2. Wraith

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Evidence

• EMF Level 5

• Spirit Box

• D.O.T.S Projector

The Wraith is a type of ghost in Phasmophobia. Wraiths are best known for their purported ability to "fly" and "walk through walls", actually referencing to them not stepping on a salt pile and their ability to teleport to players randomly. Wraiths are one of the most dangerous ghosts you will find. It is also the only known ghost that has the ability of flight and has sometimes been known to travel through walls.

These are the strengths and weaknesses as listed in the journal:

Strength: Wraiths almost never touch the ground, meaning it can't be tracked by footsteps.

Weakness: Wraiths are afraid of Salt and will actively avoid it.

Activity

The Wraith will never step in a salt pile, and therefore will never disturb them. This includes Tier III Salt during hunts, rendering it ineffective against one.

Ability

When the Wraith is not hunting, it has a chance to teleport within 3 metres of a random player, generating an EMF Level 2 reading at the location where it teleported to, with a 25% chance for this to be an EMF Level 5 reading instead. The Wraith will resume normal behaviour after teleporting.

Miscellaneous

Wraiths cannot and do not:

• Float off the ground, whether during hunts or manifestations. A Wraith cannot be identified by looking at its ghost model

• See through physical objects such as walls and doors

• Walk quietly; Wraiths will emit footstep noises at the same volume as most other ghosts

• Walk through walls, even during hunts; they can only walk through doors (which all other ghosts are also able to do).

Hunt

Although the Wraith teleporting does not by itself trigger a chance to hunt, it could possibly hunt from the location it teleported to if it meets normal hunt requirements. This makes being almost anywhere within the investigation area dangerous once average sanity is low enough; avoid being caught off guard by the Wraith starting a hunt nearby.

Strategies

Identification
• Salt test

The Wraith will never step in or disturb a salt pile. If you've had undisturbed salt in the ghost's room for a prolonged period of time, then it could be a Wraith. This can be used to identify a Wraith deterministically: either during a fake hunt ghost event or during a real hunt, place salt in front of where the ghost is about to step. If it does not disturb the salt pile despite passing directly through it, then it is a Wraith.

Placing salt in the center of the Summoning Circle and then summoning the ghost is a good way to spot a Wraith.

Alternatively, one could place a line of salt across a tight access route where the ghost is highly likely to pass through (e.g. a doorway for/in the ghost's room), then place a motion sensor or two on the doorway. If the ghost passes through the motion sensor(s) but never steps in the salt, then it is likely a Wraith. Note that the salt should be tightly packed enough (but not wasteful) such that a ghost that passes through is otherwise virtually guaranteed to step on the salt. Tier II or tier III salt makes this work easier since they are placed in a long pile.

Teleportation

The Wraith's teleporting behaviour may give rise to otherwise odd behaviour, such as:

• Interactions happening far away from the favourite room and near where a player currently is (or recently was)

• Seemingly random EMF level 2 or 5 readings which could not have been caused by any interaction, especially far away from the favourite room

The Banshee and Phantom can also roam/walk (but not teleport) to a player, while The Twins can interact with objects far away, and of these other culprits only the Phantom can create these apparently random EMF readings when moving to a player. Meanwhile, having the roaming frequency setting on Medium or High may induce similar behaviour. If desired, one could use motion sensors to see where the ghost actually is (moving) when it performs such an interaction.

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