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All 25 Ghosts in Demonology

Updated on October 21, 2026 (3 days ago)

Each Demonology match hides a ghost with three evidence types chosen from eight possibilities. Use your tools to identify the evidence, then watch how the ghost moves and hunts when the clues leave you uncertain. Evidence and behavior together help you decide which ghost you are facing.

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section

Core Ghosts

17 items

These ghosts use only the standard evidence types and make up most of the roster. They cover the classic identification cases: aggressive hunters like the Demon, deceptive ones like the Doppelganger that fake a Ghost Orb, and quiet ones like the Umbra that make no footstep sounds. None of them give Wither, so if you have not collected Wither, your answer is somewhere in this group.

Spirit

A baseline ghost with no special speed or hunting quirks, identified by its Inscription, Prints, and Spirit Box evidence.

evidence
Inscription, Prints, Spirit Box
hunt behavior
Behaves like a standard ghost with no movement or hunting bonuses
weakness
Has no unusual resistances, so normal hiding and looping work well
how to confirm it
Can turn lit candles blue, a small tell unique to it

Demon

An aggressive ghost that hunts far more often than others, leaving EMF Level 5, Freezing Temperatures, and Prints.

evidence
EMF Level 5, Freezing Temperatures, Prints
hunt behavior
Hunts frequently, so expect earlier and more repeated hunts
weakness
The Cross has a larger range against it and makes it float as it burns
how to confirm it
Unusually frequent hunts paired with its evidence set point to a Demon

Banshee

A glass-breaking ghost identified by Freezing Temperatures, Ghost Orb, and Prints, sometimes announced by a unique wail.

evidence
Freezing Temperatures, Ghost Orb, Prints
hunt behavior
Can break multiple windows and mirrors at once and may let out a unique wail at the start of a hunt
weakness
Standard hiding works; listen for its distinctive hunt scream
how to confirm it
A unique wail at hunt start, plus shattered glass, signals a Banshee

Entity

A teleporting ghost identified by Prints, Laser Projector, and Spirit Box, marked by smoke when it moves objects.

evidence
Prints, Laser Projector, Spirit Box
hunt behavior
Teleports between rooms and can teleport objects, shown by a smoke effect
weakness
Hard to track by location; rely on evidence rather than chasing it room to room
how to confirm it
Sudden teleports between rooms and smoke-marked object moves point to an Entity

Ghoul

A chat-triggered ghost identified by Freezing Temperatures, Ghost Orb, and Spirit Box that cannot disable electronics.

evidence
Freezing Temperatures, Ghost Orb, Spirit Box
hunt behavior
Excessive chat messages can trigger its hunt, and it cannot disable electronics
weakness
Keep chat use limited; its inability to cut electronics keeps your gear working during hunts
how to confirm it
Electronics staying on during a hunt, plus chat-triggered hunts, identify a Ghoul

Leviathan

A power-meddling ghost identified by Inscription, Prints, and Ghost Orb that flickers gear and kills lights.

evidence
Inscription, Prints, Ghost Orb
hunt behavior
Can flicker equipment and passively turns off lights
weakness
Expect unreliable gear and dark rooms; keep a light source handy
how to confirm it
Equipment flickering and lights going out on their own suggest a Leviathan

Nightmare

A light-fearing ghost identified by EMF Level 5, Ghost Orb, and Spirit Box that can fake sounds.

evidence
EMF Level 5, Ghost Orb, Spirit Box
hunt behavior
Can cause auditory hallucinations and is afraid of lit rooms
weakness
Keep lights on, since it avoids lit rooms
how to confirm it
Phantom sounds plus a clear preference for dark rooms point to a Nightmare

Oni

A fast hunter identified by Freezing Temperatures, Laser Projector, and Spirit Box that shows itself often.

evidence
Freezing Temperatures, Laser Projector, Spirit Box
hunt behavior
Extremely fast during hunts and more likely to start ghost events and appear
weakness
Looping is risky because of its hunt speed; favor closets and lockers
how to confirm it
Very fast hunts and frequent visible appearances identify an Oni

Phantom

A slow-blinking ghost identified by EMF Level 5, Prints, and Ghost Orb that speeds up while invisible.

evidence
EMF Level 5, Prints, Ghost Orb
hunt behavior
Blinks in and out more slowly but moves faster while invisible during hunts
weakness
Track its slow blink pattern, but be ready for fast movement when it vanishes
how to confirm it
Longer gaps between blinks during a hunt point to a Phantom

