ARCANE FAMILIARS

ARCANEFAMILIARS

VERDANT GRIMOIRE

An original Game Boy-style familiar-bonding RPG. You are an apprentice Spellbinder: bind the wild familiars of the realm with charms, earn the Sigils of the Sanctum Wardens, brave the rifts of the Aether Meadows, and follow the story through the rift into the Umbral Realm and, beyond the Eclipse Court, into the Astral Realm where it is always day.

COMING TO THE APP STORE AND GOOGLE PLAYPLAY ON PC NOW
Walking the Verdant Forest
A wild Pyredragon emerges in battle
The isles at noon
1,162FAMILIARS
556FAMILY LINES
15ELEMENTS
150LANDS
3REALMS
PCWINDOWS & MAC
80SPELLS
20MYTHICS & TITANS

THE GAME

A tale of bonds, told in four shades and full colour

Every familiar, name, sprite, map, line of dialogue and tune is original. Walk the realm town to town, step into the tall grass, and bind what answers with a charm. Each familiar you bind grows with you, learns spells, and ascends into new forms. Some lines take a different path depending on the stone you use, the land you raise them in, the hour, and how well they are loved.

BIND, DON'T CATCH

Weaken a wild familiar and throw a BIND, RUNE or STAR CHARM. A Star Sigil bearer binds the astral ones easier, and a Dawn Sigil makes luminous familiars bind half again as easily.

FIVE SANCTUMS, FIVE SIGILS

Each Sanctum Warden's Sigil opens the realm a little further: HEW the brambles at Oakridge, ride the TIDE from Volta, SMASH the rock at Emberfall.

A SPELLBINDER WHO GROWS TOO

You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.

A SHARED REALM

Every player walks the same world. See who is about, what they are doing, a feed of their deeds, and race them for a legend: once bound, it is gone for a day for everyone.

THE JOURNEY

Three acts, three realms

From Willow Town to the Zenith of the Astral Realm, the story climbs through the Verdant Realm, drops into the night of the Umbral Realm, and ends in a world where the sun never sets.

ACT ONE

The Verdant Realm

  • Set out from Willow Town with your first familiar and a rival on the same road.
  • Earn five Sigils from the Sanctum Wardens: Mason of Oakridge, Nova of Volta, Coral of the Tidebreak Isles, Ignis of Emberfall and Yrsa of Frosthold.
  • Climb Sky Pass to the Conclave: four Archons and the Champion stand between you and the title.
  • Bind 25 familiars and the first legend, ASTRALEON, shows itself in the Ashen Reach.
ACT TWO

The Far Realm & the Umbral Realm

  • As Grand Spellbinder the Far Realm opens: the Western Reaches, the Southern Wilds, the Eastern Marches, the Heartlands and the Northern Wastes, 48 more lands.
  • The Ascendants camp at Starfall Crater; their Endless Spire climbs for ever.
  • Step through the rift: twelve umbral lands where it is always night and every wild familiar is a darker, stronger umbral twin.
  • At the bottom, the Bone Cathedral: four Umbral Archons and the Umbral Sovereign. Beat them and you are Sovereign of both realms.
ACT THREE

The Eclipse Court & the Astral Realm

  • Beyond Duskhaven, the Deep: seven Seal Keepers hold the seals of the Eclipse Court.
  • Inside, four Eclipse Judges and the Eclipse fight at level one hundred with six umbral familiars each.
  • Break the Eclipse and the Dawn Gate opens onto the Astral Realm: always day, every wild familiar level one hundred, one in sixteen luminous.
  • The five Titans of the Deep wake, and the Zenith holds the Astral Ascendant.

THE SANCTUM WARDENS

THE REALM

The full world map

Every one of the 150 lands, drawn from its own tiles and laid out as the realm's own chart: the Verdant Realm at the centre, the Far Realm around it, and the Umbral, Deep and Astral realms falling away beneath. Drag to pan, scroll or pinch to zoom, hover a land for its level band, and click it to open its page in the guide.

road between landsferry, door or rifttowncave or delvea legend haunts this land

THE REGIONS

THE FAMILIARS

1,162 familiars, 556 lines, 15 elements

The elements now have spell names: see what each one used to be called.

Every familiar is drawn as its own portrait by the Atelier from a body plan read off its name and lore, so an owl is an owl and a kettle ghost is a kettle, and no two lines share a silhouette. Two art styles: the modern full-colour look, or the original four-shade pixel style with the classic font.

ELEMENT MATCHUPS

Find the attacking element down the left and the defending familiar's element across the top. 2 is double damage, ½ is half, 0 is none at all, and a blank square is normal damage. Against a familiar with two elements both count: 2 and 2 make four times the damage, and 2 and ½ cancel out.

