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The Spectral - A Dungeon-esque Biome

Would you like to see this in Terraria?

  • Yes, but I think some things could be better. (Be sure to specify these in a comment!)

    Votes: 0 0.0%
  • No, I would not like to see this in the game.

    Votes: 0 0.0%
  • Please, for the love of all that is holy, never make another suggestion.

    Votes: 0 0.0%

  • Total voters
    13

Boooo

Golem
Before I get into the real content of the thread, I'd like to take just a brief moment to explain that I have ported over this thread from TO where it was originally posted, but with some revamped sprites and concepts and some completely new sprites and concepts. Therefore, if you have already seen this thread at TO, I would encourage at least skimming to the points in which you see new things, if not re-reading the whole thread. Sprites for all the new items have been provided, of course. Leaving feedback is highly encouraged! Now, without further ado...

Welcome to the Spectral - a place where the weird, creepy, and downright scary gather...

The Spectral is a dungeon-esque biome that generates in the sky in the outer two thirds of the map upon worldgen. It will always spawn on the side opposite the Dungeon, so no, it is not a Dungeon alt. It is, however, dungeon-esque in the sense that it has many rooms that the player must progress through in order to reach the end of the biome, which is a room that has a special chest containing a certain item important for unlocking the Spectral full-time.

If the player finds the Spectral before the three Mech bosses have been defeated, it will appear as a large building-shaped mass obscured by dark clouds (said dark clouds would be more like particle effects and less like actual sprites). However, after the player defeats the three Mech bosses, along with the usual Jungle message, another message will appear stating that "A feeling of dread emanates from the eastern/western sky..." (eastern/western being decided at worldgen with where the Spectral ends up spawning). Now, when the player visits the Spectral, they should be able to enter. There's one last catch, though - the Spectral only tolerates visitors during nighttime, when its denizens are active, so the player must enter at night if they wish to enter at all. If the player is in the Spectral when night turns to day, they will be teleported outside. Now, there is a way to dispel the clouds surrounding the Spectral and enter it during the daytime, but that method will be addressed later on.

"What kind of enemies might I find there?" you ask yourself. Well, ask no further, for here is a full list of all the mobs found within the Spectral, complete with stats and a description of their behavior! Sprites have been provided, but as I'm not such a great spriter, most of them aren't that great.

Ghost:

HP: 150
Damage: 45
Defense: 20
AI Style: Dungeon Spirit
Drops: 15 Silver Coins (100%), 1-3 Wite (100%), Essence of the Spectral (20%)
Other notes: As it uses the Dungeon Spirit AI, it can travel through walls.

Shielded Ghost:

HP: 500
Damage: 35
Defense: 45
AI Style: Shielded Ghost
Other notes: The Shielded Ghost absorbs 20% of the damage done to enemies within a 15-tile radius. When it is killed, a normal Ghost always spawns in its place, similar to the Slimer.

Phantom Mage:

HP: 400
Damage (contact): 20; damage (lightning strike): 90; damage (blizzard): 60; damage (flamethrower): 60; damage (dark orb): 40
Defense: 25
AI Style: Phantom Mage
Drops: 60 Silver Coins (100%), 2-4 Wite (100%), Essence of the Spectral (20%), Sentient Hat (1%)
Other notes: The Phantom Mage will shoot one of four attacks every five seconds when within sight of the player:
- a thundercloud which takes three seconds to "charge" and deliver a lightning bolt;
- a blizzard with fairly short range that spreads out in front of the Phantom Mage and can inflict Chilled;
- a long-ranged flamethrower attack that can inflict On Fire!;
- a small homing dark orb that moves quickly and can inflict Darkness.

Corpse Bat:

HP: 250
Damage: 50
Defense: 30
AI Style: Floating
Drops: 10 Silver Coins (100%), 1-3 Wite (100%), 2-5 Bones (50%), Essence of the Spectral (20%)
Other notes: None.

Consumed Soul:

HP: 600
Damage: 62
Defense: 28
AI Style: Consumed Soul
Drops: 1 Gold Coin (100%), 2-4 Wite (100%), Undying Flame (33.33%), Essence of the Spectral (20%)
Other notes: The Consumed Soul, upon spotting the player, will charge at very rapid speeds at the player. It can also jump very high. It can inflict the Cursed and On Fire! debuffs.

