| 44th | Top shows previously aired by ABS-CBN |
| 4th | Top guitar manufacturers |
Cover artist - Lee Binding |
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| Spirit | |
| Series: | Gallifrey - Series Two |
| Release Number: | Chapter Six |
| Main Character: | Romana II, Leela, K9 |
| Featuring: | Cardinal Braxiatel |
| Enemy: | |
| Setting: | Gallifrey |
| Writer: | Stephen Cole |
| Director: | Gary Russell |
| Post Production: | David Darlington |
| Publisher: | Big Finish |
| Release Date: | May 2005 |
| Format: | 1 CD |
| Prod. Code: | BFPGALLCD06 |
| ISBN: | ISBN 1-84435-122-X |
| Previous Story: | Lies |
| Following Story: | Pandora |
Contents |
‘They can bewitch at a glance, these ones. Fan fires you did not know burned inside you.’
Leela is tired. Tired of the backbiting politics and intrigues in the sterile society of Time Lords. With the fate of her husband now known, she feels lonely and out of place on Gallifrey.
Romana is tired. Tired of justifying herself and her policies to a hostile council. With the line between allies and enemies beginning to blur, she persuades Leela to go with her to the presidential retreat of Davidia, a protected paradise.
Then an anomalous time ship arrives, carrying a single passenger. His hands are crushed, his tongue torn out, his mind destroyed. Is this broken man a victim of some terrible crime or part of a trap now primed and ready to spring? After this strange encounter, Romana and Leela may never be the same again.
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This is the Spirit disambiguation page.
It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes
Spirit could refer to:
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"Spirit" episode of Smallville |
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| Purpose | Ecology |
| Race | Human |
| Zone | Zek, the Orcish Wastes (Shattered Lands) |
| Location | On the docks ( 552, -41, 308 ) /waypoint 552, -41, 308 |
Spirit may refer to:
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.
Contents |
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:
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" is approximately 2.7 times the aggro circle 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 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".
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.
| Spirit level | Armor |
|---|---|
| 1 | 9 |
| 2 | 15 |
| 3 | 21 |
| 4 | 27 |
| 5 | 33 |
| 6 | 39 |
| 7 | 45 |
| 8 | 51 |
| 9 | 57 |
| 10 | 63 |
| 11 | 69 |
All spirits have 31 energy regardless of level. Skills and effects of spirits do not actually use any of the spirit's energy. They also have an energy regeneration of 4 pips.
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 (sometimes referred to as Binding Spirits) can additionally be classified into sub-types.
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).
The following Spirits are encountered as monsters.
| Region | Type | Collectable Drop |
|---|---|---|
| Factions Campaign | ||
| Sunjiang District (mission) | none | |
| Imperial Sanctum (mission) | none | |
For a full list of non-summoned spirits, including quest-related non-summoned spirits, see category:Spirits.
Note: The following descriptions are limited to effects in relation to spirits, which might not be the skills' full effect.
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The Type-25 Dropship[1], otherwise known as the Spirit or T25 TC[1], is a Covenant infantry and logistical transport craft.[2] It is generally thought that they ceased to be in widespread use after the Battle of Onyx.
Contents |
Spirits are angular, tuning fork/U shaped spacecraft with two parallel personnel bays along the exterior of each "prong". They are known to be used to transport Elites, Jackals, Grunts, and Brutes. Hunters have been reported being seen coming out of the bays. Spirits have been known to ferry Covenant vehicles within the blue colored energy field between their prongs, usually Ghosts and Wraiths, or other small objects such as supply canisters.
Around the time of the Battle of Earth, it would seem that the Spirits were completely replaced with the more heavily built Phantoms, though, since great numbers were probably produced, were still used in the Battle of Onyx. A modified Spirit was used by SPARTAN-117 to get him and his team aboard the Unyielding Hierophant in Operation: First Strike. During the Battle of Harvest, a destroyed Spirit was used by the Huragok Lighter Than Some as raw material to create a vehicle that would later be adopted by the Brutes as the "Brute Chopper".
