The journal
StrengthWraiths almost never touch the ground, meaning it can't be tracked by footsteps.
WeaknessWraiths are afraid of Salt and will actively avoid it.
How it hunts
Hunt sanity threshold
- Always: 50%
Standard: 50% average sanity.
Speed
1.7 m/s, the same as most ghosts.
Speeds up with line of sight, up to 2.8 m/s over 13 s.
All its footsteps- Tier III Salt doesn’t slow it down, because it doesn’t step in it.
How it behaves
- It never steps in or disturbs Salt (it doesn’t go around it either: it just passes over without touching it).
- Its ability: it teleports to a random player and leaves an EMF Level 2 reading at foot level (1 time in 3, EMF Level 5).
- Myths: it doesn’t float, it doesn’t walk through walls, it doesn’t see through them, and its footsteps sound like any other ghost’s.
How to test it
Salt in its path
ConclusiveHow: Place Salt right where it’s about to walk (in D.O.T.S, during a fake hunt ghost event or during a hunt).
Result: If it walks over it and doesn’t disturb it, it’s a Wraith (or an enraged Gallu).
EMF out of nowhere
StrongHow: Watch for EMF readings far from its room, near a player.
Result: EMF Level 5 with no interaction, or EMF Level 2 at foot level, points to a Wraith.
What rules it out
- Stepping in Salt.
Often confused with
GalluAn enraged Gallu doesn’t disturb Salt either; they share EMF Level 5 and Spirit Box. The Gallu does step in Salt in its normal state: place Salt before using a Crucifix or Incense.See its page
PhantomBoth show up next to a player and leave EMF. The Phantom leaves EMF Level 2 at head level, never EMF Level 5.See its page
BansheeBoth make their way to a player. The Banshee walks there and doesn’t leave EMF.See its page
How to survive
- It can hunt from wherever it teleported to: at low sanity, nowhere is safe.
More facts
Myth
Wraith myths: it doesn’t float, it doesn’t walk through walls, it doesn’t see through them, and its footsteps sound like any other ghost’s. And it doesn’t “avoid” Salt like the journal says: it passes over it without touching it.
Trivia
Trick: place Salt in the center of the Summoning Circle and then summon the ghost. If it passes through without disturbing it, it’s a Wraith.
In depth
Based on the article “Wraith” on the Phasmophobia Wiki on Fandom (version of March 30, 2026, authors), under the CC BY-SA 3.0 license. Rewritten and adapted by Phasmopedia.
Activity
It never steps in Salt, so it never disturbs it. That includes Tier III Salt during hunts, which is useless against it.
Ability: teleport
Outside of hunts it can teleport to a random player. Where it appears, it leaves an EMF Level 2 reading at that player’s foot level, or an EMF Level 5 reading 33% of the time. Then it goes back to its normal behavior.
What the Wraith does NOT do
Despite what the journal says, the Wraith:
- Doesn’t float: not during hunts and not during manifestations. You can’t identify it by looking at its ghost model.
- Doesn’t see through walls or doors.
- Doesn’t walk quietly: its footsteps sound the same as most ghosts’.
- Doesn’t walk through walls, not even while hunting. It only walks through doors, like every ghost.
- Doesn’t avoid Salt on purpose: it doesn’t go around the piles, it simply ignores them.
How to identify it
Salt test.
- If Salt has sat undisturbed in its room for a long time, it could be a Wraith.
- To confirm it: during a fake hunt ghost event, when it appears in D.O.T.S or during a real hunt, place Salt right where it’s about to step. If it passes over it without disturbing it, it’s a Wraith. Careful: an enraged Gallu can also pass over Salt without disturbing it.
- Placing Salt in the center of the Summoning Circle and then summoning the ghost is a good way to spot it.
- Another option: place a line of Salt across a narrow passage it will almost certainly go through (for example, the doorway to its room) and one or two Motion Sensors on that doorway. If it sets off the sensors but never steps in the Salt, it’s probably a Wraith. The Salt has to cover the passage well (without wasting it). Tier II or III Salt makes this easier because it forms a long pile.
Teleport. It can cause some odd things:
- Interactions far from its favorite room, near where a player is (or recently was).
- EMF Level 2 or 5 readings that don’t come from any interaction, especially far from its room.
The Banshee and the Phantom also walk (without teleporting) to a player, and the Twins interact with faraway things. Of those, only the Phantom leaves these EMF readings when it approaches someone, but never Level 5 (it doesn’t have that evidence) and always at head level. A random EMF Level 5, or a random EMF Level 2 at floor level, almost certainly points to the Wraith. Having the Roaming frequency option on Medium or High can cause something similar. If you want, use Motion Sensors to see where the ghost really is when this happens.
Hunt
Teleporting doesn’t give it an extra chance to hunt, but if it meets the normal requirements it can start the hunt from where it appeared. With low average sanity, being almost anywhere in the investigation area is dangerous: don’t let a hunt that starts right next to you catch you off guard.
Change history
| Version | Change |
|---|---|
| Alpha, 18 March 2020 | Requires Freezing Temperatures as evidence instead of Dirty Water. |
| Alpha, 22 March 2020 | No longer leaves footsteps during hunts. |
| Alpha, 23 March 2020 | Its footsteps can be heard again when hunting, but it doesn’t leave footprints. |
| Alpha, 25 March 2020 | Can leave footprints by stepping in a pile of Salt. |
| 22 September 2020 | No longer interacts with Salt during hunts. Later, no longer leaves footprints after stepping in Salt; in exchange, it has a higher activity limit. |
| 0.3.0 | Before this version, its evidence was Spirit Box, Fingerprints and Freezing Temperatures. |
| 0.8.0 | No longer steps in Salt at any time. |
Source: phasmophobia.fandom.com/wiki/Wraith. Verified for game version v0.19.0.2 (September 26, 2026).
