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Phasmophobia Ghost Descriptions

Nov 11th, 2020 (edited)
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  1. == SPIRIT ==
  2.  
  3. EVIDENCE TYPES: Spirit Box, Fingerprints, Ghost Writing
  4.  
  5. SPECIAL ABILITY: N/A
  6.  
  7. WEAKNESS: Spirits are vulnerable to Smudge Sticks; they will prevent a hunt for 120 seconds on a Spirit, as opposed to 90 seconds.
  8.  
  9. NOTES: Although Spirits have no special powers or abilities, this can cause confusion! Players may ascribe certain behaviors to certain ghosts even when all ghosts can do those behaviors, and because the Spirit has the least predictable and most generic behavior, it may cause players to read patterns where none exist. Spirits are one of the main reasons you shouldn't rely on circumstantial evidence for deciding on ghost type.
  10.  
  11. == WRAITH ==
  12.  
  13. EVIDENCE TYPES: Fingerprints, Freezing Temperatures, Spirit Box
  14.  
  15. SPECIAL ABILITY: Wraiths are able to completely see through doors as if they simply didn't exist. This makes them disproportionately dangerous during a hunt, as shutting the door can save you from most ghosts, but lockers and closets flatly do not prevent a Wraith from killing you. Also, Wraiths are often floating, meaning footprint sounds rarely occur and they will travel through walls and doors without opening them. Finally, Wraiths are able to simply teleport across the map if they're in the Ghost Room, directly on top of players.
  16.  
  17. WEAKNESS: Wraiths can be completely stopped from attacking if they hit a Salt pile during a hunt.
  18.  
  19. NOTES: Wraiths are extremely dangerous and should be treated as such. If you're debating whether or not to stick around for optional objectives, Wraiths should be treated as just as dangerous as Demons, as although they may not hunt as often, they're much, much harder to hide from. Some ghost rooms are very nearly impossible hide from the Wraith in, such as the basement in Tanglewood where there's nowhere to go because they can simply see through the lockers.
  20.  
  21. == PHANTOM ==
  22.  
  23. EVIDENCE TYPES: EMF Level 5, Ghost Orb, Freezing Temperatures
  24.  
  25. SPECIAL ABILITY: Any time you can see the Phantom physically manifest, it will significantly drop your Sanity. All ghost manifestations drop sanity, but Phantoms will drop sanity at double the rate. Phantoms have also been alleged to copy the models of teammates, including yourself, when manifesting; sometimes you may not even know you've seen a Phantom, which can cause severe unnoticed loss of sanity.
  26.  
  27. WEAKNESS: Taking a photo of the Phantom with the Photo Camera makes it disappear, ending any manifestation and thus its powerful sanity drain. This will not stop a hunt.
  28.  
  29. == POLTERGEIST ==
  30.  
  31. EVIDENCE TYPES: Spirit Box, Fingerprints, Ghost Orb
  32.  
  33. STRENGTH: The Poltergeist can move multiple objects at once, unlike most other ghosts. Although moved items are benign and pose no physical risk to players, objects thrown by a Poltergeist will decrease player sanity if the player was not looking at the object when it was thrown. Poltergeists can wander much further from their chosen room than most other ghosts.
  34.  
  35. WEAKNESS: Poltergeists are not very dangerous in empty rooms where they have no particular sanity draining effects. Also, they are the only ghost which can be identified with only two pieces of evidence, as they are the only ghost which possesses both Fingerprints and Ghost Orbs.
  36.  
  37. == BANSHEE ==
  38.  
  39. EVIDENCE TYPES: EMF Level 5, Fingerprints, Freezing Temperatures
  40.  
  41. STRENGTH: Banshees will focus on only one player at any time until it kills them. They will relentlessly choose a single player to harass. A Banshee has a power which allows it to move to its marked player from anywhere on the map; hiding and blocking line of sight will not stop it from reaching the player. Once there, it will wait roughly twenty seconds and then initiate a hunt if the player was within its line of sight. If the target is not in the building when this occurs, the Banshee will choose a new target.
  42.  
  43. Banshees can hunt players from extreme distances, and because the Banshee using its power initiates a hunt after it has reached a player, it can sometimes start hunts right next to players who are nowhere near the Ghost Room. As well, this power completely ignores all sanity and standard hunting rules, obeying only the Setup timer, meaning that a Banshee can initiate a hunt at full sanity.
  44.  
  45. WEAKNESS: Banshees are particularly susceptible to Crucifixes; Banshees will not initiate a hunt within 5 meters of the Crucifix, as opposed to 3 for all other ghosts.
  46.  
  47. NOTES: Banshees are extraordinarily dangerous, among Wraiths and Demons with the most dangerous ghosts. If you can identify who the Banshee has targeted, you can make the contract much easier by having the marked player move far away from the other players, hopefully near a good hiding spot. A Banshee will never stop hunting the same player, so if the player is prepared for these hunts, they can make the Banshee much easier for other players to avoid.
  48.  
  49. == JINN ==
  50.  
  51. EVIDENCE TYPES: Spirit Box, Ghost Orb, EMF Level 5
  52.  
  53. STRENGTH: Jinn speed up substantially when chasing distant players during hunts, but get much slower when they are near to a player.
  54.  
  55. WEAKNESS: Disabling the location's breaker prevents the Jinn from speeding up during hunts.
  56.  
