Talk:Spirit

Does anybody know the exact HP-Values of the spiritlevels?

A table of spirit Max HP at the various levels + spawning power would be really handy. - HeWhoIsPale 15:52, 29 August 2007 (UTC)


 * I've calculated one based on GuildWiki's data, the 50 point reduction of base Health in the October 12th update and the assumption that Health totals are rounded to the nearest whole number. -- Gordon Ecker 09:30, 15 October 2007 (UTC)


 * I've expanded the table to account to the Rejuvenation buff, consumables and a 20% +1 staff or focus. -- Gordon Ecker 07:28, 20 January 2008 (UTC)

Call me crazy, but shouldn't a skill list page titled "Spirit" include skills that actually involve spirits? I find it totally bizarre that there isn't a single spirit creating skill listed on the page, nor any apparent link to a page that would have them. Came here because I couldn't recall the spelling on the particular spirit I want to look up, yet there's absolutely nothing useful to me on the entire page. Shouldn't we get actual rituals added in here? ''' Ba tt le Sa ge 02:55, 27 February 2010 (UTC)

Spirit Siphon
it should also be noted somewhere how much health spirits have. does it change with diffrent levels and/or sp? —Zerpha The Improver 03:04, 25 November 2007 (UTC)
 * Health is already detailed here, I assume you mean Energy. According to Spirit Siphon, all spirits have 31 Energy, but we don't have any information on spirit Energy regeneration yet. -- Gordon Ecker 03:11, 25 November 2007 (UTC)
 * sry, yes, i meant energy. and i just looked in the old wiki and added the information in Spirit Siphon and here, this was a recent edit from me^^ both articles are quite detailed. —Zerpha[[Image:UserZerpha The Improver sig.png|talk]] The Improver 03:14, 25 November 2007 (UTC)
 * 41 in HM edited screenshot if needed blah 78.34.245.74 10:52, 28 June 2010 (UTC)

Control
Is there a way to control spirits? How can it be done if possible? Example. I am using ritualist. Cast several different spirits and they attack who they want to. I want spirit that blinds to attack warriors and alike, and one who interrupts to attack monks. Can that be done? --The preceding unsigned comment was added by User:Drjoms (talk).
 * No, but they seem to prioritize targets hexed with Painful Bond. -- Gordon Ecker 06:36, 20 January 2008 (UTC)

Were spirits always affected by burning?
Did the condition burning always worked on spirits because it seems like they use to be immune too it like all of the other conditions and the like. If they were immune to burning, why are they susceptible too it now (other than it disabling the only two elite skills use by elementalist)? It is quite odd that they are immune to every other condition except burning and really it only takes like three searing flames to wipe out an entire group of spirits.Highway Man 09:22, 31 January 2008 (UTC)
 * No, they became vulnerable to burning in the October 12th, 2007 update. -- Gordon Ecker 09:54, 31 January 2008 (UTC)

Easy way to take out a spirit spammer
Searing flames sense spirits have so little health and it instantly wipes them out.William Wallace 18:13, 17 April 2008 (UTC)
 * Or a wand, since spirits have so little health and it wipes them out. --  euphoracle  |  talk  22:12, 2 June 2009 (UTC)

Or any skill that does damage, since... you get the point.--70.71.240.170 01:44, 2 August 2009 (UTC)

Armor Level
The AL is completly wrong. The lvl 10 blood songs in CoF HM suffer only 64 lightning damage instead of the 82 + 25% armor penetration. That would be AL 100. --The preceding unsigned comment was added by User:84.56.247.220 (talk).
 * I did some research and created the table above. It looks like hard mode spirits don't have the same armor as normal mode spirits. -- Gordon Ecker 23:48, 6 May 2008 (UTC)

Environmental Spirit vs Spirit
Just wondering which spirit takes precedent in a spirit vs spirit situation where the spirits' effect is an environmental AoE? For example, in a combat situation, if one side uses Greater Conflagration and the other side uses Winter, which of these two spirits is in effect? -- Sabardeyn 19:51, 9 June 2008 (UTC)
 * IIRC first Greater Conflagration converts all physical damage to fire damage, then Winter converts all elemental damage including the physical damage converted to fire damage by Greater Conflagration into cold damage. -- Gordon Ecker 02:30, 10 June 2008 (UTC)
 * In case of nature rituals 'affiliation' of spirit has no meaning, since nature rituals affect all creatures in range (allies and foes). The only difference is that you can attack foe's ritual and cannot attack allied. The rest of it is simple - different rituals' effects stack, while same rituals cannot be placed in each others range (summoning new one will destroy the old one).-- ZeeWolf 02:18, 23 June 2009 (UTC)

