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".
In many OpenGL source ports, as well as in Doom 64 and the PlayStation version of Doom, spectres do not "shimmer", but are instead rendered as near transparent. This is because the partial invisibility effect is very difficult to reproduce using such a renderer. EDGE, however, emulates the effect.
In Doom 64 specifically, inactive spectres are initially rendered as opaque demons with a green tint, becoming translucent upon detecting the player. Upon death, they revert to an opaque state again. Spectres also appear in the Doom 64 Cast of Characters sequence at the end of the game, unlike the spectre in the Doom II cast sequence. They first appear in The Terraformer.
There are some tricks that can help make spectres more visible: their shimmering outline is much easier to see with the inverted colors of an invulnerability sphere, for example, and they feature a fully visible blood-splatter effect when hit.
Despite the fact that spectres have the effects of partial invisibility, their effect does not throw off the aim of other monsters when infighting.
- The spectre does not appear in the Doom II cast sequence at the end of the game.
- If a spectre's corpse is crushed, the pool of gibs left behind continues to display the partial invisibility effect.
- In a ZDoom-based source port, if the player is killed by a Spectre (monster is credited with delivering the blow that reduces player's health to 0%), an obituary message is displayed at the top of the screen: "[player name] was eaten by a Spectre".
- In Doom95, the spectre's sprite will reflect nearby objects like oil drums or corpses.
|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.
|Monsters from Doom and Doom II|
|Monsters from Doom 64|
|Monsters from the Sony PlayStation version of Doom|