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Definition of wraith
Did you know.
If you see your own double, you're in trouble, at least if you believe old superstitions. The belief that a ghostly twin's appearance portends death is one common to many cultures. In German folklore, such an apparition is called a Doppelgänger (literally, "double goer"); in Scottish lore, they are wraiths . The exact origin of the word wraith is misty, however, and etymologists can only trace it back to the early 16th century—in particular to a 1513 translation of Virgil's Aeneid by Gavin Douglas (the Scotsman used wraith to name apparitions of both the dead and the living). In current English, wraith has taken on additional, less spooky, meanings; it now often suggests a shadowy—but not necessarily scary—lack of substance.
- familiar spirit
- hant [ dialect ]
- haunt [ chiefly dialect ]
Examples of wraith in a Sentence
These examples are programmatically compiled from various online sources to illustrate current usage of the word 'wraith.' Any opinions expressed in the examples do not represent those of Merriam-Webster or its editors. Send us feedback about these examples.
1513, in the meaning defined at sense 1a
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Cite this Entry
“Wraith.” Merriam-Webster.com Dictionary , Merriam-Webster, https://www.merriam-webster.com/dictionary/wraith. Accessed 26 Oct. 2023.
Kids definition of wraith, more from merriam-webster on wraith.
Nglish: Translation of wraith for Spanish Speakers
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In the shadows of the night a creature emerges. The temperature drops, the atmosphere darkens, and an eerie chill descends over the land. Suddenly, you are overwhelmed with despair and hatred. Be on your guard – a wraith is nearby.
What is a Wraith
Little is known about wraiths other than their power and despair. These creatures are a type of Scottish ghost that had a history in black magic and sorcery during its lifetime.
Wraiths are said to be creatures that are created when something goes wrong in spellcasting. This is most often the result of a witch or wizard who tried – unsuccessfully – to extend the years of their lifespan or tried to manipulate time in some other form. The result is tragic. In some capacity they get their wish – they are now immortal beings with incredible power. The price they pay however, is extremely high. Their souls are taken away and they are condemned to never reach the spirit realm. This is a terrible fate considering that the spirit realm is often thought to be something similar to Heaven in most cultures and is at the very least considered to be an afterlife. Wraiths are denied this privilege and are forced to wander between dimensions for eternity.
Wraiths are soulless creatures and only feel devastating emotions like hatred and despair. They are a type of ghost, but can also be considered to be a type of demon. Though there are instances that wraiths can be considered ‘good’ (a specific kind of wraith known as a voror), most wraiths are inherently evil.
There are thought to be several kinds of wraiths. Most wraiths are evil creatures that seek to steal the souls of others. With a single touch, the wraith is able to drain the life out of a person and steal their soul. Whenever they steal the soul of a person, the victim is cursed to wander with them for eternity – unless of course the wraith is killed.
Can A Wraith Be Overpowered or Killed?
Wraiths are very powerful creatures and are, therefore, an extremely difficult foe to overcome. They can only be defeated by a holy presence or weapon. Being pure evil, they are not able to withstand holiness of any kind and will either be forced to retreat or destroyed by the opposing force.
It is important, however, that a wraith be killed if attacked. If a wraith is able to escape, it may become furious that it was attacked and will release its rage on the world. A wraith’s anger is so powerful that it emitted in waves of energy from the creature and can steal the will to live from entire villages. When the villages are no longer able to withstand the depression brought onto their lives by the wraith, the creature will take their souls and continue on its aimless journey.
Types of Wraiths
Lore tells us that there are several types of wraiths. The most common kind of wraith has been described above and has an extreme rage that motivates its actions. Some variations of this first type of wraith are incredibly intelligent and capable of holding grudges into their undead state. They will target an individual that they perceive has wronged them until they have captured their soul and can force them to wander outside of the spirit world for eternity.
A second kind of wraith is described as being a parasitic kind of ghost-demon. These creatures are demons that inhabit any type of empty space until they find a human to meld with. However, unlike most creatures who possess, these wraiths do not make their presence known to the victim. It is unlikely that the affected person will ever know that they have been possessed by this demon. This type of wraith is also not believed to hold any sort of magical powers of its own. While it does have more power than a human, it will not exercise these powers over the will of the human, making it very unlikely that the powers will ever be discovered. There are, however, a few cases in which humans develop demonic powers because of wraith possessions. Perhaps the most notable thing about this wraith type however, is its ability to procreate. When a human who has been possessed with this wraith type mates with another human, part of the wraith will bond to the unborn child. The soul of the child melds with the demon, creating a ‘Blood Child.’
There is also a variation of a wraith called a voror. This wraith was also sometimes referred to as a ‘watcher’ or ‘warden.’ This type of wraith follows the soul of a person from the time they are born until the time they die. This is the only type of wraith that is not considered malevolent.
The majority of wraiths have never been seen in person, though there are some vague details about their appearance that are known.
There are some legends that describe wraiths as being dark entities with black cloaks. Their arms and legs are corpse-like and extremely thin. Additionally, the face of the wraith is either skeletal or an endless black hole.
There are also legends that say wraiths do not look like anything – they are simply evil entities that occupy any type of empty space they can find.
Motivation of a Wraith
According to lore, some wraiths are parasitic, but not aggressive. They simply look for a host to bond with (human of course) and feed off of the energy of the person. They do not try to exert their will over their victim, they simply use the host to survive and move on when their host dies.
While there are some wraiths that are fairly docile, this doesn’t seem to be the case for the majority of these strange ghosts. Many wraiths are angered about their condition and the events leading up to them losing their souls. These wraiths are incredibly intelligent and sometimes hunt the people that they hold grudges against. This is done until the soul of the unfortunate victim is obtained and forced to wander with the wraith for eternity.
Wraiths are full of malevolence and ill intent. They are consumed by emotions like anger, despair, and hatred. They live to hunt for unfortunate souls to add to their ‘clan’ and wander aimlessly for eternity, taking away hope and the desire to live as they go.
the top pic looks like a black rider from the lord of the rings
Dead by Daylight
Originally posted by HollowCorpser : If you mean by powers not really. Wraith is invisible on demand and doesn't make sound until cloaking/uncloaking. Where as Spirit goes temporary invisible to gain a quick burst of speed that outpaces even Wraith's invisible movement speed. She does have 110% movement speed compared to Wraith's 115%. She is far stronger than Wraith though. She's usually regarded as the best or second best killer. Only Nurse can outpace her efficiency.
Originally posted by A Dirty Fart : Never ever call that poor excuse fake predator ass invisible again lol.
Originally posted by HollowCorpser : Originally posted by A Dirty Fart : Never ever call that poor excuse fake predator ass invisible again lol.
Originally posted by .|Legion|. :
Originally posted by Florendil : If he stands still though..
Originally posted by Florendil : Originally posted by HollowCorpser : I suppose it would be better to say invisibility on a camouflage level but still.
Originally posted by HollowCorpser : Originally posted by Florendil : If he stands still though..
Originally posted by dmeister : They're a little similar in that they both turn invisible (more or less) and move quickly while cloaked and have no one-shot ability. After that the similarites end though. I think Spirit is the better killer, she's pretty top notch. Wraith isn't terrible though, I think some people undervalue his ability to do hit-and-run tactics, I think he's middle of the road basically.
Originally posted by HollowCorpser : Originally posted by dmeister : They're a little similar in that they both turn invisible (more or less) and move quickly while cloaked and have no one-shot ability. After that the similarites end though. I think Spirit is the better killer, she's pretty top notch. Wraith isn't terrible though, I think some people undervalue his ability to do hit-and-run tactics, I think he's middle of the road basically.
Originally posted by JoKeRsMiLe : Originally posted by Florendil : If he stands still though.. Wraith has built in Radar/Wall hack. Use him with sloppy and nurse's, and you will find that people will be tricked into thinking they are safe, while they are not. His extra speed allows for some good map pressure, while his addons can make your position and ambushes seem surprising af.
Originally posted by Florendil : Originally posted by JoKeRsMiLe : Wraith doesn't have a bulit in wall hack and if he did i wouldn't need to run nurses calling.
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A wraith is an undead creature whose name originated in Scottish folklore. A type of ghost or spirit, wraiths were traditionally said to be the embodiment of souls who are either on the verge of death, or who have recently passed on.
In modern times, the concept of a wraith is more likely to refer to an evil spirit, particularly one which has unfinished business in the mortal realm. They are typically depicted as skeletal figures draped in tattered rags, and are most commonly associated with graveyards or other haunted locales. The modern perception of a wraith is that of an entity which actively seeks harm to those that it encounters, no matter their motivation.
See Also [ ]
- Wraith ( Dungeons & Dragons )
- Wraith ( Warhammer )
- 2 Huggy Wuggy
Mythical Creatures Guide
A Wraith is similar to the grim reaper but they have a different connotation.