Element matchups: attacking element by row, defending element by column
DEFENDER →ATTACKER ↓MUNDANEINFERNALTIDALVERDANTVOLTAICGLACIALMARTIALNOXIOUSEARTHENAERIALARCANECHITINLITHICSPECTRALDRACONIC
MUNDANEMundane against Mundane: normal damageMundane against Infernal: normal damageMundane against Tidal: normal damageMundane against Verdant: normal damageMundane against Voltaic: normal damageMundane against Glacial: normal damageMundane against Martial: normal damageMundane against Noxious: normal damageMundane against Earthen: normal damageMundane against Aerial: normal damageMundane against Arcane: normal damageMundane against Chitin: normal damageMundane against Lithic: half damageMundane against Spectral: no damageMundane against Draconic: normal damage
INFERNALInfernal against Mundane: normal damageInfernal against Infernal: half damageInfernal against Tidal: half damageInfernal against Verdant: double damageInfernal against Voltaic: normal damageInfernal against Glacial: double damageInfernal against Martial: normal damageInfernal against Noxious: normal damageInfernal against Earthen: normal damageInfernal against Aerial: normal damageInfernal against Arcane: normal damageInfernal against Chitin: double damageInfernal against Lithic: half damageInfernal against Spectral: normal damageInfernal against Draconic: half damage
TIDALTidal against Mundane: normal damageTidal against Infernal: double damageTidal against Tidal: half damageTidal against Verdant: half damageTidal against Voltaic: normal damageTidal against Glacial: normal damageTidal against Martial: normal damageTidal against Noxious: normal damageTidal against Earthen: double damageTidal against Aerial: normal damageTidal against Arcane: normal damageTidal against Chitin: normal damageTidal against Lithic: double damageTidal against Spectral: normal damageTidal against Draconic: half damage
VERDANTVerdant against Mundane: normal damageVerdant against Infernal: half damageVerdant against Tidal: double damageVerdant against Verdant: half damageVerdant against Voltaic: normal damageVerdant against Glacial: normal damageVerdant against Martial: normal damageVerdant against Noxious: half damageVerdant against Earthen: double damageVerdant against Aerial: half damageVerdant against Arcane: normal damageVerdant against Chitin: half damageVerdant against Lithic: double damageVerdant against Spectral: normal damageVerdant against Draconic: half damage
VOLTAICVoltaic against Mundane: normal damageVoltaic against Infernal: normal damageVoltaic against Tidal: double damageVoltaic against Verdant: half damageVoltaic against Voltaic: half damageVoltaic against Glacial: normal damageVoltaic against Martial: normal damageVoltaic against Noxious: normal damageVoltaic against Earthen: no damageVoltaic against Aerial: double damageVoltaic against Arcane: normal damageVoltaic against Chitin: normal damageVoltaic against Lithic: normal damageVoltaic against Spectral: normal damageVoltaic against Draconic: half damage
GLACIALGlacial against Mundane: normal damageGlacial against Infernal: half damageGlacial against Tidal: half damageGlacial against Verdant: double damageGlacial against Voltaic: normal damageGlacial against Glacial: half damageGlacial against Martial: normal damageGlacial against Noxious: normal damageGlacial against Earthen: double damageGlacial against Aerial: double damageGlacial against Arcane: normal damageGlacial against Chitin: normal damageGlacial against Lithic: normal damageGlacial against Spectral: normal damageGlacial against Draconic: double damage
MARTIALMartial against Mundane: double damageMartial against Infernal: normal damageMartial against Tidal: normal damageMartial against Verdant: normal damageMartial against Voltaic: normal damageMartial against Glacial: double damageMartial against Martial: normal damageMartial against Noxious: half damageMartial against Earthen: normal damageMartial against Aerial: half damageMartial against Arcane: half damageMartial against Chitin: half damageMartial against Lithic: double damageMartial against Spectral: no damageMartial against Draconic: normal damage
NOXIOUSNoxious against Mundane: normal damageNoxious against Infernal: normal damageNoxious against Tidal: normal damageNoxious against Verdant: double damageNoxious against Voltaic: normal damageNoxious against Glacial: normal damageNoxious against Martial: normal damageNoxious against Noxious: half damageNoxious against Earthen: half damageNoxious against Aerial: normal damageNoxious against Arcane: normal damageNoxious against Chitin: normal damageNoxious against Lithic: half damageNoxious against Spectral: half damageNoxious against Draconic: normal damage
EARTHENEarthen against Mundane: normal damageEarthen against Infernal: double damageEarthen against Tidal: normal damageEarthen against Verdant: half damageEarthen against Voltaic: double damageEarthen against Glacial: normal damageEarthen against Martial: normal damageEarthen against Noxious: double damageEarthen against Earthen: normal damageEarthen against Aerial: no damageEarthen against Arcane: normal damageEarthen against Chitin: half damageEarthen against Lithic: double damageEarthen against Spectral: normal damageEarthen against Draconic: normal damage
AERIALAerial against Mundane: normal damageAerial against Infernal: normal damageAerial against Tidal: normal damageAerial against Verdant: double damageAerial against Voltaic: half damageAerial against Glacial: normal damageAerial against Martial: double damageAerial against Noxious: normal damageAerial against Earthen: normal damageAerial against Aerial: normal damageAerial against Arcane: normal damageAerial against Chitin: double damageAerial against Lithic: half damageAerial against Spectral: normal damageAerial against Draconic: normal damage
ARCANEArcane against Mundane: normal damageArcane against Infernal: normal damageArcane against Tidal: normal damageArcane against Verdant: normal damageArcane against Voltaic: normal damageArcane against Glacial: normal damageArcane against Martial: double damageArcane against Noxious: double damageArcane against Earthen: normal damageArcane against Aerial: normal damageArcane against Arcane: half damageArcane against Chitin: normal damageArcane against Lithic: normal damageArcane against Spectral: normal damageArcane against Draconic: normal damage
CHITINChitin against Mundane: normal damageChitin against Infernal: half damageChitin against Tidal: normal damageChitin against Verdant: double damageChitin against Voltaic: normal damageChitin against Glacial: normal damageChitin against Martial: half damageChitin against Noxious: half damageChitin against Earthen: normal damageChitin against Aerial: half damageChitin against Arcane: double damageChitin against Chitin: normal damageChitin against Lithic: normal damageChitin against Spectral: half damageChitin against Draconic: normal damage
LITHICLithic against Mundane: normal damageLithic against Infernal: double damageLithic against Tidal: normal damageLithic against Verdant: normal damageLithic against Voltaic: normal damageLithic against Glacial: double damageLithic against Martial: half damageLithic against Noxious: normal damageLithic against Earthen: half damageLithic against Aerial: double damageLithic against Arcane: normal damageLithic against Chitin: double damageLithic against Lithic: normal damageLithic against Spectral: normal damageLithic against Draconic: normal damage
SPECTRALSpectral against Mundane: no damageSpectral against Infernal: normal damageSpectral against Tidal: normal damageSpectral against Verdant: normal damageSpectral against Voltaic: normal damageSpectral against Glacial: normal damageSpectral against Martial: normal damageSpectral against Noxious: normal damageSpectral against Earthen: normal damageSpectral against Aerial: normal damageSpectral against Arcane: double damageSpectral against Chitin: normal damageSpectral against Lithic: normal damageSpectral against Spectral: double damageSpectral against Draconic: normal damage
DRACONICDraconic against Mundane: normal damageDraconic against Infernal: normal damageDraconic against Tidal: normal damageDraconic against Verdant: normal damageDraconic against Voltaic: normal damageDraconic against Glacial: normal damageDraconic against Martial: normal damageDraconic against Noxious: normal damageDraconic against Earthen: normal damageDraconic against Aerial: normal damageDraconic against Arcane: normal damageDraconic against Chitin: normal damageDraconic against Lithic: normal damageDraconic against Spectral: normal damageDraconic against Draconic: double damage

