Ghosts are a phenomenon occurring in the collective mythology and popular culture of Earth and other worlds including, perhaps, Skaro. Those who believe in ghosts sometimes hold them to be souls that could not find rest after death, and so linger on in the world of the living. This inability to find rest is often explained as unfinished business.
A ghost is sometimes referred to as a fetch, and the woods around Fetch Priory were long believed to be haunted, the result of its being near a relative continual displacement zone, or hole in time. (DW: Image of the Fendahl)
Eugene Jones was able to interact with Gwen Cooper of Torchwood Three for a time after his death as a de facto ghost. Ultimately, he briefly became visible to not only Cooper, but other members of the Torchwood team, before "crossing over" and ceasing to be a ghost. (TW: Random Shoes)
A Cardiff building was haunted by three cowled men with scythes, it is unknown what these things actually are, but were considered ghosts. Toshiko Sato and Ianto Jones were sent by Torchwood Three to kill them. They appeared in front of them, and were shot dead by Tosh and Ianto. (TW: Exit Wounds)
Ghost or Ghosts may refer to:
| This is a disambiguation page — a navigational aid which lists pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page. |

A ghost is said to be the apparition of a deceased person, frequently similar in appearance to that person, and usually encountered in places she or he frequented, or in association with the person's former belongings. The word "ghost" may also refer to the spirit or soul of a deceased person, or to any spirit or demon.
[top] [Edit Ghost]


A ghost is the apparition of someone who has died. Popular culture has depicted a wide variety of ghosts associated with Halloween and works of fiction meant to be scary. Ghosts have been portrayed as genuinely frightening and gory to lighter depictions meant as fun or even friendly.
On The Muppet Show, a trio of ghosts appear in episode 119 telling ghost jokes backstage. They sang the Beatles' song "I'm Looking Through You" for the episode's UK Spot, and joined in the closing number, "You've Got a Friend." Designed in the tradition of cloth sheet with eyeholes and mouths cut out, they were filmed so as to seem transparent.
In this episode, the two male ghosts were performed by John Lovelady and Richard Hunt; the female ghost was performed Eren Ozker.
One of the ghosts was later reused in the Mopatop's Shop episode "Ghosts," where he was performed by Brian Herring.
A different ghost puppet appeared in episode 307 of The Muppet Show, echoing the dance moves of Alice Cooper in "Welcome to My Nightmare" and Thog in "Once a Year Day." While this ghost also floated and was filmed so as to seem transparent, his appearance differed in that his body appeared to be wrapped like a mummy and he had two legs instead of no discernible lower half.
On Sesame Street, a ghost with more traditional Muppet eyes lives in Count von Count's castle. He shows up when Elmo comes to visit in Elmo Says BOO!, answering The Count's riddle, "what's a ghost's favorite dessert?": boooo-berry pie!
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The Type-32 Rapid Assault Vehicle (abbreviated Type-32 RAV), otherwise known as the Ghost by the UNSC, is the Covenant's standard reconnaissance and rapid attack vehicle.
Contents |
The Ghost is a single-pilot recon and assault vehicle, and is the Covenant equivalent of the UNSC Mongoose, although it has much more offensive and defensive power. It boasts a streamlined design and make-up concept to optimize speed and agility, and two wing-like structures on either side for maneuverability. It hovers about 1.5 feet off the ground using Covenant anti-gravity technology, and features a boost and two plasma cannons. It can accelerate very rapidly, and reach speeds of up to 60 kilometers per hour, and 90 kilometers per hour when using the boost. However, when using the boost function, a Ghost's plasma cannons cannot be fired, due to the fact that the vehicle will draw power from the weapons to overcharge the engine. The Ghost is used by the Covenant for a number of different purposes, such as patrolling large areas in short amount of time, and to combat infantry when needed. The Ghost can be deployed almost anywhere and can follow Covenant ground troops with ease. The fact that they can be deployed quickly and in greater numbers than the Wraith makes them advantageous in combat. Ghosts were mainly piloted by Elites, though after the Great Schism Heavy Grunts began to pilot Ghosts. Brutes, preferring their own technology, pilot the Chopper and Prowler, but they also pilot Ghosts given the chance. It seems, however, that the Elites have the best piloting ability in terms of Ghost driving, probably because they invented or implemented the Ghost as a vehicle.