Undead Cannon:

HP: 1000
Damage (contact): 20; damage (small blast): 45; damage (large blast): 65
Defense: 35
AI Style: Undead Cannon
Drops: 75 Silver Coins (100%), 1-3 Wite (100%), Nozzle (25%)
Other notes: The Undead Cannon perches on the ceilings of rooms and fires at the player. They naturally move towards the darkest part of the room so as to remain unseen. They fire bursts of five small shots followed by one large shot.

Possessed Mask:

(comedy variant)

(tragedy variant)
HP (comedy): 300; HP (tragedy): 550
Damage (comedy): 70; damage (tragedy): 40
Defense (comedy): 25; defense (tragedy): 40
AI Style: Dungeon Spirit
Drops: 70 Silver Coins (100%), 2-4 Wite (100%), Essence of the Spectral (20%), Mask Fragment (0.5%)
Other notes: Like the Ghost, it travels through walls to chase the player, except a bit slower.

Soul Stalker:

HP: 1500
Damage: 115
Defense: 50
AI Style: Soul Stalker
Drops: 1 Gold Coin (100%), 3-6 Wite (100%), Essence of the Spectral (20%)
Other notes: The Soul Stalker, when the player is not facing in its direction, runs very rapidly at the player in order to deal heavy damage. If the player is facing the Soul Stalker, it will walk slowly and begin to fade from view (like the Shroomite Armor effect). This fading can be interrupted by dealing damage to the Soul Stalker. Soul Stalkers always spawn behind the player.

Glitched Being:

HP: 750
Damage: 55
Defense: 35
AI Style: Glitched Being
Drops: 1 Gold Coin (100%), 1-3 Wite (100%), Glitched Trigger (25%), Glitched Blade (25%), Glitched Orb (25%), Glitched Beacon (25%) Essence of the Spectral (20%)
Other notes: The Glitched Being can move around like a Wraith in addition to teleporting around erratically.

Wight-Light:

HP: 650
Damage (contact): 45; damage (eye beam): 20
Defense: 60
AI Style: Wight-Light
Drops: 1 Gold Coin (100%), 1-3 Wite (100%), Essence of the Spectral (20%), Haunted Light Bulb (0.5%)
Other notes: The Wight-Light locks onto you with a beam of light emitted from its eye and inflicts the Spotted! debuff. Spotted! goes away when you kill the Wight-Light. Spotted! causes the spawn rate to triple.

After seeing those enemies, you're probably thinking to yourself, "Boo, you're insane, how can you expect most people to be able to fight these enemies with pre-Plantera gear?!" Well, the idea was that the Spectral would be available pre-Plantera in order to provide a greater risk vs. reward for the people that really want the Spectral's items, but provides another post-Plantera challenge for the people who are willing to wait for better gear before tackling the Spectral. This, I believe, justifies the relative strength of the Spectral's mobs given the time you fight them. If you still think the mobs are too challenging, speak up about it!

Of course, all these abundant mobs drop some uniquely-Spectral items that can be crafted into better items or used straightaway. Here are all the items that you can find by taking a trip to the Spectral. Sprites have been provided.

Essence of the Spectral:

Material
Tooltip: 'The essence of the re-awakened souls.'
Max stack: 999

Wite:

Material
Placeable
Tooltip: 'The special ore of the Spectral. Murmuring can be heard from within...'
Max stack: 999

Sentient Hat:

Vanity Item
Tooltip: 'The hat gives off an eerie feel... is it watching you?'
Max stack: 1

Undying Flame:

Material
Tooltip: 'Better than a trick candle!'
Max stack: 99

Nozzle:

Material
Tooltip: 'Can be used in the crafting of high-powered firearms.'
Max stack: 99

Mask Fragment:

Summoner
Tooltip: 'Summons a baby mask to follow you.'
Max stack: 1

Glitched Trigger:

Material
Tooltip: 'Used in the crafting of an extraordinarily powerful weapon.'
Max stack: 99

Glitched Blade:

Material
Tooltip: 'Used in the crafting of an extraordinarily powerful weapon.'
Max stack: 99

Glitched Orb:

Material
Tooltip: 'Used in the crafting of an extraordinarily powerful weapon.'
Max stack: 99

Glitched Beacon:

Material
Tooltip: 'Used in the crafting of an extraordinarily powerful weapon.'
Max stack: 99

Haunted Light Bulb:

Material
Equipable
Tooltip: 'Makes the wearer immune to Spotted!'
Max stack: 1

As you would expect, there's quite a number of things that can be crafted with the items obtained from the mobs in the Spectral. Like always, they have been sprited (although the quality is questionable).

