Ever needed a cheat sheet to help you remember all those pesky ghost traits? Then this is the list for you. This list is presented in alphabetical order and not in the order they appear in the journal.
Just a few standard rules to note off the bat:
- Activated lights decrease ghost activity.
- Ghost events drop sanity by 10% when touched.
- Ultraviolet evidence, for ghosts with this evidence piece, have a 100% chance of being produced when the ghost interacts with a valid surface.
- Normal Hunting sanity is 50%.
- During hunts, ghosts have a 50% chance to throw nearby objects every 0.5 seconds.
- During hunts, ghosts blink out of existence every 0.3-1 seconds.
- During hunts or ghost events, ghosts disrupt electronic equipment within a 10 meter radius.
- Normal Ghost speed is 1.7m/s.
- After a hunt ends, or a crucifix is bitten, there is a 25 second window of time in which the ghost cannot hunt.
- After smudging the ghost, the interval of time between hunts becomes 90 seconds (from the time the smudge goes off).
- Smudging a ghost during a hunt creates a 5s safety window in which the ghost cannot harm you. The hunt continues as normal after this window.
These are subject to change depending on the type of ghost you’re dealing with and are noted accordingly. Additionally, the above rules assume the conditions present follow those of the standard difficulties.
Banshee
An example of DOTs evidence.
- Ability: Sets a player as its target at the start of the game.
- Strength: Regularly roams to its target.
- Weakness: 33% chance to produce a unique parabolic mic noise.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Ultraviolet
- Ghost orbs
- DOTs
- Unique Attributes:
- Target cannot change unless they die.
- Only starts hunts based on its target's sanity, even if they’re outside.
- Only hunts its target, ignoring all other players and even passing through them, unless the target is dead or outside.
- Prefers singing ghost events; does not relate to singing hunts.
- Ghost events drop its target's sanity by 15% instead of 10% if it is a singing event directed towards, and hits, them.
- When giving DOTs evidence, the Banshee will attempt to move towards its target.
Demon
An example of Ultraviolet evidence. Footsteps also count.
- Ability: Can trigger a hunt regardless of current sanity.
- Strength: Very aggressive.
- Weakness: Crucifix range extended by 50%.
- Hunting Sanity: 70%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player (slightly quicker than normal).
- Evidence
- Ultraviolet
- Ghost writing
- Freezing temperatures
- Unique Attributes:
- Interval between hunts is 20 seconds instead of 25.
- Smudge sticks increase the hunt interval to 60 seconds instead of 90.
Crucifix Normal Range | Tier 1 (3 meters) | Tier 2 (4 meters) | Tier 3 (5 meters) |
Crucifix Range against Demon | Tier 1 (4.5 meters) | Tier 2 (6 meters) | Tier 3 (7.5 meters) |
Deogen
Book floating through the air as a Deogen gives writing evidence.
- Ability: Always knows where you are (even if hiding).
- Strength: Moves very quickly when it can’t see you.
- Weakness: Moves very slowly when being looked at.
- Hunting Sanity: 40%
- Speed: 3m/s when looking for a player; 0.4m/s when being looked at
- Does not increase when looking at a player.
- Evidence
- Spirit box
- Ghost writing
- DOTs
- Unique Attributes:
- Has a unique spirit box response (33% chance within 1m of ghost) that sounds like heavy breathing.
- Cannot hide spirit box evidence unless evidence is set to 0.
- Has an increased rate of ghostwriting and DOTs evidence.
- Picks the nearest player during a hunt; can occasionally repick the nearest target.
Goryo
Goryo DOTs can only be seen through a video camera with no one else in the room.
- Ability: Only produces DOTs evidence when no one is in the room and it can only be seen while using a video camera.
- Strength: Very sneaky with DOTs evidence.
- Weakness: Can never change its ghost room.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Ultraviolet
- DOTs
- Unique Attributes:
- Cannot hide DOTs evidence unless evidence is set to 0.