It is speculated that the Spirit is not designed for combat drops, but is instead a cargo transport, though it is armed with a heavy plasma auto-cannon. During the events of the Battle of Installation 04, Spirits were the dropships the UNSC encountered on Alpha Halo.
The Spirit is a moderately large craft, similar in size to the Pelican dropship of the UNSC. Capable of powered flight and hovering, this dropship appears quite cumbersome and awkward to pilots based on battlefield observations but has been known to reach speeds of 350 kilometers per hour while cruising and has a suspected maximum speed of 1,100 kph.
The craft is a dedicated transport of infantry and vehicles. As such it possesses only one defensive weapon, a heavy plasma cannon nearly identical to that of the Shade plasma turret. The weapon is located beneath the main fuselage of the vessel. It fires slowly but with fairly high accuracy. The gun's invincibility makes up for its bad defense of the ship, as each bolt from the cannon takes a long time to reach its target, allowing for easy evasion especially when in a vehicle.
The Spirit possesses two troop bays each capable of holding four Grunts, Jackals, or Elites. Within each of these bays there appears to be a door hinting at the possibility that more soldiers could be unleashed from deeper within the vessel. Each of these troop bays has two doors that open and close vertically; however, they do not close fully and leave a small opening along the length of the bay. Keen eyed snipers can take advantage of this and terminate soldiers before they even touch the ground.
Between these extended personnel bays, an energy field fluctuates visibly as it generates the ship's anti-gravity propulsion (similar in appearance to the energy pulse of the "gravity lift" elevators the Covenant use to commute between the ground and the hovering ships). This same gravity-beam is used to ferry Shades, Ghosts and other ground vehicles to their destinations.
While these dropships have life support for use in vacuum, they do not have a Slipspace drive. In Halo: First Strike, a Spirit was modified so it could be launched out of a ship already in Slipspace. Even with this modification, the Spirit became severely damaged after the exit and was still unable to travel into Slipspace on its own accord.
In the games, Spirits appear in Halo: Combat Evolved, Halo Wars, and Halo: Reach as the primary dropship of the Covenant. They do not make any appearance in Halo 2, Halo 3, or Halo 3: ODST, having been replaced by the sleeker, larger, heavier, and faster Phantom. In the books, they are mentioned in Halo: The Fall of Reach, Halo: The Flood, Halo: First Strike, Halo: Ghosts of Onyx, Halo: Contact Harvest, and the Halo Graphic Novel.
It is not specifically known why the Spirit was removed from Halo 2 and 3, however it could be that the Phantom was in the process of replacing it as a newer model, or that the Phantom was preferred by Bungie.
The Spirit is indestructible, unless a mod for the PC version is used to enable one shot kills. If so, it will then simply look as if burned, it will lose its ball-turret, and all occupants will die. No amount of firepower that the player can bring to bear is capable of bringing the ship down if no mods are added.
The best tactic, if on lower difficulty levels, is to attack the vulnerable infantry (shoot or toss a grenade) as they disembark from the Spirit. On higher difficulties, this would be unwise; hiding behind cover until the ship leaves is often the best course of action in this situation. Without cover or good tactics, a careless player might die quickly. As well as being able to drop of a rather large amount of Covenant troops on the battlefield, the Spirit is also capable of providing heavy support in combat. When dropping off troops, the Spirit will be stationary in the mid-air for a few seconds, before descending and opening it's troop bay doors located at the outer side of either arm of the vehicle.
Another easy tactic, especially on later parts of the level "Halo", is to simply drive your Warthog across the area where the enemies jump out. If timed correctly, you can easily run over all of the disembarking Covenant units.
The Spirit is used to deliver quite large amounts of troops on the battlefield, including units that normally wouldn't fit inside it, including Hunters, to enhance gameplay. It's quite fast, and quite resistant to damage: it is advisable to take it out just before the troops it carries disembark, as you will then be able to focus your fire on a single unit rather than a dozen. Once the troops are on the ground, it cannot be destroyed.
The preferred units for taking down an airborne Spirit are Wolverines, Hornets, and Hawks. Spirits in Halo Wars don't engage enemy targets and are only seen in the Campaign, mainly on the mission "Dome of Light". Spirits in Halo Wars utilize gravity lifts to deploy and pick up troops, rather than the side-mounted troop bay doors as in Halo: Combat Evolved.
