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 | |
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EMF Level 5 | ||||||||||||||||||||||||
Ghost Writing | ||||||||||||||||||||||||
Spirit Box | ||||||||||||||||||||||||
D.O.T.S. Projector | ||||||||||||||||||||||||
Ghost Orbs | ||||||||||||||||||||||||
Ultraviolet | ||||||||||||||||||||||||
Freezing Temperature | ||||||||||||||||||||||||
Secondary Evidence | ||||||||||||||||||||||||
Hunt related | ||||||||||||||||||||||||
Targets and hunts one player until killed (If the player is not in the building, it does a regular hunt) | ||||||||||||||||||||||||
Only checks their targets sanity % for initiating a hunt in multiplayer | ||||||||||||||||||||||||
Can initiate a hunt at an average sanity of 70% | ||||||||||||||||||||||||
Insta-hunt: Low chance to start a hunt regardless the average sanity | ||||||||||||||||||||||||
Can only initiate a hunt at an average sanity below 40% | ||||||||||||||||||||||||
During hunt, targets the closest player (not line of sight but really the closest player) | ||||||||||||||||||||||||
During hunt, moves very rapidly to its target (2.7 m/s) ignoring wherever the player hides. Approx. 4m before its target it becomes super slow | ||||||||||||||||||||||||
Walking speed is affected by room temperature when hunting: 1.4 m/s= 15°C+ | 1.75 m/s= 12°C | 2.1 m/s= 9°C | 2.3 m/s= 6°C | 2.5 m/s= 3°C | 2.7 m/s= 0°C | ||||||||||||||||||||||||
Shows their breath on the ghost model in any room during hunts if the breaker is off | ||||||||||||||||||||||||
During a hunt it travels faster (2.1m/s) when chasing a target until a distance of 10m | ||||||||||||||||||||||||
Can hunt at 60% avg sanity when lights in the room are turned off, not affected by candles, torches or other equipment | ||||||||||||||||||||||||
When smudged during a hunt it wanders for around 12s | ||||||||||||||||||||||||
During a hunt all hunting sounds can only be heard when 10m or closer | ||||||||||||||||||||||||
During a hunt it has a 6.66% chance each time it flickers to shapeshift into a different ghost form and back. Shapeshift is guaranteed to happen at least once per hunt | ||||||||||||||||||||||||
Can be seen for longer periods of time when flickering during hunts | ||||||||||||||||||||||||
Can initiate a hunt when 3 flames are blown out regardless of average sanity | ||||||||||||||||||||||||
Flames act as crucifixes. Blown out when successfuly prevented a hunt. | ||||||||||||||||||||||||
Blinks slower during hunts (1s to 2s instead of 0.3s to 1s) | ||||||||||||||||||||||||
While hunting, guaranteed to throw an object in range every 0.5 seconds | ||||||||||||||||||||||||
While hunting it has an increased movement speed when it touches electronic equipment. It doesn't matter if the equipment lies on the floor or held by a player. Abilities only affected by player equipment and not location electrics like TVs or lights. Head mounted cameras, motion sensors and sound sensors do not count towards the speed boost | ||||||||||||||||||||||||
Can initiate a hunt at an average sanity of 65% if there is electrical equipment nearby | ||||||||||||||||||||||||
Very fast when chasing a player during a hunt (2x normal speed) Very slow when not chasing anyone during a hunt (1/2 of normal speed). When it loses line of sight during a hunt it keeps their increased speed until reaching the targets last known position. Their speed will decrease gradually over 2.7 seconds | ||||||||||||||||||||||||
Can only initiate a hunt at an average sanity of 35% | ||||||||||||||||||||||||
Lower chance of initiating a hunt when more than 1 players are in the same room | ||||||||||||||||||||||||
Can initiate a hunt at an average sanity of 70% but decreases with age At its oldest age it only can initiate a hunt at an average sanity below 15% Ages over time while a player is either in the same room as the ghost or in the ghost room | ||||||||||||||||||||||||
Cannot switch picked ghost during a hunt | ||||||||||||||||||||||||
Either Twin can initiate a Hunt but not simultaneously. During hunts the main twin is slower (by 10%) and the decoy is faster (by 10%) | ||||||||||||||||||||||||
Crucifix only checks for main twin regardless of which will hunt | ||||||||||||||||||||||||
Can teleport to a random player (while not hunting) which will do EMF lvl 2 or 5 and trigger ghost event | ||||||||||||||||||||||||
Can initiate an early hunt at an average sanity of 80% if players are talking nearby | ||||||||||||||||||||||||
During a hunt it only can hear sounds in a radius of 2m | ||||||||||||||||||||||||
Ghost event drops sanity by 0.4% per second instead of 0.2% This also applies when a player is within 10m during a hunt | ||||||||||||||||||||||||
Breaker related | ||||||||||||||||||||||||
Has double the chance to turn off the breaker | ||||||||||||||||||||||||
Can no longer turn on the breaker, as this would stop them accelerating | ||||||||||||||||||||||||
Cannot use any abilities when the breaker is turned off | ||||||||||||||||||||||||