- Can only perform short roams.
- The sanity wish of the Monkey Paw overrides its inability to change rooms.
Hantu
Hantu breath effect during a hunt. Spotted with the tier 3 NVG headcam.
- Ability: Increases or decreases its speed based on temperature.
- Strength: Cold areas increase the hantu’s speed.
- Weakness: Slow in warm areas.
- Hunting Sanity: 50%
- Speed: Dependent on temperature.
- Does not increase when looking at a player.
- Evidence
- Ultraviolet
- Ghost orbs
- Freezing temperatures
- Unique Attributes:
- Cannot hide freezing temps evidence unless the evidence is set to 0.
- If the breaker is off, the ghost can produce the freezing temps breath effect during a hunt or ghost event. Dead players cannot see this effect.
- Cannot turn on the breaker.
- Twice as likely to turn off the breaker.
- Lit campfires significantly reduce the Hantu’s speed.
- Snowy weather and outdoor maps make the Hantu faster.
- The longer the breaker is on, the warmer the rooms become.
Room Temp (C) | >15 | 12-15 | 9-12 | 6-9 | 3-6 | 0-3 | <0 |
Ghost Speed (m/s) | 1.4 | 1.75 | 2.1 | 2.3 | 2.4 | 2.5 | 2.7 |
Jinn
Sanity bar was nearly full before two back to back Jinn abilities were used, as displayed in the activity chart nearby.
- Ability: Drops sanity of all players in its room or within 3 meters by 25% then leaves an EMF 2 on the breaker.
- Strength: Instantly increases speed when it sees a player far away from it.
- Weakness: Cannot use ability if breaker is off.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Base speed becomes 2.5m/s if it’s more than 3 meters away. Normal compounding speed increase accrues in the background.
- Evidence
- EMF 5
- Ultraviolet
- Freezing temperatures
- Unique Attributes:
- Cannot turn off the breaker.
- Speed slows back to its normal 1.7m/s once within 3 meters of a player; hard, and risky, to detect due to normal compounding speed increase.
- Cannot use its rapid speed increase if the breaker is off.
Mare
An example of Orbs evidence, shown by the circled mote of dust.
- Ability: Mare can instantly turn off a light switch, tv, or monitor that just got switched on. 10s cooldown.
- Strength: Darkness.
- Weakness: Light.
- Hunting Sanity: 60% in darkness, 40% in light.
- Applies if light switches are on but the breaker is off; ignores broken lights that are switched on.
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Spirit Box
- Ghost Orbs
- Ghost Writing
- Unique Attributes:
- Likes to roam away from the ghost room if lights are on in it.
- Higher chance to change favorite rooms if lights are on in its current room.
- Cannot turn on the tv, a monitor, or light switches.
- Prefers light explosion ghost events.
Moroi
An example of writing evidence in a tier 3 book.
- Ability: Getting a response on the Spirit Box or the Parabolic Mic (footsteps and whispers) puts a curse on you; only 1 cursed player at a time.
- Strength: Doubles sanity drain on the cursed player and stops firelights from mitigating their sanity loss.
- Weakness: Smudging during a hunt increases 5s safety window to 7.5s.
- Hunting Sanity: 50%
- Speed: Dependent on current sanity.
- Continuously increases while looking at a player.
- Its maximum speed is 3.71m/s; obtainable through the line-of-sight speed increase while below 5% sanity.
Sanity | >45% | 40-45% | 35-40% | 30-35% | 25-30% | 20-25% | 15-20% | 10-15% | 5-10% | 0-5% |
Speed (m/s) | 1.5 | 1.583 | 1.66 | 1.749 | 1.832 | 1.915 | 1.998 | 2.081 | 2.164 | 2.25 |
- Evidence
- Spirit Box
- Ghost Writing
- Freezing Temperatures
- Unique Attributes:
- You can remove the curse with sanity restoration; leaving the map pauses the curse.
- Cannot hide spirit box evidence unless evidence is set to 0.