Wite Bar:

Material
Placeable
Tooltip: 'Murmuring can be heard from within.'
Crafted with: 4 Wite at an Adamantite/Titanium Furnace
Max stack: 99

Eternal Flames:

Magic Damage: 45
Speed: 10
Knockback: Weak
Mana Cost: 8
Tooltip: 'Shoots homing flames that can inflict On Fire!'
Crafted with: 30 Essences of the Spectral, 12 Undying Flames, 5 Souls of Sight, 5 Souls of Fright, 5 Ectoplasm, 1 Spell Tome at a Bookcase
How it works: Exactly like it says on the tooltip.

Flowering Spirit Lance:

Melee damage: 59
Speed: 16
Knockback: Average
Tooltip: 'A ghostly lance that drops spirit petals.'
Crafted with: 15 Wite Bars, 10 Essences of the Spectral, 1 Dark Lance at a Mythril/Orichalcum Anvil
How it works: Don't let the representational sprite fool you; the Flowering Spirit Lance is much longer when actually used. When used, it creates ghostly flower petals that spin and damage enemies that move into them.

Luminescent Shield:

Equipable
8 Defense
Tooltip: 'Absorbs 25% of damage done to teammates. Makes you and your team immune to Spotted!'
Crafted with: 1 Paladin's Shield and 1 Haunted Light Bulb at a Tinkerer's Workshop.
How it works: Apply the effect of the Haunted Light Bulb to the effects of the Paladin's Shield and you've got how the Luminescent Shield works.

Infernal Staff:

Summon damage: 37
Speed: 15
Knockback: Weak
Tooltip: 'Summons an immolated soul to fight for you.'
Crafted with: 150 Bones, 20 Essences of the Spectral, 12 Undying Flames, 10 Souls of Fright, 5 Wite Bars at a Mythril/Orichalcum Anvil
How it works: Immolated Souls look like smaller Wisps. They come in three varieties - orange, lime green, and light blue (for fire, cursed fire, and frostburn respectively). These colors do not affect the debuff inflicted, as all of them will cycle through the fire-based debuffs.

Poltergun:

Ranged damage: 28
Speed: 10
Knockback: Very weak
Tooltip: 'Bullets ignore your enemy's defense.'
Crafted with: 15 Essences of the Spectral, 15 Souls of Might, 10 Wite Bars, 1 Minishark, 1 Nozzle at a Mythril/Orichalcum Anvil
How it works: Any damage this gun deals is not affected by your target's defense whatsoever. In PvP, the gun ignores half of the target's defense.

Possessive Mask:

Summon damage: 40
Speed: 30
Knockback: None
Tooltip: 'An artifact from a long-abandoned facility. Use with care.'
Crafted with: 20 Wite Bars, 20 Essences of the Spectral, 3 Souls of Might, 3 Souls of Fright, 3 Souls of Sight at a Mythril/Orichalcum Anvil
How it works: The Possessive Mask is thrown like a boomerang. If it hits something, it becomes 'possessed' and acts like a minion while not contributing to your minion count. It retains its damage and health and can take damage from enemy projectiles. The minion returns to its normal enemy state if the Possessive Mask is thrown onto another enemy. The Possessive Mask also lacks the capability to possess stronger creatures and cannot possess any boss.

Puff-and-Stinger

Ranged damage: 48
Speed: 14
Knockback: Weak
Tooltip: 'A relic from a bygone war. Can inflict Critical Fire.'
Crafted with: 22 Wite Bars, 15 Essences of the Spectral, 10 Undying Flames, 2 Nozzles, 1 Flamethrower at a Mythril/Orichalcum Anvil
How it works: Takes Gel as ammo like the Flamethrower and Elf Melter. Enemies inflicted with Critical Fire do not take normal fire damage but instead always take critical hits. Critical Fire lasts for 5 seconds.

