Types of ghosts
- Banshee
- Demon
- Deogen
- Goryo
- Hantu
- Jinn
- Mare
- Moroi
- Myling
- Obake
- Oni
- Onryo
- Phantom
- Poltergeist
- Raiju
- Revenant
- Shade
- Spirit
- Thaye
- The Mimic
- The Twins
- Wraith
- Yokai
- Yurei
Banshee.
Strengths:
- Will target only one player at a time. Increased chance of performing a singing ghost event.
Weaknesses:
- Has a distinctive wail on the Parabolic Microphone.
Abilities:
- Banshee has a higher chance of performing singing ghost events over other types.
- The hunt target’s sanity will decrease by 15%, instead of the usual 10% (during singing event).
- When in a D.O.T.S. state, the Banshee will try to move towards its hunt target instead of the nearest player.
- When the Banshee performs a roam, if the target is inside the investigation area, it has a 2/3 (67%) chance of roaming to the target.
- Banshees will only check for the individual sanity level of the target player when attempting to hunt.
Evidence:
- Ultraviolet
- Ghost Orb
- D.O.T.S Projector.
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Demon
Strengths:
- Can initiate hunts more often.
- Can hunt at max sanity.
Weaknesses:
- Crucifix range is 50% larger than placement range indicator.
Abilities:
- Because the Demon’s ability hunt is governed by the “ability phase”, these hunts occur much less frequently (about one attempt every few minutes) than hunts derived from being below its sanity threshold.
- The Demon has a normal hunt sanity threshold of 70%, instead of the standard 50%.
- Demons have a minimum cooldown of 20 seconds between hunts, instead of the usual 25 seconds.
- Smudging a Demon will prevent hunts for only 60 seconds, as opposed to the standard 90 seconds.
- As a weakness, the effective range of a crucifix is 50% larger than the standard range:
- 4.5 metres instead of 3 for Tier I
- 6 metres instead of 4 for Tier II
- 7.5 metres instead of 5 for Tier III
Evidence:
- Ultraviolet
- Ghost Writing
- Freezing Temperatures.
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Deogen
Strengths:
- Always knows where the player is during a hunt and moves very fast when going to their location.
Weaknesses:
- Moves very slowly when near its victim.
Abilities:
- If the player asks any question through the Spirit Box while standing within 1 metre of the Deogen, it has a 33% chance with each question to produce a unique response of constant heavy bull-like breathing, instead of a regular response.
- The Deogen’s hunt sanity threshold is 40%, instead of the usual 50%.
- When the Deogen is chasing a player, its speed is based on its pathfinding distance to the target player and has three thresholds:
- more than 6m: 3 m/s
- Between 2.5 - 6m: Assumed speed gradient between 0.4 - 3 m/s
- less than 2.5m: 0.4 m/s
- During a hunt, the Deogen’s flickering is on average invisible for shorter and visible for longer.
Evidence:
- Spirit Box
- Ghost Writing
- D.O.T.S. Projector.
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Goryo
Strengths:
- Can only enter a D.O.T.S. state when nobody is nearby.
- Its D.O.T.S. silhouette can only be seen through a Video Camera.
Weaknesses:
- Cannot wander far from its room, or change favourite rooms.
Abilities:
- When performing a roam, the Goryo can only perform short roams.
- The Goryo cannot change favorite rooms by itself in any difficulty.
- This can be overridden via the sanity wish when using the Monkey Paw.
Evidence:
- EMF Level 5
- Ultraviolet
- D.O.T.S Projector.
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Hantu
Strengths:
- Lower temperatures allow the Hantu to move faster.
Weaknesses:
- Warmer areas slow the Hantu’s movement.
- Will produce freezing breath during a hunt if the fuse box is off.
- Will never turn the fuse box on.
Abilities:
- Hantu is twice as likely to turn off the fuse box.
- During a hunt, the Hantu’s speed is affected by the temperature of the room that it goes through:
- greater than 15°C (59°F):———1.4
- 12°C to 15°C (53.6°F to 59°F):—-1.75
- 9°C to 12°C (48.2°F to 53.6°F):—2.1
- 6°C to 9°C (42.8°F to 48.2°F):—-2.3
- 3°C to 6°C (37.4°F to 42.8°F):—-2.4
- 0°C to 3°C (32°F to 37.4°F):——2.5
- lower than 0°C (32°F):————2.7
- Unlike most other ghosts, the Hantu does not have line-of-sight acceleration during hunts.