- Using pills during a hunt decreases Moroi’s speed due to the increase in sanity.
- Using cursed possession during a hunt increases Moroi’s speed due to the sanity drop.
Myling
An example of EMF 5 evidence on a tier 3 EMF reader.
- Ability: Footsteps and vocalizations are audible only when close enough to interfere with electronics you are carrying (does not work on separate floors).
- Strength: Very quiet.
- Weakness: More frequently produces sounds on Parabolic mic.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Ultraviolet
- Ghost Writing
- Unique Attributes:
- Its strength does not include ghost interactions or ghost events. It only applies during hunts.
Obake
6-fingered hand print. The last digit appears as one, but is actually separated into two.
- Ability: Can reduce the fingerprint timer by 50% of all fingerprints on the map
- Strength: 75% chance to leave fingerprints instead of the usual 100%
- Weakness: 16.7% chance to leave a 6-fingered handprint (normal is 5), 2 fingerprints on a light switch (normal is 1), or 5 fingerprints on keyboards and prison cell doors (normal is 4).
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Ultraviolet
- Ghost orb
- Unique Attributes:
- 6.67% chance to shapeshift into a different ghost model when it blinks (of the same gender). Dead players cannot see the shapeshift.
- Cannot hide fingerprints evidence unless evidence is set to 0.
Oni
An example of freezing temperature evidence on the tier 3 thermometer.
- Ability: None
- Strength: More frequently interacts with the environment, especially with people in the room.
- Weakness: Prefers manifesting its full form during ghost events as opposed to a shadow or translucent form.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Freezing temperatures
- DOTs
- Unique Attributes:
- Cannot do the airball ghost event.
- Ghost events reduce sanity by 20% when touched.
- When hunting, it blinks every 0.1-0.5 seconds instead of every 0.3-1 seconds. In other words, the ghost is visible for longer than normal.
Onryo
An example of spirit box evidence. White LEDs indicate a ghost response on the tier 3 spirit box.
- Ability: 3-flame rule. Every 3rd blown out flame will always trigger a hunt, regardless of current sanity. This can be prevented by the crucifix or another flame. There can be a delay of up to 6 seconds for this hunt to trigger.
- Strength: The frequency that it blows out a flame is directly correlated with the number of dead players, more frequently blowing them out as the number increases.
- Weakness: Lit firelights and igniters will prevent a hunt within 4m of the ghost, preventing a hunt from occuring by forcing the ghost to blow out the flame instead. This takes priority over the crucifix.
- Hunting Sanity: 60%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Spirit box
- Ghost orb
- Freezing temperatures
- Unique Attributes:
- A flame blown out to prevent a hunt counts towards the 3-flame rule.
Phantom
Example of a phantom ghost photo as demonstrated by a mimic.
- Ability: Randomly sets a player as its destination and walks there.
- Strength: While within 10 meters of a Phantom (where heartbeats play) it reduces your sanity by 0.5%/s. Only applies during hunts and events, and is separate from the passive sanity drain.
- Weakness: Is always absent (and doesn’t give a blur effect) on a ghost photo.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Spirit Box
- Ultraviolet
- DOTs
- Unique Attributes:
- Blinking effect during hunts lasts 1-2 seconds instead of 0.3-1 seconds. Meaning it’s invisible more frequently than normal.
- Taking a photo during a ghost event causes it to disappear, electronics to cease malfunctioning, and heartbeat sounds to stop, but event sounds will continue playing for the duration.
Poltergeist
Polter-throw in action. Notice all the objects thrown at once.
- Ability: Polter-throw. Throws multiple items all at once.
- Strength: Throws items with more force.
- Weakness: Can’t use polter-throw with no items around.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Spirit box
- Ultraviolet
- Ghost writing
- Unique Attributes:
- Polter-throw drops the sanity of nearby players by 2% per item thrown.
- Gives a rapid 0-10 activity chart reading on a polter-throw.