Soul Rend:

Melee damage: 56
Speed: 16
Knockback: Average
Tooltip: 'A soul-splicing dual scythe.'
Crafted with: 24 Wite Bars, 15 Essences of the Spectral, 10 Souls of Light, 10 Souls of Night, 3 Souls of Might at a Mythril/Orichalcum Anvil
How it works: Mouse1 can be held down continuously to make this weapon spin in a circle around you. Offers very good protection as the actual "scythe" sprite that is used is much larger than the represented sprite (like spears).

Explosive Tome:

Magic damage: 77
Speed: 20
Knockback: Very high
Mana cost: 16
Tooltip: 'Lamp oil and rope not required.'
Crafted with: 100 Bombs, 20 Essences of the Spectral, 5 Undying Flames, 5 Souls of Might, 1 Spell Tome at a Bookcase
How it works: When the Explosive Tome is cast, one of three random explosive orbs can be shot. The yellow orb explodes in a cloud of static that briefly stuns enemies, the red orb explodes in a cloud of fire that can inflict On Fire!, and the light blue orb explodes in a cloud of ice that slows enemies down for 15 seconds.

False Moon Token:

Consumable
Tooltip: 'Creates a fake moon that extends nighttime by three minutes. Up to five can be used in one night.'
Crafted with: 3 Wite Bars, 3 Essences of the Spectral
How it works: When used, like it says on the tooltip, it creates a fake moon that extends night by three minutes up to five times in one night, which can make up to a twenty-four minute nighttime. Using one grants a buff called 'Undying Night' with a small '1' down in the bottom right-hand corner. If another Token is used, this number goes up to '2', and with another it goes up to '3', and so on and so forth.

Wite Armor:


Wite Mask:

Equipable
Defense: 22
+17% melee damage
+8% melee speed
+10% melee crit chance
Crafted with: 12 Wite Bars, 10 Essence of the Spectrals, 1 Soul of Fright, 1 Soul of Sight, 1 Soul of Might at a Mythril/Orichalcum Anvil
Full melee set bonus: +10% melee damage, +15% knockback, +5% melee crit chance. In combat, you are surrounded by spirits which increase your defense, swing speed, and health regeneration.

Wite Hood:

Equipable
Defense: 6
+17% magic damage
-10% mana consumption
+10% magic crit chance
+80 mana
Crafted with: 12 Wite Bars, 10 Essences of the Spectral, 1 Soul of Fright, 1 Soul of Sight, 1 Soul of Might at a Mythril/Orichalcum Anvil
Full magic set bonus: +7% magic damage, -7% mana consumption, +7% magic crit chance. In combat, you are surrounded by spirits that increase your movement speed, fire rate, and mana regeneration.

Wite Helmet:

Equipable
Defense: 11
+17% ranged damage
+10% ranged crit chance
+25% chance to not consume ammo
Crafted with: 12 Wite Bars, 10 Essences of the Spectral, 1 Soul of Fright, 1 Soul of Sight, 1 Soul of Might at a Mythril/Orichalcum Anvil
Full ranged set bonus: +5% ranged damage, +5% ranged crit, +15% velocity. In combat, you are surrounded by spirits that decrease your chance to be targeted and increase your movement speed and fire rate.

Wite Headgear:

Equipable
Defense: 7
+17% summon damage
+25% summon movement speed
Increases your maximum number of minions by 1
Crafted with: 12 Wite Bars, 10 Essences of the Spectral, 1 Soul of Fright, 1 Soul of Sight, 1 Soul of Might at a Mythril/Orichalcum Anvil
Full summoner set bonus: +15% summon damage, +15% summon knockback, +4 defense. In combat, you are surrounded by spirits that increase your summon damage, movement speed, and health regeneration.

Wite Plate Mail:

Equipable
Defense: 17
+9% damage
+8% crit chance
Crafted with: 24 Wite Bars, 20 Essences of the Spectral at a Mythril/Orichalcum Anvil

Wite Pants:

Equipable
Defense: 12
+12% movement speed
+4% damage
+2% crit chance
Crafted with: 18 Wite Bars, 15 Essences of the Spectral at a Mythril/Orichalcum Anvil

You recall that I mentioned a way to remove the clouds from around the Spectral, right? Well, that method is detailed in the following spoiler, along with some more drops and items that were not mentioned up above.

When you reach the final room of the Spectral, you'll come across a Shadow Chest. Inside of this chest you'll find one special item as well as several randomized 'common' potions, like Swiftness, Regeneration, Ironskin, etc. This special item is the Phantasmal Mirror, and it is the first step to removing the darkness enshrouding the Spectral.