The simple explanation of a wraith is this: a ghost or ghostlike image of someone. (one seen shortly before or after their death.) Originally, the word "Wraith" is a Scottish word for "ghost", "apparition", or spirit". It usually is a used to refer to a rather unpleasant and/or grotesque version of a human ghost. The Wraith is often associated with an undead sorcerer or sorceress that failed to become healthy at their deathbed through certain unnatural methods (i.e: Methods that do not follow the established laws of nature, most often trying to break and evade many of these laws through darker and more sinister ways). After the sorcerer or sorceress epically failed to become healthy and alive again with their spells,potions, and/or magics, they die and come back to "life" but as a wraith. Perhaps it would be better to say that they don't "come back" to life, rather, their bodies die and an impression of the soul is left behind, a sort of ghost if you will. They are seen in dark purple robes that are kind of ripped and carry large scythes. Wraiths can be very dangerous even if they were good sorcerers and sorceresses. Once they are brought back to life by their messed up potions and magics, they become corrupted and evil. If a Wraith is powerful enough, they can possess humans. Wraiths will make their home anywhere that's dark and sinister. Rarely a wraith will make their home in a dark basement but if one found its way into your basement, call a priest, bishop, or saint or go down their with a Bible with a lot friends. Once you're down there, gather in a circle and shout, "Dark interloper, leave this holy house! God has found you! Leave or feel the wrath of Jesus Christ and the Holy Ghost! Their light will repel you, acolyte of evil!" Then cross yourself and you and your friends will be protected and the Wraith will be defeated. You should also take a wooden cross down there too.
Spirit vs. Wraith — What's the Difference?
Difference Between Spirit and Wraith
Spider-Man 2: Who Is Wraith?
Posted: October 23, 2023 | Last updated: October 23, 2023
- Wraith is a supporting character, ally, and secondary antagonist in Marvel's Spider-Man 2, playing a role in the Flame side story.
- Wraith is the vigilante alter-ego of Yuri Watanabe, who goes rogue from the police force to fight crime in New York City alongside Spider-Man.
- Wraith is a master combatant with her own unique set of abilities, including using a bladed chain and tech obtained from criminals.
Peter Parker’s crime-fighting duties in Marvel’s Spider-Man for the PS4 were certainly made a lot easier with the aid and advice of Yuri Watanabe in his ear, and the former police captain has made a return in this year’s sequel, Marvel's Spider-Man 2 , to suit up beside the web-slinger on the cityscape battlefield.
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Wraith is a new character populating the sequel’s roster this time around, joining fellow newcomers Kraven the Hunter and the big bad Venom . Here’s everything you need to know about Wraith, including her role in the PS5 sequel and her comic-book origin.
Warning: This post contains SPOILERS for Spider-Man 2
Marvel's Spider-Man 2
Who is wraith in spider-man 2.
Wraith is a supporting character, ally, and secondary antagonist in Marvel's Spider-Man 2, appearing during The Flame side story. Revealed to be returning character Yuri Watanabe, Wraith is now a vigilante fighting crime in New York City alongside Spider-Man, however, Peter finds her methods questionable.
During Insomniac Games’ predecessor, Yuri was a supporting character and police captain who formed an alliance with Spider-Man as his informant inside the system. The imprisonment of Yuri’s father, who began taking bribes from Maggia, made her join the police force, and she quickly rose to captain. However, in The City That Never Sleeps DLC, Yuri is shaken by Hammerhead’s attack on her team, which leads her to take the life of the mob boss. Convinced that the justice system is flawed and willing to take the law into her own hands, Yuri goes rogue from the force, despite Peter encouraging her to turn herself in, and disappears.
Picking up in Spider-Man 2, Yuri returns in all four missions under The Flame side quest, which sees Spider-Man investigating a local cult that has been kidnapping civilians and promising an apocalyptic event known as the "Crimson Hour." Yuri reveals herself to be the new vigilante Wraith, clad in a purple and gold masked suit and sporting a shorter haircut, and she's been tracking the cult and its leader, Cletus Kasady , for a while. Even though the pair manage to stop the cult, free the prisoners, and put an end to the Crimson Hour, Spider-Man strictly follows his no-kill rule, but Wraith would rather see more criminals caught through death than have them escape. Despite serving as an ally for most of the side story, Wraith and Spider-Man do have a short battle together within The Flame's hideout, when Wraith tries to kill the cult leader. Cletus manages to escape with the Carnage symbiote they stole from Oscorp, which prompts Wraith to start a new line of investigating to find him again which she says could take years. After The Flame side story is complete, Wraith jumps in from time to time to assist Spider-Man or Miles Morales with crimes going on around the city.
Wraith’s Powers & Abilities
Within Insomniac's sequel, Wraith is shown to be a master combatant with enough strength and agility to contest Spider-Man, using her masked appearance to keep her identity concealed from both the public and the police force. Wraith primarily uses a bladed chain, shaped like a scythe, to swing around areas similar to the web-slinger, and she also uses this weapon to fight criminals by deploying it similar to a mace and chain. Wraith also uses tech she picks up from criminals around the city, including a blinding smoke screen that temporarily disorientates Spider-Man.
RELATED: Gwen Stacy Will Not Appear In Spider-Man 2, Says Narrative Director
In the comics, Wraith utilized stolen tech from villains that were confiscated by the police force, including equipment from Mysterio, Mister Fear's Fear Gas, and a mask from the Chameleon that would hide her identity. Wraith would also use yellow straps that she would attach to the suit that allowed her to swing around New York and tie up enemies similar to Spider-Man.
Yuri Replaced Jean DeWolff As Wraith In The Comics
First appearing in The Amazing Spider-Man #600 in 2009, created by Dan Slott and John Romita Jr., Yuri debuted similarly to the game as a captain in the New York City Police Department, frustrated over powerful, wealthy criminals managing to escape their comeuppance in the justice system. This prompted her to take on the Wraith mantle, in order to deliver a harder dose of justice that was forbidden within the force. Wraith debuted in The Amazing Spider-Man #663 in 2011, and she was actually pretending to be the ghost of a former Spider-Man ally.
Jean DeWolff first appeared in Marvel Team-Up #48 in 1976 and worked as a NYC police detective who advocated Spider-Man’s heroic work. The Wraith in this run was revealed to be Jean’s brother, Brian DeWolff, who was being psionically controlled, and Jean later met her end at the hands of her partner-turned-villain Sin-Eater. Despite being resurrected in a convoluted Ben Reilly plot within Dead No More: The Clone Conspiracy, Jean’s character was once again killed off by the Carrion Virus.
Yuri was then introduced to replace the character, but Jean was noted to be Yuri’s friend and mentor in the force. When Yuri first appears as Wraith, she pretends to be the ghost of Jean by wearing a mask created by the Chameleon in order to frighten criminals into believing the spirit of Jean had risen to seek revenge.
Meet Tara Platt, Wraith’s Voice Actor
Yuri Watanabe and her Wraith alter-ego are voiced by veteran American voice actor Tara Platt, who has accumulated over 300 roles in anime, video games, and live-action projects within a portfolio beginning way back in 1994. First appearing in television shows Hawaii Five-O, Castle, and Revenge, Platt later founded the independent film production company, Monkey Kingdom, with her husband and Spider-Man co-star, Yuri Lowenthal , who voices Peter Parker and Spider-Man.
Alongside voicing Yuri in both Marvel’s Spider-Man for the PS4 and its sequel, Platt has recently voiced Auroth in Netflix’s Dota: Dragon’s Blood, Zero in the video game NieR: Reincarnation , and Temari in Naruto : Shippuden.
In addition to doing voice work for The Last of Us: Part II and Final Fantasy VII: Remake , Platt also fulfilled the role of Reina in Rave Master, Kali Belladonna in RWBY, and Mervamon for 54 episodes of Digimon Fusion.
NEXT: Spider-Man 2 Looks Like A Movie I've Already Seen Twice
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This page is part of IGN's Phasmophobia Wiki guide and details everything you need to know about a Spirit, including where a Spirit usually be found, all unique strengths and weaknesses, as well as how to identify a Spirit.
What Is a Spirit and How to Find Them
Spirits are very common ghosts. They are very powerful but passive, only attacking when they need to. They defend their place of death to the utmost degree, killing anyone that is caught overstaying their welcome.
Spirit Unique Strengths
A Spirit can be temporarily stopped by burning Smudge Sticks near them.
How to Identify a Spirit and All Evidence
Emf level 5.
An EMF Reader will let you know when a Ghost is nearby and interacts with the environment around it. It has 5 different color coded levels which indicate the type of interaction that's taking place. However, only an EMF Level 5 will count as Evidence and suggest that you're dealing with a specific type of Ghost.
Other possible Ghosts with EMF Level 5 Evidence: Goryo , Jinn , Myling , Obake , Oni , Raiju , Shade , The Twins , Wraith
To use a Spirit Box , you must be nearby (3m) or in the same room as the Ghost and the lights must be off. Then, you will be able to speak to the Ghost and ask it questions from four different categories - Difficulty, Location, Age, and Personal. 50% of the time, Ghosts will be shy and will only respond on the Spirit Box if there is only one player nearby. Not all Ghosts will respond, but the Spirit is one that will. If it does, you have found another piece of evidence .
Other possible Ghosts with Spirit Box Evidence: Mare , Onryo , Phantom , Poltergeist , The Twins , Wraith , Yokai
In order to collect Ghost Writing as a piece of evidence, you first need to place a Ghost Writing Book somewhere on the map, whether that be on the floor or on a surface. You can then try to increase the ghost activity in the room to try and encourage it to write something in the book.
Other possible Ghosts with Ghost Writing Evidence: Demon , Mare , Myling , Poltergeist , Revenant , Shade
Up Next: The Twins
Top guide sections.
