FANDOM


Phantasm

Phantasm is a Ghostly enemy in Dragon's Dogma.

Overview

Phantasms are stronger, electrically charged versions of Phantoms. They share similar abilities and properties of their lesser cousins, including their immunity to physical attacks.

Phantasms are naturally electrified; physical contact may inflict Thundershock.

If they manage to latch onto a character, their health will rapidly drain unless freed by an ally with a physical strike to the Phantasm. Pawns slain by ghost type enemies in this manner cannot be revived by the Arisen and must be re-hired from a Rift Stone.


Type
Ghost
Experience
gained
Base Experience of 780

Can be more or less depending on a few factors such as:

Location

Gransys


The Everfall


Bitterblack Isle

Items
Quests


Stats

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
1000 1 180 360 200 incorporeal
Resistances Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
resistant § resistant § 100% 100% resistant 500% 20%
Information from  : Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' , and from in-game testing..
  • § Except when possessing a victim

Attacks

Attack Type Description
Possession (Pawn) Spec Attempts to possess a Pawn. If it succeeds, the Pawn will take constant damage until it is freed or until it dies and becomes forfeit.
Possession (Arisen) Mag Attempts to possess the Player. if it succeeds, the Player will take constant lightning damage until freed or death. 
Fade Spec When attacked, the Phantasm will fade out of this plane to avoid damage for a time. When it reappears, it will be where it was before.
Floating Charge Spec This is the primary mode of moving. It will rush at targets, knocking them back and dealing Lightning damage.


Notes

  • Vulnerable to magic attacks.
Chamber of Inspiration A2, Phantasms Skeleton Sorcerers-002:49

Chamber of Inspiration A2, Phantasms Skeleton Sorcerers-0

Phantasms are vulnerable against Holy enchanted weapons and spells, as demonstrated here.

  • Weak against Holy magic, and holy weapon enchanment.
  • Immune to thunder based magic - if a possessed pawn is struck with a thunder enchanted weapon it will not break the phantasm's hold on the pawn.
  • Vulnerable to physical attacks when they possess allies.
  • Physically attacking them often results in their disappearance and becoming temporarily intangible. They will reappear after a few seconds in the exact spot they were struck.
  • Melee attacks are ineffective - unenchanted weapons may inflict a very small amount of damage, less than 10hp
  • Usually appear in groups of two or three.
  • A Phantasm's hold on a pawn can also be ended by grabbing and carrying the pawn.
  • For approximately 12 seconds at a time, Phantoms will extend their "hands" out to latch onto the party. After the 12 seconds expire, the Phantom will resume free-floating for at least 4 seconds before it resumes its attack. 
  • When adventuring solo, a ghost's possession attack may sometimes be broken physically by throwing an item whilst possessed.

Pawn Bestiary Knowledge

For full information, refer to the Pawn Bestiary Knowledge page or the according section on the Phantom page.

Enemy specific :

  • None

In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 50 Phantasms either with their own Arisen or while travelling with others.

Other ghost creatures