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Ghost Register

WRAITHS

Onikiri

All six can be seated. The board keeps three

The Ghost Register is a subsystem of Onikiri. It is not a separate hunt, and there is no unlock quest.

There are six usable wraiths. The outer ring shows all six. The inner triangle has three seats. A new character starts with every seat empty. An empty wheel is valid. Nothing is seated at character creation.

The wheel opens only while Onikiri is held. The blade is drawn at the crimson-bride torii.

Press Legend Weapon: Toggle HUD (default M), or click the Sealing Talisman. The first open lands on the Inscription Stand. The left plaque on the beam switches to the Sigil Wheel.

The Ghost Register is the scroll under the wheel. It only shows lore and powers. Seating happens on the wheel: pick one from the ring, then click an empty seat. When all three are full, a held seal swaps a seat; an empty hand unbinds one. The same wraith cannot occupy two seats.

A wraith acts only while Onikiri is currently held, and only if that wraith occupies one of the three seats. Owning the blade, having held it before, or an old choice does not count.

Swap to another item and the wraiths stop. Persistent effects already out fade without grabbing, raining, or standing in for a death.

The loadout lives on the player. Trading, dropping, or Journey Mode copies of the blade do not open a second Ghost Register.

Each wraith has its own revival meter. Using it raises the meter. Resting lowers it. A full meter does not block the ability.

Wraiths on the same board wake each other: using one also nudges the other two.

When one meter fills, that last use still happens. Then it seizes the wielder, plays a short scene, and kills them. The talisman slip warns first.

How much each use adds is written on the Ghost Register.

All six are finished and usable. There is no archive to unlock. Names follow the in-game list.

Three lanterns orbit the wielder. Their shadows echo Onikiri’s normal slashes off-beat. One lantern hit is 20% of weapon damage. All three landing together is about 60%.

The only wraith with its own key. It occupies Self-Restart (default H). Press it and the palanquin follows the wielder’s blood into an empty wedding hall. At the toast, wounds and status effects restart.

At the instant a killing blow lands, it seizes a life from elsewhere and forces that death into that body.

It stays behind the wielder. It rushes anything living and tears the body apart.

A withered arm reaches from behind, pins the target, and crushes it. More hands come out when prey is crowded.

While the blade is held, a gloom stays up and rain keeps falling. Living things in the veil are eaten away, or pulled into the rain.

This is not Shenyo’s ghost rain, and it is not Kikasa’s domain flip of the same name. Three names, three systems.

Some pairs have extra reactions. Pairs with no special reaction still wake each other: use any of them and the rest gain a little revival.

  • Seen By Lanternlight (Lantern Boy + Charred Hand): prey the lantern has lit can be found through cover. Lantern slashes on a gripped target are ×1.6. That is not the same number as each lantern’s 20%, or about 60% when all three land.
  • Reach From The Rain (Ghost Rain + Charred Hand): soaked prey is no longer limited by arm’s reach. The usual cap is 3 hands; rain raises it to 5. Crush damage scales from ×1.15 to ×1.45 with soak strength.
  • Wet Edge (Ghost Rain + Headless Shade): while the wound is still open, every rain-rot tick on that target is doubled.
  • Held Down, Then Cut (Charred Hand + Headless Shade): the shade goes for gripped prey first. Speed is already pinned to zero, so the strike cannot miss.
  • Wedding Hall (Crimson Bride, any partner): prey drawn into the hall at the toast keeps other marks from fading until the hall breaks up.
  • Take The Blow (Scapegoat, any partner): each time the substitute dies, every other seated wraith drops one step of revival.
  • Three Marks Break: three different marks on one target detonate as a single hit. Each mark converts to 35%–75% of weapon damage by mark strength, then the values add. Every wraith involved pays one revival.