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Dragon's Dogma Dark Arisen Screenshot 2

Three Phantasms at the Miasmic Haunt

Phantasm is a Ghostly enemy in Dragon's Dogma.

Overview

Phantasms are electrically charged Ghosts commonly found in Gransys. They share similar abilities and properties of their lesser cousins, the Phantoms, including their immunity to physical attacks, but are stronger than those.

Phantasms are naturally electrified; physical contact may inflict Thundershock. They will cling onto their victims, affect their movement and drain their health rapidly. Pawns slain by Phantasms in this manner cannot be revived by the Arisen, become forfeit and must be re-hired from a Riftstone.

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

In the Everfall, additionally Stone-Moss Poultice, or Verdigris Concoction

Quests

Stats

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
1,000 1 180 360 200 incorporeal
Relative
Damage
Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
resistant § resistant § 100% 100% resistant 350% 50%
Sources: Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' and in-game testing.
  • § Except when possessing a victim

Attacks

Attack Type Description
Light Possession Spec Grabs onto a target's head, and drains very small amounts of health for around half a minute afore leaving its host. Whilst possessing an ally, the ghost is vulnerable to physical attacks.

Whilst in possession of a host, the ghost restores its health.

Heavy Possession Spec Grabs onto the head and upper body of a target, and drains large amounts of health every few seconds until its host dies. Whilst possessing a host, the ghost is vulnerable to physical attacks.

The amount of damage done appears related to the host's core stats of strength, magick, and or defense, and is not mitigated by elemental or possession resistances, or by magick defense.

Fade Spec 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, causing Stagger and dealing Lightning damage.
Ghostly Discharge Spec Starts glowing purple, increases in size and eventually discharge with thunderbolts, causing damage and staggering any near it.

The discharge also sometimes silences

Tactics

PhantasmSoulflayer

Phantasm in Soulflayer Canyon

  • Pawns whose health is reduced to zero by the possession attacks are returned to the Rift immediately and cannot be revived.
    • The Legion's Might staff can't revive pawns slain by ghosts in this manner.
  • Whilst under the influence of ghosts, Pawns will not use healing curatives.
  • Vulnerable to magick attacks.
  • Weak against Holy based magick and holy weapon enchantment.
  • Immune to thunder based magick - 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.
  • A Phantasm's hold on a pawn can also be ended by grabbing and carrying the pawn.
  • When adventuring solo, a ghost's possession attack may sometimes be broken physically by throwing an item, or by throwing an explosive against a nearby wall.
  • The Wight at the Miasmic Haunt will cast Unholy Anodyne specifically to heal the Phantasms there.
  • Resistant to Great Sacrifice if directly hit.

Pawn Bestiary Knowledge

Chamber of Inspiration A2, Phantasms Skeleton Sorcerers-0

Chamber of Inspiration A2, Phantasms Skeleton Sorcerers-0

Phantasms are vulnerable to all Holy magic.

For full information, refer to the Bestiary 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.

Pawn Chatter

"Lightning courses through them!"
"The hairs on my neck stands on end..."
"Don't allow it to possess you!"
"It drawd the life from its host!"
"I feel pins and needles... Phantasms, Master."

Notes

  • Phantasms absorb the same amount of health as Phantoms when possessing, but do so more often.
  • For approximately 12 seconds at a time, Phantasms will extend their "hands" out to latch onto the party. After the 12 seconds expire, the Phantasm will resume free-floating for at least 4 seconds before it resumes its attack.
  • 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.

Gallery

Other ghost creatures