- Tips and Tricks
- Difficulty Differences
- Optional Objectives
- Every Voice Command and Question You Can Ask Ghosts
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How to identify the Wraith in Phasmophobia – All Strengths and Weaknesses
It can teleport?!
The Wraith is a Ghost Type in Phasmophobia that can be tricky to identify initially. The Ghost can teleport to players, and it can be challenging to determine what room the Ghost is in because of it. There are many clues aside from its evidence that will give this Ghost away that can be helpful for Nightmare Investigations or if it is stubborn about giving a piece of particular evidence. This is everything players need to know about the Wraith in Phasmophobia.
All Wraith Evidence in Phasmophobia
The Wraith 's three pieces of evidence are the Spirit Box , EMF 5, and D.O.T.S Projector . When trying to pinpoint the Wraith's location, it's important to know that although it will interact with things near it, it can also teleport to a random player's location and give off an EMF reading. This can be confusing on bigger maps as seeing any EMF reading is usually a clear indication that the Ghost is nearby, but the Wraith can do this and then resume its normal behavior. However, it will not happen at the same time, giving it a clear distinction from The Twins .
Wraith Strengths and Weaknesses and what they mean in Phasmophobia
The Wraith 's Strengths and Weaknesses are written in the journal as follows:
- Strength - Wraiths almost never touch the ground, meaning footsteps can't track them.
- Weakness - Wraiths are afraid of salt and will actively avoid it.
The Wraith's Strength and Weakness refer to its inability to leave UV Footprints because it will never walk into Salt piles on the ground. Apart from testing out its teleport ability, players can easily tell a Ghost is a Wraith if it never interacts with the Salt on the floor.
Related: All hiding spots for Camp Woodwind in Phasmophobia
Tips for identifying a Wraith in Phasmophobia
On Nightmare difficulty, where there are only two pieces of evidence, or when dealing with a stubborn Ghost, it can be easier to identify the Wraith through other means than finding the third piece of evidence. Its ability to teleport and leave an EMF reading can be confusing as both the Banshee and Phantom will also walk outside of their Ghost Rooms. The Phantom will leave an EMF reading where it starts to roam, while the Banshee will not but stalks the player it is obsessed with.
A good strategy for determining whether the Ghost is a Wraith is taking an EMF Reader into a faraway room, preferably near a hiding spot. The Wraith will eventually teleport to the player's location, giving off either an EMF 2 or 5 reading, instantly giving it away. Keeping either a Crucifix or Smudge Sticks and Lighter will keep players safe if the Wraith also decides to hunt after its teleport. Alternatively, if there is a Summoning Circle on the map, players can put Salt over it and then light it. If there are no footsteps in it, it's safe to assume it is not a Wraith.
For more information on other Ghost Types in Phasmophobia, check out How to identify a Myling in Phasmophobia – All Evidence and Tips on Pro Game Guides.
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Forest Guardian Spirits or Dead Tree Wraiths?
- Thread starter Croconaw
- Start date Oct 25, 2022
Spirit or Wraith?
Forest guardian spirits 💜, dead tree wraiths 💚.
- Total voters 144
- Oct 25, 2022
This discussion is necessary. Cast your vote on the poll. Which side are you, whether it be for the color, aesthetic of the backdrops, the name, whatever?
💙 i hate you 💜.
Your local reptile and amphibian enthusiast
Dead Tree Wraiths the everything is the best
Spooky Kitten 🎃
FORREST GUARDIAN SPIRITS!!!!
Annabell from rico.
Even though the Forest Guardian Spirits have a color theme that I prefer, the Dead Tree Wraiths adopted me first. Therefore, I'll pick them.
Belial, behemoth, beelzebub.
All about the Wraith!! Much more halloween.
What's better than a devil you don't know?
I mean... if I'm gonna be a ghost I'd wanna be a menacing one
I’m still torn. I prefer the guardian spirit colour scheme and backdrops by a mile, but I think it’s kinda cool to be a wraith.
The Cursed Moderator
Forest Guardian Spirits, solely because they have the original variant of the Bloodlit Copse backdrop, which is my favorite backdrop to date. Otherwise I probably wouldn't care either way, lmao.
I am so happy to see Dead Tree Wraiths taking a lead so far and getting so much appreciation in general! I was expecting most people to want to be a Forest Guardian because everyone does love the purple around here, but for this event bring on the Dark Decaying Green!
Yoshi mega fan.
Firesquids said: Me looking at the Forest guardian Spirits: View attachment 464760 Click to expand...
💜🌟Good Night Beautiful Mum🌟❤️💜
Leader of the jigglypuff army.
Dead Tree Wraiths mostly for the cool sounding name and idea of being spirits that haunt the forest and will curse those who disrespect nature.
Tbh I wanted to become a wraith at first but I had friends over at forest guardian spirit so I went there LOL. Anyway I'm not complaining, if I'm going to be pastel aesthetic then I'm going to go all the way! And green feels such a comforting color (it's the natural color of forests, after all), I don't really see it as spooky hehe Regardless, I'm just sending essence on the basis of where people actually wanna be since it's not fun being on a team you dont wanna be in!
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Tempering the Spirit of Wrath: Anger and the Christian Life
by Robert C. Roberts
Robert C. Roberts is professor of philosophy and psychological studies at Wheaton College in Wheaton, Illinois.
This article appeared in The Christian Century, June 18-25, 1997, pp. 588-592. Copyright by The Christian Century Foundation, used by permission. Current articles and subscription information can be found at www.christiancentury.org . This article was prepared for Religion Online by Harry W. and Grace C. Adams.
Roberts analyzes the destructive nature of anger that Paul warned about using metaphors from psychology and computer language to clarify anger’s positive and negative qualities, and to present a Christian model of how to master its destructive potential.
Molly and Mort have been married since Monday. For months they have planned a honeymoon tour of Kansas. On Tuesday they got as far as Indianapolis. They bedded down in the Ramada Inn, and were set to make Topeka by nightfall on Wednesday. Molly has heard so much about Topeka. She is sure this is going to be a perfectly wonderful beginning to a storybook honeymoon. But now Mort, returning to the room, has a sheepish look on his face.
"What's up?" Molly asks. "Are we all ready to go?" "I'm awfully sorry," says Mort. "For safe keeping I set the keys to the rental car just inside the trunk while I loaded it. And you know when I next remembered they were there? It was the split second before I heard that trunk lid snap shut as firm and final as my decision to marry little Molly-melon." To hide his embarrassment, interrupt the line of vision between their eyes and protect himself from the emotion that he feels rising like a mighty tide in his sprightly bride, he approaches her for a kiss. (Mort, I might mention, is more mellow than Molly.)
Molly is in no mood for kisses, and becomes less so when they discover that the locksmith isn't available until 4:00 P.M. The hope of Topeka by nightfall is dead. Molly is mad. Not to be able to get to Topeka tonight is very bad. You could say she is frustrated: the circumstances are contrary to her wishes. You could also say she is disappointed: she was expecting something wonderful and now sees that it won't happen. But her emotion is more than irritation or disappointment. It is anger. In addition to seeing the circumstances as bad, she sees somebody as culpable.
Molly's anger is like a double spotlight: it shines on the evil that has befallen her, and it shines on the responsible and blameworthy originator of that evil, and his name is Mort. Mort appears as a bad agent, and not just a bad agent, but a responsibly bad agent -- a blameworthy one. And to be blameworthy is to be worthy of punishment. In Molly's anger, Mort appears to deserve to be hurt. And this means that she would like to hurt him, or at least would enjoy seeing him hurt.
Now this sounds nasty, and many people resist such a description. They say, "When I'm angry at somebody, I don't want to hurt him, nor would I enjoy seeing him hurt; I'm just angry, that's all." My point is not that whenever you're angry, you want to devastate the offender, murder him or see him subjected to excruciating torture. Molly wishes nothing of the sort for Mort. But she does want him to suffer. She would like to detect in him a little more anguish about closing the trunk lid on those keys. And chances are she will say things to him that are intended to annoy him and make him squirm. You needn't do physical harm to punish somebody. A dirty look, a slight snub, a little edge in the voice, the neglect of some little habit of kindness -- these are actions characteristic of anger, and they function as punishment. Of course, really big-time anger may lead to mayhem and murder.
I noted that Molly is in no mood for smooching. This could be explained as another way of punishing Mort, but I think there is more to it than that. A person we are angry at appears unattractive. Even if the person is somebody we love -- our spouse, our friend, our daughter, our father -- he or she looks for the moment like an enemy. Anger tends to push love to the side and obscure it. An important part of love is seeing what is good in the beloved, appreciating him or her, taking pleasure in his company, finding her to be lovely, wonderful, clever and sweet. But anger makes the other appear, for the moment, a bit repulsive, defective and deformed -- not the sort of person you would hug.
There is a gestalt drawing that nicely illustrates the relationship between love and anger. If you look at the drawing one way, you see an ugly old woman with a large nose and pursed lips. If you look at it in another way, you see a beautiful young woman with a little turned-up nose looking coyly away from you. This change is known as a gestalt switch: the perceived difference is a matter not of seeing different details but of seeing the whole thing ("gestalt") in a different way. There are two different whole pictures. The two views blot each other out: when you are seeing the ugly woman, the beautiful one is invisible, and when you're seeing the beautiful one, the ugly woman is invisible.
