Property Value
Combat Properties
Health Health Icon 28000
Experience Experience Icon 31200
Speed Haste Icon 250
Armor Armor Icon 107
Est. Max Dmg Unknown.
Summon (not possible)
Convince (not possible)
General Properties
Name Cloak of Terror
Classification Unknown.
Spawn Type
Pushable ?
Pushes ?
Bestiary Properties
Class Plant
Difficulty Bestiary Level Challenging
Occurrence Bestiary Occurrence Common
Charm Points 100 Charm Icon
Kills to Unlock 5000
Elemental Properties
Physical 100%
Earth 105%
Fire 100%
Death 120%
Energy 40%
Holy 60%
Ice 100%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioural Properties
Walks around
Walks through
Other Properties
Version 12.40
July 13, 2020
(most recent)
Status Active
Cloak of Terror
You see a cloak of terror.
  • Power up!
  • Shocked to meet you.
  • You should be more positive!


The cloaks of terror are the remnants of demons that entered the realm of Zarganash just to be devoured and ripped to pieces by its inhabitants. Their demonic residue slowly remained trapped in the realm and over time mixed and fused with other soul fragments, ultimately forming a new, vile construct that once again roamed Zarganash as mindless force of hunger and destruction. The cloaks are predatory and mostly instinct driven beings that prey exclusively on the living. When no living being is present they roam wide areas in their mostly futile hunt for prey. Eventually they slow down considerably and fall into dormancy after some time. While dormant they meld into the environment and are almost undetectable. Their overall composition makes them an undesirable prey for other denizens of Zarganash and so they can spent their time in dormancy relatively save. How long it takes to let them slip into such a state is widely different and probably dependent on several factors. Yet it seems common that they gather at some spots before going into dormancy. If a living being, in theory a rare occurrence in Zarganash, enters their presence, they wake up almost simultaneously which is a truly terrifying sight. A mass of silent levitating bodies that floats towards their target is enough to shake even the bravest warrior. Even worse though they emit a sound, that only dogs and certain other animals are seemingly able to hear, but that is nonetheless unsettling and even frightening to most humanoid beings. Their life detection has a fair amount of range and is seemingly shared with other cloaks in an area. Whenever one of them is able to sense life, all others will know and act on it. Their waking up is almost immediately and they waste no time before heading towards their prey. They show a great amount of violence and cruelty in their attacks, yet they seem in no way or form to devour any matter or energy of their targets. So it is even more astonishing what draws them to the living specifically and why they attack them with such ferocity. Why a creature in the land of the dead should so heavily specialise on the living is yet another insidious trick that the realm seems to play on intruders. No cloak of terror has yet been unleashed upon the realm of the living. It can be hoped that it's very nature is so heavily bound to Zarganash, that the cloaks are unable to pass the shroud between realms.




Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


Furious Crater.






(Loot Statistics)

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