Podcast
Questions and Answers
What happens when a Smudge Stick is used near a Spirit?
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?
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.
A Wraith can teleport within 3 meters of a random player.
True (A)
What effect does a Phantom's photo have?
What effect does a Phantom's photo have?
Being near a Phantom increases a player's sanity.
Being near a Phantom increases a player's sanity.
What ability does a Poltergeist have?
What ability does a Poltergeist have?
What is a unique feature of a Banshee?
What is a unique feature of a Banshee?
A Jinn can directly turn off a breaker.
A Jinn can directly turn off a breaker.
How does a Mare typically interact with lights?
How does a Mare typically interact with lights?
What is unique about the hunt sanity threshold for a Mare?
What is unique about the hunt sanity threshold for a Mare?
A Revenant moves faster when not in line-of-sight of a player.
A Revenant moves faster when not in line-of-sight of a player.
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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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