Shouts/chants
i tested it and spirits are effected by shouts and chants that do not specifically say they dont work on spirits. 3 chants i know of that spirits can use are ones that cause interupt, weakness and cripple. I tested weapon spells and its a No Go--Justice 01:12, 16 October 2008 (UTC)

Spirit's Damage
Can a spirit's damage be affected by a ranger aoe spirit? As far as I've seen, spirits in the skill description say it's just damage but when a spirit attacks it shows dark/shadow damage. If say a Spirit of Pain was in he area of a Spirit of Winter, does it convert the spirits attacks to cold damage or does it remain the same? Magic 07:46, 20 November 2008 (UTC)
 * I just did some testing with Pain. It's not physical damage, as Winnowing doesn't affect it, it's not elemental damage, as Pain doesn't trigger Spinal Shivers / Shivers of Dread with Winter active, and it's not holy damage, as it doesn't deal any additional damage against undead. The most likely candidates are typeless damage and shadow damage, although I guess it could be chaos or dark damage with an armour-ignoring flag. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 09:33, 20 November 2008 (UTC)
 * If spirit damage has a type, but also ignores armor, this should be flagged as an anomaly on confirmation. [[Image:User_Auntmousie_19x19Jrat.jpg| ]] (AUNTMOUSIE) 23:54, 27 July 2009 (UTC)

i was under the impression spirits dont affect other spirits. perhaps the simpler answer--Justice 16:29, 21 November 2008 (UTC)
 * Winnowing says it triggers when non-spirit creatures take physical damage. Winter's description says it affects all elemental damage, but it could be wrong. I just did some testing in Augury Rock, Pain doesn't trigger Mantra of Earth, Flame, Frost or lightning. -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 01:12, 22 November 2008 (UTC)

Multiple Spirits
Shouldn't there be a note saying that if a player tries to summon two of the same kind of spirit near each other, the first one dies? 76.25.21.240 02:36, 26 April 2009 (UTC)

Energy
I saw that spirits have 31 energy. But why exactly? Do they use it to fuel their attacks, or do spirits just have energy for players to leech on? (e.g. Spirit Siphon82.176.174.199 19:21, 14 July 2009 (UTC)
 * Probably for that reason... and other attacks like energy burn to damage them for their unused energy MrPaladin talk 19:32, 14 July 2009 (UTC)

BUH, EBSoH work on Spirits?
Are Spirits affected by "By Ural's Hammer" (BUH), and Ebon Battle Standard skills, such as "Ebon Battle Standard of Honor" (EBSoH)?- Haunted Shadow

No to BUH simply because they do their own dmg, BUH only affects your own. No idea why you are asking on the wards simply because in the skill description it says does not affect spirits... Justice 01:21, 10 August 2009 (UTC)

Are spirits allies?
Are they affected by spells that affect allies? --DEMONIIIK 07:28, 10 September 2009 (UTC)

How about you give the example that your thinking. This way I know whether or not its you thinking of something possibly good or you just asking a question to ask a question. The paragraph on the properties of spirits is pretty damned thorough. Unless the skill says "spirit" in the description, ally targeting spells wont affect it. Justice 10:57, 12 September 2009 (UTC)

Firendly spirits armor in HM
some1 should test it. bring like 2-3 Amity monks and some ppl with Spirit boon strike, then kill all monsters except 1 spellcaster of which you know the attributes, then let him cast some attacking spell on the spirit. heal with spirit boon strike and look how much heal he needs. this way you can find out if friendly spirits also get 100armor in HM or if they still have NM armor. =) --83.77.160.217 05:08, 8 October 2009 (UTC)

Spirit Stacking
Actually, contrary to what is said on the article, spirits of the same type DO stack if they are within the same party. I just tested this as I was doing Eternal Grove in HM using two spirit spammers (one on the left side and one on the right). It seems like spirits of the same type do not destroy each other as long as they are kept out of somewhere in the earshot range. I'm going to change this in the article. Elimuros 05:01, 25 December 2009 (UTC)
 * They do not stack when in spirit range of each other, which is twice the size of earshot range, btw. -- Konig/ talk 13:00, 25 December 2009 (UTC)
 * Edit: and I think "in the area" is the same size as spirit range. Nvm, was wrong on that. -- Konig/ talk 13:02, 25 December 2009 (UTC)
 * They can and do stack in the above example by Elimuros.. Other areas, just need to be spread out enough.MystiLefemEle 08:35, 14 April 2010 (UTC)