A Ghost is propelled by a form of anti-gravity engine known as a Boosted Gravity Propulsion Drive, allowing the Ghost to skim above the ground while it is activated. This drive is visible as a bright, fluorescent area of blue energy emanating from the underside of the Ghost. Each "wing" of the Ghost contains a vent that disperses excess heat, most obviously demonstrated by a bright purple or blue glow when the Ghost is boosting.
Later Ghosts have modified engines, possessing a speed boost feature that increases it's top speed to 90kph, allowing for periods of greater velocity but compromised maneuverability. This allows Ghost pilots to enter and leave combat zones rapidly, kill enemies by running them down, and evade more durable foes. As a trade-off, a Ghost's energy reserves are drained rapidly in this mode, and its energy weapons are disabled.[2] In Halo 3, this energy boost can still be used for as long as the driver wants, but stops when the pilot crashes. Judicious use of the speed boost can help prevent a Ghost from flipping over after skipping over a boulder or other obstacle.
The Ghost hovers low above the ground, usually between one and a half and two meters up. In Halo: Combat Evolved, the Ghost floated high enough that it could not be jumped over yet could be crouched under. This made it uniquely dangerous to infantry, but it is actually quite hard to make a road kill. In Halo 2 the Ghost moved lower along the ground, less then a meter up, so that it could be jumped over. Its ability to kill enemies on impact was also severely reduced; a direct hit with the boost engaged will not always kill the opponent, but most likely will kill Grunts and Jackals outright but Brutes sometimes survive. Indeed, it may send them flying wildly away, saving their life.
The Ghost's maximum range is approximately 950km (590 miles), which is significantly greater than the ranges of the Warthog, Scorpion and Chopper.[3]
The vehicle's light weight and great speed make it one of the most agile vehicles in the Halo universe. Its ability to stop or accelerate rapidly, as well as its capacity for lateral motion, make it adept at avoiding all but the fastest-moving projectiles. The boost feature is not only excellent for entering and exiting combat zones in relative safety, and can also turn the vehicle itself into a weapon due to its ability to run down infantry. Its plasma cannons are extremely effective against light vehicles and infantry, and even if the vehicle is disabled, they can still be used to devastating effect. Ghosts can be transported to and from the battlefield by a variety of craft, such as Spirits, Phantoms, and Shadows with relative quickness. They allow great tactical flexibility for the Covenants ground force commanders as fast, hard-hitting vehicles to pester enemy infantry formations within a short time. They are especially effective as infantry support, used to finish off forces scattered by infantry combat. The Ghost can also enter many areas that other vehicles cannot, such as the Sentinel Production Facility on Quarantine Zone.
The boost systems of the Ghost greatly increase its speed, but strips it of its vaunted maneuverability, including lateral movement. Also, while the Ghost's boost system is in use, the weapons are disabled. Due to the open-topped design of the Ghost, drivers are often extremely vulnerable to small arms fire, especially when unaware of enemies or while idle. Because of the Ghost's light weight, it is easily overturned by explosions, heavy fire, and collisions. Ghosts are also easy to board, and such actions commonly result in the death of the pilot. Ghosts are easily susceptible to the disabling effects of the Power Drain or Plasma Pistol overcharge.
Unlike other vehicles, the turrets only have a 150° field of fire, and so attackers may approach the vehicle from behind without any fear of retribution. The Ghost has a limited vertical firing range, so higher altitude targets are harder to gun down. The Ghost is also very ineffective in close quarters, due to its deep blind spot, slow braking action and wide turns. The Ghost offers almost no protection from Plasma Grenade sticks. One stick to the vehicle will destroy it instantly, and if it sticks to the driver, it will result an instant death. In Halo 2 the ghost can be destroyed with a single shot by most weapons if the shooter can hit the reactor tank on the left side of the Ghost, just behind the wing. It has weak armor but can take a beating against human weapons. (Apart from Rocket Launchers and Spartan Lasers obviously)
In Halo: Combat Evolved, Ghosts float very high in the air making it difficult (impossible for Grunts and Jackals) to run enemies over, making the plasma cannons the only real weaponry.
