Affecting Pawns only, and usually inflicted by Dragonkin or Specters, and by Daimon on Bitterblack Isle - this will cause loyal Pawns to be turned and attack their master. If the pawn is not rendered unconscious or cured, the possession will wear off after around three minutes.
The debilitation can individually cured by Panacea, the spell High Halidom, and collectively cured by Placative Brew or Nostalgia Dust. Any item or spell causing the effect Impervious will also cure possession.
- Possessed pawns attack the Arisen, but not other pawns.
- Foes generally ignore possessed pawns.
- Pawn's melee damage is greatly reduced, but not ranged or spell damage.
- A possessed pawn with no equipped weapon will stand still and not fight unarmed, rendering them harmless.
- Possessed pawn may still be grabbed or picked up and tossed.
- Possessed Pawns are immune to Dragon Roar, and to a Dragon's fiery breath.
- Possessed pawns will continuously lose Health but will not attempt to cure themselves, though group curatives used by other party members will also heal them.
- Usually the initial attack causes slow health loss whilst the ghost gains strength. It lets go after a time, knocking down its host.
- Once the ghost has grown it becomes more powerful and its grabs are far more dangerous, rapidly reducing health.
Ghost possession can be removed by striking the captured ally.
- The attack doesn't inflict actual Possession debilitation, therefore no amount of Possession resistance protects from it.
- As a result, curatives curing pawn debilitation do not prevent or halt this attack, nor does impervious.
- The damage done seems related to the host's core stats (strength, magick, and or defense), and is not mitigated by elemental or possession resistances, or by magick defense.
- This attacks type is troublesome for solo adventurers as there will be no ally to help free the ghost. Attacks from other non-ghost foes, and environmental explosions also cause release from the ghost's grip.
- One tactic is to carry Throwblasts, and throw one at an nearby wall so the back blast causes the ghost to lose its grip.
- Additionally the ghost will let go if one can climb something.
- Running out of the ghost's usual haunting area will also cause the creature to dislodge itself.
- Some ghosts start fully grown. Beware!
- Pawns killed by a ghost's possession return to the Rift immediately, and are not just rendered Unconscious.
Ghost Possession (Specter)
- If the pawn was susceptible it will become temporarily possessed and turn against the Arisen.
- Again, either strike or pick up the grabbed pawn and the ghost will let go.
- Should the ghost succeed, Possession curatives will prove to be useful.
- Naturally Specters will not attempt to possess the Arisen.
- Only effective against Possession debilitation
|Master Ring||71 to 90|
|Preceptor Ring||41 to 60|
|Virtuoso Ring||11 to 30|
- Armor and clothing
- List of Armor and Clothing Sets with Possession resistance
- List of Head Armor with Possession resistance
- List of Torso Armor with Possession resistance
- List of Leg Armor with Possession resistance
- List of Arms Armor with Possession resistance
- List of Leg Clothing with Possession resistance
- List of Chest Clothing with Possession resistance
- List of Cloaks with Possession resistance
- Hostile pawns found in the Chamber of Lament before the Ur-Dragon fight as if possessed, but lack the red eyes and distinctive dark cloud about the head normally indicative of possession.
- It is possible for the Arisen to become possessed whilst fighting Daimon - apart from the visual effect this possession does not appear to have any negative effects.
- It is unknown if the nerfing of a possessed pawn's melee attacks is a (Glitch) or not.