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?
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
What effect does a Phantom's photo have?
What effect does a Phantom's photo have?
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Being near a Phantom increases a player's sanity.
Being near a Phantom increases a player's sanity.
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What ability does a Poltergeist have?
What ability does a Poltergeist have?
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What is a unique feature of a Banshee?
What is a unique feature of a Banshee?
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A Jinn can directly turn off a breaker.
A Jinn can directly turn off a breaker.
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How does a Mare typically interact with lights?
How does a Mare typically interact with lights?
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What is unique about the hunt sanity threshold for a Mare?
What is unique about the hunt sanity threshold for a Mare?
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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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Description
Test your knowledge of ghost types in Phasmophobia with these flashcards. Learn the specific abilities and effects of various ghosts such as Spirit and Wraith. Perfect for players looking to enhance their gameplay strategies.