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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.

General[ | ]

Spirits are immobile, temporary creatures typically created by rituals. Their level and sometimes their 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:

There are three different types of Spirits: those created by a Ranger's Nature Rituals, those created by a Ritualist's Binding Rituals and the Spirit of Winds summoned by an Ebon Vanguard Ritual. They all 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 without use of skills like Draw Spirit, or Summon Spirits (PvE only).

Spirit Range[ | ]

"Spirit range" is approximately 2.7 times the aggro circle radius (about 3/5ths the radar radius). If a second allied spirit of the same name is created within the range of the first spirit, the first spirit will die without taking any damage. However, if one of the same name is Shadow Steped or Teleported to within the range of the first spirit, the teleported spirit itself will die without taking any damage, rather than the original spirit.

Note that a spirit's effect only has spirit range if the skill description says "its range".

Some spirit's effects have explicit shorter ranges.

Spirit Health[ | ]

A spirit's health, whether Ritualist or Ranger, can be determined by this equation: (50 + (Spirit Level * 20)) * (1 + Spawning Power * 0.04) The following is a chart containing the health of spirit depending on both its level and its creator's level in Spawning Power.

Spirit Level
Spawning Power1 1 2
3
4 5
6
7 8
9
10 11
12
13
0 70 90
110
130 150
170
190 210
230
250 270
290
310
1 73 94
114
135 156
177
198 218
239
260 281
302
322
2 76 97
119
140 162
184
205 227
248
270 292
313
335
3 78 101
123
146 168
190
213 235
258
280 302
325
347
4 81 104
128
151 174
197
220 244
267
290 313
336
360
5 84 108
132
156 180
204
228 252
276
300 324
348
372
6 87 112
136
161 186
211
236 260
285
310 335
360
384
7 90 115
141
166 192
218
243 269
294
320 346
371
397
8 92 119
145
172 198
224
251 277
304
330 356
383
409
9 95 122
150
177 204
231
258 286
313
340 367
394
422
10 98 126
154
182 210
238
266 294
322
350 378
406
434
11 101 130
158
187 216
245
274 302
331
360 389
418
446
12 104 133
163
192 222
252
281 311
340
370 400
429
459
13 106 137
167
198 228
258
289 319
350
380 410
441
471
14 109 140
172
203 234
265
296 328
359
390 421
452
484
15 112 144
176
208 240
272
304 336
368
400 432
464
496
16 115 148
180
213 246
279
312 344
377
410 443
476
508
17 118 151
185
218 252
286
319 353
386
420 454
487
521
18 120 155
189
224 258
292
327 361
396
430 464
499
533
19 123 158
194
229 264
299
334 370
405
440 475
510
546
20 126 162
198
234 270
306
342 378
414
450 486
522
558

1The columns are the level of the spirit (which varies per each skill that creates a spirit), while the rows correspond to the character's rank in Spawning Power.

Spirit Armor[ | ]

A Spirit has approximately Armor = 6*lvl + 3, thus a level 9 or lower Spirit suffers more than listed damage, while a level 10+ Spirit will suffer less than listed damage from sources affected by armor.

Spirit level Armor
19
215
321
427
533
639
745
851
957
1063
1169

Spirit Energy[ | ]

All spirits have 31 energy and an energy regeneration of 4 pips regardless of level. Skills and effects of spirits do not actually use any of the spirit's energy.

Spirits created by Nature Rituals[ | ]

NatureSpirit

A Druid style spirit

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 they never affect other spirits. Thus it is often a good idea to place beneficial spirits far in the backline so most of the enemies are out of the effect range, to plan the team build to be minimally affected by any negative effects of the spirit, and to use beneficial ones against enemy builds that can't take advantage of the benefits.

Note that every Spirit created by a Nature Ritual faces to the East.

Spirits created by Binding Rituals[ | ]

RitualistSpirits-Destruction

A Destruction style spirit.