Bug?
Lately I've been noting that spirits are causing some enemies to scatter, particularly from melee range of the spirits. I cast Shadowsong and Pain in the Advanced Defense Techniques course against Weng Gha and Panaku, and the two were so busy running around that Weng Gha hit me once before the spirits defeated both of them. The same occurred for some enemies during the Minister Cho's Estate mission. I am thoroughly baffled; I haven't noted this behavior before. Anyone else getting this or know when it may have started? --Kyoshi (Talk) 23:51, 15 February 2010 (UTC)
 * It could be a case of being blinded as with Weng Gha and Panaku, both are melee fighters. Could be a similar scenario as heroes with Apply Poison will only attack enemies that are not poisoned while Apply Poison is up. -- Konig / talk 00:33, 16 February 2010 (UTC)
 * But enemies don't typically scatter when they're blinded, do they? Either way, both of them were scattering immediately, before Shadowsong even attacked (I cast them before triggering the fight). --Kyoshi (Talk) [[File:User Kyoshi sig.png]] 07:05, 16 February 2010 (UTC)
 * Actually I saw some scattering of blind enemies not too long ago. Caught me by surprise. Wish I had paid more attention as to if it was HM or not :S The baddie basically stopped trying to fight the spirits in my wall, ran back a few steps, stopped, died. G R E E N E R  06:46, 22 February 2010 (UTC)

Spirit attacks when not "visible"
Does anyone have any solid evidence for/against the idea that spirits don't attack when they aren't visible to you? I've noticed that, when speedbooking Curse of the Nornbear, my heroes drop the Nornbear with ease in the first two encounters, but can't seem to overcome his healing in the final encounter. However, once I begin observing one of my heroes rather than my own corpse, he goes down with relative ease. The only thing I could imagine is that the spirits aren't attacking, but I'm simply not sure if that's a mechanic or not. ···  Danny  Pew   Pew 
 * I think you may have found a new version of Schrodinger's Cat. I'm not sure how it could be tested without knowing the coding of the game. G R E E N E R  07:13, 23 March 2010 (UTC)
 * It could be tested under specific control circumstances - namely using Bloodsong against two low-level creatures, one of which would need to be a healer. If the Bloodsong dies, it wasn't attacking. If it's still alive or either mob is dead, it was attacking. It is a rather complicated setup, admittedly, but given that the creatures would need to be of sufficiently low level, it shouldn't be too hard. ···  Danny  Pew   Pew 
 * Why would there need to be a healer? If bloodsong is not attacking, there will be nothing to heal.  [[Image:User_Raine_R.gif|19px]]  is for   Raine,   etc.  16:47, 23 March 2010 (UTC)
 * well, ideally we'd want the target to not die so we don't risk missing its corpse and being unsure of whether or not the thing just ran away. but life had a better idea - just use the master of damage. 128.255.216.144
 * Turns out, spirits won't attack if you're not watching them, basically. Pretty annoying, but not entirely unexpected. Not sure how to word it for a note, but it should probably be mentioned on the page. ···  Danny  Pew   Pew 
 * I have been solo spirit spamming and died, with my Vampirism still alive. After I have ressed far away I continue getting the +20 healing from its attacks. Manifold [[Image:User_Manifold_Jupiter.jpg|19px]] 23:26, 23 March 2010 (UTC)
 * That's odd. It might be that you have to just initially view them. I think I recall the same thing happening when I'd return to viewing my body, but I can't be sure. I'm not sure this is a subject worth thoroughly testing, however. ···  Danny  Pew   Pew 
 * You know how mobs don't exist until you're in range of them, but then continue to exist afterward? [[Image:User_Raine_R.gif|19px]]  is for   Raine,   etc.  14:35, 25 March 2010 (UTC)
 * But don't mobs not exist even if you are observing the heroes? I thought that was how ghost runner worked. From the sound of it just observing your heroes is sufficient to activate spirits. Misery  15:01, 25 March 2010 (UTC)
 * Yeah. Evidence suggests that spirits are based on the same mechanic that allows you to tame mobs' pets by flagging heroes to their spawn points.
 * I am curious as to whether non-attack spirits function in the same way. This should be much easier to test, though.  [[Image:User_Raine_R.gif|19px]]  is for   Raine,   etc.  15:09, 25 March 2010 (UTC)
 * Well, I have reason to believe Life functions appropriately. I know at the very least that it exists, as evidenced by Essence Strike functioning properly. ···  Danny  Pew   Pew 
 * Disregard the first part of that. However, giving a spirit a vampiric weapon, flagging them off, and casting life should be a sufficient test. ···  Danny  Pew   Pew 
 * You mean a hero? - J.P.[[Image:User J.P. sigicon.png| ]] Talk  10:07, 26 March 2010 (UTC)
 * Probably. ;o ···  Danny  Pew   Pew 