Ability: Can lower the sanity of all players by 25%, when within a 3m radius or in the same room as the ghost. When using their ability, Jinns will leave EMF at the breaker rather than where they currently stood | ||||||||||||||||||||||||
Cannot turn off the breaker directly. (Unless by turning on too many lights) | ||||||||||||||||||||||||
Light related | ||||||||||||||||||||||||
Tiny chance to turn off a light immediately after it was turned on by a player | ||||||||||||||||||||||||
Cannot turn on lights | ||||||||||||||||||||||||
More likely to roam to adjacent dark rooms when the lights in the current room are on | ||||||||||||||||||||||||
More likely to turn off lights the doing other ghost interactions | ||||||||||||||||||||||||
Prefers light events (red light & shattering) over other ghost events | ||||||||||||||||||||||||
Reduced chance of 75% to leave fingerprints. Fingerprints have a 50% chance to disappear earlier (60s) than of other ghosts (120s) Low chance to leave fingerprints with 6 fingers Double fingerprints on light switches, and 5 finger on prison doors and keyboards Always gives the Fingerprints evidence on nightmare difficulty. | ||||||||||||||||||||||||
Hunting affects light flicker for a longer range than other ghosts (15 m instead of 10 m) | ||||||||||||||||||||||||
other | ||||||||||||||||||||||||
Will often wander toward their target when roaming | ||||||||||||||||||||||||
Singing ghost events drains an extra 5% sanity on the Banshee's target | ||||||||||||||||||||||||
Prefers singing ghost events over other events | ||||||||||||||||||||||||
Can sometimes be heard wailing with a parabolic microphone | ||||||||||||||||||||||||
Using cursed objects lowers sanity less than by other ghosts | ||||||||||||||||||||||||
The Crucifixes effective radius is 5m instead of 3m | ||||||||||||||||||||||||
Lose less sanity (80% of original loss) by answering to the Ouija board | ||||||||||||||||||||||||
Unique Spirit Box interaction: Heavy breathing. You must stand on the exact position of the ghost | ||||||||||||||||||||||||
D.O.T.S. only visible through a video cam and no players in the room | ||||||||||||||||||||||||
D.O.T.S. evidence are guaranteed on nightmare difficulty | ||||||||||||||||||||||||
Cannot change favorite room or roam long distances | ||||||||||||||||||||||||
Curses any player whom it responds over the Spirit Box. Cursed players constantly lose sanity over time (0.3%/s) When leaving the house, the sanity drain stops until entering again A curse can only be lifted by taking sanity pills Players can be cursed again after cured | ||||||||||||||||||||||||
Walking speed is affected by average team sanity. 1.4 m/s sanity <= 45% | 1.7 m/s sanity <= 30% | 1.8 m/s sanity <= 23% | 1.95 m/s sanity <= 13% | 2.1 m/s sanity = 0% | ||||||||||||||||||||||||
More sounds on the parabolic mic | ||||||||||||||||||||||||
More ghost activity and events when there are more people are nearby | ||||||||||||||||||||||||
Does not do the Ghost Mistball event | ||||||||||||||||||||||||
Drains double the sanity of a normal ghost during ghost events | ||||||||||||||||||||||||
Everytime a player is killed will increase frequency to blow out flames | ||||||||||||||||||||||||
Looking at the ghost drops sanity by 0.4% each second instead of 0.2% | ||||||||||||||||||||||||
During ghost events, taking a photo makes the ghost temporarily disappear | ||||||||||||||||||||||||
During gameplay, can walk to a random player anywhere on the map and trigger a ghost event | ||||||||||||||||||||||||
Chance to throw objects with more force so they fly further (2 - 6 power, instead of 1 - 3 power) | ||||||||||||||||||||||||
Only ghost that can throw multiple objects at once | ||||||||||||||||||||||||
Every thrown object makes players lose 2% sanity instead of 1% | ||||||||||||||||||||||||
Very inactive in rooms without items | ||||||||||||||||||||||||
Less chance of ghost activity and ghost events when more than 1 player is nearby | ||||||||||||||||||||||||
For every 1% of average sanity lost, ghost event chance is increased by 2% (capped at 100%) | ||||||||||||||||||||||||
Smudge sticks stop attacks for 3 min instead of 1.5 | ||||||||||||||||||||||||
Becomes less active and slower the older it gets | ||||||||||||||||||||||||
Picks another ghost type to imitate and changes it occasionally | ||||||||||||||||||||||||
Copies almost all abilities and behaviour of the picked ghost | ||||||||||||||||||||||||
Has ghost orbs as 4th evidence which are always present, regardless of which ghost being imitated | ||||||||||||||||||||||||
Main twin primary stays in the ghost room, makes freezing and spirit box. Secondary twin wanders around interacting with the environment. Secondary twin cannot interact with motion sensors, spirit box or make freezing. | ||||||||||||||||||||||||
Cannot step into salt and will never leave footprints | ||||||||||||||||||||||||
Smudging will make it to stay in the room for 1.5 min | ||||||||||||||||||||||||
Can close doors randomly without doing a ghost event | ||||||||||||||||||||||||
Cannot use their ability when there is no door in its current room |