The Ghost is mainly a scout unit, extremely fast and agile; very deadly against infantry and dangerous for tanks as well, due to the difficulty they have in hitting it. Piloted by a single Elite, has multiple upgrades:
The Ghost is the equivalent to the UNSC Warthog and the Brute Chieftain's Brute Chopper (which replaces the Ghost when the Brute Army Commander is chosen) and is a useful tool for collecting supplies to speed construction in the early minutes of skirmish games. It is very effective against infantry units, such as Marines and Hellbringers, but acts poorly against most armored vehicles, turrets and air units. The Ghost is mostly far more effective in "Hit and Run" tactics against infantry and light vehicles and sometimes armored vehicles. The Ghost is an ideal support vehicle for armor and infantry, as it is capable to nimbly move from one location to another and thus provide covering fire for infantry. It is also the cheapest scout unit to construct.
![]() A Marine pilots a Ghost in the Assault on the Control Room level in Halo: Combat Evolved. |
![]() The Ghost as depicted in the E3 Halo 2 demo. |
![]() A Ghost being boarded by a Spartan on High Ground. |
![]() A Ghost using its Boost Drive. |
![]() The Ghost in its damaged state. |
| Ground and Air Vehicles of the Covenant | ||
| Light Combat Units | Ghost • Spectre • Chopper | |
| Armored Units | Prowler • Shadow • Wraith • Anti-Air Wraith • Honor Guard Wraith | |
| Walkers | Locust • Scarab | |
| Transport Aircraft | Spirit • Phantom | |
| Combat Aircraft | Banshee • Vampire • Seraph | |
| Other | Shade | |
| “ |
"The thing that's cool about the Island is that the Island can sort of conjure up these images of great importance from your life. Then the characters on the show have to sort of deal with the consequences. Those visions often provide tests, and those tests are right along the axis of what is most important for the character." -- Carlton Cuse, DVD commentary for "The Man Behind the Curtain". |
” |
In addition to flashbacks, many characters in Lost have had dreams and visions.
Contents |
The following characters have had dreams or visions:
| Season | Main article | ||
|---|---|---|---|
| Ben | 3 | ||
| Boone | 1 | ||
| Charlie | 2 | Charlie's dream | |
| Claire | 1,4 | Claire's dream | |
| Desmond | 3 | Desmond's flashes | |
| Eko | 2,3 | Eko's dreams | |
| Hurley | 2,4,5 | ||
| Jack | 1,4 | ||
| Kate | 2,4 | ||
| Locke | 1,2,3,4,5 | Locke's dreams | |
| Michael | 4 | ||
| Sayid | 2 | ||
| Shannon | 2 | ||
| Walt | 5 |
Details are listed below, sorted by episode.
Many dreams and/or visions have consisted of characters interacting with dead characters:
Many visions of people who have died appear barefoot.
In some of the visions where a dead person appears, he/she asks the one having the vision to help somebody:

The following books seen and referenced on the show have a major surrealist/dream element to them.
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| Release date | Unknown edit |
|---|---|
| Combat level | 19, 24, 29, 76, 77 |
| Hitpoints | 25,20,30,75,80 |
| Slayer level | Level 1 |
| Slayer XP | 25/20/30/75/80 |
| Members only? | No |
| Aggressive? | No (except in Varrock Sewers, Stronghold of Security, Melzar's Maze and Wilderness) |
| Poisonous? | No |
| Immune to poison? | No |
| Attack style | Melee |
| Max hit | 2 (level 19); 3 (level 24 and 29); 7 (level 76 and 77) |
| Weakness | Crumble Undead, Salve Amulet, Magic |
| Always drops | Nothing |
| Examine text | Eeek! A ghost! |
A Ghost is an undead monster that is found in various places and dungeons. As it is undead the spell crumble undead works well on it. Most ghosts are rarely used for training, because they drop nothing. Level 79 ghosts, which can be called forth in the Forgotten Cemetery after the Spirit of Summer quest, do have good drops, but they are in the dangerous Wilderness. To call forth the level 79 ghosts, the player must use Jennica's ring to enter the spirit realm at the graveyard, close the coffins there, then leave the spirit realm and repeat after all four are killed. Several ghost chatheads that were broken were fixed on 17 November 2009. Players must kill certain ghosts in Melzar's Maze to progress through a level of the maze. The ghosts in Melzar's Maze can be spoken to with an Amulet of Ghostspeak; their speech hints that they were victims of Elvarg the dragon.
Ghosts are also released on death in Soul Wars.
Other ghostly creatures are classified as ghosts and thus count towards fulfilling a Slayer assignment for ghosts. These include:
Some creatures that seem ghostly are not classified as ghosts and do not count towards fulfilling a Slayer assignment for ghosts. These include:
Also note that the inhabitants of Port Phasmatys, the Ectofuntus, and nearby areas are ghosts but cannot be attacked.