Spirits are confirmed to be returning in Halo: Reach. Presumably, they will have the same combat system as in Halo: Combat Evolved.
![]() A Spirit dropship hovers over a battlefield. |
![]() A Spirit fires upon enemy infantry. |
![]() Concept art of the Spirit dropship. |
![]() The Spirit from Halo: Reach. |
![]() The Brilliant Gift (crashed Spirit). |
![]() A screenshot of the Halo: Reach-era Spirit dropship. |
| Covenant Starship Classifications | ||
| Ground Support Aircraft | Banshee - Vampire | |
| Starfighters | Seraph-class - Tarasque-class heavy fighter - Gigas-class fighter-bomber | |
| Dropships | Spirit - Phantom - Boarding Craft | |
| Support Starships | Stealth Corvette - Agricultural Support Ship | |
| Light Capital Warships | Frigate - Destroyer - CAR-class Frigate - CPV-class Destroyer | |
| Cruisers | Light Cruiser - Cruiser - CCS-class - Reverence-class - Battleship - Supercruiser | |
| Carriers | Carrier - Assault Carrier - Supercarrier | |
| Space Stations | High Charity - Unyielding Hierophant | |
| [SOURCE] - [EDIT] | ||
| Ground and Air Vehicles of the Covenant | ||
| Light Combat Units | Ghost • Spectre • Chopper | |
| Armored Units | Prowler • Shadow • Wraith • Anti-Air Wraith • Honor Guard Wraith | |
| Walkers | Locust • Scarab | |
| Transport Aircraft | Spirit • Phantom | |
| Combat Aircraft | Banshee • Vampire • Seraph | |
| Other | Shade | |
History of character is unknown.
Spirit can refer to many things:
NPCs inhabiting the Spirit Realm:

| Summer Bonde |
| Erik Bonde |
| Jallek Lenkin |
| Meranek Thanatos |
| Spirit Beast (level 752) |
| Ghostly warriors |
| Tormented Wraith |
| Spirit |
The Spirit Realm can only be entered after Spirit of Summer and Summer's End.
Summoning familiars:
| Spirit Wolf |
| Spirit Spider |
| Spirit scorpion |
| Spirit Tz-Kih |
| Spirit Kalphite |
| Spirit Cockatrice |


| Fearsome Barbarian Spirits |
| Spirit of Scorpius |
| Dramen Tree Spirit |
| Tree spirit |
| Evil Spirit |
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| "Spirit" | |
|---|---|
| Homeworld |
Unidentified planet, near Bedlam Pulsar |
| Skin color |
None |
| Distinctions |
Ability to change their form |
| Famous members | |
The Bedlam Spirits inhabited an unidentified planet near the Bedlam Pulsar. During the Galactic Civil War Princess Leia Organa encountered them while escaping from Imperial troops. The spirits were very powerful beings, capable of manipulating time and mass, but prone to childish behavior.
| Spirit Monsters | |||
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| English |
Spirit Monsters |
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| Lists | |||
Spirit Monsters, originally as a rule, could not be Special Summoned, and are sent back to the owner's hand during the End Phase of the turn they are Normal Summoned, Flip Summoned, or flipped face-up. This also happens if they wound up in the opponent's hand via effects like "Exchange". However, new Spirits have been released in The Duelist Genesis, one of which can be Special Summoned for a cost.
Spirit Monster Cards are designated by having "Spirit" in the place where "Effect" would be. They are also the first secondary type of Effect monsters to have this indicator (the Flip effect monsters prior to them simply had "FLIP:" at the beginning of their effects).
Many of the Spirit Monsters' designs were based on icons from Japanese mythology and they all have very similar backgrounds, supposedly of the spirit world. Their OCG names would be given in kanji, but the furigana would be given in katakana which normally would indicate a foreign-language word.
One Spirit monster in particular, "Yata-Garasu", is infamous for its complete lockdown of the opponent's hand when combined with "Chaos Emperor Dragon - Envoy of the End", and is believed to be one of the two cards responsible for the forbidden list.
