Spirit points

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Revision as of 03:52, 17 October 2011 by EASTMANM2 (talk | contribs) (Spirit max of 13 with enhancives.)
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Your character's current and maximum spirit points can be found using the HEALTH command. The amount of maximum spirit points a character has is determined by that character's Aura statistic divided by 10, rounded (i.e. 95 Aura will give 10 maximum spirit.) Maximum spirit can be increased though enhancive items, to an ultimate maximum of 13 points.

Different races will recover spirit at different intervals, or spirit regeneration rates. In addition, Clerics and Empaths can MEDITATE to gain spirit back faster, as is done with health and mana.

Uses of Spirit Points

  • Spirit points play an integral role in many of the signs of the Council of Light.
  • Some undead can drain spirit with a successful physical attack followed by a successful warding roll.
  • Certain advanced Alchemy recipes require the alchemist to channel spirit points into the formulation. (This always consumes 2 points.)
  • Casting certain Cleric spells can require spirit points, notably Well of Life (308) and Raise Dead (318).

Having fewer than 1 spirit point results in a spirit death.

Spirit Regen

Race On-Node Off-Node
Forest Gnome 4/5 2/5
Dwarf 4/5 2/5
Halfling 4/5 2/5
Human 2/3 1/3
Giantman 2/3 1/3
Burghal Gnome 2/3 1/3
Half-Elf 2/4 1/4
Half-Krolvin 2/4 1/4
Sylvankind 2/4 1/4
Aelotoi 2/4 1/4
Erithian 2/4 1/4
Elf 2/5 1/5
Dark-Elf 2/5 1/5

Low Spirit Penalties

Per the post by GM Oscuro on 23 January, 2009, the exact penalties for having less than maximum spirit are now known:

Percentage of MAX Spirit Effect on AS Effect on Evade, Block, & Parry DS
75% - 100% Max Spirit No penalty. No penalty.
50% to 74% Max Spirit -20% -10%
25% - 49% -35% -20%
Less than 25% -50% -30%