Gaming Guide

All Demonology Ghost Types and Evidence Explained

Every ghost in Demonology, the three evidence types each one leaves, and the trait that confirms its identity.

Every ghost in Demonology, the three evidence types each one leaves, and the trait that confirms its identity.

Demonology drops you into cursed locations where a single hidden ghost is the whole job. There are 25 ghost types, and each one leaves exactly three pieces of evidence plus a unique behavior you can watch for. The ghost is chosen at random every job, so no type is rarer or more common than another. Lock in the right one and you complete the investigation.

Quick answer: Find the ghost room with a Thermometer, place passive gear, then collect three evidence types. Match those three against the table below, confirm with the ghost’s signature trait, and lock in the answer in your Journal.

Ghost Types in Demonology

Evidence for every Demonology ghost type

Each ghost leaves a fixed set of three evidence types. Once you have all three, only one ghost can match. Use this as your master reference while investigating.

GhostEvidence 1Evidence 2Evidence 3
AswangEMF Level 5Ghost WritingWither
BansheeFreezing TemperaturesGhost OrbHandprints
DemonEMF Level 5Freezing TemperaturesHandprints
DullahanFreezing TemperaturesLaser ProjectorWither
DybbukFreezing TemperaturesHandprintsWither
EntityHandprintsLaser ProjectorSpirit Box
GhoulFreezing TemperaturesGhost OrbSpirit Box
KeresHandprintsSpirit BoxWither
LeviathanGhost WritingHandprintsGhost Orb
NightmareEMF Level 5Ghost OrbSpirit Box
OniFreezing TemperaturesLaser ProjectorSpirit Box
PhantomEMF Level 5HandprintsGhost Orb
RavagerEMF Level 5Ghost WritingSpirit Box
RevenantEMF Level 5Freezing TemperaturesGhost Writing
ShadowEMF Level 5Ghost WritingLaser Projector
SirenEMF Level 5Spirit BoxWither
SkinwalkerFreezing TemperaturesGhost WritingSpirit Box
SpecterEMF Level 5Freezing TemperaturesLaser Projector
SpiritGhost WritingHandprintsSpirit Box
The WispLaser ProjectorGhost OrbWither
UmbraHandprintsGhost OrbLaser Projector
VesperGhost WritingHandprintsWither
VexFreezing TemperaturesGhost OrbWither
WendigoGhost WritingGhost OrbLaser Projector
WraithEMF Level 5Laser ProjectorSpirit Box

Ghosts with movement speed differences

Every ghost walks at 75% of a sprinting player’s speed unless its trait says otherwise. Only six ghosts break that rule, and their speed changes are some of the fastest tells in the game.

Aswang

Every unique kill makes the Aswang 20% faster, so it gets deadlier the longer a job runs. It does not gain speed from killing a revived player it has already killed. Lay down Salt to slow it whenever it walks through the line.

Illustration

Dullahan

The Dullahan speeds up the longer it keeps a player in its line of sight. It also appears headless in photos, so bring a Photo Camera to confirm it. Break its sightline by ducking around doors or into cabinets, and the Chariot perk helps you outrun it.

Ghost Types in Demonology

Keres

Keres targets the player with the least energy and ignores anyone with a full bar. In solo, it hunts once your energy drops below 90%, so keep it topped up. Unlike most fast ghosts, Keres loses 10% speed with every unique kill.

Ghost Types in Demonology

Oni

The Oni is extremely fast during hunts, matching a sprinting player. It is also more likely to start ghost events and show its appearance. If the ghost keeps manifesting in front of you, an Oni is the likely culprit.

Illustration

Phantom

The Phantom blinks in and out more slowly while visible, but moves faster while invisible during a hunt. Watching its rhythm closely during a hunt is the clearest way to spot it.

Wendigo

The Wendigo gets faster as the average energy of all players drops. It is less likely to start a hunt near lit flames, so light Candles or carry a Lantern to suppress it.


Aggressive ghosts that hunt often

Demon

The Demon hunts more than any other ghost. It can begin a hunt as soon as the energy bar drops to 85%, and starts another the moment its cooldown ends. A Cross has a larger area of effect against it, and the Cross burns and floats once it stops a hunt from starting.

Illustration

Revenant

The Revenant has a low hunt cooldown, so its hunts come around quickly. The trade-off is that a hunt ends immediately once it kills a player. If a hunt stops the moment someone dies, it is a Revenant.

Ghoul

Excessive chat messages can trigger a Ghoul hunt. It cannot disable electronics, so if your Spirit Box or flashlight keeps working during a hunt, you are dealing with a Ghoul.