Ravager

An object-hurling ghost identified by EMF Level 5, Inscription, and Spirit Box whose abilities all leave EMF Level 5.

evidence
EMF Level 5, Inscription, Spirit Box
hunt behavior
Can throw multiple objects, may start a vortex while hunting, and every ability leaves EMF Level 5
weakness
Watch for thrown objects and the hunting vortex; keep distance from clutter
how to confirm it
Multiple objects thrown at once, with EMF Level 5 on every ability, identify a Ravager

Revenant

A relentless hunter identified by EMF Level 5, Freezing Temperatures, and Inscription that stops hunting after a kill.

evidence
EMF Level 5, Freezing Temperatures, Inscription
hunt behavior
Has a low hunting cooldown but stops hunting once it kills a player
weakness
Expect back-to-back hunts until it claims a victim, then a lull
how to confirm it
Rapid, repeated hunts that pause after a kill point to a Revenant

Shadow

A light-shy ghost identified by EMF Level 5, Inscription, and Laser Projector with smaller temperature swings.

evidence
EMF Level 5, Inscription, Laser Projector
hunt behavior
Produces lower temperature changes and is less active in lit rooms
weakness
Keep rooms lit to suppress its activity; freezing temps may be subtle
how to confirm it
Weaker cold readings plus reduced activity in lit rooms suggest a Shadow

Doppelganger

A deceptive mimic identified by Freezing Temperatures, Inscription, and Spirit Box that fakes a Ghost Orb.

evidence
Freezing Temperatures, Inscription, Spirit Box
hunt behavior
Fakes a Ghost Orb that is not real evidence and can mimic other ghosts' abilities
weakness
Do not trust a lone Ghost Orb here; confirm with its three true evidence types
how to confirm it
A Ghost Orb that does not fit the rest of the evidence is the Doppelganger's fake

Specter

A room-bound ghost identified by EMF Level 5, Freezing Temperatures, and Laser Projector that throws items often.

evidence
EMF Level 5, Freezing Temperatures, Laser Projector
hunt behavior
Throws items frequently and stays in its ghost room except while hunting
weakness
Its strong attachment to one room makes the ghost room easy to pin down
how to confirm it
Frequent thrown items and a ghost that never roams point to a Specter

Umbra

A silent stalker identified by Prints, Ghost Orb, and Laser Projector that slows down in lit rooms.

evidence
Prints, Ghost Orb, Laser Projector
hunt behavior
Makes no footstep sounds and moves slower in lit rooms
weakness
Keep lights on to slow it, and do not rely on footsteps to locate it
how to confirm it
A ghost you cannot hear walking, that slows under lights, is an Umbra

Wretch

A flame-shy ghost identified by Inscription, Ghost Orb, and Laser Projector that speeds up as energy drops.

evidence
Inscription, Ghost Orb, Laser Projector
hunt behavior
Less likely to hunt near lit flames and increases in speed as average energy decreases
weakness
Keep candles or a lantern lit to discourage hunts and watch your team's energy
how to confirm it
A ghost that avoids flames but speeds up as energy falls points to a Wretch

Wraith

An energy-draining ghost identified by EMF Level 5, Laser Projector, and Spirit Box that ignores salt.

evidence
EMF Level 5, Laser Projector, Spirit Box
hunt behavior
Drains player energy rapidly, roughly 0.2 to 0.4 percent per second, and does not disturb salt
weakness
Salt piles stay untouched, so use that as a confirming test
how to confirm it
Fast energy loss with undisturbed salt identifies a Wraith

section

Wither Ghosts

8 items

These eight ghosts all give Wither, the newest evidence type, as one of their three readings. Wither is the biggest source of identification mix-ups, so they are grouped on their own. If you confirm Wither, you only need to compare these eight, and the rest comes down to behavior, like the Aswang speeding up after each kill or The Wisp only hunting from its favorite room.

Aswang

A snowballing killer identified by EMF Level 5, Inscription, and Wither that gets faster with every kill.

evidence
EMF Level 5, Inscription, Wither
hunt behavior
Speed increases every time it kills, so it becomes more dangerous as a match goes on
weakness
Salt slows it down, making salt a key tool against it
how to confirm it
A ghost that visibly speeds up after each kill points to an Aswang

Dullahan

A headless hunter identified by Freezing Temperatures, Laser Projector, and Wither that appears headless in photos.

evidence
Freezing Temperatures, Laser Projector, Wither
hunt behavior
Increases in speed the longer a player stays in its line of sight
weakness
Break line of sight quickly to keep it from accelerating
how to confirm it
A headless figure in Photo Camera shots confirms a Dullahan