If you are able to see the drawing both ways, then any time you are seeing the ugly woman you are on the verge of seeing the beautiful one. All you have to do is switch gestalts. But some people are more inclined to see the ugly lady, and others more inclined to see the pretty one. You might say their gestalt switching has different default modes.
Molly's default mode with respect to Mort is firmly set on love. Her wonderfulness-gestalt of him is on a hair-trigger switch. She may be angry for a while, but her heart is disposed in such a way that his good qualities are insistent in her mind. The gestalt of Mort's ugliness quickly fades. But for the moment Molly's anger eclipses her sense of Mort's goodness.
I need to mention another mark of Molly's mind: in her anger, she sits in judgment on Mort. It is as though she looks down from a moral height on his blameworthiness. So her anger involves not just a view of him but also a peripheral perception of herself in which she sees herself as someone who is in a moral position to judge. We can see that anger is judgmental in this particular way by considering what happens to an angry person when she reckons seriously with her own blameworthiness. If it occurs to Molly that on Monday it was she who laid $100 on top of the cash machine in Wheeling and then drove 20 miles down the road before remembering what she'd done, her anger at Mort is likely to dissolve in a vision of moral equality. Serious reckoning with her own faults brings her down off the judge's seat.
The story of Mort and Molly illustrates four features of anger. Anger involves 1) casting blame on someone; 2) wanting that person to be hurt; 3) seeing the person as unattractive; and 4) seeing oneself as in a position to judge.
We now need to consider what is right and wrong about anger. If anger is ever to be right and fitting, two things must be true: first, that people are sometimes blameworthy, and their blameworthiness makes them unattractive and makes them deserve to be hurt; second, that somebody is in a position to judge. If this sounds harsh, remember that there are degrees of blameworthiness and degrees of anger: someone can be just a little bit unattractive, and for just a moment and in a particular context, and one can deserve to be hurt just a little bit. If anger is to be right and fitting, it needs not only to be in response to someone who is actually blameworthy and unattractive and who deserves to be hurt, but also to be limited to a degree of intensity that matches the case.
From first to last, the Bible affirms that anger is sometimes right and fitting. God's anger provides the clearest case of righteous anger. The prophets often report that God is angry and recount the hurtful things that he has done or threatens to do to the people who now appear repugnant in God's sight.
On several occasions Jesus displayed a similar anger:
Again he entered the synagogue, and a man was there who had a withered hand. And they watched him, to see whether he would heal him on the sabbath, so that they might accuse him. And he said to the man who had the withered hand, "Come here." And he said to them, "Is it lawful on the sabbath to do good or to do harm, to save life or to kill?" But they were silent. And he looked around at them with anger, grieved at their hardness of heart, and said to the man, "Stretch out your hand" (Mark 3:1-5a).
Jesus is angry with those in the synagogue because of their flagrant disregard for what God cares about (the well-being of the man with a withered hand), their hyperconcern with less important matters and their willingness to "work" on the Sabbath themselves in the nasty business of pursuing Jesus' death. Jesus' anger is fully appropriate: the synagogue attenders are deeply blameworthy; they deserve to be hurt; and they are morally repulsive to anyone with eyes to see. Furthermore, Jesus is in a moral position to make the "judgment" that his anger expresses. Jesus is pictured as angry in other passages as well, but he is never pictured as angry about the kind of minor offenses and frustrations that anger most of us. The Bible proclaims not only that God is often angry, but also that God is perfect love. Indeed, his anger is based in his love. And it is because Jesus loves the man with the withered hand, and because he loves God and his kingdom, that Jesus is angry at those who would obstruct compassion and plot against his life. But Jesus also loves the plotters; he is strongly disposed to see the beauty and wonderfulness in these creatures of God. The switch on his love-gestalt has a hair trigger, so that with the first sign of true repentance his eye for their goodness will overwhelm his eye for their sin. Because God can be angry, we know that anger can be right and fitting. But is the anger of ordinary human beings ever right and fitting? The biblical answer is that even though our anger is not necessarily sinful, sin is a constant danger where anger is concerned. Sin always lurks in the vicinity. The classic text is Paul's: "Be angry but do not sin; do not let the sun go down on your anger, and do not make room for the devil" (Eph. 4:26-27). What on earth is human anger good for?
Biologists point out that anger is very useful as a signal to the offender. The anger of our fellows is like the sting of a hot pan: it is intended by our creator to elicit corrective action. Molly's anger tells Mort that he has done something offensive, and this is information he needs if he is to adjust his behavior in the future. A married couple who never show any anger are either perfect, which is unlikely, or they are not spontaneously communicating some of the things that are important to them.
Anger is a natural consequence of morally well-formed concerns. Consider a person who is completely disinclined to get angry. Nothing you can do will anger him. He's walking down the street with his old mother, and a couple of neighborhood knuckleheads walk up calmly, push her into the street and spit on her. She's rattled and weeping, and he says, "Aw, Mom, I'm sorry that happened, but quit complaining; that sort of thing happens all the time in this neighborhood." The son's failure to get angry at the knuckleheads probably signals a defect in his character. Maybe he doesn't care enough whether his mother gets humiliated; or maybe he's so cowardly that he'd rather condone the knuckleheads than arouse their wrath by condemning them; or maybe he doesn't have enough sense of his own dignity, and his mother's. Or maybe he doesn't have enough respect for the knuckleheads. He thinks: these are not responsible persons; they're just part of the neighborhood blight.
Anger expresses a sense of justice and a sense of being in the presence of responsible agents. In sinful human beings the sense of justice is often distorted, as in the case of a person who becomes livid when someone cuts in front of him in line; but people ought to have a sense of justice, and to have one is to be prone to anger.
So anger has some happy aspects: it is, ideally, a natural signal that somebody's behavior needs to be adjusted; it is a sign of proper moral concerns and of a proper perception of moral truths. A person who can't get angry is seriously defective. But, as the apostle's comment suggests, the problem with most of us is not that we are too slow to anger but that our anger tends to be sin and to spawn sin. Molly's anger at Mort is to their marriage as salt is to a good meal: it's good, but a little goes a long way. If, instead of lightly salting your food, you sit down to a hearty bowl of salt tablets and wash them down with a couple of glasses of sea water, first you gag and then you die. The same thing happens to a marriage -- or any other relationship -- that overdoses on anger. The reasons for this should be clear. In the moment that Molly is mad, Mort's good qualities fade into the shadow, and she sees a repugnant and unlovely person whom she wishes to see hurt. Love, by contrast, is a perception of the goodness of Mort, whom she wishes to see happy. The relationship can stand moments of anger if they are followed by forgiveness -- feelings and expressions of love.
Molly is in a good position, because her love-gestalt switch is on a hair trigger where Mort is concerned. This is natural during the honeymoon. But it may come less naturally and take more effort afterwards, as Mort continues to be a little on the irresponsible side, and then is too mellow for her taste when she protests. The trigger on the love-gestalt switch may begin to rust a little, so she must force it, and oil it now and then with special kindnesses. The danger of letting the sun go down on your anger, again and again, is that the switch will get so stiff that anger becomes the default mode: what you are most inclined to see in the other is her blameworthiness, her unattractiveness, and that she deserves to be hurt.
The social dynamics of anger give the devil even more room for play than I have indicated so far. Perhaps our gestalt switches naturally find a default mode where they are most often set, but anger and love almost always have a context of personal interaction that encourages and tends to perpetuate the one setting or the other. Were Mort less mellow, he might respond to Molly's anger by getting angry himself and calling her childish or judgmental or coming up with something even more irrelevant and hurtful to say, like, "The whole idea of taking a honeymoon in Topeka is the stupidest thing I ever heard of. If I had married Helen Wessel I'd be headed for Paris right now." To put it mildly, this does not help Molly get over her anger and get on with her love. So she may take an equally creative snip at Mort's emotional jugular vein, and the two of them spiral downwards into that enmity and bitterness that the devil so adores. Temporarily, both of their gestalt switches are locked in the hate position. If this becomes an unbroken pattern with them, love will die.
The enmity between human beings that unchecked anger promotes is not the only way anger gives the devil working room. We saw earlier that when a person is angry she sees herself as in a position to look down in judgment on the one she is angry at. And we saw that when Molly is able to think of some offense of her own that is on a par with Mort's and to hold the two offenses in her mind, her anger is undercut. This judgmental aspect of anger means that if anger is practiced wholeheartedly and habitually, it can lead to a very distorted sense of one's status vis-à-vis other sinners and vis-à-vis God. It can seem to a person that he or she is really quite a bit better than other sinners and has a special moral alliance with God.
Molly's position of being just as blameworthy in her own way as Mort is in his is the position we're all in, according to God. Before God we all have such a blotchy moral record that we are hardly in a position to judge one another. Anger, especially if indulged in steadfastly, makes us into judges in a way that only God can be a judge. Remembering our own sin, and remembering that God alone is God, is a powerful resource for diffusing our anger and strengthening our love.
But now our thinking seems to have gotten us into a conceptual fix. If seeing oneself as in a position to judge the offender is a part of anger, and if we are never in a position to judge one another, how can human anger ever be OK? Instead of saying, "Be angry, but do not sin," shouldn't Paul have said, "Don't ever be angry, because 'Judgment is mine,' says the Lord"?