Contents |
All are level 19 unless indicated otherwise.
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| Release date | Unknown edit |
|---|---|
| Combat level | 79 |
| Hitpoints | 68/69 |
| Slayer level | Level 1 |
| Slayer XP | 25 |
| Members only? | Yes |
| Aggressive? | Yes |
| Poisonous? | No |
| Immune to poison? | No |
| Attack style | Melee |
| Max hit | 7 |
| Weakness | Crumble Undead, Salve Amulet, Magic |
| Always drops | Nothing |
| Examine text | Eeek! A ghost! |
| Basic undead |
Skeleton • Zombie • Ankou • Undead one • Ghast • Undead chicken • Undead cow • Zombie monkey • Undead troll • Undead mage • Skeleton warlord • Skeleton thug • Skeleton brute |
| Beasts | |
| Pets | |
| Ogre undead | |
| Slayer monsters | |
| Shades | |
| Revenants |
Imp • Goblin • Icefiend • Pyrefiend • Hobgoblin • Vampire • Werewolf • Cyclops • Hellhound • Demon • Ork • Dark Beast • Knight • Dragon |
| Ghosts |
Ghost • Bouncer (The Curse of Zaros) • Spectral Attendant • Spectral Tender • Spectral Worshipper • Spectral Cultivator • Tormented Wraith • Tortured Soul • Ghostly Warrior |
| This article has a real-world perspective. |
| STAR TREK FAN FICTION | |
| Star Trek: Daedalus | |
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| Author(s): | Talon Lardner, Bok2384 & The Doctor |
| Format: | Prose |
Star Trek: Daedalus is a fan fiction series revolving around Captain Christopher Mackenzie and the crew of the USS Daedalus, set in the years following the Dominion War.
Contents |
The story of the Daedalus are simply stories handwritten over the last 7 years, and have only just begun becoming digitized via the efforts of STEU members Bok2384 & The Doctor, and later on Talon Lardner. The stories begin in 2376 with the re-launch of the Daedalus, and currently go up to the beginning of 2382.
The series itself is set in the main Star Trek universe, and includes elements from the novels, comics, and computer games.
Without a shadow of a doubt, the most successful character ensemble was the triumvirate of James T. Kirk, Spock, and Leonard McCoy, which was an essential ingredient in the success of Star Trek: The Original Series. While a similar character set-up was tried in Star Trek: Enterprise, the writers of the series felt the similar dynamic could be tried with the three main characters from the series, Christopher Mackenzie, Selok, and James Maxwell.
The following is considered "canon" in the Star Trek: Daedalus universe:-
Season One of Star Trek: Daedalus takes place during 2376. During this year, the crew of the USS Daedalus come together and begin their mission in aiding the Cardassians rebuild following the devastating Dominion War.
| Character | Introduced | Last Seen |
| Christopher Mackenzie | "New Frontiers..." | |
| Selok | "New Frontiers..." | |
| James Maxwell | "New Frontiers..." | |
| Siram Elbry | "New Frontiers..." | |
| Maria Bennett | "New Frontiers..." | |
| "Bob" | "New Frontiers..." | |
| Jessica Cruz | "New Frontiers..." | |
| Karen Copeland | "Preceding Reputations" | |
| Keli H'Lanna | "Preceding Reputations" | |
| Melissa Kendrick | "Enlightenment" | |
| Jikra Lar | "Preceding Reputations" | |
| Reece Myers | "New Frontiers..." | "One True Way" |
| Sam Newton | "New Frontiers..." | |
| Polera | "Preceding Reputations" | |
| Steven Rose | "Preceding Reputations" | |
| Theleth | "New Frontiers..." | |
| Joseph Tyler | "Preceding Reputations" |
| Episode Name | Stardate | Synopsis | |
| 1.X | "Preceding Reputations" | 53994.1 | Joseph Tyler returns to the Daedalus with a group of junior officers. |