  57. NOTES: Jinn are highly territorial and are much more inclined towards activity when players are in their chosen room. They tend to be pretty low-activity when you're outside of their room. Jinn also interact with electronics noticeably more than other ghosts, including light switches.
  58.  
  59. == MARE ==
  60.  
  61. EVIDENCE TYPES: Ghost Orb, Spirit Box, Freezing Temperatures
  62.  
  63. STRENGTH: High aggression when the light is off in its ghost room.
  64.  
  65. WEAKNESS: Lower aggression than most ghosts when the light is on in its ghost room.
  66.  
  67. NOTES: Mares are nearly as aggressive as Demons when the light is off in their ghost room, but are likewise much less aggressive when it is off. For comparison, a Demon's hunting modifier is 15, and a Mare's is 10 when the light is off and -10 when it is on. Because of this, they can be extremely deadly if not tempered with light, and they will turn off lights or cut the breaker far more often than other ghosts.
  68.  
  69. == REVENANT ==
  70.  
  71. EVIDENCE TYPES: EMF Level 5, Fingerprints, Ghost Writing
  72.  
  73. STRENGTH: Revenants are extremely fast when hunting a victim that is within line of sight. They are virtually impossible to outrun. Unlike other ghosts, which generally pick a target and try to follow them, Revenants will switch their chosen target on the fly; it will simply sprint at the closest player.
  74.  
  75. WEAKNESS: Revenants move very slowly when they do not have line of sight with a target, making hiding very effective.
  76.  
  77. NOTES: Revenants are extremely deadly if you are caught in the open. If you suspect you're dealing with a Revenant, try to always be near hiding spots. Hide IMMEDIATELY at the start of the hunt, do your best to break line of sight immediately.
  78.  
  79. == SHADE ==
  80.  
  81. EVIDENCE TYPES: Ghost Writing, EMF Level 5, Ghost Orb
  82.  
  83. STRENGTH: Shades are very shy, meaning that they will rarely do anything in the presence of multiple people. This means that players may be forced to split up or go alone in order to gather evidence.
  84.  
  85. WEAKNESS: On the other hand, Shades are much less likely to hunt when players are together, and will prefer to target players which are alone when hunting.
  86.  
  87. NOTES: Shades define 'alone' as most ghosts do, by room, rather than physical range from other players. Because Shades are much more likely to act when players alone, they have a tendency to become surprisingly and suddenly vicious after long periods of inactivity. Players who forget to tend to their Sanity for long periods while in the house because little activity has occurred may find that the Shade suddenly starts a hunt with no warning at all as soon as players are split up; as players tend to start the investigation grouped up, or group up after the setup phase is over, it's easy for long periods of time to pass where nothing happens until the moment players split up and the ghost becomes shockingly aggressive.
  88.  
  89. == DEMON ==
  90.  
  91. EVIDENCE TYPES: Spirit Box, Ghost Writing, Freezing Temperatures
  92.  
  93. STRENGTH: Demons are flatly the most aggressive ghosts and are much more likely to initiate hunts than other ghosts at all times.
  94.  
  95. WEAKNESS: If a Ouija Board spawns on the map, the player will not lose sanity if the Demon answers a question, but may still lose sanity if it angers the ghost.
  96.  
  97. NOTES: Demons are vicious, plain and simple. If they're allowed to reach full strength on higher difficulties, hunts can happen as often as every 30 seconds. Bring sanity pills and play it safe.
  98.  
  99. == YUREI ==
  100.  
  101. EVIDENCE TYPES: Ghost Orb, Ghost Writing, Freezing Temperatures
  102.  
  103. STRENGTH: Players receive more passive sanity drain from Yurei than other ghosts.
  104.  
  105. WEAKNESS: Yurei, when smudged, will enter wander mode for 90 seconds, even if it is engaged in a hunt, effectively ending the hunt on any difficulty. When the Yurei is not hunting, the Smudge Stick instead causes it to cease wandering in the vicinity of its Ghost Room.
  106.  
  107. == ONI ==
  108.  
  109. EVIDENCE TYPES: EMF Level 5, Ghost Writing, Spirit Box
  110.  
  111. STRENGTH: Oni throw objects further than other ghosts, which isn't really a strength but it's listed as such. The actual worry of the Oni is that it is much more active and aggressive when players are grouped, inverse to the Shade; it will start hunts much more often when players are together, rivaling Demons in aggression if players do not split up. Likewise, it can travel quite a bit when players are together, meaning it can cause confusion on larger maps.
  112.  
  113. WEAKNESS: However, when players stick together, the Oni is much more normally active as well. This means that they will more readily provide evidence and may show themselves early into the hunt, leading to easily completed objectives and swift evidence collection. Likewise, they will be noticeably less aggressive when players are split up.
  114.  
  115. == EVIDENCE SUMMARY ==
  116. EMF Level 5: Banshee, Jinn, Oni, Phantom, Revenant, Shade
  117. Ghost Writing: Demon, Oni, Revenant, Shade, Yurei, Spirit
  118. Fingerprints: Banshee, Poltergeist, Revenant, Spirit, Wraith
  119. Spirit Box: Demon, Jinn, Mare, Oni, Poltergeist, Spirit, Wraith
  120. Freezing Temperatures: Banshee, Demon, Mare, Phantom, Wraith, Yurei
  121. Ghost Orb: Jinn, Mare, Phantom, Poltergeist, Shade, Yurei
  122.  
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