Armor Ruins
A wearable piece of high-defense armor that provides substantial damage absorption and integrates with DST’s skinning and shadow level systems.
A wearable piece of high-defense armor that provides substantial damage absorption and integrates with DST’s skinning and shadow level systems.
A wearable item that grants shadow-aligned resistance, planar defense, and sets a negative sanity aura when equipped.
A boss-like shadow entity that engages in combat by attacking nearby targets, tracking them within range, and periodically reevaluating its target.
A non-player character prefab representing a Ghost Racer carrat that participates in the Year of the Crow (YOTC) race, with stat-based performance modifiers and dynamic behavior during races.
Prefab for a hostile boss-like shadow entity that spawns from portals, maintains aggression range, and interacts with sanity, combat, and planar damage systems.
A consumable weapon prefab that deals damage with finite uses, deals bonus damage against shadow enemies, and provides visual feedback via equipped animations.
Serves as a shadow dimension storage container for the Magician character, enabling item storage with burnable and hauntable properties.
Factory function for creating nightmare creature prefabs with dynamic behavior based on game world state, such as shadow rift presence and nightmare dawn.
A consumable weapon that deals shadow damage and loses one use each time it is swung.
Controls the AI behavior of ocean-based shadow creatures, including target management, harassment actions, and conditional teleportation to land.
Creates a non-player hostile entity that mimics a player model and behaves as a parasitic shadow thrall with combat, sanity-draining, and retention behavior toward its designated owner.
A consumable equippable weapon that allows the player to summon shadow tentacles on attack, with a limited number of uses and shadow level scaling.
A non-hostile ambient shadow creature that respawns in the Ruins and spawns different loot based on shadow rift presence.
A hostile shadow creature prefab that spawns in response to the Daywalker, tracks it via EntityTracker, and applies a sanity aura based on observer perception.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
Manages the shadow level state of an entity by storing a base level and an optional dynamic level function.
Grants an entity the `shadowsubmissive` tag and manages its behavioral response to shadow-dominant entities by tracking attacks and restoring the `shadowdominance` tag after a delay if conditions are met.
A boss enemy prefab with shadow-aligned alignment, using custom combat logic, brain, and team-based state synchronization.
Manages the stageusher entity, a large shadowy boss that alternates between standing (attacking) and sitting (repairing) states, using shadow hands and arms to pursue and damage players.
Manages the behavior and state of the Thurible item, a lantern that lights up in the Dark and attracts Shadow Creatures.
A multiplayer-ready weapon that synergizes with the Voidcloth Set, providing increased damage and planar damage when equipped alongside a Voidcloth Hat, while also enabling shadow-empowered area attacks and harvest automation.