| 1.1 | "New Frontiers..." | 52948.7 - 53109.7 | In the wake of the Dominion War, the Daedalus is dispatched into the Cardassian Union, leading a fleet of aid vessels. |
| 1.2 | "...Old Enemies" | 53123.7 | Shortly after entering Cardassian territory, plans of a simple aid mission turns into a major incident when a dispute breaks out between the Klingons and Romulans concerning their protectorate regions. Captain Mackenzie is ordered to mediate the dispute and avoid bloodshed at all costs. |
| 1.3 | "Enlightenment" | 53149.8 | The Daedalus becomes accidentally trapped in a "dead zone" and finds all its power systems drained. While the crew work together to find a way to generate power, certain issues between them become resolved, and fresh ones begin. |
| 1.4 | "The Highest Bidder" | 53205.2 | The Daedalus docks at Deep Space 9 after escorting an aid convoy back from Cardassian space. At the same time, a mysterious Cardassian arrives on DS9 and seeks Quark's help in auctioning off some priceless artifacts, including the Scrolls of Lisoran. When the highest bidder is later murdered with no evident suspect and the scrolls taken, the Daedalus crew must work with the crew of DS9 to solve the mystery. |
| 1.5 | "Resistance" | 53349.8 | During the Gateway crisis, the Daedalus is drawn to the Cardassian planet, Kora II. On arrival the Daedalus crew discover that an Iconian gateway has opened up on the planet and is linked to a Borg planet in the Delta Quadrant. Unfortunately, it isn't long before the Borg begin to cross over and assimilate the inhabitants. (part one) |
| 1.6 | "Resistance II" | 53352.7 | Following on from the events of "Resistance", the Daedalus crew and the Cardassian settlers attempt to fight off the Borg invaders. (part two) |
| 1.7 | "First, Do No Harm" | 53409.1 | As the Daedalus crew remain on Kora II to help treat the wounded, Doctor James Maxwell discovers that some of the assimilated Cardassians have survived, and wrestles with his conscience and his past. |
| 1.8 | "War Stories" | 53511.0 | Ambassador Worf boards the Daedalus for transport to Starbase 375 so that he can be briefed on an urgent diplomatic situation brewing in the Briar Patch. During the voyage, Worf and the Daedalus crew talk about some of their combat experiences during the Dominion War. |
| 1.9 | "Krotek Nor" | 53559.7 | The Daedalus accompanies the USS Tucker and the USS Marvick on a mission to aid the Cardassians in the construction of Krotek Nor, on the edge of the Cardassian system. However, are the minor technical difficulties plaguing the station down to poor workmanship, or down to more sinister motives? |
| 1.10 | "From Out of the Darkness" | 53575.9 | While patrolling the Demilitarized Zone, the Daedalus receives a distress call from the center of a nearby asteroid belt. But what is an old man doing trapped inside an asteroid? |
| 1.11 | "Shakedown" | 53893.2 | After being docked at Starbase 375 for several weeks, the Daedalus is fitted with an experimental black hole propulsion drive. After testing the drive and then coming to a full-stop, the Daedalus crew discover that they haven't moved an inch. Believing the test to be a failure, the crew head back to Starbase 375 and learn that they haven't moved across conventional space-time, but crossed dimensions in an alternate mirror universe. |
| 1.12 | "Hopes and Fears" | 53923.1 | (part one) |
| 1.13 | "One True Way" | 53953.1 | (part two) |
Season Two of Star Trek: Daedalus takes place during 2377. During this year, the crew of the USS Daedalus leave Cardassian space behind and move into the largely unexplored region of the Scorpius Reach.
