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Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

Cover artist - Lee Binding
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

Publisher's Summary

‘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.

Cast & Characters

References

Notes

to be added

Continuity

to be added

External Links

  • Big Finish Spirit page
  • The Doctor Who Reference Guide detailed synopsis of Spirit
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This article uses material from the "Spirit" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010

From DC Database

Disambig Template Help

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:



This article uses material from the "Spirit" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Spirit
other resources
Allakhazam's
EverQuest II NPC Information
Purpose Ecology
Race Human
Zone Zek, the Orcish Wastes (Shattered Lands)
Location On the docks ( 552, -41, 308 ) /waypoint 552, -41, 308

This article uses material from the "Spirit" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Spirit may refer to:


This article uses material from the "Spirit" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

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

General

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

"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".

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
1 9
2 15
3 21
4 27
5 33
6 39
7 45
8 51
9 57
10 63
11 69

Spirit Energy

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

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

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

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).

  • While none of the spirits can perform combat attacks, some can use attack skills to damage enemies. Attack skills of binding spirits typically have the same name as the ritual that created the spirits, and have longbow range (1.6 aggro circle radius).
  • Spirits attack at a rate of one attack every 2 seconds, with the exception of Bloodsong (1.75 seconds) and Vampirism (2.15 seconds).
  • Spirits need a clear line of sight to attack their target.
  • Spirits appear to gain a range advantage due to increased height above the target, similar to how bow fire works.
  • 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 give preference to that creature and sometimes, even to the point of switching targets.
  • If an enemy is within attack range (longbow 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, Spirits will always attack that enemy to defend itself.
  • The attacks made by these spirits will trigger shouts, chants, and other effects that trigger on attack. It is not known how they will react to environmental effects that trigger on attack such as Quicksand at the Nomad's Isle Guild Hall

Other Spirits

The following Spirits are encountered as monsters.

Region Type Collectable Drop
Factions Campaign
Sunjiang District (mission) Image:NA-icon-small.png24 Spirit of Portals none
Imperial Sanctum (mission) Image:NA-icon-small.png24 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
    • RitualistConsume Soul - steal all of target summoned creature health.
    • 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.
    • RitualistSoul Twisting - destroy allied spirit to improve recharge of next ritual.
    • AssassinSpirit Walk - shadowsteps 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.
    • MesmerUnnatural Signet - does double damage and recharges instantly if targeted on a summoned creature.
    • MesmerSpiritual Pain - instantly recharges if it hits a spirit
Facts about SpiritRDF feed

This article uses material from the "Spirit" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Type-25 Troop Carrier article)

From Halopedia, the Halo Wiki

4.56
(108 votes)
Were you looking for the Phantom-class dropship, which was used in Halo 2 and Halo 3?
Spirit
Production information
Model

Type-25

Class

Dropship

Technical specifications
Length

27.80 Meters (91.30 Feet)

Width

18 Meters (59.1 Feet)

Height/depth

11.8 Meters (38.8 Feet)

Maximum acceleration
  • Cruising - 350 KPH (217.35 MPH)
  • Maximum - 1,100 KPH (683.1 MPH)
Maximum speed (atmosphere)

under Mach 1

Slipspace Drive

None

Shielding

None

Hull

1 Fuel rod cannon hit

Armament
Complement
Crew
  • 1 Pilot
  • 1 Ops
Minimum crew
  • 1 Pilot
Passengers

Pilot, crew, and troops for transport

Usage
Role(s)
  • Dropship
  • Gunship
  • Scoutship
Era(s)

Human-Covenant War

Affiliation

Covenant, probably Covenant Separatists

  [Source]

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

Background

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.

Operation

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.

Appearances

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.

Spirit in Combat

Halo: Combat Evolved

A Covenant Spirit dropship.

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.

Halo Wars

A Spirit dropship as it appears in Halo Wars.

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.

Halo: Reach

Spirits are confirmed to be returning in Halo: Reach. Presumably, they will have the same combat system as in Halo: Combat Evolved.

