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.
Defines the revealed form of the Item Mimic enemy with combat, loot, and shadow VFX components.
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 levelable shadow weapon prefab with life steal, talking AI, and visual FX systems that progresses through epic creature kills.
Harvestable shadow biome resource prefab that drops weighted loot based on map topology when chopped down, with visual variation and gem symbol overrides.
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 spawning of shadow mimic entities that copy existing items during Cavenight when Shadow Rifts are active.
Defines Shadow Waxwell minion prefabs, including combat, resource, and special variants along with spawning and despawn logic.
Manages shadow mimic spawner entities for specific prefab configurations.
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 shadow-themed scythe weapon that degrades with use and grants set bonuses when paired with Voidcloth armor.