Spirit

''This article is about the creature type Spirit in the context of skill descriptions. For information on spirits of mortal creatures that have died, see Ghost.''

Spirits are immobile, temporary creatures typically created by rituals. Their level and natural lifetime depend upon the linked attribute of the ritual skill creating them. The creature name is derived from the ritual creating them, and is typically (but not always) of the form "Spirit of name of ritual".

Spirits have the following properties:
 * Skills that affect all creatures within the skills range, such as Heal Area and effects of Nature Rituals, have no effect on Spirits.
 * Death of a spirit triggers a Necromancer's Soul Reaping.
 * Spirits created by foes are considered foes.
 * Hexes that target foes can be casted on Spirits, but will have no effect.
 * Spirits are immune to conditions.
 * Spirits created by allies are not considered allies.
 * Skills that target allies can be casted on Spirits, but will have no effect.

There are two different types of Spirits: those created by a Ranger's Nature Rituals and those created by a Ritualist's Binding Rituals. They each have additional generic properties.

A popular way to dispatch of Spirits is by using area-of-effect spells such as Fire Storm or Chaos Storm as the Spirit cannot leave the strike zone.

Spirits created by Nature Rituals
Spirits created by Nature Rituals (sometimes referred to as Nature Spirits) have the appearance of a diminutive Druid. They are totems that emit environmental enchantments affecting all creatures, allies and foes, alike, with the pointed exception that other spirits are not affected. The range of their effect is approximately 2.7 times the aggro circle radius. Nature Spirits are incapable of attacking. If using a long-range bow, such as a flatbow or a longbow, these symmetrical effects can be "broken" by firing on enemies that are out of range of the spirit's aura of influence. A particularly useful strategy is to summon a spirit when engaging enemies that can't make use of the spirit's enchantment e.g. Symbiosis against foes that don't have any enchantments, or Favorable Winds against foes who aren't equipping bows.

If a second allied spirit of the same name (created by the same ritual) is created within the effect area of the first spirit, the first spirit will die without taking any damage.

Spirits created by Binding Rituals
Spirits created by Binding Rituals (sometimes referred to as Binding Spirits) resemble Banshees chained to the ground. They can additionally be classified into sub-types.
 * Spirits that cause a one-time effect upon allies or enemies (but not both) in the area upon the spirits' death.
 * Spirits that cause triggered effects on all allies or enemies (but not both) within its range, but takes damage each time the effect is triggered.
 * Spirits that cause constant effect on all allies or foes (but not both) within its range.
 * Spirits that attack - While none of the spirits can perform combat attacks, some can use attack skills to damage enemies. Attack skills of binding spirits typically have the same name as the ritual that created the spirits, with the same range of a longbow (100').  It is currently unknown whether these attack skills consume energy and therefore suspictable to fall victim of energy denial tatics.

Like Nature Spirits, a second allied spirit of the same name will cause the death of the first one if within range of each other. Note this is the same range (approximately 120') as the Nature Rituals, not the range of attack skills (approximately 100').

Related Skills

 * For a list of skills that create Nature Spirits, see Category:Nature Rituals.
 * For a list of skills that create Binding Spirits, see Category:Binding Rituals.

Note: The following descriptions are limited to effects in relation to spirits, which might not be the skills' full effect.


 * Skills that are affected by spirits in general
 * Mend Body and Soul - number of spirits in caster's area affect number of conditions lost on target.
 * Spirit Light - prevents the sacrifice cost for this skill if there are spirits in the area.
 * Spirit Light Weapon - ends prematurely if target is not near a spirit.
 * Essence Strike - gain energy if there are spirits near caster.
 * Painful Bond - target and nearby foes lose health when target is hit by a spirit's attack.
 * Signet of Spirits - gain energy for each spirit in area
 * Spirit Burn - increases damage deal if there are spirits near caster.
 * Wrath from Beyond - number of spirits near by caster increases number of targets of foes.
 * Ghostly Haste - spells recharge faster when in area of a spirit.


 * Skills that directly affect spirits in general
 * Anguished Was Lingwah - summons a Spirit of Pain (which is otherwise created by the binding ritual Pain).
 * Spirit Transfer - ally steals health from all spirits in the area.
 * Gaze from Beyond - Spirits' health used to fuel damage on enemy.
 * Spirit Boon Strike - Heals spirits.
 * Spirit Siphon - target spirit loses all energy, caster gain a portion of it.
 * Consume Soul - destroys spirit to heal allies in the area
 * Feast of Souls - destroy all nearby allies' spirits to heal allies in the area.
 * Rupture Soul - destroy ally spirit to damage and blind foes.
 * Signet of Creation - grants all spirits in the area health regeneration, but destroys them after 30 seconds.
 * Spirit to Flesh - destroy allied spirit to heal allies in the area.
 * Soul Twisting - destroy allied spirit to improve recharge of next ritual.