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	<id>https://wiki.sarimps.com/index.php?action=history&amp;feed=atom&amp;title=Guardian_Spirit</id>
	<title>Guardian Spirit - Revision history</title>
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	<updated>2026-10-08T06:37:57Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.sarimps.com/index.php?title=Guardian_Spirit&amp;diff=477&amp;oldid=prev</id>
		<title>Maintenance script: Explain all 19 item perks with levels, benefits, examples and active limits; refresh Workbench references</title>
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		<updated>2026-10-04T02:27:20Z</updated>

		<summary type="html">&lt;p&gt;Explain all 19 item perks with levels, benefits, examples and active limits; refresh Workbench references&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox Feature&lt;br /&gt;
|name = Guardian Spirit&lt;br /&gt;
|feature_type = Equipment attachment&lt;br /&gt;
|access = [[Item Workbench]] · Perks Mode&lt;br /&gt;
|requirements = Amulet&lt;br /&gt;
|limits = Uses one item attachment slot&lt;br /&gt;
|progression = Levels 1–5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Guardian Spirit&amp;#039;&amp;#039;&amp;#039; is an [[Item perks|item perk]] made at [[Item Workbench]]. Its compatible equipment is listed above.&lt;br /&gt;
&lt;br /&gt;
== What it changes ==&lt;br /&gt;
Successful direct damage to a living monster can summon a healing spirit. It heals the wearer plus up to three other living players local to the spirit; they do not need to be party members.&lt;br /&gt;
&lt;br /&gt;
The spirit heals every 4 ticks (2.4 seconds), after a one-tick opening animation and the first four-tick wait. The actual number of pulses is 3/4/4/5/5 at levels 1–5. Cooldown begins when the summon succeeds.&lt;br /&gt;
&lt;br /&gt;
== When it helps ==&lt;br /&gt;
Provides several small heals to the wearer and nearby players from one summon. It can reduce repeated food use during sustained group combat, provided recipients are still injured when the pulses arrive.&lt;br /&gt;
&lt;br /&gt;
=== Worked example ===&lt;br /&gt;
A level-5 summon gives five 6-HP pulses, for up to 30 HP per recipient before their maximum-HP cap. If the wearer and three nearby injured players receive all five pulses, the spirit supplies up to 120 HP across those four players. The next summon is unavailable until its 66-tick (39.6-second) cooldown finishes.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Summon chance per eligible hit: 5%&amp;lt;br&amp;gt;HP per pulse: 2 HP&amp;lt;br&amp;gt;Pulses: 3&amp;lt;br&amp;gt;Total HP per recipient before caps: 6 HP&amp;lt;br&amp;gt;Cooldown: 60 seconds (100 ticks)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Summon chance per eligible hit: 7%&amp;lt;br&amp;gt;HP per pulse: 3 HP&amp;lt;br&amp;gt;Pulses: 4&amp;lt;br&amp;gt;Total HP per recipient before caps: 12 HP&amp;lt;br&amp;gt;Cooldown: 54.6 seconds (91 ticks)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Summon chance per eligible hit: 9%&amp;lt;br&amp;gt;HP per pulse: 4 HP&amp;lt;br&amp;gt;Pulses: 4&amp;lt;br&amp;gt;Total HP per recipient before caps: 16 HP&amp;lt;br&amp;gt;Cooldown: 49.8 seconds (83 ticks)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Summon chance per eligible hit: 11%&amp;lt;br&amp;gt;HP per pulse: 5 HP&amp;lt;br&amp;gt;Pulses: 5&amp;lt;br&amp;gt;Total HP per recipient before caps: 25 HP&amp;lt;br&amp;gt;Cooldown: 45 seconds (75 ticks)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Summon chance per eligible hit: 13%&amp;lt;br&amp;gt;HP per pulse: 6 HP&amp;lt;br&amp;gt;Pulses: 5&amp;lt;br&amp;gt;Total HP per recipient before caps: 30 HP&amp;lt;br&amp;gt;Cooldown: 39.6 seconds (66 ticks)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limits and interactions ==&lt;br /&gt;
Requires a successful direct hit on a monster that remains alive after the hit. Misses, killing blows, healing and secondary perk hits cannot trigger it. Gridmaster echo and guardian hits do not trigger it. There is no ordinary-attack-only or combat-style restriction.&lt;br /&gt;
&lt;br /&gt;
Cannot summon in the Wilderness or the region containing Edgeville. This is a location restriction, not a general Gridmaster ban.&lt;br /&gt;
&lt;br /&gt;
Needs a free unclipped tile within three tiles of the wearer, excluding the wearer’s own tile. If no spawn tile is found, no summon or cooldown occurs.&lt;br /&gt;
&lt;br /&gt;
The wearer is included, and up to three other living players near the spirit are selected on each pulse. They do not need to share a party or clan. A summon does not guarantee healing for every nearby player.&lt;br /&gt;
&lt;br /&gt;
The event ends if the wearer is dead at a pulse. Other recipients must remain local to the spirit at each pulse.&lt;br /&gt;
&lt;br /&gt;
Cannot overheal: healing stops at base maximum hitpoints and adds nothing while already overhealed. Gridmaster Last Stand relic healing lock blocks these heals; Gridmaster combat mastery may increase ordinary restored amounts.&lt;br /&gt;
&lt;br /&gt;
The table shows the actual number of healing pulses. A game tick lasts 0.6 seconds, so the spirit&amp;#039;s advertised two-second pulse is rounded up to four ticks (2.4 seconds).&lt;br /&gt;
&lt;br /&gt;
== Attach and upgrade ==&lt;br /&gt;
At [[Sarim Home|home]], open [[Item Workbench]] and choose &amp;#039;&amp;#039;&amp;#039;Perks Mode&amp;#039;&amp;#039;&amp;#039;. Select the equipment from your inventory, then choose &amp;#039;&amp;#039;&amp;#039;Guardian Spirit&amp;#039;&amp;#039;&amp;#039;. The first application rolls a level from 1 to 5. Applying it again can raise its level; an equal or lower roll keeps the current level and does not refund materials used. Each attempt normally spends the recipe again; eligible donation ranks can preserve individual recipe entries. This does not change the level-roll chances. Level 5 cannot be upgraded further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Full recipe !! Remove Perk return&lt;br /&gt;
|-&lt;br /&gt;
| Refined Essence || 80 || 56&lt;br /&gt;
|-&lt;br /&gt;
| Prismatic Essence || 60 || 42&lt;br /&gt;
|-&lt;br /&gt;
| Ascendant Catalyst || 2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stored and carried materials combine; storage is used first. The return column is for &amp;#039;&amp;#039;&amp;#039;Remove Perk&amp;#039;&amp;#039;&amp;#039; in Perks Mode. It refunds part of one base recipe to Workbench Storage, even after several upgrades. Disintegration destroys the equipment and its attachments.&lt;br /&gt;
&lt;br /&gt;
=== Level roll chances ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rolled level !! Chance per attempt&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These are the chances of each exact rolled level. Selecting a level preview does not choose the result. Repeated attempts do not guarantee level 5.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Item perks]]&lt;br /&gt;
* [[Item Workbench]]&lt;br /&gt;
* [[Perks Menu|Player perks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Item perks]]&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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