- 100% chance every throw a nearby item as opposed to 50% chance during hunts.
Raiju
Electronics being disrupted during a ghost event shown by the EMF screen which flickers rapidly.
- Ability: Disrupts your equipment from 15m instead of 10m during hunts.
- Strength: Electronic items increase its movespeed when nearby.
- Weakness: Lack of electronic items.
- Hunting Sanity: 65% when near electronics; 50% with no electronics.
- Speed: 2.5m/s when near electronics; normal 1.7 when not.
- Continuously increases when looking at a player. This speed increase accumulates in the background if the Raiju is near electronics and will be applied after the Raiju is no longer near them.
- Evidence
- EMF 5
- Ghost orbs
- DOTs
- Unique Attributes:
- Throwing video cam or photo cam on the ground, not placed, will not trigger the Raiju’s abilities.
- Only electronic equipment you bring from the van counts as electronics towards the Raiju.
Map size | Small | Medium | Large |
Electronic range for Raiju | 6m | 8m | 10m |
Revenant
A manifestation ghost event.
- Ability: (Hunts only) Target lock - runs to a players last known location and then looks for them again. Slows down if it can’t locate them.
- Strength: Cannot outrun a Revenant.
- Weakness: Hiding from it.
- Hunting Sanity: 50%
- Speed: Fixed 3m/s while chasing a player; fixed 1m/s while searching for a player.
- Speed decays at 0.75m/s for ~2.7 seconds.
- Evidence
- Ghost orbs
- Ghost writing
- Freezing temperatures
- Unique Attributes:
- Equipment and speaking allows the ghost to track your last known location; turn flashlights and equipment you’re carrying off.
Shade
A Shade not manifesting when summoned from the summoning circle.
- Ability: None
- Strength: Hard to find, low activity.
- Weakness: 67% change of performing a ghost-mist ghost event rather than a manifestation. 67% chance to appear as a shadow during manifestations.
- Hunting Sanity: 35% average sanity.
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Ghost writing
- Freezing Temperatures
- Unique Attributes:
- Cannot do ghost events while at 100% sanity, slowly increasing until hunting sanity reaches 50% when ghost event occurrence becomes normal. The rate of ghost events increases by 2% for every 1% lost sanity.
- Cannot hunt from inside the ghost room if at least one person is in the ghost room.
- When summoned with the Summoning Circle, Music Box, or Monkey Paw, it has a chance to appear as a black shadow or to not manifest, becoming visible when the hunt begins.
Spirit
Using tier 3 smudges to cleanse a Spirit’s room.
- Ability: None
- Strength: None
- Weakness: Using smudge sticks doubles the interval between hunts. 180s (3 minutes) instead of 90s.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Spirit Box
- Ghost writing
- Unique Attributes: None.
Thaye
The circled mote of dust indicates Orbs.
- Ability: Age (see table)
Behavior | Initial age (stage 0) | Per age added | Maximum age (stage 10) |
Hunting Sanity | 75% | -6% | 15% |
Speed (m/s) | 2.75 | -0.175 | 1 |
Rate of interaction/events | 200% | -15% | 50% |
- Strength: Extremely active early (trying to get you to not be near it).
- Weakness: Being close to players (outside of hunts).
- Hunting Sanity: 75% at youngest age; 15% at oldest age.
- Speed: 2.7m/s at youngest age; 1m/s at oldest age (see the table under its ability).
- Does not increase while looking at a player.
- Evidence
- Ghost orbs
- Ghost writing
- DOTs
- Unique Attributes:
- Age system details: Every 1-2 minutes it will check if a player is near it. If yes, then it ages by 1 stage up to 10 times. If not, it sets a 30s timer to check again, repeating until it ages. Once it ages, it starts the cycle over with the 1-2 minute timer and repeats the process until it ages 10 times.
- It’s the only ghost whose age will change when checked with the Ouija board and spirit box.
- Has increased chances to give ghost writing and DOTs evidence.
