Dragon's Dogma Wiki
Advertisement
For the assassin named Phantom, see Phantom (bandit).
Phantom01

Phantom is a Ghostly enemy in Dragon's Dogma.

Overview[]

Phantoms are Ghosts commonly found in Gransys. They appear during the night and in ominous places like underground dungeons. Phantoms will cling onto their victims, affect their movement and can drain their health rapidly. Pawns slain by Phantoms in this manner are returned to the rift and are not rendered unconscious, and so cannot be revived by the Arisen.

There are encountered two forms of Phantom:

  • The lesser form is smaller, and is only capable of lightly possession the Arisen and allies - on doing this however it grows to the greater form
  • The greater form is larger and when it possesses a victim rapidly drains its health. A 'greater' Phantom will shrink back to normal when sustained enough damage.
Type
Ghost
Experience
gained
Base Experience of 380

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

Location Gransys


Bitterblack Isle

Items
Quests

Stats[]

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
1,000 ‡ 1 100 200 150 incorporeal
Relative
Damage
Taken
Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
100% § 100% § 100% 100% 100% 350% 50%
Debilitation
Resistance
Tarred DrenchedWater Poison Blindness Silence Sleep Torpor Petrification Curse
D immune D immune D immune D immune D immune D immune D immune D immune D immune
StrengthLowered DefenseLowered MagickLowered MagickDefenseLowered Fire Frozen LIGHTNING BASED HOLY BASED DARK BASED
D immune D immune D immune D immune D immune D immune D immune D immune D immune
Sources: Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp), the Dragon's Dogma Signature Series Guide, List of Creature Debilitation Resistances, and in-game testing.
  • § Only vulnerable when possessing a victim
  • ‡ Un-grown ghosts may have only two thirds of this health when first encountered.
    • Additionally the in-game health scale depends on whether the ghost is in the greater or lesser form, with the lesser having around half the maximum health of the greater. (For this reason depleting the health of a grown ghost to below half health may cause its' health bar to 'grow' as it transforms to the lesser form.)
  • When possessing ghosts take 1.5x expected total damage.

Attacks[]

Attack Type Description
Light Possession Spec Grabs onto a target's head, and drains 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 is proportional to the hosts maximum Health and is not mitigated by elemental or possession resistances, or by magick defense.

Fade Spec The Phantom 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.
Ghostly Discharge Spec Starts pulsating, increases in size and eventually discharges, causing stagger and may inflict Silence to anyone near it. (greater form only)

Tactics[]

  • Vulnerable to magick attacks.
  • Weak against Holy magick, and holy weapon enchantments.
  • Vulnerable to physical attacks when they possess allies.
  • Ghosts take around double damage when attacked afore they become aware of the party :
    • The Magick Bow spells Seeker and Seeker Bolt amongst others are particularly effective in getting a pre-emptive strike.
    • The range of Magick Bolts from a staff is also enough, but often ghosts will become aware first.
    • Holy Focused Bolt will reliable strike ghosts at a distance.
  • 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.
    • A Phantom'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.
  • Simply running away from a ghost's haunt can cause it to dislodge.
  • Resistant to Great Sacrifice if directly hit.

Pawn Bestiary Knowledge[]

For the foe knowledge flags for Phantom see the ghost section in the Bestiary.

Pawn Chatter[]

"Be ready... It comes!" (no Bestiary knowledge)
"Swords are useless!"
"An ally's blow will dislodge the ghost!"
"A forsaken soul floats in the air!"
"It grows with the life it steals!"
"Phantoms release their hosts when attacked!"
"Call for help if a phantom takes hold."
"It grew!?"
"We cannot let it wail! I'll respond with magickal light"

Notes[]

  • Melee attacks with non-magickal weapons normally pass straight through ghosts. However when Magick Boosting Equipment is worn it adds a magick component to any attack, meaning even Unarmed Combat and all other melee attacks will strike the ghost, though likely not be powerful enough to damage it.
  • Usually appear in groups of three or more.

Other ghost creatures[]

Advertisement