Property Value
Combat Properties
Health Health Icon.gif 28000
Experience Experience Icon.gif 23920
Speed Haste Icon.gif 240
Armor Armor Icon.gif 100
Est. Max Dmg ?
Summon (not possible)
Convince (not possible)
General Properties
Name Mould Phantom
Classification Ghosts
Spawn Type Regular
Bestiary Properties
Class Undead
Difficulty Challenging
Occurrence Common
Charm Points 100 Charm Icon.gif
Kills to Unlock 5000
Elemental Properties
Physical 50%
Earth 50%
Fire 100%
Death 100%
Energy 100%
Holy 100%
Ice 100%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around
Walks through Energy
Other Properties
Version 12.40
July 13, 2020
(most recent)
Status Active
Mould Phantom.gif
You see a mould phantom.
  • Everything decomposes.
  • I love the smell of rotten flesh.
  • The earth will take you back.


Zarganash's hostile environment gave birth to an own breed of phantoms that differ by the hazards that help to form them from the tormented souls they once were. Spirits, soaked with decay and putrefaction, the mould phantoms are the heralds of rot. Wither is what they breathe, decay what accompanies them. They lack any true sentience, though their processing of captured souls through a disgusting version of composting, they sometimes appear to interact with their environment on purpose. This is yet only a random illusion though. The true self of the mould phantom is of a wandering zone of decay. More a natural disaster than an entity. There is some interaction between mould phantoms but this seems to follow more natural laws, shared amongst their kind and not by sentient decisions. Other such interactions are their attraction to living things. Their nature draws them to the living to spread their decay to them and share their rot. Even here they don't hurt the living on some kind of purpose but by inherent attributes of their rotten existence. They are drawn to certain places in Zarganash and though the unschooled eye see little difference in this places to other, they can be considered as Zarganash centres of decay. As such they seem to change over time, which leads to hordes of mould phantoms that migrate to new centres that they seem to sense over great distances. Such tides of mould phantoms are usually avoided by other denizens of Zarganash. Even more so, since the wandering phantoms display an otherwise unseen amount of unity in these times. If one is attacked, the attacker is quickly swarmed and usually overwhelmed by the horde, that stops its voyage until the enemy is utterly annihilated. When they reach their destination the horde quickly disperses. When a mould phantom has settled it's usually extremely territorial and does not wander off too much. That is until a new horde is formed.



Damage Taken From Elements

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


Rotten Wasteland.


They attack from distance. A mould phantom never retreats.


It's best to try to have them target the blocker, but everyone should be ready to deal with one Mould Phantom targeting them as there will often be some of them around. For maximum experience per hour and profit, it's recommended to not focus on them during the hunt. Since they don't have self-healing they will usually die during a second visit to their spawn area.


Its experience was decreased from 29,900 to 23,920 with Update 12.50.10135. Its loot had the drop chance reduced by 10% on the same update.


(Loot Statistics)

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