Skills that can target spirits (Aside from those that specifically say so)
Other than Empathic Removal, here's a list of skills that can target spirits:

Monk skills: Dismiss Condition, Purge Conditions, Purge Signet, Convert Hexes, Remove Hex, Deny Hexes, Signet of Removal

Ritualist skills: Ghostmirror Light, Mending Grip

Except for Dismiss Condition, Purge Conditions, and Purge Signet to remove Burning, all the other skills have no real use.

--Dash 05:11, 30 June 2010 (UTC)
 * Any skill can, except for enchantments and hexes. -- Konig / talk 05:27, 30 June 2010 (UTC)

Soul Twisting
As of February 26th 2009, doesn't Soul Twisting fall into this list? If not, why not? 96.231.226.134 17:18, 30 June 2010 (UTC)
 * Soul Twisting doesn't interact with spirits anymore. It interacts with the binding rituals used to create spirits, but has no effect on not the spirits themselves. --Irgendwer 17:42, 30 June 2010 (UTC)
 * Boon of Creation, Essence Strike, Ghostly Haste, Explosive Growth, and more have no effect on spirits either, but they are listed. Manifold [[Image:User_Manifold_Neptune.jpg|19px]] 17:49, 30 June 2010 (UTC)
 * Sooo... Add Soul Twisting & co that aren't on the list, or remove skills that don't directly interact with spirits? 96.231.226.134 18:12, 30 June 2010 (UTC)
 * Essence Strike, Ghostly Haste, and Explosive Growth interact with spirits by triggering an effect only if there is one in the vicinity. Boon of Creation interacts with spirits by giving you health and energy whenever you create one. In contrast, Soul Twisting is only peripherally related to spirits because activating a binding ritual is not the same thing, from mechanics perspective, as creating a spirit. --Irgendwer 18:24, 30 June 2010 (UTC)
 * You said "has no effect on the spirits themselves". The skills I mentioned have no effect on the spirits themselves, rather doing various things if one is created or is nearby. If I get a soda out of the fridge if Shelly is in the room, it doesn't mean I've "interacted with her", similarly if I get energy if a spirit is nearby I haven't "interacted with" the spirit.
 * Perhaps the wording should be changed, but I'd rather have a more inclusive list. Maybe split it into "effect if spirit is within earshot" "effect if spirit is created" "casted on spirit" and "effects binding rituals" ? Manifold [[Image:User_Manifold_Neptune.jpg|19px]] 18:39, 30 June 2010 (UTC)
 * You're right, my wording was bad. I've changed it. I believe my point stands, however. If you check to see if Shelly is in the room and only get a soda if she is, you are in fact interacting with her by allowing her presence or absence to influence your decision. With that said, it probably would be more useful to split the list as you've described since the current one is very long. "Affects binding rituals" isn't needed, though, as that list already exists here. --Irgendwer 19:32, 30 June 2010 (UTC)
 * It might also be a good idea to remove skills that deal specifically with summoned creatures from this page and put them on the Summoned creature page, and vice-versa, and add a note here saying that spirits are summoned creatures. --Irgendwer 19:45, 30 June 2010 (UTC)
 * It's true, using a skill such as Essence Strike does interact with the spirits themselves. Likewise, Mind Wrack affects its caster, therefore it ends when the caster dies. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  19:50, 30 June 2010 (UTC)