| Character | Introduced | Last Seen |
| Christopher Mackenzie | Continuing from Season One | |
| Selok | Continuing from Season One | |
| James Maxwell | Continuing from Season One | |
| Siram Elbry | Continuing from Season One | |
| Maria Bennett | Continuing from Season One | |
| "Bob" | Continuing from Season One | |
| Jessica Cruz | Continuing from Season One | |
| Karen Copeland | Continuing from Season One | |
| Melissa Kendrick | Continuing from Season One | "Clan Mackenzie" |
| Jikra Lar | Continuing from Season One | |
| Fabian Montana | "The Daedalus Incident" | |
| Sam Newton | Continuing from Season One | |
| Polera | Continuing from Season One | |
| Steven Rose | Continuing from Season One | |
| Theleth | Continuing from Season One | |
| Joseph Tyler | Continuing from Season One |
| Episode Name | Stardate | Synopsis | |
| 2.X | "Clan Mackenzie" | 53994.1 | As Chris Mackenzie chases Drevan across the Alpha Quadrant, he is forced to face his demons and his past. But he doesn't have to do it alone. |
| 2.1 | "Into the Reach" | 54028.9 | After a year in Cardassian space, the Daedalus is assigned to the Scorpius Reach. But what challenges await the crew in this largely unexplored region of space. |
| 2.2 | "Relics" | 54106.1 | After constant nagging, Dr. Maxwell decides to take some shore leave and visit his two sons on Nordsk Prime. Unfortunately, his ex-wife and her new husband are also on the planet. |
| 2.3 | "Cultural Contamination" | 54243.6 | The Daedalus receives a distress call from an unknown vessel which is using communications technology which the Federation possessed in the 22nd century. |
| 2.4 | "Class of '57" | 54314.4 | Following the death of his old Academy field instructor, Chris Mackenzie meets up with his fellow classmates on Earth to mark his passing and reminisce about old times. |
| 2.5 | "Ghosts" | (part one) | |
| 2.6 | "Sleeper" | (part two) | |
| 2.7 | "Song of the Cetacea" | ||
| 2.8 | "Tafaho" | ||
| 2.9 | "Diplomatic Implausibility" | ||
| 2.10 | "The Daedalus Incident" | ||
| 2.11 | "Distant Realm" | (part one) | |
| 2.12 | "Viva la Vida" | (part two) | |
| 2.13 | "Defenders of the Realm" | (part three) |
| Episode Name | Stardate | Synopsis | |
| 3.X | "Contact" | 54987.3 | |
| 3.1 | |||
| 3.2 | |||
| 3.3 | |||
| 3.4 | "Fracture" | (part one) | |
| 3.5 | "Echoes" | (part two) | |
| 3.6 | |||
| 3.7 | |||
| 3.8 | (part one) | ||
| 3.9 | (part two) | ||
| 3.10 | |||
| 3.11 | "From Out of the Darkness" | ||
| 3.12 | (part one) | ||
| 3.13 | (part two) |
| Episode Name | Stardate | Synopsis | |
| 4.X | "Turbulence" | 56003.7 | The Daedalus is ordered to participate in the Great Starship Race. Mackenzie isn't keen on the idea until he realises that Montgomery Andoh and the Africa are also participating. Also taking part in the race is Jefferson Montana, estranged father of Fabian, recording for the Slipstream program. |
| 4.1 | "The Merchants of Venizio" | ||
| 4.2 | |||
| 4.3 | "The Honored Dead" | 56XXX.X | Mackenzie travels to Earth to attend Captain Andoh's memorial service. Together with his former Nova Squadron classmates, they reminisce about their Academy days. |
| 4.4 | "The Followers of Xant" | 56XXX.X | (part one) |
| 4.5 | "The Redeemers" | 56XXX.X | (part two) |
| 4.6 | |||
| 4.7 | |||
| 4.8 | |||
| 4.9 | |||
| 4.10 | |||
| 4.11 | |||
| 4.12 | |||
| 4.13 |
Ghosts are special kind of Undead that usually can't get hurt by physical damage. Enchanted weapons and runes are to be preferred.
| Creature | Exp | HP | Summon | Convince | Loot | |
|---|---|---|---|---|---|---|
| Dryad | |
190 | 310 | -- | -- | 0-30 gp, 0-2 White Mushroom, 0-3 Seeds (semi-rare), Flower Dress (semi-rare), Flower Wreath (semi-rare), Leaf Legs (semi-rare), Coconut Shoes (semi-rare) Small Amethyst (rare), 0-2 Orange Mushrooms (rare). |
| Ghost | 120 | 150 | -- | -- | Sandals, Shadow Herb, Cape, Morning Star, Combat Knife, Orange Book (semi-rare), Ghostly Tissue (semi-rare), White Piece of Cloth (rare), Ancient Shield (rare), Stealth Ring (very rare). | |
| Ghostly Apparition | -- | -- | -- | -- | Nothing. | |
| Phantasm | 4400 | 3950 | -- | -- | 0-186+ gp, Bone, 0-2 Blank Rune, Shadow Herb, Demonic Essence, 0-2 Small Emerald, Soul Orb, Rusty Armor, Great Mana Potion (semi-rare), Crown Armor (rare), Abyss Hammer (very rare), Platinum Coin (very rare), Stealth Ring (very rare), Death Ring (very rare). | |
| Pirate Ghost | 250 | 275 | -- | -- | 0-69 gp, Bag, Dirty Cape, Torn Book, Stealth Ring (rare), Parchment (rare), Spike Sword (very rare), Red Robe (very rare), Tattered Piece of Robe. | |