- When the Hantu’s ghost model is visible during a hunt, it will emit freezing breath near its head in any room as long as the breaker is off.
Evidence:
- Ultraviolet
- Ghost Orb
- Freezing Temperatures.
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Jinn
Strengths:
- Travels at a faster speed if a distant player is in line of sight while the fuse box is on.
Weaknesses:
- Cannot use its ability if the fuse box is off.
- Will never turn the fuse box off directly.
Abilities:
- When the Jinn uses its ability and the fuse box is on, it will lower the sanity of all players in the same room or otherwise within 3 meters of it by 25%.
- An EMF 2/5 reading will be generated at the fuse box.
Evidence:
- EMF Level 5
- Ultraviolet
- Freezing Temperatures.
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Mare
Strengths:
- Has an increased chance to attack in the dark.
Weaknesses:
- Turning the lights on will reduce the chance of an attack.
- Will occasionally turn lights off right away.
- Will never turn a light on.
Abilities:
- The Mare does not have any affinity with the fuse box.
- When the Mare roams, it is more likely to choose an unlit room to roam into than a lit room, and therefore has a higher chance to change its favourite room if the current one is lit.
- The Mare has a higher chance of performing light-shattering ghost events over other types, as this will disable the lights, making it easier to hunt.
- A Mare has a modified hunt sanity threshold depending on whether the room it is currently in is lit.
- If the lights are turned off, the hunt sanity threshold is increased to 60%, and if the lights are turned on, the threshold is decreased to 40%.
Evidence:
- Spirit Box
- Ghost Orb
- Ghost Writing.
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Moroi
Strengths:
- Moves noticeably faster at low player sanity.
- Can curse players, making them lose sanity quicker than usual while in the investigation zone.
Weaknesses:
- Incense blinds the ghost for 50% longer during hunts.
Abilities:
- The Moroi has an ability to “curse” a target through the following ways:
- By successfully obtaining a response from the Spirit Box; this will curse the person who “caused” the response, either by asking questions or triggering the failsafe.
- By hearing whispers through the parabolic microphone.
- When a player is cursed, their passive sanity drain is doubled, being in a lit area will no longer prevent sanity drain, and the light from Firelights will no longer mitigate against sanity loss.
- Consuming Sanity Medication removes the curse for a player.
- Multiple players can be cursed at the same time, but curses do not stack on a single player.
- The Moroi’s speed is dependent on the average sanity at the beginning of the hunt. The base speed increases by an average of 0.083 m/s for every 5% average sanity below its average hunt threshold of 50%.
- When using an Incense during a hunt, the duration where the Moroi cannot see nor kill players is 7.5 seconds instead of 5.
Evidence:
- Spirit Box
- Ghost Writing
- Freezing Temperatures.
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Myling
Strengths:
- Produces quieter sounds during a hunt.
Weaknesses:
- Produces paranormal sounds more frequently on the Parabolic Microphone.
Abilities:
- When hunting, a Myling’s footstep and vocalizations sounds will only be audible to players within 12 meters, slightly greater than the range required for electronic interference, instead of the usual 20 meters.
Evidence:
- EMF Level 5
- Ultraviolet
- Ghost Writing.
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Obake
Strengths:
- Has a chance to not leave fingerprints when interacting with something.
- May leave fingerprints that disappear quicker.
Weaknesses:
- Has a small chance of leaving special fingerprints.
- Can quickly shapeshift into another model during a hunt.
Abilities:
- Each time the Obake interacts with a valid surface, it has a 75% chance of leaving Ultraviolet evidence, instead of the usual 100%.
- When creating handprints or fingerprints, there is a one-sixth (~16.7%) chance for the Obake to create a unique handprint/fingerprint pattern:
- A six-fingered handprint instead of the usual five fingers.
- Two fingerprints on a light switch instead of one.
- Five fingerprints on keyboards and Prison cell doors instead of four.
- The Obake occasionally triggers an ability to reduce the remaining time for all existing fingerprints and footprints on the map by half.
- During a hunt, the Obake has a 1/15 (6.67%) chance each time it flickers to shapeshift into a different ghost model of the same gender.
Evidence:
- EMF Level 5
- Ultraviolet
- Ghost Orb.
- On limited evidence (1/2 evidence) games, an Obake will always have Fingerprints as one of its evidence types.
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Oni
Strengths:
- Increased activity when players are nearby.
Weaknesses:
- More visible during hunts.