Proposed new list
Directly Affected by Spirits or Directly Affecting Spirits Armor of Unfeeling Skill. Banish Spell. Banishing Strike Melee Attack. Consume Soul Elite Spell. Draw Spirit Spell. Feast of Souls Spell. Gaze from Beyond Spell. Gaze of Fury Binding Ritual. Gaze of Fury (PvP) Binding Ritual. Holy Spear Spear Attack. Lamentation Hex Spell. Painful Bond Hex Spell. Reclaim Essence Elite Spell. Rupture Soul Spell. Signet of Binding Signet. Signet of Ghostly Might Elite Signet. Signet of Ghostly Might (PvP) Elite Signet. Spirit Siphon Spell. Spirit to Flesh Touch Spell. Spirit Transfer Spell. Spirit Walk Spell. Spiritleech Aura Skill. Spiritual Pain Spell. Spiritual Pain (PvP) Spell. Summon Spirits Spell. Swap Spell. Indirectly Affecting or Being Affected by Spirits Spirit's Gift, Spirit Light Weapon, Spirit Light, Spirit Channeling, Spirit Burn, Spirit Boon Strike, Signet of Creation, Signet of Spirits (PvP), Offering Of Spirit, Mend Body and Soul, Ghost Mirror Light, Ghostly Haste, Explosive Growth, Essence Strike, Boon of Creation. 96.231.226.134 18:34, 30 June 2010 (UTC)

Spirits: delayed appearance or not?
Before there's a revert war, could people provide their evidence (anecdotal or otherwise) that supports including (or removing) the note? As currently phrased, it states that spirits are not physically available in-game for about 1s, e.g. for the purposes of stealing energy. Thanks. — Tennessee Ernie Ford ( TEF ) 02:13, 7 November 2010 (UTC)
 * bs; I queue siphon spirit after binding rituals and get RESULTS. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  2:41, 7 Nov 2010 (UTC)
 * It seems that this delay used to exist and doesn't anymore. I haven't been able to experience it with a 40/40 Channeling set and 16 Fast Casting, so I'm leaning toward the "doesn't exist" side. --Irgendwer 04:22, 7 November 2010 (UTC)
 * 0.75 aftercast delay + 0.25 casting time of spirit siphon (not affected by fast casting) = 1 sec delay between spirit activation and your spell. Oh, and compare to Binding ritual. Tub 12:02, 7 November 2010 (UTC)
 * I tested with Xandra & me. I ordered Xandra to cast SoS while casting Spirit Light, 1 second later the spirits appeared and I did not sacrifice health. I repeated the test with SoS + Spirit Siphon; the timing is more difficult here, but it still siphoned less than 1 second after the spirit's activation. I'm removing the notes. Tub 13:41, 7 November 2010 (UTC)
 * Some more tests with passive spirits (both binding and nature), the effects always appear immediately. For everything but attack skills, the animation is merely an optical gimmick. Tub 13:52, 7 November 2010 (UTC)


 * Super, thank you for doing that. (This meets my own experience: e.g. SoS spirits begin attack right away, which makes them suitable to distract foes when trying to break aggro.) — Tennessee Ernie Ford ( TEF ) 16:41, 7 November 2010 (UTC)

Heroes, Henchmen and Spirits in Guard Mode
As previously brought up on Joe Kimmes's discussion page, Heroes and Hench should NOT be attacking passive spirits in "Guard Mode". Guard Mode by definition is meant to mean that the heroes will ONLY attack if they are attacked, or if the player attacks a target. But it has been demonstrated time and again, that heroes (and henchmen) will often go out of their way to attack a spirit, despite being in "Guard Mode", which is meant to mean that they don't.

It was mentioned that the AI is set like this because spirits are quite powerful in HB and having a hero sit around whilst a Ranger or Rit is raising a spirit army.

But with the upcoming removal of HB, there is now no reason that the AI for heros (and hench) and spirits can't be changed so that they don't attack spirits (unless another player attacks the spirit) as per the proper definition of "Guard Mode".
 * Joe Kimmes and Source. --Falconeye 04:19, 8 November 2010 (UTC)


 * FWIW: Joe's acknowledgment that there's an issue — Tennessee Ernie Ford ( TEF ) 20:32, 18 January 2011 (UTC)

New Spirit Added
Hi, I added unbound spirit during Power Surge. Hope I did the right thing. I forgot the level of it and the spirit does not have a link to a page so yeah. :D --Pudz 10:01, 17 December 2010 (UTC) 10:00, 17 December 2010

Foes target spirit creators?


I'm not convinced that this is any different from the usual priorities of foes: all things being equal, they attack low-health targets first, and then go after other priorities. When spirits die, I've only noticed the AI targeting their creators if the creator is the nearest squishy and/or low-health target around (i.e. it rarely happens with minions around). Could people explain how they tested this behavior so that others can attempt to replicate it? Thanks! — Tennessee Ernie Ford ( TEF ) 20:25, 18 January 2011 (UTC)

would lead me to believe that being in "spirit range" isn't the direct cause, or else it would be more consistent in tests. G R E E N E R 20:43, 18 January 2011 (UTC)
 * My best guess to the mechanics at work goes something like this:
 * Foe gets attacked by spirit, causing agro of group.
 * Foe kills easiest target, but is still "agroed" so chases what would appear to be a kiting target (being that the caster is a distance away).
 * If caster was too far away, then the game registers it as agro being broken after the spirit is killed (kiting target is too far away to pursue).
 * The statement "...and often run directly to him/her..."