Dybbuk

A corpse-throwing ghost identified by Freezing Temperatures, Prints, and Wither that the music box stuns.

evidence
Freezing Temperatures, Prints, Wither
hunt behavior
Can throw corpses around the site as a hunting hazard
weakness
It is stunned the first time the music box is played, a useful counter
how to confirm it
Being stunned by the first music box play points to a Dybbuk

Keres

A low-energy hunter identified by Prints, Spirit Box, and Wither that slows down with each kill.

evidence
Prints, Spirit Box, Wither
hunt behavior
Speed decreases every time it kills and it targets the hunter with the least energy
weakness
Keep your energy topped up, since it chases whoever is lowest; in solo it targets you below 90 percent energy
how to confirm it
A ghost that locks onto your lowest-energy teammate identifies a Keres

Siren

A singing ghost identified by EMF Level 5, Spirit Box, and Wither that slows anyone in its line of sight.

evidence
EMF Level 5, Spirit Box, Wither
hunt behavior
Uses a female model and voice, slows anyone within line of sight, and can hum in the Spirit Box instead of answering
weakness
Avoid staying in its sightline during hunts to dodge the slow effect
how to confirm it
A humming Spirit Box response and a slowing effect on nearby players point to a Siren

The Wisp

A fire-walking ghost identified by Laser Projector, Ghost Orb, and Wither that only hunts from its favorite room.

evidence
Laser Projector, Ghost Orb, Wither
hunt behavior
Can walk through lines of fire, can light candles, and only starts a hunt when a player is in its favorite room
weakness
Stay out of its ghost room to deny it the ability to hunt
how to confirm it
A ghost that can only hunt while you are in its room confirms The Wisp

Vesper

A sound-driven ghost identified by Inscription, Prints, and Wither that hears through walls.

evidence
Inscription, Prints, Wither
hunt behavior
Relies solely on sound and can hear through walls
weakness
Stay quiet, crouch, and avoid sprinting near it to lower your noise
how to confirm it
A ghost that finds you through walls by sound points to a Vesper

Vex

A wall-phasing ghost identified by Freezing Temperatures, Ghost Orb, and Wither that hides from the LIDAR Scanner.

evidence
Freezing Temperatures, Ghost Orb, Wither
hunt behavior
Does not show up in LIDAR scans and can walk through walls
weakness
Looping is unreliable since it can phase through walls; favor closets and lockers
how to confirm it
A ghost that never appears on the LIDAR Scanner points to a Vex

How the three-evidence rule narrows the ghost

Every ghost gives exactly three of the eight evidence types, and no two ghosts share the same set of three. Once you have all three, only one ghost matches. The hard part is that single pieces of evidence overlap a lot, so finding one or two only shrinks the list. Behavior fills the gaps when evidence is slow to appear: hunt speed, how often it hunts, whether it makes footstep sounds, and small tells like a Spirit shading candles blue or a Dullahan showing up headless in a photo. Use evidence to cut the list down, then use behavior to confirm.

Two evidence labels changed names

Demonology now uses Prints and Inscription as the official names for two evidence types. Older guides and parts of the journal still call them "Handprints" and "Ghost Writing," but they mean the same readings. If you learned the game under the old names, just read Prints as the handprint check and Inscription as the writing-book check.

FAQ

Q.

How many ghosts are in Demonology?

There are 25 ghost types in the game, split into 17 Core Ghosts that use standard evidence and 8 Wither Ghosts whose evidence set includes Wither.

Q.

How do you identify a ghost in Demonology?

Each ghost gives three evidence types out of eight, and no two ghosts share the same three. Collect evidence to narrow the list, then watch the ghost's hunt speed and behavior to confirm which one it is when evidence overlaps.

Q.

What are the eight evidence types?

EMF Level 5, Prints, Spirit Box, Ghost Orb, Freezing Temperatures, Inscription, Laser Projector, and Wither. Prints was previously called Handprints and Inscription was previously called Ghost Writing.

Q.

What are Wither ghosts in Demonology?

Wither ghosts are the eight ghosts whose three evidence types include Wither, the newest evidence type. They are Aswang, Dullahan, Dybbuk, Keres, Siren, The Wisp, Vesper, and Vex. Confirming Wither means the answer is one of these eight.

Q.

Can two ghosts have the same evidence?

No two ghosts share the same set of three evidence types, so a full evidence set always points to one ghost. Watch out for the Doppelganger, which fakes a Ghost Orb that is not real evidence, so confirm with its three true types.

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