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Spirits: Misc



Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

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WARNING:This template depreciated, please use Template:SpellInformation2 when updating
Class Mystic Mystic Spell Icon HO Wheel Icon
Level 13
Category (Target)  /  (Self)
Mastery Subjugation
 Casting Time  0.5 seconds
 Recast time  5 min
 Cost  43 power 
 Duration  5.0 seconds
 Effect Radius  5.0 meters      Max Targets: 8
Mystic: Quelling Spell Line
Level Spell Name
13 Phantasmal Spirits
27 Quelling Spirits
41 Accordant Spirits
55 Harmonious Spirits
69 Sonorus Spirits
79 Spirits
Mesmerizes all enemies near the mystic and reduces their hate towards the shaman. Any hostile actions taken on them will break the mesmerize effect.
  • Mesmerizes targets in Area of Effect
    • If Target is not Epic
  • Decreases Threat to targets in Area of Effect by (see below)
  • Dispelled when target receives hostile action
  • Dispelled when target takes damage

What does this information mean?
You may upload a JPG or PNG image of the in-game examine window.

Spell Effects by Spell Rank
Effect Apprentice Journeyman Adept Expert Master Grandmaster
This spell is using an old template and may not have been updated for GU52. If you have updated this spell for GU52, please use the SpellEffectsLine2 template in place of SpellEffectsLine (ie add a "2").
Decrease Threat 292 357 390 455 520

Cells for spell ranks that are not available for this spell are displayed as black.

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

Guild Wars

Up to date as of February 01, 2010
(Redirected to Spirit article)

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.



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
4 5
7 8
10 11
0 70 90
130 150
190 210
250 270
1 73 94
135 156
198 218
260 281
2 76 97
140 162
205 227
270 292
3 78 101
146 168
213 235
280 302
4 81 104
151 174
220 244
290 313
5 84 108
156 180
228 252
300 324
6 87 112
161 186
236 260
310 335
7 90 115
166 192
243 269
320 346
8 92 119
172 198
251 277
330 356
9 95 122
177 204
258 286
340 367
10 98 126
182 210
266 294
350 378
11 101 130
187 216
274 302
360 389
12 104 133
192 222
281 311
370 400
13 106 137
198 228
289 319
380 410
14 109 140
203 234
296 328
390 421
15 112 144
208 240
304 336
400 432
16 115 148
213 246
312 344
410 443
17 118 151
218 252
319 353
420 454
18 120 155
224 258
327 361
430 464
19 123 158
229 264
334 370
440 475
20 126 162
234 270
342 378
450 486

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.


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

From Halopedia, the Halo Wiki

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




Technical specifications

27.80 Meters (91.30 Feet)


18 Meters (59.1 Feet)


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





1 Fuel rod cannon hit

  • 1 Pilot
  • 1 Ops
Minimum crew
  • 1 Pilot

Pilot, crew, and troops for transport

  • Dropship
  • Gunship
  • Scoutship

Human-Covenant War


Covenant, probably Covenant Separatists


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.



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.

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


  • 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.



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



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
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.


Up to date as of February 02, 2010

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

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki



Spirits is an enemy group that appeared during the Halloween Event 2004 and Halloween Event 2006. They appear when players click on doors and get a "Trick".


There is no official background about this group at this time.

Enemy Types




Paranormal investigators have long theorized that ghosts are created by only the most violent deaths. These specimens are certainly angry enough to support that assessment.


Flight Self fly
Spirits have the inherent ability to fly with no endurance cost.

Gloom (Ranged) Damage over Time, Negative, Foe -Accuracy
Gloom slowly drains a target of life and reduces his chances to hit. Slower than Dark Blast, but deals more Damage over Time.

Smite Melee, Smash/Negative, Moderate Damage, Foe -Accuracy
More powerful version of Shadow Punch, Smite deals more damage, but takes longer to recharge. Like Shadow Punch, Smite can reduce the target's accuracy.

Siphon Life Psionic/Negative Energy Damage, Foe -Accuracy
The Spirit taps the powers of the netherworld and it's own psychic power to steal life from you and transfer some of it to himself. Your accuracy has been reduced.


Image:badge_event_buster.png Buster

You have defeated 20 ghosts, spirits who have not rested since their original death.


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


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