Spirit monsters can only remain on the field temporarily (unless Set face-down), and thus their controllers run into a major problem of maintaining field presence, but many Spirit monsters have devastating special effects to make up for this deficiency. "Mirror of Yata" and "Izanagi" keep the spirits on the field permanently or until they are removed, making these cards a must for any spirit deck.
In addition, there is a loophole with spirit monsters that lets them stay on the field regardless of their return-to-owner's hand effect. The exact text on Spirit Monster cards states they must return to their owner's hand "during the End Phase of the turn [they are] Normal Summoned or flipped face-up". Therefore, if they stay on the field for more than one turn you don't have to worry about them returning to your hand. For instance, a "Hino-Kagu-Tsuchi" monster equipped with "Mirror of Yata" who then had its Mirror destroyed (e.g. by "Heavy Storm" or "Mystical Space Typhoon") would stay on the field the subsequent turns. Another card that can help bypass the common effect of Spirit monsters that returns them to the hand is Future Visions. When Spirit monsters are Normal Summoned, and afterwards removed from play by the card, the End Phase would have already passed when they return, so they can no longer return to the hand.
Two of the strongest Spirit Monsters ("Hino-Kagu-Tsuchi" and "Yamata Dragon") focus on maintaining a significant hand advantage over the opponent, and when combined with "Spiritual Energy Settle Machine" or other effects like "Dimensionhole" that allow them to remain on the field, they can easily turn the tide of any duel in their owner's favor. Though it wasn't an option in the past, there is currently enough support for decks entirely themed around Spirit monsters to be viable. Because Spirit monsters return to the player's hand, the player runs the risk of having too many cards during the End Phase, forcing a discard, so "Infinite Cards" is an effective way to counter this problem. Cards like "Exchange", "Creature Swap", and "Mystic Box" are staples.
A commonly used card with Spirits is "Mausoleum of the Emperor", which allows users to pay a life point cost to get high-level Spirit monsters out without tribute. Trap Monsters are also often used either as tributes or as a method of maintaining a field defense when the Spirits leave the field.
Their effects range from Beatdown, Direct Attack, hand control, and even field control, making a dedicated spirit deck very flexible regardless of what the opponent has. However, due to their habit of returning to the hand, cards that make you discard will be a serious hamper, as Spirit Monsters in general are rather useless in the Graveyard. Cards that recover discarded cards are thus suggested, but not recommended as Spirit Monsters do not have much in the way of deck thinning. Once the problem of field presence is resolved, spirit monsters can be quite annoying as well as devastating, since it is hard for the opponent to destroy them, and even with cards that forces discards, it is hard to target a particular spirit monster (unless something like "Card Destruction" is used). This is particularly true for "Inaba White Rabbit", as it can attack directly while avoiding opponents' counterattacks, making it quite annoying as well as devastating (Inaba has one of the highest ATKs in the game for a direct-attack monster).

Spirit Monsters, originally as a rule, could not be Special Summoned, and are sent back to the owner's hand during the End Phase of the turn they are Normal Summoned, Flip Summoned, or flipped face-up. This also happens if they wound up in the opponent's hand via effects like Exchange. However, new Spirits have been released in The Duelist Genesis, one of which can be Special Summoned for a cost.
Spirit Monster Cards are designated by having "Spirit" in the place where "Effect" would be.
Many of the Spirit Monsters' designs were based on icons from Japanese mythology and they all have very similar backgrounds, supposedly of the spirit world.
Spirit monsters can only remain on the field temporarily (unless Set face-down), and thus their controllers run into a major problem of maintaining field presence, but many Spirit monsters have devastating special effects to make up for this deficiency. Two of the strongest Spirit monsters focus on maintaining a significant hand advantage over the opponent, and when combined with Spiritual Energy Settle Machine or other effects like Dimensionhole that allow them to remain on the field, they can easily turn the tide of any duel in their favor. Though it wasn't an option in the past, there is currently enough Spirit support for decks entirely themed around them to be viable. Because Spirit monsters return to the player's hand, the play runs the risk of having to many cards during the end phase, forcing a discard, so Infinite Cards is an effective way to counter this problem.
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Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
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