Phantasmal Mirror:

Consumable
Tooltip: 'Whispering can be heard coming from inside the glass...'

When this item is used, five unique-looking ghosts will appear and circle around the player. After about fifteen seconds, they will stop circling and fly off. The screen will follow them as one goes to one of the oceans, one goes to the jungle, one goes to the underworld, one goes to the snow biome, and one goes to the Corruption/Crimson (depending, of course, on which 'evil' biome your world has). Guess what that means?! You're going to have to hunt them down and kill them, of course! It's also worth noting that this item can only be used once per world.

"But Boo!" you say. "The ghosts went to lots of different biomes! Will I have to find them within the biome?"

Yes, reader. Yes you will. Think of it sort of like a quest! However, finding a ghost within a huge biome does sound challenging... that's where the next item comes into play.

Phantasmal Scanner:

Tooltip: 'Capable of detecting the most hidden spirits. Press Mouse1 to use.'
Crafted with: 50 Wire, 10 Essence of the Spectral, 8 Wite Bar

The Phantasmal Scanner is a pretty simple item. You take it to the biome you need to and use it. It's not consumed upon use. When you use it, it displays a distance on your screen (for a reference as to what I mean, think of being able to see the distance from your teammates in multiplayer) for ten seconds which leads you to the ghost's location. When you've reached within fifty feet of the ghost's location, using the Phantasmal Scanner again will prompt the ghost to come out of hiding and trigger the fight.

Here are all the ghosts:

Marine Ghost:

HP: 22000
Damage (contact): 40; damage (water sphere): 65; damage (tornado): 80
Defense: 65
AI Style: Marine Ghost
Drops: 10 Gold Coins (100%), 6 Soaked Ectoplasm (100%)
Other notes: The Marine Ghost is found at one of the world's oceans. It is immune to damage unless both you and it are underwater (to aid the player, it always naturally spawns underwater). The Marine Ghost moves fairly sluggishly but boasts quite a lot of HP and defense to counteract this. Its attacks include shooting walls of water spheres at the player that bounce off of walls and spread out and summoning small stationary tornadoes of water. It will despawn if you leave the ocean.

Verdant Ghost:

HP: 13000
Damage (contact): 28; damage (flower petals): 50; damage (vines): 90
Defense: 40
AI Style: Verdant Ghost
Drops: 10 Gold Coins (100%), 6 Luxuriant Ectoplasm (100%)
Other notes: The Verdant Ghost is found in the jungle/underground jungle. It moves very quickly and will often summon a barrier of flower petals that rotate around it. After around thirty seconds, these flower petals shoot off and home into the player. It also summons large vines that shoot across the landscape and deal heavy amounts of damage. It will despawn if you leave the jungle/underground jungle.

Infernal Ghost:

HP: 15500
Damage (contact): 50; damage (charge): 60; damage (fire fist): 70
Defense: 30
AI Style: Infernal Ghost
Drops: 10 Gold Coins (100%), 6 Hellfire Ectoplasm (100%)
Other notes: The Infernal Ghost is found in the underworld. It moves very quickly and charges the player at high speeds. When not charging the player, it creates fir fists and launches them at the player. It can inflict On Fire! and will despawn if you leave the underworld.

Sub-Zero Ghost:

HP: 17000
Damage (contact): 35; damage (ice shards): 45; damage (blizzard): 75
Defense: 50 (100 with defensive shell)
AI Style: Sub-Zero Ghost
Drops: 10 Gold Coins (100%), 6 Frigid Ectoplasm (100%)
Other notes: The Sub-Zero Ghost is found in the snow/underground snow biome. It moves fairly slowly and will flash-freeze the air around it to form a defensive shell if too much damage is done to it at once. This defensive shell lasts for 10 seconds. It also shoots small bursts of ice shards and occasionally launches a blizzard at the player. It can inflict Chilled and will despawn if you leave the snow/underground snow biome.

Corrupt Ghost:

HP: 19000
Damage (contact): 40; damage (corrupt orb): 50; damage (corrupt vine): 65
Defense: 40
AI Style: Corrupt Ghost
Drops: 10 Gold Coins (100%), 6 Corrupt Ectoplasm (100%)
Other notes: The Corrupt Ghost is found in the corruption/underground corruption. It moves fairly slowly, but can charge at high speeds occasionally. It sends out corrupt orbs that burst into clouds of purple electricity and can summon corrupt vines across the landscape like the Verdant Ghost. It despawns if you leave the corruption/underground corruption.