Known Spirits

Trivia

  • The Spirit did not get an official and sanctioned name until Halo: Ghosts of Onyx was released in October 2006. Up until that point, the ship was simply referred to as the "Covenant dropship". Other sources unofficially referred to it as the "Apparition", the "Spook", the "Harbinger", and even the "Bandit", based on the military term for an enemy used by a Marine to refer to a Spirit in "Halo".[3]
  • The Marathon logo can be seen on the front of the cockpit.
  • Lorraine McLees described the Spirit as "having the coolest rear-end of all the Covenant ships."
  • The Spirit seems to be slower than the Pelican, as described in Halo: First Strike its maximum velocity was "under Mach 1" while the Pelican could reach "Mach 3", although it may be due to the fact the Pelican in question was almost in freefall.
  • The Spirit was incorrectly referred to as a Banshee in Halo: The Flood.
  • In Halo Wars, when a Spirit was picking up the Arbiter, after he had captured Ellen Anders, it used a gravity lift to pick him up, showing that some earlier models possibly used gravity lifts.

Gallery

Sources

  1. 1.0 1.1 Bungie.net: Type-25 Dropship
  2. Halo: Ghosts of Onyx
  3. "...Phantoms, Spirits, and even Banshees..." Pg. 195 of Ghosts of Onyx

Links

Internal

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 GhostSpectreChopper
Armored Units ProwlerShadowWraithAnti-Air WraithHonor Guard Wraith
Walkers LocustScarab
Transport Aircraft SpiritPhantom
Combat Aircraft BansheeVampireSeraph
Other Shade

This article uses material from the "Type-25 Troop Carrier" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010
(Redirected to Xira (Earth-616) article)

From Marvel Database

Character Template Help
Spirit

Xira (Earth-616)
Gallery
Real Name
Xira
Current Alias

Characteristics
Gender

Height
5' 7"

Weight
140 lbs (64 kg)

Eyes

First appearance

Death Metal #2
(February, 1994)

History

History of character is unknown.

Links

  • Appearances of Xira (Earth-616)
  • Character Gallery: Xira (Earth-616)
  • Images that feature Xira (Earth-616)
  • Fan-Art Gallery: Xira (Earth-616)
  • Quotations by Xira (Earth-616)

Discover and Discuss


This article uses material from the "Xira (Earth-616)" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

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
A Spirit Guthatrice.
Spirit guthatrice
Spirit saratrice
Spirit zamatrice
Spirit pengatrice
Spirit coraxatrice
Spirit vulatrice
Spirit Terrorbird
Spirit jelly
Spirit Graahk
Spirit Kyatt
Spirit Larupia
Spirit cobra
Spirit dagannoth

Various monsters and Npcs:
A Barbarian Spirit.
Fearsome Barbarian Spirits
Spirit of Scorpius
Dramen Tree Spirit
Tree spirit
Evil Spirit
This is a disambiguation page, distinguishing subjects with similar names.
If an internal link led you here, you may wish to change the link to point directly to the intended article.

This article uses material from the "Spirit" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Bedlam Spirits article)

From Wookieepedia, the Star Wars wiki.

"Spirit"
Homeworld

Unidentified planet, near Bedlam Pulsar

Skin color

None

Distinctions

Ability to change their form

Famous members
"Merciful Force! Those...those objects are talking to each other. They're alive...I think."
―Princess Leia

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.

Appearances

Sources


This article uses material from the "Bedlam Spirits" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Yugioh

Up to date as of February 05, 2010
(Redirected to Spirit Monsters article)

From Yu-Gi-Oh!

Spirit Monsters
English

Spirit Monsters

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.

Play Style

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).

Example

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This article uses material from the "Spirit Monsters" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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Up to date as of February 06, 2010
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From Yu-Gi-Oh Card Maker Wiki

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.

Play Style

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.

Facts about Spirit MonstersRDF feed

This article uses material from the "Spirit Monsters" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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