- Cannot perform the airball ghost event.
Abilities:
- When performing a ghost event, the Oni:
- Cannot perform the “airball” event, which involves a physical ball of fog moving towards the player.
- Will prefer showing in its full form during a manifestation event as opposed to a shadowy or translucent form.
- Will have double the sanity drain of other ghosts (20% instead of 10%) when colliding with the target player in a ghost event.
- During a Hunt, an Oni will flash visible for longer than most other ghosts, making it easier to take a photo of.
Evidence:
- EMF Level 5
- Freezing Temperatures
- D.O.T.S Projector.
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Onryo
Strengths:
- A flame extinguishing can cause an Onryo to attack.
Weaknesses:
- The presence of flames reduces the Onryo’s ability to attack.
Abilities:
- If a player is currently dead, the Onryo will blow out sources of flame (lit firelight, igniter, or campfire) at a higher frequency. More dead players increases this frequency.
- The Onryo may appear to more frequently blow out flames below 60% average sanity.
- Contrary to the journal, flames do not make the Onryo more likely to leave a room.
- Counterintuitively, flames can both prevent hunts and cause a hunt:
- If the Onryo attempts a hunt within 4 metres of any type of flame, it will blow out the flame instead, and the hunt will fail. This does not restart the hunt cooldown timer, unlike a crucifix. If both a crucifix and a flame are within range, the flame will take priority over the crucifix for preventing the hunt.
- Every third flame that the Onryo blows out will cause it to attempt to initiate a hunt, regardless of current average sanity. This hunt can be blocked by normal prevention methods (e.g. a crucifix) or another flame.
- Note that there can be a delay of up to ~6 seconds before the hunt actually initiates.
- If a flame prevents a hunt or is blown out during a hunt, it will count towards the three-flame rule.
- Whether it was the same item being blown out does not matter; it can be the same firelight blown out 3 times, 3 firelights each blown out 1 time, or any other combination.
- Onryos have a hunt sanity threshold of 60%, compared to the standard 50% baseline.
Evidence:
- Spirit Box
- Ghost Orb
- Freezing Temperatures.
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Phantom
Strengths:
- Looking at a Phantom will lower the player’s sanity considerably.
- Will occasionally walk to a random player.
Weaknesses:
- Taking a photo of the Phantom will cause it to briefly disappear.
- Less visible during hunts.
Abilities:
- If a successful photo is a taken of a Phantom, the ghost will be invisible in the photo, and the photo will not contain any interference.
- Furthermore, if the photo is taken during a ghost event,
- The ghost will physically disappear.
- Electronic equipment will cease to malfunction.
- Players will no longer hear their heartbeats.
- The event sound will continue to play for the duration of the event.
- If the photo is taken while the ghost is in a D.O.T.S state, it will also physically disappear.
- If the photo is taken during a hunt, the ghost will also be invisible in the photo, but it will continue to physically flash in and out, and the hunt will not be affected in any way.
- The Phantom has an ability where it will choose a random player and travel to their location (as opposed to a regular roam). This will create an EMF Level 2 reading at the targeted location.
Evidence:
- Spirit Box
- Ultraviolet
- D.O.T.S Projector.
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Poltergeist
Strengths:
- Capable of throwing multiple objects at once.
- Can throw objects at high velocities.
Weaknesses:
- Becomes powerless with no throwables nearby.
Abilities:
- In general, the Poltergeist is more likely to throw items. During a hunt, the Poltergeist will always throw an item every 0.5 seconds, instead of only having a 50% chance to do so.
- Occasionally, the Poltergeist will throw an item with a “force” value of 2 - 6, instead of 1 - 3 with other ghosts.
- This will decrease the sanity of all nearby players in line-of-sight with the EMF 2 location by a percentage equal to the number of items thrown multiplied by 2.
- The ability and associated sanity drain works even when the lights are turned on.
- If there are no items near a Poltergeist, it is unable to use its ability.
Evidence:
- Spirit Box
- Ultraviolet
- Ghost Writing.
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Raiju
Strengths:
- Moves faster near active electronic equipment.
Weaknesses:
- Disrupts electronic equipment from further away when it hunts.
Abilities:
- When a Raiju manifests during a ghost event or a hunt, it will interfere with electronics that are up to 15 metres away on the same floor, instead of the usual 10 metres.
- When nearby at least one piece of active electronic equipment, the Raiju’s hunt sanity threshold is increased to 65%. Otherwise, it has the normal threshold of 50%.
