„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.”
—The Journal
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.
Contents
- 1 Behaviour
- 1.1 Activity
- 1.2 Ability
- 1.3 Miscellaneous
- 2 Strengths and weaknesses
- 3 Evidence
- 4 Strategies
- 4.1 Identification
- 4.1.1 Salt test
- 4.1.2 Teleportation
- 4.2 Hunt
- 4.3 Other
- 4.1 Identification
- 5 History
Behaviour[]
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).
Strengths and weaknesses[]
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.
Evidence[]
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.
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.
Other[]
As Wraiths leave no ultraviolet evidence and does not disturb salt at all, it may be harder to obtain photo rewards with one. Try placing props around the ghost's general location for interaction photos, or utilize a Ouija Board if one spawns. One can also use a Firelight to get interactions.
History[]
Early Access Alpha | |
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18 March 2020 | Wraiths now require Freezing Temperatures instead of Dirty Water as one of its evidences. |
22 March 2020 | Wraiths no longer leave footsteps when hunting. |
23 March 2020 | Wraiths will now emit footstep noises when hunting, but not footprints. |
25 March 2020 | Wraiths can now leave footprints by stepping on a salt pile. |
Early Access (Steam) | |
22 September 2020 | Wraiths no longer interact with salt piles during hunts. |
22 September 2020 (Part 2) | Wraiths no longer leave footprints after stepping on a salt pile. They instead have a higher activity limit. |
0.3.0 | Prior to 0.3.0, the evidence was Spirit Box, Fingerprints, and Freezing Temperatures. |
0.8.0 | Wraiths no longer step in salt altogether |
Ghosts |
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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 |