Vile Ghost:

HP: 19000
Damage (contact): 40; damage (crimson orb): 50; damage (ichor vomit): 65
Defense: 40
AI Style: Vile Ghost
Drops: 10 Gold Coins (100%), 6 Rancid Ectoplasm (100%)
Other notes: The Vile Ghost is found in the crimson/underground crimson and is very similar to the Corrupt Ghost. It moves fairly slowly but does not charge at the player. It sends out homing crimson orbs and occasionally vomits ichor at the player. This, of course, can inflict the Ichor debuff. It despawns if you leave the crimson/underground crimson.

Sprites for all the Ectoplasm varieties:

Soaked Ectoplasm:

Material
Tooltip: 'A drenched mass of ectoplasm.'
Max stack: 99

Luxuriant Ectoplasm:

Material
Tooltip: 'A growing mass of ectoplasm.'
Max stack: 99

Hellfire Ectoplasm:

Material
Tooltip: 'A molten mass of ectoplasm.'
Max stack: 99

Frigid Ectoplasm:

Material
Tooltip: 'An icy mass of ectoplasm.'
Max stack: 99

Corrupt Ectoplasm:

Material
Tooltip: 'An evil-looking mass of ectoplasm.'
Max stack: 99

Rancid Ectoplasm

Material
Tooltip: 'A blood-soaked mass of ectoplasm.'
Max stack: 99

Once you have defeated all five of the ghosts in your world, you will be able to craft the Shadow Emblem.

Shadow Emblem:

Consumable
Tooltip: 'Summons The Shadow.'
Max stack: 99
Crafted with: 10 Essences of the Spectral, 5 Ectoplasm, 1 Soaked Ectoplasm, 1 Luxuriant Ectoplasm, 1 Hellfire Ectoplasm, 1 Frigid Ectoplasm, 1 Corrupt Ectoplasm/Rancid Ectoplasm at a Mythril/Orichalcum Anvil

Once you've crafted this, wait 'til nighttime and you can use it to summon the boss of the Spectral - The Shadow. Defeating this boss is the key to dispelling the clouds around the Spectral for good. But you'd best be prepared, for this fight is far from easy.

The Shadow:

HP: 45000
Damage (contact): 40; damage (shadow grab): 60; damage (shadow spheres): 70
Defense: 60
AI Style: The Shadow
Drops: 25 Gold Coins (100%), 25-40 Essence of the Spectral (100%), 15-20 Shard of Shadow (100%), 1 The Shadow Trophy (10%), 1 The Shadow Mask (10%)
Other notes: The Shadow has a repertoire of few attacks, but this does not mean that it is a weak boss. It moves fairly quickly and will charge the player very rapidly on occasion, leaving behind several large shadow spheres that linger for around five seconds. It will also attempt to 'grab' the player by summoning lots of shadowy hands that fly towards the player. If The Shadow succeeds in grabbing the player, they will suffer from Blackout (the same debuff inflicted by Ragged Casters). Occasionally, The Shadow will also open an otherworldly portal, causing several Ghosts to fly out and attack the player, as well as shooting off multiple small shadow spheres.

When The Shadow hits 20000 HP, it will become invincible for thirty seconds but will be much less aggressive. It summons a unique monster known as the Lunacy Mask, which will fly around very rapidly and aid The Shadow in the fight.

Lunacy Mask:

HP: 12000
Attack (contact): 35; attack (shadow flames): 60; attack (Midnight Cannon): 140
Defense: 30
AI Style: Lunacy Mask
Drops: 8 Gold Coins (100%)

The Lunacy Mask moves around incredibly fast and unpredictably, but will never stray more than a few tiles away from The Shadow. It charges occasionally, but mostly attacks with a shadow flamethrower attack, which can inflict On Fire! and Confused. Rarely, it will begin to pulse and give the appearance of pulling particles from the air around it. After about five seconds of this, it will position itself near the player and unleash its Midnight Cannon attack which deals very heavy damage. The Lunacy Mask will attempt to rotate itself to hit the player with the cannon, but it does not rotate very quickly. When the Lunacy Mask is killed, The Shadow gets a movement boost and will open more portals.