- During hunts, if the Raiju is within a certain distance of at least once piece of active electronic equipment, it will move at a fixed speed of 2.5 m/s:
- Small map: 6m
- Medium map: 8m
- Large map: 10m
- This also applies for items outside the investigation area, but not for items across floors.
- The following do not count towards the speed boost or the hunt sanity threshold:
- Head Gear that is turned off
- Video cameras and Photo Cameras that are thrown on the ground
- Motion sensors, sound sensors, and D.O.T.S. Projectors that are thrown on the ground or held (excluding T1 D.O.T.S., which also needs to be turned off)
- Objects in the inventory (except flashlights that are turned on)
- Any other electrical equipment not brought in from the van (building lights, fuse box, CCTV, fans, etc.)
Evidence:
- EMF Level 5
- Ghost Orb
- D.O.T.S. Projector.
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Revenant
Strengths:
- Moves significantly faster if the player location is known during a hunt.
Weaknesses:
- Moves very slowly when not chasing a player.
Abilities:
- When a Revenant is roaming, it will move at 1 m/s.
- As soon as it detects a player (either visually or through speech/electronics), it will begin to move at 3 m/s and sustains this speed until it reaches the spot where it last detected a player.
- Contrary to most other ghosts, the Revenant will not speed up with continuous line-of-sight.
Evidence:
- Ghost Orb
- Ghost Writing
- Freezing Temperatures.
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Shade
Strengths:
- Less likely to perform interactions.
Weaknesses:
- Cannot hunt if people are nearby.
Abilities:
- The Shade is less likely to perform ghost events at high sanity.
- At 100% average sanity, it has a 0% chance of successfully performing an event.
- This success rate increases by 2% per percentage of average sanity lost; at an average sanity of 50%, an attempted ghost event will always succeed.
- When it performs a ghost event, the Shade has a higher chance (67% per event) of performing a “ghost mist” ghost event rather than manifestations.
- If it does manifest for a ghost event, it has a higher chance (67%) of appearing as a shadow.
- If at least one person is in the same room as a Shade, it will be unable to perform regular interactions (except Ghost Writing) or initiate a hunt, regardless of average sanity.
- The Shade can only hunt below an average sanity of 35%, lower than most other ghosts.
Evidence:
- EMF Level 5
- Ghost Writing
- Freezing Temperatures.
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Spirit
Strengths:
Weaknesses:
- Incense is more effective, preventing a hunt for longer.
Abilities:
- When Incense is used near a Spirit, it will not be able to initiate a hunt for 180 seconds instead of 90 seconds.
- Spirits have no other special behaviour.
Evidence:
- EMF Level 5
- Spirit Box
- Ghost Writing.
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Thaye
Strengths:
- Entering the location makes it active, defensive and agile.
Weaknesses:
- Becomes slower and less active over time.
Abilities:
- The Thaye has an internal “age” parameter that affects its general activity. Every 1 to 2 minutes, the Thaye attempts to age; if at least one player is in the same room as the ghost, the Thaye will add 1 to its age, else it will wait another 30 seconds before attempting to age again.
- The following shows the parameters that are affected by age:
- Starting with 2.75 m/s, it’s hunting speed will decrease with age down to 1 m/s.
- Starting with 75%, it’s hunt sanity threshold will decrease with age down to 15%.
- Starting with 200%, it’s interaction/ghost event rate will decrease with age down to 50%.
- Further ageing after 10 does not further affect its activity.
- For every age added, the Thaye’s “human age” as provided by the Ouija Board increases by 1 - 4.
- Unlike most other ghosts, the Thaye does not speed up with line-of-sight of a player.
Evidence:
- Ghost Orb
- Ghost Writing
- D.O.T.S Projector.
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The Mimic
Strengths:
- Can mimic the abilities and traits of other ghosts.
Weaknesses:
- Will present fake Ghost Orbs as secondary evidence.
Abilities:
- The Mimic is able to imitate any type of ghost, and inherit all of its features and abilities:
- Interaction and ghost event rates and preferences
- Hunt thresholds
- Hunt movement speeds
- Various forms of special abilities (e.g. Poltergeist multithrow, Demon ability hunt)
- It may also copy features of evidence of mimicked ghost types, but not their evidences themselves.
- For example, it is able to copy the Obake’s six-fingered handprints as The Mimic itself has Ultraviolet as evidence, but it cannot copy the Goryo’s trait of only appearing on a Video Camera when interacting with a D.O.T.S Projector, as The Mimic does not have D.O.T.S. Projector as one of its evidences.
