The Master Wraith has the standard form of a Wraith. They have a dark brown cowl, with a set of four white horns (three visible, one unseen), and the typical red circles for eyes. However, the Master Wraith also dons a skull necklace of sorts.
The Master Wraith is one of the most powerful Wraiths, as well as an aggravating foe to fight as the battle drags on. This power primarily come from their diverse moveset and their actually functional AI.
Master Wraiths use Bio, Ice, Fire and Dark elemental attacks, each representing the Leaf Wraith, the Frost Wraith, the Flame Wraith, and Wraiths as a whole respectively. It also packs several status effects in its attacks, with more thrown in on harder difficulties. However, the Master Wraith will avoid attacking a player with an element the player resists, and so one can alter the Master Wraith's moveset by planning accordingly. For instance, since Matt is a physical attacker who will benefit from being hit by Berserk, giving him resistance to Ice and Bio will make him more likely to be attacked by Hellfire. Keep in mind that this may also shift the Wraith over to using less palpable attacks; in the scenario given the Wraith might also decide to hit Matt with a Doom-causing Dark attack.
On the other hand, the Master Wraith backs up its diverse offense with a diverse defense; it has resistances to half of the elements in the game, not to mention Dark absorption. Fortunately, while the Master Wraith shares the strength of the other Wraiths, it also shares their weaknesses. Like all other Wraiths, the Master wraith is weak to Wind. Holy may seem like a logical choice, but while the Master Wraith is weak to Holy, it is frequently grouped with the Holy-absorbing Flame and Frost Wraiths. As such, Wind attacks such as Shockwave and Tempest should be the player's go to attacks to combat the Master Wraith. In terms of status conditions, the Master Wraith is immune to Death, Doom, Bad Luck, Curse, Weaken, and Tired. It has no weaknesses to any status effects and is neutral to all debuffs.
|A ghost which has mastered the skills of the lesser wraiths. It can use a variety of elemental spells, and avoids hitting resistant players.|
|Item Drop Rate|
|Name||Razor Claw||Bone Spike||Silk||Dark Rune||-|
|Damage taken from status effects, in % of maximum health (per turn), including elemental resistances:|
(if Death fails)
| 1.75% per stack,|
up to 15.75%
| 1.5% per stack,|
up to 13.5%
| 3% per stack,|
up to 27%
|Damage taken from first three is decreased by 30% on Easy and 65% on Zero difficulties.|
Final damage is randomized by ±5% (except for Doom) and rounded down.
Attacks and Abilities
|Notes: Status chance increased to 100% on Hard or Epic difficulties.|
|Notes: Gets 50% chance of 2x Disable on Hard or Epic difficulties.|
|Notes: Status strength decreased to 3x on Hard or Epic difficulties.|
The following describes general logic of the enemy and attack patterns, with chances of each attack to be used. Conditions are listed from highest to lowest priority unless specified otherwise.
- If Syphoned, catch score >55 and all players are Lovable → Flee;
- If catch score >55 and all players are Lovable → Iceshard Volley;
- If Berserked or Syphoned → Double Stab;
- Otherwise → Double Stab (1/8), Fire Bash (1/8), Bio Bash (1/8), Iceshard Volley (1/8), Leaf Blade (1/8),
Ice Needle (1/8), Hellfire (1/8), Dark Swoop (1/8).
*The Master Wraith's attacks always prioritize targets that aren't resistant to the attack's element.
Additionally, if any front line player has equipment that scares Ghosts, the Master Wraith will inflict Berserk on themselves at the start of their turn (this does not take up their turn).
The foe can be captured to be used as a summon. It is worth noting that the Master Wraith summon is effectively guaranteed to Syphon any foe with less than 70% resistance (meaning it works well on Monoliths).
|Uses dark magic on a single foe, which strongly syphons them.||45||Kept|