We must admit that the condemnation ingredient in anger always involves an illusory self-perception. But sometimes illusions are an inevitable part of our human situation and ones that we get around not by eradicating them but by compensating for them. The sun will always look to us as though it goes down in the west, though we know that the earth is just rotating in such a way that the sun is becoming hidden to our part of the earth. We need not be deceived or make any false inferences from sunsets as long as we keep our larger knowledge of the solar system in mind. If we never saw the sun as setting, something important would be lost from our lives.
In a similar way, it is useful and fitting, besides being unavoidable, for Christians to get angry from time to time. Recall the man whose mother was knocked into the street, who should rightly be outraged on her behalf as well as his own. And Molly, when confronted by Mort's delinquencies, need not always excuse them in light of her own failures. Sometimes she can see them in the more local and simple terms of Mort's responsible agency, his moral unattractiveness and his deserving to be hurt. It is true, after all, that Mort, and not she, performed this offense. But in the back of her mind should always be the catalog of her own offenses, forgiven by God, which she can bring into connection with Mort's. By being ever ready to add this information to her construal of the situation, she will be able to keep anger in its proper place so that it enhances, rather than erodes, her love.
The apostle Paul often lists things that are contrary to the Holy Spirit and the new life of the Christian. In a couple of these lists he mentions "anger and wrath" as belonging to the old self and needing to be "stripped off." In their place we are to clothe ourselves with such things as love and peace (see Colossians 3:5-17 and Ephesians 4:31). Since the apostle allows that proper anger in small quantities can be good, perhaps he is speaking here not of all instances of anger but rather of the vice of irascibility -- of being an angry sort of person. Molly's anger at Mort is just an episode of anger and does not by itself indicate a general irascibility.
What would Molly be like if she became an angry person? Let us imagine Molly after 20 years of indulging in anger. As Molly's children say, "Mom gets mad about everything!" Jeff is16 now, and when he cooks lunch for himself he sometimes doesn't clean up. This infuriates Molly. But the really infuriating things, like the way politicians play political games with the well-being of poor people's children or the way the rector speaks out of both sides of his mouth to members of the congregation, don't upset Molly at all. She gets mad only about things that affect her directly, and in those cases she's quite indiscriminate.
When Mort is late getting home from work and doesn't call, Molly exaggerates the offense, looking for the ways it was truly heinous and underhanded and irresponsible and despicable. She just hates it when Mort has solid excuses for his delinquencies, and does her best to refute them.
She likes to think of him, and all the people who offend her, as deeply culpable and completely inexcusable. Their good qualities become invisible to her. When she gets really mad, she would like to destroy people, or make them suffer agonies. She enjoys picturing her offenders as shriveled in humiliation for their offenses against her. If somebody points out that she too has failings, some of which are pretty similar to Mort's and the kids', she doesn't want to see the point and in fact doesn't see it. When Mort and Molly get into one of those spiraling exchanges of angry responses, Molly never takes the initiative to stop the cycle, but just plows ahead until either a relational disaster occurs or Mort takes responsibility for injecting an element of humanity.
Few things are uglier than a thoroughly irascible person, and it is clear why very early in the history of the church anger came to be regarded as one of the seven deadly vices. When it gets deep and pervasive in a life it really does kill love and everything lovely. What a miserable life this Molly has, and how she spreads sufering wherever she goes!
But, since Molly is a fiction of my imagination, I can jolly well imagine her any way I like. And so I say that Molly and Mort have a very different future. The nightmare of the irascible Molly is only a warning. The real Molly has borne, with her Mort, fruit of the Holy Spirit.
The real Molly does get angry, of course. Sometimes her anger is justified and sometimes it isn't. But Molly has the habit of monitoring her anger and bringing it into submission to God and to her love of those around her. When she finds herself spiraling downward into the bitterness of an angry exchange, she takes the initiative of saying a kind word, telling a joke on herself, offering a compromise or making a gesture of reconciliation. And the funny thing she's found is that taking the initiative in an intelligent way has not meant that others treat her like a doormat. On the contrary, over the years Mort and the kids have responded by following her lead, so that they too often take the initiative to stop the nasty spiraling.
One thing Molly asks, when monitoring her anger, is whether she is exaggerating the offense. If she finds herself "demonizing" the offender, she takes herself in hand and says, "Let's see if we can find extenuating factors. Were the kids tired when they became so whiny? Had I done something earlier that provoked Mort into that unkind word?" Sometimes her spirit resists hearing excuses on behalf of the offender, but she finds that if she presses herself just a little to search them out and hear them, they are really not so humiliating to acknowledge, and it's an exhilarating experience to see love emerging from the storm, the devil cramped in the straitjacket of the Holy Spirit.
The result of these disciplines, over time, is that Molly never feels so angry that she wants to devastate the offender. Even in the midst of anger, she remains quite open to perceiving his or her good qualities; the default mode of her gestalt switch has become more and more prone to the love position. And she seldom gets angry at all about merely trivial offenses against her own person; the anger she does feel is much more often occasioned by real cases of significant injustice.
- View history
- 1.1 Photo rewards
- 2.1 Reliability
- 2.2 Interacting with the faucet
Mechanics [ ]
An old image of multiple sinks filled with dirty water in Brownstone High School
If a ghost interacts with a nearby sink, it will cause the sink to start filling with brown-coloured water, or turn the water brown if a player had already activated the sink prior. An EMF level 2 emission will spawn on the sink's location, with a 25% chance for this to be EMF Level 5 instead if it is one of the ghost's evidences.
Whether the sink has been activated before does not affect the ghost's ability to form dirty water. The sink cannot be emptied or cleaned once it has started filling with water, whether plain or dirty.
Photo rewards [ ]
Taking a photo of dirty water will yield a photo labelled as Dirty Water , and reward up to $10 and 10XP, depending on the distance it was taken from. A second photo can also be taken within 20 seconds of the sink being interacted with to obtain a photo labelled Interaction , reward up to $5 and 5XP. A dirty water photo can only be obtained once per sink, but interaction photos can be obtained for multiple interactions on the same sink.
Reliability [ ]
As dirty water requires the ghost to be physically near a sink and interact with it, obtaining dirty water tends to be unreliable; in most maps, only a few rooms or small parts of the map have sinks. Clearing the room of interactable items will increase the chance of the ghost interacting with the sink.
Depending on where the ghost is and the difficulty settings, it may not be worth it to wait for dirty water to appear.
Interacting with the faucet [ ]
It is advised to turn off the sink after the player is done filling it, in order to hear it turn on again should the ghost interact with it.
- Capturing a photo of dirty water was once a possible optional objective. This was later removed because of the unreliability in completing this objective.
- The "dirty" water itself appears to be simple rust, not blood or any other organic residue.
- In the promotional video on Steam for the game, the investigator turns on a sink and dirty water comes out. He tells his friend on the walkie, and his friend responds "That means we're dealing with a Spirit or a Wraith." This was changed before the game was made available on Steam and dirty water currently does not serve as evidence for any particular ghost type.
See also [ ]
- Photo Camera
- 1 Monkey Paw
- 2 Tarot Cards
Spirit Legends: The Forest Wraith Walkthrough
Walkthrough menu, general tips, chapter 1: rouen, chapter 2: stratville, chapter 3: library, chapter 4: witch's realm, chapter 5: village, chapter 6: ritual hall.
- This is the official guide for Spirit Legends: The Forest Wraith.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
- Take CHOPPER; ROPE; HOOKED BRANCH, NIPPERS (A).
- Uncover, use NIPPERS; take Tasks, FLINT AND STEEL (B).
- Use FLINT AND STEEL (C) for HOP (D); receive HAIRPIN.
- Use HAIRPIN (E).
- Remove bag; speak to character; use CHOPPER (F); speak to character; take SCROLL WITH SYMBOLS (G).
- Take Flower; replace SCROLL WITH SYMBOLS (H).
- Easy solution (I). A-H-L-M-N-C-D-F.
- Hard solution (I). A-L-M-N-C-D-I-K-B-N-F.
- Take SCYTHE.
- Use SCYTHE (J).
- Speak to character; take Map, NEEDLE AND THREAD (L); use CHOPPER take 1/2 EAGLE'S WINGS (M).
- Select cat; take BROKEN TAMBOURINE (N).
- Replace ROPE; attach HOOKED BRANCH; take FISHHOOK and LEATHER SCRAP (O).
- NEEDLE AND THREAD, LEATHER SCRAP on BROKEN TAMBOURINE for TAMBOURINE.
- Use TAMBOURINE (P); take LIGHTER, BAG EMBLEM (Q).
- Go forward.
- Use BAG EMBLEM; take drawing, TEA STRAINER, SCISSORS and Bestiary (R).
- Use Bestiary (S).
- Easy solution (T).
- Hard solution (U).
- Select character; use potion (V); speak to character; take REPELLANT (W).
- Use REPELLANT (X); uncover, speak to character; take SCROLL WITH BROKEN TALISMAN (Y).
- SCROLL WITH BROKEN TALISMAN for 2/2 EAGLE'S WINGS.
- Place 2/2 EAGLE'S WINGS (Z).
- Use FISHHOOK (A); take BRUSH, note and MEAT (B).
- Use BRUSH (C); receive FLOWER POLLEN.
- Take map (D).
- Use FLOWER POLLEN (E); take FOREST MONSTER FIGURINE, DIAMOND RING and CRYSTAL (F).
- Use MEAT (H).
- Use Bestiary.
