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 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:
Skills that affect all creatures within the skills range, such as Heal Area and effects of Nature Rituals, have no effect on Spirits.
A spirit dies when its natural lifetime expires, when its health drops to zero, or when an identical allied spirit comes within range, as defined in Spirit Range below.
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" 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.
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.
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.
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 (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.
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 longbowrange (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.
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.