :: 15,131 coin

[300] Hammer Pick – 80 ATK, 1.6sec
Jaten Outpost :: 32,625 coin

--[450] Spiked Bone Club – 70 ATK, 1.3sec
--Crafted-only. #w for recipe.

[620] Long Staff – 114 ATK, 2sec
Fort Ethren :: 61,613 coin

[768] War Hammer – 146 ATK, 2.6sec
Fort Ethren :: 53,085 coin

[900] War Maul – 175 ATK, 2.3sec
Fort Ethren :: 170,090 coin

--[1100, RL1] Titanium Hammer – 215 ATK, 1.9sec
--Crafted-only. #w for recipe.

--[2000] Ultra Hammer – 540 ATK, 2sec
--Crafted-only. #w for recipe.

Piercing Weapons – [PIRC]

[None] Knife – 18 ATK, 1sec
Keldrin Town :: 865 coin

[60] Dagger – 23 ATK, 1sec
Keldrin Town :: 2,144 coin

[140] Short Sword – 50 ATK, 1.6sec
Jaten Outpost :: 5,732 coin

[280] Spear – 78 ATK, 2sec
Jaten Outpost :: 15,131 coin

[450] Gladius – 80 ATK, 1.6sec
Forth Ethren :: 32,625 coin

[620] Trident – 114 ATK, 2sec
Fort Ethren :: 61,613 coin

[768] Rapier – 110 ATK, 1.6sec
Fort Ethren :: 105,990 coin

[900] Awl Pike – 200 ATK, 2.6sec
Fort Ethren :: 170,090 coin

Archery Weapons – [RNGD]

Archery weapons are a special case in Tribes RPG. Not only are the weapons generally very expensive but they consume expensive and heavy ammo very quickly. Their damage output is huge, but be prepared to spend a lot of coin in exchange. Each weapon can only use a particular category of ammo (bolts or arrows). Weapons compatible with that category can use any ammunition of that category, but there is a progression for ammo also.

[None] Sling – 11 ATK, 1.5sec
Ammo: Small Rocks
Keldrin Town :: 31 coin

[25] Short Bow – 23 ATK, 1sec
Keldrin Town :: 2,144 coin

[160] Light Crossbow – 72 ATK, 2sec
Fort Ethren 11,253 coin

[318] Long Bow – 86 ATK, 1.6sec
Jaten Outpost :: 42,634 coin

[438] Composite Bow – 85 ATK, 1.3sec
Fort Ethren :: 93,224 coin

[550] Repeating Crossbow – 75 ATK, 1sec
Fort Ethren :: 170,088 coin

[685] Elven Bow – 89 ATK, 1sec
Jaten Outpost :: 320,378 coin

[925] Heavy Crossbow – 300 ATK, 2.6sec
Fort Ethren :: 762,454 coin

*****Other Weapons – [OTWE]

--[600 Dodging] Slasher - 70 ATK, 0.3 sec
--Crafted-only with 3 Damaged Slasher. Drops in Thieve’s Guild (very high-level dungeon).

--[450 Wind Magic] Shove Wand - 0 ATK, 1 sec
Does no direct damage, but launches targets upward by an amount scaling with your Wind Magic skill. Sufficiently high Wind Magic will launch targets with enough speed to cause damage, so use that knowledge as you see fit.

Armors – [ARMR]

Armors provide large amounts of DEF, bonuses to HP, and can be upgraded with runes such as Lightning Runes for 100 MDEF each, up to 900 MDEF for each magic type. Otherwise, armors besides Keldrin Armor don’t naturally provide MDEF.

[Requirements] = Endurance

[40] Leather Armor - 80 DEF, 7 HP

[95] Studded Leather Armor - 130 DEF, 9 HP

[135] Spiked Leather Armor - 180 DEF, 13 HP

[180] Hide Armour - 230 DEF, 18 HP

[240] Scale Mail - 280 DEF, 22 HP

[300] Brigandine Armour - 330 DEF, 28 HP

[350] Chain Mail - 380 DEF, 33 HP

[410] Ring Mail - 430 DEF, 38 HP

[490] Banded Mail - 480 DEF, 43 HP

[580] Splint Mail - 530 DEF, 47 HP

[660] Bronze Plate Mail - 580 DEF, 53 HP

[775] Plate Mail - 630 DEF, 58 HP

[840] Field Plate Armour - 680 DEF, 64 HP

[1065] Full Plate Armour - 780 DEF, 75 HP

--[1305] Keldrin Armor – 880 DEF, 110 HP, 350 to all MDEF
--Crafted-only, based on Full Plate Armor. #w for full recipe.

Shields – [SHLD]

Not yet ingame :: Basic Shield

Not yet ingame :: Ice Shield

[140 Endurance] Knight’s Shield – 250 DEF
Possible reward from pack gambling at the Casino near the river outside of Jaten Outpost.

[715 Endurance] Dragon Shield – 540 DEF, 210 HP
Crafted with 3 Dragon Scales (Uber monster drop) and 2 Ruby.

[540 Endurance, 850 Energy] Heavenly Shield – 315 DEF, 635 to all MDEF
Casino pack gambling drop.

Robes - [RBES]

Robes provide very strong MDEF, no DEF, a small amount of bonus HP, and some mana regeneration. Robes cannot be worn “over” regular armor.

[Requirements] = Energy

[8] Apprentice Robe
[80] Light Robe
[300] Blood Robe
[450] Advisor Robe
[800] Robe of Venjance
[980] Phen’s Robe

Rings, Accessories, Other Notable Items

Ring of Life - 50 HP

Ring of Xion - 50 MP

Ring of Shields - 10 to all MDEFs

Ring of Wearing
Hides your armor and displays your clothing instead.

Arkemn's Ring

Norman's Ring

Goblin Ring
Removes the reforge cooldown timer for Goblin Tinkerer and turns you into a goblin when in Keldrin Mine. Being a goblin is purely aesthetic.

Spells – [SPLL]

This is a comprehensive list of spells. This list can be accessed ingame by purchasing a spellbook from the merchant in Keldrin Town and using that spellbook via your inventory. There’s no listed damage here as spells scale rather heavily with your relevant magic skill, but suffice it to say that later spells typically do more damage overall than earlier ones at a cost of higher mana and longer cast / recovery times.

#w any given spell ingame for more info.








Beam [0.3sec] [10sec]



















Last edited by Dragonwell on Sun Sep 13, 2020 6:04 am, edited 19 times in total.
Weapon modeler and animator for Phantom RPG.
Phantom RPG Characters: Draggun (RL10 Druid), Draggun2 (RL0 Necro)
Particle: Draggun (RL0 Druid)

Posts: 1
Joined: Fri Aug 28, 2015 11:02 am

Re: [WIP] General Gameplay Information Thread

Post by shadoh »

nice work, this will be very helpful :)

Posts: 7
Joined: Wed Sep 09, 2020 9:13 pm

Re: [WIP] Phantom Worlds RPG Game Guide

Post by PhreakMD »

This should be updated to include the zones after Phens and its entry requirements if any. Like Thieve's Guild, King's Mine, Iron Wastes, etc.

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