Spirits created by Binding Rituals (sometimes referred to as Binding Spirits) 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.
  • Attack Spirits which actively target and attack enemies of the summoner

Attack Spirits[ | ]

RitualistSpirits

A Banshee style spirit.

Attack Spirits resemble Banshees chained to the ground (see image at right). The spirit Life, even though it is a passive spirit, also uses this graphic (this is likely an error). Non-attacking Binding Spirits use a different graphic of a human-like form with its face covered and arms crossed (this graphic used to only be used for the Destruction spirit).

  • Attack spirits use attack skills to damage enemies. These skills typically have the same name as the ritual that created the spirits, and they all have longbow range (1.6 aggro circle radius).
    • These attack skills are all projectile attacks, and thus must have clear line of sight to hit the target.
    • As with most projectiles, spirits gain a range advantage due to increased height above the target.
    • These attack skills will trigger effects that trigger on attacks, including shouts and chants that target "allies" instead of "party members," and Environmental Effects that do not specifically target "players."
  • Spirits attack at a rate of one attack every 2 seconds, with the exception of Bloodsong (1.75 seconds) and Vampirism (2.15 seconds).
  • Attack Spirits will automatically attack any creature within their aggro circle. If a target is already being attacked by an ally, the spirit has a propensity to attack that target. Otherwise, if multiple targets are available, it is unclear which target it selected, although preference will be given to the target with the lowest Armor, or to the target with the closest proximity to the spirit. If a creature in range drops below 50% health, the spirit may switch targets to that creature.
  • If an enemy is within attack range but outside of the aggro circle, a spirit will not attack unless an ally (including another spirit) hits with an attack against that enemy.
  • Unlike henchmen and pets, spirits will not react to a called target if you do not attack the target as well (i.e., in order to get the spirit to attack, you must use Ctrl-Space instead of Ctrl-Shift-Space).
  • If attacked in melee by an enemy, a spirit will always attack that enemy.

Other Spirits[ | ]

The following Spirits are encountered as monsters.

Region Type Collectable Drop
Factions Campaign
Sunjiang District (mission) NA-icon-small24 Spirit of Portals none
Imperial Sanctum (mission) NA-icon-small24 Spirit of The Mists1 none
  1. Although Spirits of the Mists do not use any player skills, they do use the same spirit-only skills as some of the spirits summoned with Binding Rituals.


For a full list of non-summoned spirits, including quest-related non-summoned spirits, see category:Spirits.

Related Skills[ | ]

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

  • Skills that target spirits
    • RitualistDraw Spirit - makes target allied spirit shadow step to your location.
    • RitualistGaze of Fury - destroy target spirit and create a Spirit of Fury
    • RitualistRupture Soul - destroy target allied spirit to damage and blind nearby foes.
    • RitualistSpirit Siphon - target spirit loses all energy, caster gain a portion of it.
    • RitualistSpirit to Flesh - destroy touched allied spirit to heal nearby allies.
    • AssassinSpirit Walk - shadowstep to target spirit.
    • AssassinSwap - switch places with target summoned creature.
  • Skills that are affected by spirits in general
    • RitualistClamor of Souls - gain energy if any spirits are within earshot
    • RitualistEssence Strike - gain energy if any spirits are within earshot.
    • RitualistGhostly Haste - spells recharge faster when within earshot of a spirit.
    • RitualistMend Body and Soul - number of spirits within earshot of a caster affect number of conditions lost on target.
    • RitualistPainful Bond - target and nearby foes lose health when they are hit by a spirit's attack.
    • RitualistSignet of Spirits (PvP) - gain energy when within earshot of a spirit.
    • RitualistSpirit Burn - burning applied on target if any spirits are within earshot.
    • RitualistSpirit Light - prevents the sacrifice cost for this skill if any spirits are within earshot.
    • RitualistSpirit Light Weapon - target gains double health per second if in earshot of a spirit.
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