Illustration

Wraith

A Wraith drains player energy fast, roughly 0.2% to 0.4% per second, which makes its hunts start sooner. It does not disturb salt, so a clean salt line points straight to it. If your energy empties unusually quickly, expect a Wraith and keep salt ready.


Light-sensitive and stealth ghosts

Shadow

The Shadow is quieter in lit rooms and less likely to perform activity there. It also lowers temperature very slowly, dropping by tiny decimals, so be patient with the Thermometer. It can still start a hunt while inside a lit room.

Nightmare

The Nightmare causes auditory hallucinations, so you may hear thrown objects or breaking windows that are not real. It is afraid of brightly lit rooms, so keeping lights on reduces its activity. Avoid dark rooms when you suspect a Nightmare, since it can hunt and kill quickly there.

Ghost Types in Demonology

Umbra

The Umbra makes no footstep sounds, even during a hunt, which makes it hard to track by ear. It moves slower in well-lit rooms, so flip on the lights whenever you enter a space.

The Wisp

The Wisp can walk through lines of fire, including Holy Oil trails, and can light candles. It can only start a hunt when a player is inside its favorite room, which makes its hunting behavior predictable once you find that room.

Vex

The Vex does not show up in LIDAR scans and can pass through walls, which makes it tricky to track with equipment. It cannot move through furniture, only walls, so use that limit to predict its path.

Vesper

The Vesper is blind and relies entirely on sound, even hearing through walls. Stay silent and avoid unnecessary noise, and it will struggle to find you.


Ghosts that move and throw objects

Entity

The Entity teleports between rooms and can teleport objects, leaving a smoke effect behind. If items keep appearing in odd places around the job site, an Entity is to blame.

Ghost Types in Demonology

Dybbuk

The Dybbuk can throw the corpses of dead players around the map. It is stunned for three seconds when you play the Music Box near it. A ghost interacting with dead bodies is a strong sign of a Dybbuk.

Illustration

Ravager

The Ravager throws multiple objects and can spawn a vortex during a hunt that pulls nearby items in. Every one of its abilities leaves EMF Level 5, which makes confirmation fast once it gets active.

Specter

The Specter throws items frequently and is most active during the evidence-gathering phase. It does not roam and stays in its ghost room until a hunt begins. Use a Laser Projector to check for roaming, and a ghost that stays put points to a Specter.

Leviathan

The Leviathan flickers equipment and turns lights off passively, outside of hunts. It is also one of the most common ghosts to throw items. Constant electrical disturbances point to a Leviathan.

Illustration

Sound, fire, and disguise ghosts

Banshee

The Banshee can break several windows or mirrors at once and breaks glass more often than other ghosts. It sometimes lets out a unique wail at the start of its hunt, which is an early tell. Still gather full evidence, since a Skinwalker can copy that wail.

Ghost Types in Demonology

Siren

The Siren uses a female ghost model and answers the Spirit Box with a female voice. It can hum instead of giving a real answer, and it slows anyone caught in its line of sight during a hunt. Keep out of its direct gaze.

Spirit

The Spirit changes the flame color of lit candles, turning them blue, which negates the candle’s reduction of passive energy drain. The color sticks for the whole job, even after a candle is blown out and relit. Bring a Lighter so you have candles to test.

Skinwalker

The Skinwalker fakes Ghost Orb evidence and mimics the abilities of other ghosts, which makes it the hardest type to pin down. Always collect every piece of evidence before locking it in. These are the abilities it can copy:

Copied abilityOriginal ghost
Wails when the hunt startsBanshee
Low hunt cooldownDemon
Interacts with a dead player’s corpseDybbuk
Teleports itself and objectsEntity
Disables electronics outside a huntLeviathan
Auditory hallucinationsNightmare
Blinks slower during huntsPhantom
Throws multiple objects in sequenceRavager
Hums into the Spirit BoxSiren
Alters flame colorSpirit
Walks through fire and lights candlesThe Wisp
Silent footstepsUmbra
Passes through wallsVex

How to identify a ghost type fast

Locate the ghost room first using a Thermometer. The colder room narrows your search before you set up any other gear.
Place passive equipment in that room, such as the Spirit Book, Video Camera, and Laser Projector. These collect evidence on their own while you move around.
Work the active gear, including the EMF Reader, Blacklight, and Spirit Box, to fill in the remaining evidence. Watch for the ghost’s unique trait at the same time.
Once you have three evidence types, match them against the evidence table and confirm with the signature behavior. Lock the ghost in your Journal to complete the job.

The Journal updates to mark your selection once you commit it, which is your confirmation that the ghost has been identified. If two ghosts share two evidence types, the third piece of evidence or the unique trait is what separates them, so never lock in before you have all three.