- Easy solution (J). (L-D)-(E-C)-(A-F)-(B-J)-(M-F)-(I-C)-(C-K).
- Hard solution (K). (C-I)-(I-K)-(K-C)-(E-K)-(C-E)-(M-H)-(E-K).
- Use LIGHTER; select button; take CHARCOAL, NAIL FILE and INLAY PART (L).
- Take DAMAGED INLAY (M).
- Take scroll; use SCISSORS (N); take TALISMAN PART (O).
- Use TEA STRAINER for TALISMAN ELEMENT (P).
- Return to Florena's Meadow.
- CRYSTAL, TALISMAN ELEMENT and TALISMAN PART on SCROLL WITH BROKEN TALISMAN for DISENCHANTING TALISMAN.
- Use DISENCHANTING TALISMAN (Q) for HOP (R); receive MEDICINAL INGREDIENTS.
- Place MEDICINAL INGREDIENTS; take FIRST AID POTION (S).
- Use FIRST AID POTION (T); speak to character.
- Speak to character (U); take LOCKED MEDALLION (V).
- NAIL FILE on LOCKED MEDALLION; take INLAY CONNECTOR.
- INLAY PART and INLAY CONNECTOR on DAMAGED INLAY for INLAY WITH SPHERES.
- Place INLAY WITH SPHERES (W).
- Easy solution (X). Ax6-B.
- Hard solution (Y). A-Bx3-A-Bx7-A-B-Ax2-B-A-B.
- Take TRACING PAPER, SOLID TAR and CHISEL.
- Place SOLID TAR (Z); receive MELTED TAR.
- Place TRACING PAPER and CHARCOAL (A); receive PAPER PATTERN.
- Place PAPER PATTERN; use DIAMOND RING; take 3/3 STAINED GLASS SHARDS (B).
- Place 3/3 STAINED GLASS SHARDS (C).
- Easy solution (D). Ax4-B-C-Dx3-E-F-G-Hx5-Jx3-Ix4-Kx5.
- Hard solution (E). Bx2-Ax4-Cx5-Dx5-E-F-G-Hx5-Kx3-Jx5-Ix5.
- Take FORK, WIRE and FOREST MONSTER FIGURINE.
- Place 2 FOREST MONSTER FIGURINES (F).
- Easy solution (G). Ax2-Bx2-C-D-E.
- Hard solution (G). D-A-Bx2-E.
- Take MAGNET and COMB.
- Use COMB; take ROPE FIBERS (H).
- Place MELTED TAR, ROPE FIBERS; use CHISEL (I).
- Easy solution (J): A-B-C-B-C-B-A-B; C-B-C-B-A-B-C-B-A-B-A.
- Hard solution (J): A-B-C-B-C-B-A-B; C-B-A-B-A-D-C-B-A-B; C-B-C-B-A-B-C-B-A-B-A.
- Speak to character.
- Use FORK (M); take newspaper, PICKAXE HEAD, 2/4 BOARDS (N).
- Take 3/4 BOARDS; HAIRPIN (O).
- Use HAIRPIN; take KNIFE HANDLE (P).
- Use KNIFE HANDLE, WIRE; take DAGGER (Q) and 4/4 BOARDS (R).
- Place 4/4 BOARDS (S).
- Take SPEARHEAD and CHAIR LEG (T).
- Use DAGGER; take LEATHER BELT (U).
- Remove handle; use MAGNET (V); select, take HEAVY BOOKS (W).
- Use HEAVY BOOKS; take SUITCASE KEY (X).
- Uncover; use SUITCASE KEY; take 1/4 MONSTER FIGURINES and COMB (Y).
- LEATHER BELT and CHAIR LEG on PICKAXE HEAD for MAKESHIFT PICKAXE.
- Use MAKESHIFT PICKAXE; take GLOWING CRYSTAL (Z).
- Place GLOWING CRYSTAL (A); play HOP (B); receive UMBRELLA.
- Use UMBRELLA (C).
- Easy solution (D). A-B-C-D-E.
- Hard solution (E). A-B-C-D.
- Speak to character; take BAG INLAY (F); speak to character.
- Use SPEARHEAD (G); receive CRYSTAL.
- Use COMB; take note, INCOMPLETE PENDANT (H).
- Take note, 1/2 CURTAIN TIEBACKS; INCOMPLETE ANGLER FISH (I).
- CRYSTAL on INCOMPLETE PENDANT for BOX PENDANT.
- Use BOX PENDANT (J); take CRAYONS and 2/4 MONSTER FIGURINES (K).
- Use CRAYONS (L).
- Easy solution (M).
- Hard solution (N).
- Take NIPPERS; 3/4 MONSTER FIGURINES.
- Return to Stratville.
- Place BAG INLAY (O); take WOODEN LADLE; 4/4 MONSTER FIGURINES (P).
- Place 4/4 MONSTER FIGURINES; solution (Q); take PAINKILLER; ANGLER FISH LIGHT (R).
- ANGLER FISH LIGHT on INCOMPLETE ANGLER FISH; take SCREWDRIVER, 2/2 CURTAIN TIEBACKS.
- Use 2/2 CURTAIN TIEBACKS for HOP (S); receive CALMING VALERIAN.
- Use CALMING VALERIAN (T); take SCARF and PETROLEUM LAMP (U).
- Use PETROLEUM LAMP (V).
- Easy solution (W). D-A-D-Bx3-A-C-B-Cx3-D-C-Ax2-Dx3-B-C-Ax2-D-Ax2-Bx2-Cx2.
- Hard solution (X). D-A-Cx2-D-Ax3-Bx2-Cx3-A-B-D-Ax2.
- Take FIRST AID BOOK, 1/4 FERTILIZERS (Y).
- Use NIPPERS; take RAKE and SHAWL (Z).
- Use RAKE (A) for HOP (B); receive WOODEN SWORD.
- SCARF, SHAWL and WOODEN SWORD on FIRST AID BOOK for SPLINT.
- Give PAINKILLER; use SPLINT (C); speak to character; take SHIELD (D).
- Take 2/4 FERTILIZERS (E).
- Take CANDLE SNUFFER; use WOODEN LADLE for HANDLE (F).
- Use HANDLE, SCREWDRIVER (G); take 3/4 FERTILIZERS, SAUCER and picture (H).
- Use SHIELD; take 1/2 GEARS (I); select handle; find the objects (J); receive STAMP WITH INITIALS.
- Use STAMP WITH INITIALS (K); take 4/4 FERTILIZERS and HEAVY HILT (L).
- Use 4/4 FERTILIZERS; take MANDRAKE (M).
- Use MANDRAKE (N).
- Enter Library Gardens.
- Easy solution (O). A-D-C-B-A-B-C-B-C-D-A-D-C-D.
- Hard solution (P). C-D-A-B-C-B-C-D-A-B-C.
- Take GLASS FLASK (Q); use SAUCER for VALVE HANDLE (R).
- Take LIT CANDLE (S); use VALVE HANDLE; take RIFLE STAND (T).
- Use RIFLE STAND; take NUT (U); use CANDLE SNUFFER take SPEARHEAD (V).
- Return to Outside the Greenhouse.
- Use SPEARHEAD, HEAVY HILT (W); take CHAIN MAIL GLOVE and 2/2 GEARS (X).
- Use 2/2 GEARS (Y).
- Easy solution (Z). A-B-C-E-G-H-F-E-D-J-I-O-B-K-L-Q-P-M-N-R.
- Hard solution (Z). A-B-C-E-G-H-F-G-H-F-E-D-J-I-O-B-K-L-Q-P-M-N-R.
- Take FLEXIBLE SAW and CHAIN.
- Use CHAIN; take 3/3 CARDBOARD CUT-OUTS, CANNON RAMROD (A).
- Return to Library Gardens.
- Place 3/3 CARDBOARD CUT-OUTS (B) for HOP (C); receive CANNONBALL.
- Use CANNON RAMROD, CANNONBALL and LIT CANDLE (D).
- Use GLASS FLASK for FIREFLIES (E).
- Use FLEXIBLE SAW (F); take 1/2 QUILL AND INKWELL (G); use stick for decoration; decoration on box; tile on slot; take BROKEN MECHANICAL BIRD and WINDMILL WHEEL (H).
- Place WINDMILL WHEEL and NUT; take SPRING and BELT (I).
- Use CHAINMAIL GLOVE; take QUIVER, GUNPOWDER (J).
- Use BELT and QUIVER; take SMALL MOTOR and S-HOOK (K).
- Use FIREFLIES (L); take MUSIC ROLL (M).
- Use MUSIC ROLL; take SALTPETER, 2/2 QUILL AND INKWELL (N).
- Return to Library Entrance.
- Remove leaves; place tag (O); use 2/2 QUILL AND INKWELL; take SUITCASE CODE (P).
- Place SUITCASE CODE (Q).
- Easy solution (R). 1-15.
- Hard solution (S). 1-17.
- Take MYSTERIOUS EGG and LIGHTER.
- MYSTERIOUS EGG for LIZARD.
- Use LIZARD; take EMPTY DYNAMITE STICK; book for WING; GLASS CUTTER (T).
- SPRING, SMALL MOTOR and WING on BROKEN MECHANICAL BIRD for MECHANICAL BIRD.
- Use MECHANICAL BIRD (U); take BAMBOO STICK, SHARP QUILL TIP and WICK (V).
