Spectral armour
The translucent melee set whose hits pass through armour and come back a second time, thrown by a copy of you.
Spectral armour is a melee set of eight pieces, all of them see-through and violet. Five of them carry a set effect that gets stronger with every piece you wear, and it is the strongest set effect in the game.
It works on monsters and on other players alike.
The eight pieces
| Piece | Slot | Compare to | |---|---|---| | Spectral faceguard | Head | Torva full helm | | Spectral chestplate | Body | Torva platebody | | Spectral tassets | Legs | Torva platelegs | | Spectral gloves | Hands | Ferocious gloves | | Spectral boots | Feet | Avernic treads | | Spectral cape | Cape | Infernal cape | | Spectral whip | Weapon | Abyssal whip | | Spectral scythe | Weapon | Scythe of vitur |
The boots are the Avernic treads at their fully upgraded strength.
Two rules before anything happens
You must be holding a Spectral whip or a Spectral scythe. The set effect reads your weapon slot and nothing else. Five pieces of armour with any other weapon in hand does nothing at all, and one of the two spectral weapons on its own does nothing either.
The cape does not count. It is there to finish the look. Only the five armour pieces - head, body, legs, hands, feet - scale anything.
Wear a piece with the right weapon in hand and the Set Bonus page on your equipment screen will tell you what you are currently getting.
Phase - your hits go through armour
Every piece you wear takes a fifth of your target's Defence out of the equation.
| Pieces worn | Defence your target keeps | |---|---| | 1 | 80% | | 2 | 60% | | 3 | 40% | | 4 | 20% | | 5 | none at all |
In the full set you are swinging at something that may as well be unarmoured. This is worth most against the things that are hardest to hit and least against the things that were never hard to hit, so it is at its best on a high-Defence boss and does very little to a target that was already folding. In player killing it is worth more than the numbers suggest, because player Defence bonuses are large and this removes all of them.
Wraith's echo - the hit comes back
When one of your melee hits lands, a share of it lands again one tick later.
| Pieces worn | The echo | |---|---| | 1 | 10% of the hit | | 2 | 20% | | 3 | 30% | | 4 | 40% | | 5 | 50% |
The second hit is thrown by a copy of you. It appears on a tile beside your target, dressed exactly as you were at the moment of the hit, named Spectral, swings once and fades. Its damage shows up in a cyan hitsplat so you can always tell the two apart.
Three things worth knowing:
- The echo follows the damage that actually landed. If a prayer blocked your hit, or a boss capped it, the echo is a share of the smaller number - or of nothing.
- A miss echoes nothing. No copy, no second splat.
- An echo never echoes. The second hit does not produce a third.
The echo pays no experience of its own. It is your hit arriving twice, and the experience for it was paid the first time.
The two weapons
The Spectral whip has the Binding Tentacle special attack, and unlike the abyssal tentacle it never runs out of charges and never dissolves. It ignores the Check and Dissolve options it inherited from the tentacle.
The Spectral scythe swings like a Scythe of vitur: three hits against anything large enough, sweeping the tiles in front of you. Paired with the full set that is three defence-ignoring hits, each of which echoes.
Where to find it
Nothing drops it yet. The set is in the game and it works, but no boss table names a piece of it, so until one does there is nothing to hunt. When there is, it will be rare - the effect is written on the assumption that almost nobody will have all five.