- The Mimic will change the ghost type that it chooses to imitate every 30 seconds to 2 minutes, but cannot change during hunts.
- If The Mimic mimics a Thaye, a fixed age is randomly selected, and it will mimic another ghost using its own timer instead of the Thaye’s ageing timer.
- The Mimic may also imitate the player or The Mimic (itself), but in these cases, it will act as a “default” ghost and have no special abilities. Mimicking the player, as well as any other ghost, does not change its ghost model.
- The Mimic provides “evidence” of Ghost Orbs in addition to its three main evidence types.
Evidence:
- Spirit Box
- Ultraviolet
- Freezing Temperatures
- Though Ghost Orbs are always present, this is not considered by the Journal when inputting evidences.
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The Twins
Strengths:
- Either twin may start a hunt, though not at the same time.
- One twin is slow, the other is fast.
Weaknesses:
- Will often interact with the environment at the same time but usually in different places.
Abilities:
- When The Twins uses its ability, it will perform one interaction in the normal radius (up to 3 metres) and one within a larger radius (up to 16 metres).
- All such interactions follow the standard 25% chance of producing EMF 5 instead of 2 or 3, regardless of which radius was used to perform the interaction.
- When The Twins attempts to initiate a hunt, there is a 50% chance for it begin at its current location, and a 50% chance for it to begin close to the area where it last interacted using its ability.
- When The Twins attempts to hunt, the crucifix check will be applied at the ghost’s current location. If The Twins decides to start its hunt at the site of its last large radius interaction, it will teleport to that location after the crucifix check.
Evidence:
- EMF Level 5
- Spirit Box
- Freezing Temperatures.
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Wraith
Strengths:
- Cannot be tracked by footsteps.
- Will occasionally teleport to a random player.
Weaknesses:
Abilities:
- When the Wraith is not hunting, it has a chance to teleport within 3 metres of a random player,
- generating an EMF Level 2 reading at the location where it teleported to,
- with a 25% chance for this to be an EMF Level 5 reading instead.
- The Wraith will resume normal behaviour after teleporting.
- Wraiths cannot and do not:
- Float off the ground, whether during hunts or manifestations. A Wraith cannot be identified by looking at its ghost model
- See through physical objects such as walls and doors
- Walk quietly; Wraiths will emit footstep noises at the same volume as most other ghosts
- Walk through walls, even during hunts; they can only walk through doors (which all other ghosts are also able to do).
Evidence:
- EMF Level 5
- Spirit Box
- D.O.T.S Projector.
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Yokai
Strengths:
- Talking near the Yokai will anger it, increasing the chance to attack.
Weaknesses:
- Can only hear voices close to it during a hunt.
Abilities:
- Utilizing voice chat near the Yokai at any sanity will increase its rate of activity.
- When a Music Box is used, the Yokai must be closer to the player holding the box than other ghosts for it to trigger the ghost event and eventual cursed hunt.
- When at least one player uses voice chat within a certain range of the Yokai, its hunt sanity threshold is temporarily increased to 80%. Otherwise, it has the standard threshold of 50%.
- During hunts, a Yokai can only hear players or sense handheld active electronics that are within 2.5 meters of it.
Evidence:
- Spirit Box
- Ghost Orb
- D.O.T.S Projector.
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Yurei
Strengths:
- Has a stronger effect on sanity.
Weaknesses:
- Smudging the Yurei will temporarily trap it and reduce how often it wanders.
- Using its ability causes it to shut doors.
Abilities:
- When Incense is used on the Yurei, in addition to preventing hunts and temporarily increasing activity, it will return to its favourite room and be trapped in it for 60 seconds.
- It can still leave that room by performing a ghost event, but it will return to it once the event ends.
- The Yurei has an ability that will cause the following when used:
- All players within 7.5 metres of the ghost will have their sanity decreased by 15%.
- If the ghost’s current room has one or more open door, it will randomly select one and close it fully.
- The Yurei cannot use its ability if the room it is in has no door.
- All ghosts can shut a door from in the same way the Yurei can, however the Yurei may do it more often as it is connected to its sanity drain ability.
- Locker and closet doors are not affected by the Yurei’s ability. Tent doors and exit doors, however, are.
Evidence:
- Ghost Orb
- Freezing Temperatures
- D.O.T.S Projector.
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