When The Shadow is defeated, you gain several Shards of Shadow which are used in the crafting of four very powerful weapons. You will also see the message 'The darkness has dissipated...' signifying that you may now enter the Spectral during the daytime for any of your farming needs. The Shadow's Drops, as well as the weapons crafted from them, are detailed below.

Shard of Shadow:

Material
Tooltip: 'Used in crafting some very powerful weaponry.'
Max stack: 99

Shadow Core:

Material
Tooltip: 'Used in crafting some very powerful weaponry.'
Crafted with: 2 Shards of Shadow at a Mythril/Orichalcum Anvil
Max stack: 99

The Shadow Trophy:

Placeable
Tooltip: 'A trophy proving your victory against The Shadow.'

The Shadow Mask:

Equipable
Vanity
Tooltip: 'A mask proving your victory against The Shadow.'

In Expert Mode, of course The Shadow drops its own Treasure Bag, which along with offering double what he normally drops and an increased chance of a trophy and mask, also includes the following item:

The Shadow Treasure Bag:

Tooltip: 'Right click to open'
Expert
Max Stack: 999

Sanity Mask:

Accessory
Expert
Tooltip: 'Summons a guardian mask that protects the player more the lower their health gets.'
How it works: If the player's health is greater than or equal to 400, the mask will try to block incoming projectiles by rotating around the player and positioning itself towards the projectiles. However, it is not very fast. If the player's health is less than 400 and greater than or equal to 200, the mask will 'power up' by gaining fire around itself much like the Lunacy Mask's sprite and will gain a speed boost, as well as trying to knock enemies away by charging them. It will still try block projectiles, and will raise the player's defense by 5. When the player's health is less than 200, it will gain another speed boost, larger flames, inflict greater knockback on enemies, and reflect incoming projectiles instead of just blocking them, as well as raising the player's defense by another 5 for a total of 10 defense gained.

The Shadow's drops can be combined with the Glitched Parts than the Glitched Being drops to form four very powerful weapons for the four main classes of the game.

Tripleshot Rifle:

Ranged damage: 25
Speed: 7
Knockback: Weak
Tooltip: 'Three-round burst. Three shots per burst.'
Crafted with: 30 Essences of the Spectral, 10 Shards of Shadow, 2 Shadow Core, 1 Clockwork Assault Rifle, 1 Shotgun, 1 Glitched Trigger at a Mythril/Orichalcum Anvil
How it works: Pretty much what it says on the tooltip. Press mouse button, fire nine shots for the price of one!

Archmage's Sceptre:

Magic damage: 82
Speed: 11
Knockback: Weak
Mana cost: 12
Tooltip: 'Fires bursts of high-powered energy. Once belonged to a very powerful magician.'
Crafted with: 30 Essences of the Spectral, 12 Shards of Shadow, 3 Shadow Cores, 1 Rainbow Rod, 1 Glitched Orb at a Mythril/Orichalcum Anvil
How it works: It fires a spread of pulsating purple bolts fairly quickly.

Soul Rend II

Melee damage: 80
Speed: 10
Knockback: High
Tooltip: 'Hold mouse1 to begin spinning. At max spin, the Soul Rend II can reflect oncoming projectiles.'
Crafted with: 30 Essences of the Spectral, 11 Shards of Shadow, 2 Shadow Cores, 5 Souls of Light, 5 Souls of Night, 1 Soul Rend at a Mythril/Orichalcum Anvil
How it works: Again, pretty much exactly like the tooltip states. At max speed, which takes around five seconds to achieve, it will reflect oncoming projectiles. However, if you are hit during the 'charging' phase, it will reset, meaning you have to avoid being hit for five seconds. It's a very good weapon for charging through crowds of enemies due to the high damage, use speed, and knockback, as well as the projectile resistance. In addition, reflected projectiles can deal damage to enemies.