The Mimic
Example of Orbs evidence, the mote of dust circled in red. Orbs will always be present in the case of a mimic.
- Ability: Can imitate any other ghost. It can even imitate itself or the player and in either of those cases it will have no special abilities. Imitates a ghost every 30 seconds - 2 minutes.
- Strength: Can use any ability of its imitated ghost.
- Weakness: Mimics the weaknesses of the ghost it’s currently copying.
- Hunting Sanity: 50% as the mimic, otherwise copies the threshold of its imitated ghost.
- Speed: 1.7m/s; unless transformed into another ghost type.
- Continuously increases when looking at a player; unless transformed into another ghost type with different rules.
- Evidence
- Spirit box
- Ultraviolet
- Freezing temperatures
- Unique Attributes:
- Cannot use Goryo DOTs.
- Imitating a Thaye makes the Mimic pick a random Thaye age between 0 and 10.
- Ghost orbs will always accompany The Mimic, regardless of what ghost it’s copying. Additionally, because the orbs are not considered an evidence piece for The Mimic, they will even be present in games where evidence is set to 0.
The Twins
Twinteraction slope (blue) next to a downward slope and a spike (yellow) which are commonly miss-identified as a twinteraction. Only the upward change in slope is unique to the twins. Downward changes in the same direction, or changes resulting in "spikes," can all be produced by other active ghosts.
- Ability: Twinteraction; the ghost touches something and immediately touches something else farther away.
- Strength: 50% chance to start a hunt from the main body or the decoy body
- Weakness: 2-for-1. The Twins is 1 ghost with 2 bodies, a main body and a decoy body.
- The main body has a small range of 3m; the decoy body has a large range of 16m.
- Hunting Sanity: 50%
- Speed: Main ghost 1.5m/s; decoy ghost 1.9m/s.
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Spirit box
- Freezing Temperatures
- Unique Attributes:
- On the activity chart, a twinteraction shows up as a 1 line spike with 2 different upward slopes traveling in the same direction. These are easy to mistake, refrence the photo for the distinguishing factor.
Wraith
Wraith disturbing the environment on top of salt, but salt remains undisturbed.
- Ability: Teleports to a random player producing EMF 2.
- Strength: Cannot step in salt.
- Weakness: Avoids salt.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- EMF 5
- Spirit box
- DOTs
- Unique Attributes:
- Cannot see through doors, go through walls, etc. during a hunt.
- Can start a hunt immediately after teleporting to a player, but only if hunt criteria are met. The act of teleporting itself doesn’t trigger a hunt.
Yokai
Manifestation of a ghost seen with the tier 3 NVG headcam after angering it by talking.
- Ability: Talking near a Yokai temporarily increases its hunt threshold to 80%.
- Strength: Speaking near a yokai increases its rate of activity.
- Weakness: During hunts a yokai has no line-of-sight. It can only find players by detecting their electronics (2.5m radius), or by hearing them.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Spirit box
- Ghost orbs
- DOTs
- Unique Attributes:
- Music box needs to be significantly closer to the Yokai than other ghosts to trigger the cursed hunt.
- Yokai cannot interpret ‘Text’ voice recognition setting as speech, but still gives the evidence for the spirit box.
Yurei
Double front door touch (bottom two readings) only possibly from a Yurei.
- Ability: Door slam. Rapidly closes a door (excluding locker and closet doors, but not tent doors).
- Strength: Randomly drops sanity by 15% if within 7.5 meters of the ghost.
- Weakness: Smudging prevents the ghost from roaming out of the ghost room for 90 seconds.
- Hunting Sanity: 50%
- Speed: Normal - 1.7m/s
- Continuously increases while looking at a player.
- Evidence
- Ghost orb
- Freezing temperatures
- DOTs
- Unique Attributes:
- More frequently interacts with doors, interacting with them very quickly.
- It’s the only ghost that can close/touch the front door without a ghost event or hunt.