Property Value
Combat Properties
Health Health Icon.gif 27000
Experience Experience Icon.gif 31200
Speed Haste Icon.gif 230
Armor Armor Icon.gif 100
Est. Max Dmg ?
Summon (not possible)
Convince (not possible)
General Properties
Name Vibrant 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 80%
Earth 110%
Fire 100%
Death 110%
Energy 80%
Holy 90%
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
Vibrant Phantom.gif
You see a vibrant phantom.
  • All this beautiful lightning.
  • Feel the vibration!


Zarganash's hostile environment gave birth to an own breed of phantoms that differs by the hazards that help to form them from the tormented souls they once were. Though in shape of little difference to other phantoms, the vibrant phantom in a spiritual sense is bloated, saturated and fat. It has absorbed many soul fragments and splinters and flourished in an unnatural way that is rare in Zarganash. But in the end the essence they devoured, bears the taint of Zarganash and unknown to themselves the vibrant soul is ultimately feasting on itself. This final atrocity, this ultimate trick, the deepest depth of the nether realm plays on them in the epitome of its perversion. Yet oblivious to their own nature the vibrant phantoms count them self to the winners in Zarganash and are at the top of the food chain. The many voices in their conscience are shoved away like annoying flies and the phantom enjoys its privilege and relative power. They actually interact with other vibrant phantoms and have built some form of community and even hierarchy. It's not uncommon for vibrant phantoms to band together in a common goal. In that way they are the most civilised of the phantoms, yet not less vile and aggressive towards outsiders. In their view Zarganash is their realm to rule and any opposition or intrusion has to be crushed without mercy. There are several 'courts' in which the vibrant phantoms indulge in the idea of hierarchy and greatness. They grant themselves imaginative titles of all sorts and even participate in royal hunts in which they hunt down randomly chosen victims. Sometimes they even take captives and hold mock trials in which they list al sort of transgressions against evenly made up rules. Such trials always end with the execution of the captive in a gruesome way. Still vibrant phantoms have one the highest levels of self-awareness of the damned and at least in theory a slight chance of redemption. Even though in the aeons that Zarganash exists not even a handful individuals are known to have attained such status, there are rumours abound and each vibrant phantom sees itself as the next candidate for greatness. Of the few that acquired that state, some found wisdom, others salvation or at least new power. The dread maiden is rumoured to have raised that way, but that's easy to say and next impossible to verify.


Spark Ball (900-1200), Holy Chain (950-1300), Divine Missile (1200-1400), Small Spark Ball on itself (?)

Damage Taken From Elements

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


The Furious Crater.


Attacks from distance. A vibrant phantom never retreats.


Focusing on them during a hunt will reduce the experience per hour considerably, so they shouldn't be the priority of the team. In spite of that, players whom are targeted by the Phantom should try to stay far from other team members so the chain attacks doesn't connect through them. If necessary, Magic Walls can be trown in front of them to force them to move and change targets.


(Loot Statistics)

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