Spirit Beacon

Speed: 10
Tooltip: 'Shoots a beam which marks an enemy. One enemy can be marked at a time. Summons deal increased damage and have higher priority on the marked enemy.'
Crafted with: 30 Essences of the Spectral, 9 Shards of Shadow, 1 Shadow Core, 5 Souls of Sight, 1 Glitched Beacon at a Mythril/Orichalcum Anvil
How it works: When used on an enemy, they become inflicted with a debuff called 'Marked' that deals no DoT but applies a red line around the marked enemy as a visual indicator. This debuff lasts until the enemy dies or until the player recasts the beacon on a different enemy. Recasting the staff on the same enemy removes the debuff as well. The debuff lasts for one minute on bosses before it must be recast. Summons will always attack this enemy if possible, no matter how far away they are, and deal 33% more damage to the marked enemy.
An example of the visual effect:

Well, it's been fun making this suggestion thread not once, but twice! I hope this garners a little bit more attention than it did on TO, but maybe that's just wishful thinking or me being greedy. Regardless, thank you for reading, and be sure to leave some feedback! Also, let me know if the images give you trouble. I wasn't able to see them in the thread preview no matter what I did, but I'm not sure if that's just a problem on my end, a known problem with TCF, or what. If people still can't see them, I'll look further into getting it fixed.

-Boo
 

Nitramster

Skeletron
Wow, this is one of the best suggestions I've seen. It's amazingly done, well sprites, and the theme is perfect. Good job.
 

layman9

Brain of Cthulhu
I have one massive problem with this, which is a pretty weird one: this has TOO much content! At least 2x, if not 3x, more then any other biome/dungeon in the game! Putting this in as it is would put FAR too much emphasis on it over other hardmode goals, and basically throw the balance and progression out of wack. Thats not to say this isn't nice and very well put together, because it IS. It just wouldn't fit in the current game, and feels more like a mod then a fluid part of gameplay. The only way I can see this being implemented is a massive cutout review.
 

Boooo

Golem
I have one massive problem with this, which is a pretty weird one: this has TOO much content! At least 2x, if not 3x, more then any other biome/dungeon in the game! Putting this in as it is would put FAR too much emphasis on it over other hardmode goals, and basically throw the balance and progression out of wack. Thats not to say this isn't nice and very well put together, because it IS. It just wouldn't fit in the current game, and feels more like a mod then a fluid part of gameplay. The only way I can see this being implemented is a massive cutout review.
Wow, that's definitely a different sort of criticism than I expected. Still, feedback is feedback. I don't really know what I could do about it having "2x, if not 3x" the amount of content of other biomes. Obviously, if the developers ever decided to implement this (which isn't very likely at all) they could cherrypick only the best ideas, which would probably put the Spectral at having roughly the same amount of content.

Also, I'm pretty sure the post-Plantera Dungeon has more content than the Spectral (at least within the biome, additional biome ghosts and The Shadow notwithstanding), but I could be wrong about that. With the ghosts and The Shadow, it almost definitely has more content.
 

layman9

Brain of Cthulhu
Wow, that's definitely a different sort of criticism than I expected. Still, feedback is feedback. I don't really know what I could do about it having "2x, if not 3x" the amount of content of other biomes. Obviously, if the developers ever decided to implement this (which isn't very likely at all) they could cherrypick only the best ideas, which would probably put the Spectral at having roughly the same amount of content.

Also, I'm pretty sure the post-Plantera Dungeon has more content than the Spectral (at least within the biome, additional biome ghosts and The Shadow notwithstanding), but I could be wrong about that. With the ghosts and The Shadow, it almost definitely has more content.
The Lizhard Temple has a pet drop, a boss, an event summon drop, 2 enemies, traps. That is all content.
 

layman9

Brain of Cthulhu
I was referring to the actual Dungeon post-Plantera.
Oh. But still, not only does that Dungeon have a lot more space, it only has mob drops, 20 to be exact. I didn't try to count, but I skimmed and yours has at least 30.
 

652Graystripe

Plantera
...I like the work put into this, although I'm usually against new biomes or bosses. It looks great, too.

One question: Is the Puff-n-Sting a TF2 reference?
 

felis

Terrarian
Some possible problems:
1. Are the Shadow boss only able to be fight 6 times per word? Maybe the mirror caould be re-used once it's defeated.
2.
Other notes: The Wight-Light locks onto you with a beam of light emitted from its eye and inflicts the Spotted! debuff. Spotted! goes away when you kill the Wight-Light. Spotted! causes the spawn rate to triple.
What if the Wight-Light despawned, will the debuff expire during time?
3.
"But Boo!" you say. "The ghosts went to lots of different biomes! Will I have to find them within the biome?"
What will happen if player removed one of the biome?
 
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