Spirit of Seborhin
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Spirit of Seborhin | |
---|---|
Affiliation | Not specified |
Type | Not specified |
Level(s) | 20 (20) |
Campaign | Nightfall |
Image(s) | |
Location of Spirit of Seborhin |
The Spirit of Seborhin is a created when the Light of Seborhin is used to destroy a Harbinger; however, the two additional Harbingers (that are required to be defeated for the Jennur's Horde bonus objective) do not spawn a Spirit of Seborhin when defeated. The Spirit of Seborhin does not move and doesn't defend itself. When it appears it will create one Light of Seborhin. It will create another Light of Seborhin each time the previous is used on a Harbinger.
Missions[edit]
Skills[edit]
Dialogue[edit]
- "We will help you protect the Seborhin as best we can."
Notes[edit]
- Despite their "nature-like" appearance and name, Spirits of Seborhin are different from the spirits created by Rangers and Ritualists. They are counted as summoned creatures; they are not immune to enchantments, hexes, the passive effects of other spirits, weapon spells, wards, and all conditions; they can be healed.
- The skills that can target an allied spirit (like Draw Spirit) or have an effect if any spirit is within earshot, do work on them.