Support spirits
The spirit is a companion that fights alongside you. It is born from essence fragments dropped by monsters, and its appearance is the only part you can buy — its strength comes only from playing.
Which type to pick
Each type is the best at one thing. None is mandatory, and any of them beats fighting without a spirit.
| Type | What for | Shines in |
|---|---|---|
| Support | Keeping you standing | Long hunts without potions: it lasts the most back-to-back fights |
| Offensive | Killing faster | Zones with monster groups: clears them fastest and heals you for every enemy it takes down (Thirst) |
| Amplifier | Supercharging your hits | Bosses: the amplified hit strikes harder against a boss, and it saves your MP |
- Support heals and protects. The safe pick for long hunting sessions with fewer potions.
- Offensive strikes with you. With Thirst, every enemy the spirit's strike takes down gives back a bit of your health — in groups that happens several times per fight.
- Amplifier does not attack on its own: it charges your next hit. In battle the amplified hit shows ✦ Amplified (and the MP it gave back). Against a boss it is the fastest of all.
You can own one of each and switch the active one for what you are about to do: support for hunting, amplifier for the boss, offensive for crowded zones.
Fragments and the Altar
- Monsters drop essence fragments of three types: offensive, support and amplifier — each zone gives one type (common 8%, elite 20%, boss 40% per monster). Towers and expeditions also give fragments, and the Altar can convert fragments from one type to another for gold. They are bound items: they never enter the auction house or the Grocery.
- At the Altar you create a spirit with 10 fragments of the same type and 500 gold, and choose its temperament. Creation is guaranteed; the roll only decides the flame's color and shape.
- Each character holds up to 6 spirits, but only one is active at a time.
Bond, levels and Ascension Stars
The spirit grows through bond: victories with it active, fragments of its type, gold training and expeditions.
- Level 3: pick the branch. Level 6: pick the Awakening and open the 2nd Memory slot. Level 10: Ascension and the 3rd Memory slot.
- After level 10 the bond keeps going and grants up to 5 Ascension Stars. Each star starts fights with a little more Resonance (the Manifestation comes sooner, never stronger), the 3rd star opens the 4th Memory slot, and the flame gets a golden halo.
- The spirit screen shows the next milestone and how much is left.
Branch
At level 3 you pick one of the type's three branches — the choice is final (only the Scroll of the Forgotten Branch erases it).
| Type | Branches |
|---|---|
| Offensive | Fury (chance of an extra strike each turn, guaranteed after 3 turns without one), Ember (embers on every enemy every 2 turns), Execution (extra strike on low-health enemies). All with Thirst. |
| Support | Heal (heals when your health drops to 50% or less), Shield (a damage-absorbing barrier whenever you are not at full health), Last Breath (strong heal when your health is almost gone) |
| Amplifier | Critical (more crit on your next hit, much more damage against a boss; an amplified crit restores MP), Focus (more damage on your next hit, even more against a boss; refunds part of the skill's MP), Momentum (advances your turn bar) |
Resonance and Manifestation
During the fight the Resonance bar fills up. When full, the spirit button becomes Manifest: the branch's strong effect, without spending your turn. The Awakening changes how the Manifestation works, and Memories (unlocked by what the spirit has lived through) boost it.
Every spirit is unique
- Its own name: tap the quill next to the name.
- Title: its most remarkable deed becomes a title (Bossbane II, Hunter I…) and changes over time.
- Temperament: only changes the pace of Resonance, never its power. Serene starts fights with more Resonance and fills slower; Impetuous fills faster but starts lower; Vigilant gains Resonance when you get hit.
- Journal: the spirit's timeline — when it was born, levels, stars, branch, Memories and titles.
In battle
- Acts once per action you take, after your strike and before the enemies. Works in PvE (exploration, towers, dungeons and bosses) and in the ranked Arena; not in guild war or the Training Room.
- At the end of every fight, the summary shows what your spirit did: damage and enemies taken down, healing, barriers, Thirst health, amplified hits, MP restored, turns hastened and Manifestations.
- The battle uses the spirit that was active at the start. The spirit is not a target: it cannot be attacked.
Appearance
Appearances are cosmetic, bought at the Shop with gold or diamonds, and any of your spirits can wear any appearance you own. Appearance never grants a bonus.