- SALTPETER, GUNPOWDER and WICK on EMPTY DYNAMITE STICK for DYNAMITE.
- Use DYNAMITE and LIGHTER (W).
- Take HAIR TIE, 1/2 PAINTED CHIPS (X).
- Use GLASS CUTTER (Y) for HOP (Z); receive WRENCH.
- Use WRENCH (A); take 2/2 PAINTED CHIPS, MATCH AND STRIKER (B).
- Place 2/2 PAINTED CHIPS (C).
- Easy solution (D). 1-13.
- Hard solution (E). 1-13.
- Speak to character; take CLOCK WEIGHT (F).
- Take note, 1/2 NEEDLE AND THREAD, BROKEN CROSSBOW (G).
- Take 1/2 OWL EMBLEMS; place S-HOOK and CLOCK WEIGHT (H) take BOTTLE OF WHISKY (I).
- BAMBOO STICK, SHARP QUILL TIP and HAIR TIE on BROKEN CROSSBOW for CROSSBOW.
- Use CROSSBOW (J).
- Enter Secret Room.
- Take 2/2 NEEDLE AND THREAD; TORCH BASE and HEART; scroll (K).
- Take COTTON WADDING; (L) place HEART; use 2/2 NEEDLE AND THREAD (M); take SAI (N).
- COTTON WADDING, BOTTLE OF WHISKY and MATCH AND STRIKER on TORCH BASE for BURNING TORCH.
- Use BURNING TORCH (O).
- Easy and hard solutions (P).
- Take POUCH and NUMBER PLATE.
- Place NUMBER PLATE; select (Q); take HEALING WATER RECIPE; 2/2 OWL EMBLEMS (R).
- Place 2/2 OWL EMBLEMS (S); take RAIL and RAM FIGURINE (T).
- Place RAM FIGURINE (U); take ROPE LADDER (V).
- Return to Reading Hall.
- Use RAIL; take SPRING WATER (W).
- Use ROPE LADDER (X); speak to character; take CANE (Y).
- Use CANE (Z).
- Take note, BROKEN PHONOGRAPH HORN (A); use SAI; take STYPTIC FRUIT (B).
- Take 1/2 BULLETS; use POUCH to take MAGIC MOSS DUST (C); take FUNNEL (D).
- Return to Secret Room.
- SPRING WATER, STYPTIC FRUIT and MAGIC MOSS DUST on HEALING WATER RECIPE for HEALING WATER.
- Use HEALING WATER (E); take DIAMOND SHAPE (F).
- Place DIAMOND SHAPE; take book for ADAM'S PIN (G).
- Return to Library Attic.
- Place ADAM'S PIN (H) for HOP (I); receive GLOBE.
- Place GLOBE; take WINDROW STATUETTE and PHONOGRAPH PIECE (J).
- Place WINDROW STATUETTE; take BULLET EXTRACTOR (K).
- Use BULLET EXTRACTOR for 2/2 BULLETS (L); take SPIRIT BOARD PLANCHETTE (M).
- Place 2/2 BULLETS; take HAIRPIN and MIRROR (N).
- Place MIRROR; take JAR OF RESIN and RIBBON (O).
- BROKEN PHONOGRAPH HORN, PHONOGRAPH PIECE and RIBBON on FUNNEL for PHONOGRAPH HORN.
- Place PHONOGRAPH HORN; take LONG FLUTE, BRUSH and INCENSE (P).
- Place SPIRIT BOARD PLANCHETTE and INCENSE (Q).
- Easy solution (R). 1-10.
- Hard solution (S). 1-11.
- Take CONJUROR SCROLL.
- Place CONJUROR SCROLL (T).
- Easy and hard solutions (U).
- Receive THROWING WEAPON.
- Enter portal
- Speak to character; take TURTLE SHELL; use THROWING WEAPON (W); take RAKE (X).
- Use HAIRPIN (Y); take LOCKED BOX, use RAKE (Z); take OIL CAN (A).
- Use OIL CAN and BRUSH (B); open.
- Take FOX HEAD (C).
- Take 1/3 DRAGONFLY WINGS; use JAR OF RESIN; place FOX HEAD (D); take FAN (E).
- Use FAN (F); take WOODEN WEDGE; use LONG FLUTE for UNICORN FIGURINE (G).
- UNICORN FIGURINE on LOCKED BOX; take HEALING HERBS and 2/3 DRAGONFLY WINGS.
- Give HEALING HERBS (H); find hidden symbols; receive WOODCUTTER FIGURINE.
- Place WOODCUTTER FIGURINE (I).
- Take TWEEZERS, use TURTLE SHELL to unearth WEATHER VANE (L).
- Take SOLVENT; use WEATHER VANE and WOODEN WEDGE (M); take METAL BEETLE and CROCODILE FIGURINE (N).
- Use CROCODILE FIGURINE (O); take CUTTERS (P).
- Use CUTTERS (Q).
- Easy solution (R).
- Hard solution (S).
- Take MONSTER MASK; CAGED BEAVER.
- Place METAL BEETLE (T); take FLASK OF WATER and BROOM (U).
- Return to Witch's Hut.
- Use SOLVENT; take INSTRUMENT SET (V).
- Use BROOM; take TIN FIGURINE (W).
- Place MONSTER MASK (X); take 3/3 DRAGONFLY WINGS and UMBRELLA (Y).
- Place 3/3 DRAGONFLY WINGS (Z); use key (A); take IRON; use oil can (B); take BOTTLE OPENER (C).
- Use BOTTLE OPENER (D); take LEATHER GLOVE (E); use TWEEZERS for NAIL (F).
- Use NAIL and IRON (H); take 1/2 TUNING FORK AND STICK, CARROT (I).
- INSTRUMENT SET and CARROT on CAGED BEAVER for BEAVER.
- Use BEAVER (J).
- Use LEATHER GLOVE; take BRUSH (K); place UMBRELLA (L) for HOP (M); receive SPYGLASS.
- Take SCEPTER MOLD; MANNEQUIN HAND (N).
- Place SPYGLASS (O); select 1-3; take CODE.
- Place CODE (P).
- Easy solution (Q). G-I-J-K-Fx2.
- Hard solution (Q). Fx2-K-G-H-I.
- Take ENCHANTED CRYSTAL.
- Place MANNEQUIN HAND; take SCEPTER PART, POWDERED SUGAR (R).
- Return to Yard.
- Place SCEPTER MOLD, TIN FIGURINE and SCEPTER PART; use FLASK OF WATER for UNACTIVATED SCEPTER (S).
- ENCHANTED CRYSTAL on UNACTIVATED SCEPTER for SEAL-BREAKING SCEPTER.
- Use SEAL-BREAKING SCEPTER (T); take HOOKED ROD (U).
- Easy solution (V).
- Hard solution (W).
- Take ELEONORE'S SCROLLS (@).
- Give ELEONORE'S SCROLLS (X); speak to character; take IRON WEB SPIDER (Y).
- Use IRON WEB SPIDER (Z).
- Take 2/2 TUNING FORK AND STICK (A); use HOOKED ROD to take MOUSE INLAY (B).
- Use 2/2 TUNING FORK AND STICK (C); take BROKEN POCKET WATCH and HANDLE (D).
- Take 1/2 OWL'S EYES (E).
- Use POWDERED SUGAR and BRUSH (F).
- Easy solution (G1-G4).
- Hard solution (H1-H4).
- Take EMPTY HORN.
- Place MOUSE INLAY (I); take BOOMERANG (J).
- Use HANDLE; take FILE (K).
- Use FILE; take SPINNING TOP (L).
- Use SPINNING TOP (M); take SCORPION'S STINGER (N).
- Return to Second Floor.
- Place SCORPION'S STINGER (O) for HOP (P); receive PORTRAIT PART.
- Place PORTRAIT PART (Q); take CHISEL and VILLAGE MAP (R).
- Use BOOMERANG (S); take CARABINER and 2/2 OWL'S EYES (T).
- 2/2 OWL'S EYES on BROKEN POCKET WATCH; take WINDING KEY and PAPER SHIP.
- Use WINDING KEY; take CRANK WHEEL (U).
- Use CRANK WHEEL; take SHARP SQUARE (V).
- Use SHARP SQUARE (W); take WINGED RING; use EMPTY HORN for HORN WITH HAZELNUTS (X).
- Return to Swamplands.
- Use HORN WITH HAZELNUTS (Y); take BURNER (Z).
- Place VILLAGE MAP (A); BURNER (B).
- Easy solution (C). (11-12)-(14-13)-(7-8)-(A)-(5-6)-(6-7)-(A)-( 5-6)-(A)-( 2-1)-(14-13)-(A)-(4-3)-(3-2).
- (A)- (4-3)-(A)-(11-12)-(16-15)-(15-14)-(14-13)-(A)-(9-10)-(10-11)-(A)-(11-12)-Ax3.
- Hard solution (D). (4-3)-(1-2)-(2-3)-(4-3)-(6-7)-(7-8)-(6-7)-(11-10)-(10- 9)-(12-11).
- Take UNLOADED PISTOL; use CARABINER (E); select chain; take QUILL PEN (F).
- Use PAPER SHIP; take PAPER (G).
- Take SHOE; RAMROD (H); place PAPER; use QUILL PEN (I); select paper; use key (J).