KINDRED LINES: ONE FAMILIAR, MANY PATHS

A few lines do not ascend one way but many. The stone in your bag, the land you level in, the hour, your familiar's strongest stat and how well it is loved each decide what it becomes.

VIXLINGa fox kit of unshaped magic
CUBBLEa cub that grows into its strengths
KITTAILtakes the moon or the sun

A LOOK AROUND

Title screen
THE MEADOW AT DAWN
The Aether Meadows
THE AETHER MEADOWS
Battle
A WILD PYREDRAGON
Grimoire entry
THE GRIMOIRE
Gallery
THE GALLERY

WHAT THERE IS TO DO

Deep enough to lose a season in

RIFTS & RAIDS

Rift dens on 132 lands hold colossal familiars ranked one to six stars. Take them on with allies: bring a friend in by room code and Spellbinders of the realm fill the line. Five-star dens can hold a Mythic; six-star rifts wake a Titan.

SURGE SPELLSRIFT SHARDS
THE HEARTH

Leave two familiars at the Hearth in Volta City and come back to an egg. Raise it and see which parent it takes after, and which temperament it hatches with.

BREEDINGTEMPERAMENTS
LEGENDS ON THE LOOSE

The Mythics and Titans stand on no fixed tile. Each haunts one patch of tall grass, answers about one step in twelve, and once anyone binds or beats it, it is gone from the whole realm for a day.

