Spectres are the partially invisible counterparts of Demons. Except for their blurry appearance, they are exactly the same in behavior and attributes and thus may be thought of as Demons who have a permanent partial invisibility power. In the Doom and Doom II manual, their description is: Great. Just what you needed. An invisible (nearly) monster. And in the PlayStation, Saturn and Doom 64 manual adds, These beasts will eat your face off, did you expect a walk in the park?
Spectres appear as "shimmering" beings, like a lens which distorts and refracts the area seen through their translucent bodies, making them hard to spot in darker areas or against certain textures (such as grey speckled walls). However, in bright areas, they are noticeably visible and "spotty".
|ID #||58 (decimal), 3A (hex)|
|Speed||10 map units per frame|
(175.0 map units per second)
|Pain chance||180 (70.31%)|
|Pain time||4 tics|
22: Affects Kill %
|Sprites and sounds|
|Bites needed to kill1||Mean||Standard
health, no armor)
health, security armor)
health, combat armor)
|Baron of Hell||46.72||1.79||42||51|
- This table assumes that all calls to P_Random for damage, pain chance, and blood splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
In classic Doom, the Spectre is first encountered on these maps:
The IWADs contain the following numbers of Spectres:
|Game||ITYTD and HNTR||HMP||UV and NM|
|The Ultimate Doom||51||102||183|
- May be encountered earlier if the secret level is played.