- Take BUCKSHOT (L).
- Take INCOMPLETE FISHING ROD; select notices (M); use CHISEL; take BOOKSTAND; use WINGED RING (N); take FEATHER DUSTER (O).
- Use BOOKSTAND, SHOE (P); take 1/2 OTTER FIGURINES, POUCH OF COINS (Q).
- Select door; speak to character; select price list (R); give POUCH OF COINS; take GUNPOWDER (S).
- BUCKSHOT, GUNPOWDER and RAMROD on UNLOADED PISTOL for LOADED PISTOL.
- Use LOADED PISTOL (T).
- Speak to character; take HELMET (U).
- Use HELMET for FUEL OIL (V).
- Take newspaper, AKHAS'S CASKET; use FEATHER DUSTER (X); take 2/2 OTTER FIGURINES and FISHING LINE (Y).
- Take PRAYER BOOK (Z).
- Place PRAYER BOOK (A) for HOP (B); receive MANDOLIN.
- Replace MANDOLIN; take DRAGONFLY BAIT, GOLDEN TUNING PEG (C).
- Place 2/2 OTTER FIGURINES (D); take PLIERS, 1/2 FLORAL SIGNETS (E).
- FISHING LINE, DRAGONFLY BAIT on INCOMPLETE FISHING ROD for FISHING ROD.
- Use FISHING ROD for FISH (F).
- Give FISH (H); take PEACOCK FEATHER (I).
- Use GOLDEN TUNING PEG (J); take BUTTON, 2/2 FLORAL SIGNETS (K).
- 2/2 FLORAL SIGNETS on AKHAS'S CASKET.
- Easy and hard solutions (L1-L3).
- Take VINE ROPE, BELLMAN INLAY.
- Place BELLMAN INLAY (M); take FISHING NET, TOBACCO (N).
- Give TOBACCO; take SHOVEL (O).
- Return to Akhas's Sanctuary.
- Use SHOVEL (P); uncover; solution (Q); take EXPANDER.
- Place PEACOCK FEATHER (R); take SMALL FUNNEL (S).
- Place SMALL FUNNEL; use FUEL OIL (T).
- Easy and hard solutions (U1-U3). 1-14.
- Take AKHAS'S HEART.
- Use EXPANDER (V); place AKHAS'S HEART (W).
- Select (X); use sword (Y); speak to character.
- Take SEED POD (Z).
- Take BOW (A); use PLIERS on lid; take BEADS WITH MAGNET (B).
- Use BUTTON (C); take EMPTY KEROSENE LAMP, SHACKLES, ARROW (D).
- ARROW, VINE ROPE on BOW for BOW WITH ARROW.
- Use BOW WITH ARROW (E).
- Use FISHING NET (F) for HOP (G); receive FLORENA'S SCEPTER.
- Use SHACKLES; take FREEING CRYSTAL HALF (H).
- Use BEADS WITH MAGNET (I) for FREEING CRYSTAL HALF (J).
- Place FLORENA'S SCEPTER; take FLINT AND STEEL, BRUSH (K).
- Take OLIVES (L).
- Place OLIVES (M).
- Solution (N).
- Take OLIVE OIL.
- FLINT AND STEEL, OLIVE OIL on EMPTY KEROSENE LAMP for KEROSENE LAMP.
- Use KEROSENE LAMP (O); take RESIN, METAL CHAIN (P).
- FREEING CRYSTAL HALF and RESIN on FREEING CRYSTAL HALF for FREEING CRYSTAL.
- Use FREEING CRYSTAL (Q); speak to character; take LASSO (R).
- Easy solution (T). A-B-Cx2-Bx2-Ax4.
- Hard solution (U). F-Gx2-F-Ex4-E-A-B-Cx2-Bx2-Ax4.
- Enter Ritual Hall.
- Use SEED POD (V); take EMPTY WATERING CAN; use LASSO (W); take HARPY FEATHER (X).
- Take WOODEN STICKS (Y).
- Take 1/3 BUD INLAYS (Z).
- Place HARPY FEATHER (A).
- Take CORKSCREW (B).
- Take CORK; use METAL CHAIN; take SAW (C).
- Use CORK, CORKSCREW; receive LID (D); take CRAB'S CLAW (E).
- Use LID; take 1/2 PLATE AND COAL (F).
- Use SAW and BRUSH (G); take BOWL OF POLLEN (H).
- Return to On the Tree.
- Use CRAB'S CLAW (I); take HORSESHOE; place EMPTY WATERING CAN (J); receive FULL WATERING CAN.
- Use FULL WATERING CAN and WOODEN STICKS (K) for 2/3 BUD INLAYS and RUNE OF EARTH (L).
- Use BOWL OF POLLEN (M); give leaf; use stick (N); take WOLF'S EYE (O).
- Return to Ritual Hall.
- Use WOLF'S EYE; take 2/2 PLATE AND COAL (P).
- Use 2/2 PLATE AND COAL for RUNIC COMBINATION (Q).
- Uncover; use HORSESHOE; take TOTEM (R).
- Place TOTEM (S) play HOP (T); receive FLORENA'S RING.
- Place FLORENA'S RING; take 3/3 BUD INLAYS, AXE HANDLE (U).
- Return to Near Florena's Heart.
- Place 3/3 BUD INLAYS (V); take AXE BLADE (W).
- Place RUNIC COMBINATION (X).
- Easy solution (Y). Ax3-B-Cx4-Dx2-E.
- Hard solution (Z). Cx2-A-Bx3-Dx4-Ex3.
- Take MOSAIC PART.
- Return to Florena's Chamber.
- Place MOSAIC PART (A); take ACID (B).
- Use ACID (C); take AXE DETAIL (D).
- RUNE OF EARTH, AXE BLADE, AXE DETAIL on AXE HANDLE for AKHAS'S AXE.
- Use AKHAS'S AXE (E).
- Easy and hard solutions vary.
- Congratulations, you've completed Spirit Legends: The Forest Wraith!
Created at: 2018-12-16
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So is this the new thing?
Playing in a group as a hunter. We do dungeon finder (lvl 27 btw) and we get a group in Gnome. Our healer priest asked for the bow drop. I said they could have it if they beat me on the roll. Then the first boss we fought dropped a ring. It had better stamina and spirit while the ring I had was stamina and int. I needed and got it and the priest cried about it. I told him that I could use it thus I needed it and to stop crying. The group kicked me. Is this how it’s done blizzard? Is this seriously the quality of players?
You prolly got grouped with people who were friends.
Careful in those groups, they’ll kick you for the smallest reasons.
I got kicked because I asked for a pally buff twice.
society told them they’re winners their whole lives.
they lost a roll.
see the conflict?
Definitely super dramatic for level 26-30 content…
But you also don’t really need either of those stats…I guess. Sure, open world leveling, but hunters rarely get smacked.
Even if minor, spirit is still good for healers, and you do want healers to get geared up, as they are the ones keeping you alive. Healer goes oom = you ded.
Didn’t need to be a group of friends to get you kicked. “ninja looters” do get kicked in dungeons.
Was in Wailing Coverns last night and we had a mage who kept needing on everything. So he got kicked.
I’m not saying you’re wrong in needing that ring. I’m just giving you another prospective. I don’t think it warrants a forum post either. Nor do we know if you were rude or mean used bad language to that priest. Because being rude/mean/unfriendly is the easiest way to earn yourself a kick.
Also, another point to keep in mind, they kicked you and forgot about it. But you will be reminded of this for next 48-72 hours.
You may have ninja looted that ring, can priests even use bows?
Be careful…they might put you in the benediction blacklist
I’m still trying to figure out why a priest wanted a bow…
pretty sure that’s why you got kicked for being rude
You’ll live without the ring and you’ll survive the kick. It sucks, but whatever.
I really don’t get why people have a bad experience and come here and make a thread about it. Don’t we all know there are idiots in WoW, and sometimes we’re going to end up in groups with them? What is the point of this post exactly, did you think this type of thing NEVER happened in WoW? Of course it does, but it seems pretty rare to me. So I dunno, just move on… or don’t, if it really bothers you just quit playing, but it seems like a rare thing to me.
The fact this person thought a low lvl crappy ring for a upper 20s lvl actually matters is the funniest part. Clearly shows there are people that still don’t have a clue.
Hell yeah. This right here wins comment of the day.
Why would a PRIEST need a bow? They can’t equip it.
Well actually, the OP must have never been kicked from a group before since he came here to ask a question. The rest of the story is just information. I mean, I do agree with you about posting their crybaby snowflake a55 stories, but I guessing the OP really didn’t have a clue.
I don’t think you really have room to judge a Priest complaining about a Hunter outrolling him, when neither of you apparently know what gear you need. You don’t need spirit or intellect and he doesn’t need a bow. But I mean, you’re all still leveling, so you’re still figuring things out.
But still, I just doubt the Priest got on here to complain about this interaction, like you are. It was a bad dungeon, just requeue and move on.
I don’t see a problem with people complaining about bad experiences. Venting is human nature. Sorry you had a bad experience OP, hope you have a better one next time.
I am not sure I even believe this post as it seems conjured, but I’ll bite anyway… you were rude to the player telling them to stop crying. Now if this is indeed what happened I suspect there is more we’re not hearing.
Rolling newd when the game allows it is NOT UNDER ANY CIRCUMSTANCES ninja looting. Move along.