 * Of course, it can be tested easily, for example, in a low-level area. You can enter alone, set spirits, aggro a group of foes and run away, a bit out of bubble area. Then look after the foes behaviour when all spirits died: foes will run directly to you, no matter in which direction you went from the spirits point and how you moved after that. If you will be more far away near to compass radius, foes will not run. After observing this behaviour numerous times, I decided to make a note about this anomaly, hoping that other players have noticed it in some way (if not suffered from such AI actions). I can suppose that spirit area somehow becomes available for attacking foes' AI, expanding their field of vision, but it's only guess. --Slavic 21:31, 18 January 2011 (UTC)
 * They know everyone's position at all times. The spirit just acts as a trigger for them to act upon that knowledge.  24.197.253.243 23:14, 18 January 2011 (UTC)


 * The AI always chases you after you attack; they don't give up until you move out of their programmed protected area. They do the same thing if you attack using a flat bow, which can reach targets beyond the aggro bubble.


 * As currently phrased, the note suggests that foes go after the spirit creator, which can't be tested with a single toon. If the note is meant to say that enemies don't break aggro just because all the attacking spirits have died, then that's not anomalous &mdash; that's expected behavior for holding/breaking aggro after defeating any ally (including WiK allies, minions, pets, etc.) — Tennessee Ernie Ford ( TEF ) 23:30, 18 January 2011 (UTC)


 * No. Would it be so easy, like for any ally, no reason to talk about an anomaly. To understand the difference, I suggest to do a simple experiment. Take one hero, set "Avoid combat" mode for him, run together to group of foes and set there a flag; then run out of bubble area to break aggro on yourself and let hero die. You will see that after hero's death foes instantly become "calm" and forget about your presence nearby, but out of their field of vision. It's well known behaviour which allows us safely run out of heavy combat in missions, then resurrect heroes etc. If you set a single spirit instead of hero, situation becomes different: after death of spirit foes remain agitated, immediately turning their aggression at you, no matter that you are (think that you are) out of their field of vision. --Slavic 02:06, 19 January 2011 (UTC)


 * I've noticed the same while doing spiritway UW: foes who attack a spirit will register a threat level (for its creator, presumably), even while beyond aggro range, while foes that attack another ally will not register a threat level for anything outside of aggro, so long as the action did not target a creature that is a registered threat. To differentiate, a smite using Draw on a 600 can pull aggro, even if they are not in any foes' aggro range, for example.  Spirits are similar: it's as if you're constantly casting Draw on the spirit, simply by having created it.  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  19:19, 21 Jan 2011 (UTC)


 * Right. It could be somehow explained from conventional point, if a spirit would give the creator some permanent benefits, like Vampirism. However, foes feel themselves "under the threat of creator" in the case of any spirit and don't chase the creator immediately only because the living spirits have higher priority for them.


 * I begin thinking that a common point about field of vision / aggro area as the bubble on the compass is too simplified, in fact we have the circular area outside of the bubble where foes notice us but don't feel the immediate threat, until we don't disturb them. When agitated by any reason (aggroed with longbow, for example), they recognise us as a "source of threat", run directly to us and attack if they can and if no other their foes with higher priority (like spirits) are closer. Outside of this circular area foes cannot notice us at all; if we managed to agitate them, they count this as "strike from heaven" and become calm back soon; this can explain why an attempt to aggro a distant foe may be unsuccessful. Spirits only make this complex mechanics more visible. --Slavic 21:15, 21 January 2011 (UTC)

Spirits Face East?
It seems when ever i summon spirits they always face east, unless attacking. anyone else notice this?74.97.182.177 17:25, 21 January 2011 (UTC)
 * Look at the page. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  19:16, 21 Jan 2011 (UTC)

Spirits also in the Minion UI
Running DOA on my SoS, and successfully used Y to keep track of my SoS, Bloodsong, and Vampirism spirits. Should someone mention that somewhere? --BarGamer 07:56, 4 March 2011 (UTC)

Recent changes to spirit properties
The recent changes to spirit properties were tested by User:Tub. See Talk:Dismiss Condition for details. — Tennessee Ernie Ford ( TEF ) 02:06, 10 May 2011 (UTC)