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					Originally Posted by MajinDragon
					
				 Well ghosthit should act like another type of elemental attack, breeding new weapons. Currently we only have Fire/Ice/Electricity/Weaponmagic that hurts players beyond phyiscal damage, exactly why physical only weapons or ones like TG and Xmas flame don't hit w/o gov blessing or someone w/o 99phys resist (hard to find). | 
	
 
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					Originally Posted by kia345
					
				 Replace ghosthit with some means to defend against weaponmagic. | 
	
 You guys seem confused as to what Weaponmagic and Ghosthit really are.
Weaponmagic is the equivalent to Magic Weapon enhancements in D&D. For each + you have on your weapon, your WC is raised, allowing you to break AC much more easily. These points also get added to your damage. There's no sort of special power associated with Weaponmagic. There's no resistance to weaponmagic because weaponmagic (Your weapon's enhancement) is vs. AC, not a resistance. It's just a standard untyped WC enhancement that stacks. I don't get why that concept is so hard for everyone to grasp.
Ghosthit is the equivalent to Ghost Touch enhancements in D&D. It's used to hit incorporeal creatures. That is, creatures without a tangible form. In order for a player to actually be hit by a weapon with that enhancement, they would have to be ghosts or something similar. (Which I'm sure is entirely possible, given that Graal's engine supports 'ghosts' anyway. ;] )
Also, blinding on the Xmas Flame and Tainted Grace doesn't work because there's no effect implemented for it. Blinding is an affliction like poison is.