Phasmophobia Ghost Flashcards

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Questions and Answers

What happens when a Smudge Stick is used near a Spirit?

  • It increases ghost activity.
  • It cannot initiate a hunt for 180 seconds. (correct)
  • It becomes invisible.
  • The hunt duration is halved.

What will happen when a Wraith steps in a salt pile?

It will never leave UV-visible footprints.

A Wraith can teleport within 3 meters of a random player.

True (A)

What effect does a Phantom's photo have?

<p>The ghost is invisible in the photo. (B)</p> Signup and view all the answers

Being near a Phantom increases a player's sanity.

<p>False (B)</p> Signup and view all the answers

What ability does a Poltergeist have?

<p>Throw multiple items at once. (D)</p> Signup and view all the answers

What is a unique feature of a Banshee?

<p>It performs singing ghost events more frequently.</p> Signup and view all the answers

A Jinn can directly turn off a breaker.

<p>False (B)</p> Signup and view all the answers

How does a Mare typically interact with lights?

<p>Turns off lights more often. (B)</p> Signup and view all the answers

What is unique about the hunt sanity threshold for a Mare?

<p>It varies depending on room lighting.</p> Signup and view all the answers

A Revenant moves faster when not in line-of-sight of a player.

<p>True (A)</p> Signup and view all the answers

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Study Notes

Spirit

  • Using a Smudge Stick near the Spirit prevents hunts for 180 seconds, in contrast to the 90 seconds for most ghosts.

Wraith

  • Imprints in salt indicate that Wraiths do not leave UV-visible footprints, even while making footstep sounds.
  • Wraiths can teleport within 3 meters of a player, generating an EMF Level 2 reading or a 25% chance for an EMF Level 5 reading.

Phantom

  • Photos of the Phantom will not show the ghost, with no interference in the image.
  • Phantoms can choose a random player to teleport to, rather than roaming.
  • Proximity to a Phantom within 10 meters decreases player sanity by roughly 0.5% per second.
  • During a hunt, Phantoms flash into visibility every 1 to 2 seconds, making photography challenging.

Poltergeist

  • Poltergeists are more likely to throw objects compared to other ghosts.
  • They can throw multiple nearby items simultaneously, causing an EMF Level 2 reading with the thrown items generating an EMF Level 3.

Banshee

  • Banshees favor singing ghost events over other hauntings.
  • Unique shriek-like sounds may be detected with a Parabolic Microphone.
  • At the game's start, a random player is designated as the haunt target. The Banshee focuses only on this target during hunts, ignoring others.

Jinn

  • Jinns cannot turn off the breaker directly but can overload it through excessive light usage.
  • Their ability lowers player sanity by 25% within a 3-meter range and generates EMF readings at the fuse box.
  • During hunts, Jinns chase players at a speed of 2.5 m/s until they are 3 meters away, then switch to the standard ghost speed.

Mare

  • Mares usually interact more with light switches by turning them off rather than on.
  • They are more inclined to roam into unlit rooms.
  • Higher likelihood of performing light-shattering events, aiding in their hunting efficiency.
  • If a light is turned on near a Mare, it may turn off shortly after, depending on the circumstances.
  • Mares have modified hunt sanity thresholds based on room lighting: 60% if dark, 40% if lit.

Revenant

  • During hunts, Revenants move at 1 m/s if not chasing directly, but can accelerate to 3 m/s when they have line-of-sight with a player.

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