| Rift Phantom | ? | ? | -- | -- | Unknown. | |
| Spectre | 2100 | 1350 | -- | -- | 0-300 gp, 0-7 Platinum Coins, 0-2 Blank Rune, Sandals, Lyre, Wand of Cosmic Energy, Soul Orb, Demonic Essence (semi-rare), White Piece of Cloth (semi-rare), Shiny Stone (semi-rare), Silver Brooch (rare), Death Ring (rare), Relic Sword (rare), Great Mana Potion (rare), Stealth Ring (very rare), Shadow Sceptre (very rare), Demonbone Amulet (very rare). | |
| Spirit of Light | ? | ? | -- | -- | Nothing. | |
| Tormented Ghost | 5 | 210 | -- | -- | None, you can't open Ghost Residue. | |
| Wisp | 0 | 115 | -- | -- | Moon Backpack (very rare). |
| Creature | Exp | HP | Summon | Convince | Loot | |
|---|---|---|---|---|---|---|
| Captain Jones | 825 | 800? | -- | -- | 0-150 gp, Crown Legs, Focus Cape, Stealth Ring, Spike Sword | |
| Countess Sorrow | 13000 | ~6500 | -- | -- | 0-137+ gp, Platinum Coin, Demonic Essence, Protection Amulet, Worn Leather Boots, Plate Legs, Stealth Ring, Soul Orb, Blue Robe, Silver Mace (very rare), Countess Sorrow's Frozen Tear (always) |
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![]() In space, no one can hear you transform. |
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| "Ghosts" | |||||||
| Publisher | Marvel Comics | ||||||
| Script | Simon Furman | ||||||
| Art | Geoff Senior | ||||||
| Colors | Sarra Mossoff | ||||||
| Lettering | Richard Starkings with Gaushell | ||||||
| Editor | Rob Tokar | ||||||
| Continuity | Marvel Comics continuity | ||||||
The Autobots and Decepticons discover a bigger threat than each other.
Contents |
Optimus Prime leads a group of Autobots against a group of Bludgeon's Decepticons on an alien world. While Hot Rod attempts to learn how to create a distraction, a menacing figure appears, ordering the Transformers to leave or suffer the consequences. After an unnamed Decepticon attempts to fight against this figure, only to be incinerated, the Decepticons retreat. When Hot Rod returns to announce his failure to learn anything, the Autobot realize that this is no illusion and retreat themselves.
(Numbers indicate order of appearance.)
| Autobots | Decepticons | Others |
|---|---|---|
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The Ghosts are a villain group.
Contents |
These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: They seem to be angry with you.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Resistance Auto, Self. Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
The remains of the fishng trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: they seem to be angry with you.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
It's unclear how long these eerie ghosts have floated along the desolate streets of Paragon City, or what force has held them to this world. One thing alone is clear: They seem to be angry with you.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
The remains of the fishing trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.
These mournful ghosts were, until recently, the shopkeepers, farmers, and students of Salamanca. Their sudden departure from this Earth has thrown them into great turmoil, and most feel compelled to take out their rage on their former home.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the ghost.
Necroplasmic Grasp Damage over Time (Negative), Foe Hold
The Ghost has enveloped you in it's Necroplasmic Grasp. You are Held as your life is drained.
Resistance Auto, Self, Resist: Sleep, Fear, Immobilize, Slow
Ghosts Spirits are resistant to Sleep, Fear and Immobilize.
The remains of the fishing trawler Moraine has never been found. It has been theorized that its sailors must have died a terrible death, since their spirits are clearly not at rest.
Powers
Fly
Ghosts Spirits can Fly!
Ethereal Self Invisible, Invunerable
Ghosts can make themselves Ethereal and shift out of the material plane. Ethereal Spectres are invisible, and cannot affect or be affected by those in normal space.
Ghastly Blast (Ranged, Negative) Foe -Accuracy
Your Accuracy has been reduced by a Ghastly Blast.
Life Drain Ranged, Negative, Foe -Accuracy, Self + Hit Points
The ghost taps the powers of the netherworld to steal some life from a target foe and reduce his chance to hit. Some of that life is then transferred to the Death's Head.
Necroplasmic Grasp Damage over Time (Negative), Foe Hold
The Ghost has enveloped you in it's Necroplasmic Grasp. You are Held as your life is drained.
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