SHARED TIMERS
THE DEEP DELVE

A mine under Oakridge that goes down stage after stage without end. Every stage is cut fresh, the wild familiars grow two levels a stage, a Delve Warden guards every tenth stair, and checkpoints let a run start from stage 10, 20, 30.

ROGUELIKE
THE ENDLESS SPIRE

Behind a door in Sky Pass the Ascendants' spire climbs floor after floor, its trainers scaling for ever, the deepest floors answered by the Titans themselves.

SCALING
THE WAYFARERS' GUILD

Three contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.

WEEKLY
690 SPELLS

Every spell has an edge of its own, not only a name (51 of them were renamed to sound like spells): FORCE BOLT lands harder when it moves first, REPRISAL when it moves second, WARDSHATTER pierces a raised guard, ZEPHYR never misses, MIND SPIKE always strikes true, PYRE needs a turn to recover, MIST VEIL brings fog. Familiars learn them as they level, and every family line has a signature spell of its own that no other line learns, its trick set by its name. Three field spells, SEVER, TIDE and SHATTER, come from scrolls that are never used up. Any other spell can be kept as a memory orb at the Reliquary in Volta City: give up a familiar of level 100 and one of its spells lives on, a single use that grows stronger (+1, +2, up to +10, each 5% more) every time you give that spell up again. Every spell, and who learns it, is in the guide; scrolls and orbs have their own page.

15 ELEMENTS556 SIGNATURESMEMORY ORBSSURGE FORMS
REBIRTH

Levels cap at 150, and that is where the Phoenix Sanctum in Starfall Crater begins: a familiar at the cap can be reborn, back to level 1 with points to place on the stats you choose, a bonus on every stat that grows with each level it climbs again, and a cap ten levels higher than before. Rebirth again from a higher level and the flame gives more. Each one costs more gold, and each one earns a title: REBORN, TWICEBORN, THRICEBORN, ETERNAL. The numbers are in the guide.

POINTS TO PLACERISING CAPTITLES
INBORN STATS

Every familiar is born with five hidden inborn values, 0 to 15 each, that it keeps for life and that set how far each stat can grow. The summary's INBORN page judges them the way a stat judge would: a word for each stat (WEAK to PERFECT), a grade for the whole (D to S), its best and weakest stat, and what its temperament favours. Three inborn values pass from parents to an egg at the Hearth, the BLOODLINE talent raises the floor on wild ones, four-star rifts and above are born perfect, and the Astral lands run high. Luminous familiars are 1 in 512 in the wild, 1 in 128 from an egg, 1 in 16 under Astral light. Every roll, shininess and inborn alike, is made by the game server the moment a familiar appears.

GRADES D TO SBREEDINGLUMINOUS
AUTO WALK

Set an auto battle in the options and every battle opens on it: FIGHT for the strongest spell each turn, WEAKEN to wear a wild familiar down to charm range. Then stand in tall grass and pick AUTO WALK: the Spellbinder paces the patch on their own, meeting and fighting what lives there, sending out the next familiar when one falls. It stops at a white-out, when your best familiar drops below the health you set, when a luminous familiar appears, or at any key. When it stops while you are looking elsewhere, the game taps you on the shoulder: a notification on the phone, a pop-up on the desktop.

FIGHT / WEAKENSTOPS SAFELYNOTIFIES YOU
ON EVERY DEVICE

Your save already follows you between the phone, the PC and the browser. So do the alerts: when a walk ends on one device, every other device signed into the same account hears about it. One you have open answers at once; one sitting closed in a pocket gets a notification. The device you were sitting at is never told twice, and turning ALERTS off in the options silences all of it.

ONE ACCOUNTEVERY SCREEN
ASCENSION & STONES

Most lines ascend by level. Others need a MOONSTONE, SUNSTONE, TIDESTONE or STORMSTONE, and the kindred lines read the land, the hour and your bond.

9-WAY BRANCHES
LUMINOUS & UMBRAL TWINS

A luminous familiar wears its colours turned round the wheel and glitters on the field. An umbral one is the same beast gone cold, stronger and painted in dusk violet.

SHINIES, REIMAGINED
DAY, NIGHT & WEATHER

The realm keeps your clock. Some familiars only show after dark, some only in rain, storm, sun or fog; the Aether Meadows can fill with snow; the Umbral Realm is always night, the Astral Realm always day.

TOWNS THAT GROW

Twelve towns, each with quarters, shops and townsfolk who know the wider realm: a Sanctuary to mend your familiars, a market, the Hearth, the Guild, and the Conclave at the top of the pass.

ONLINE CO-OP

Host a rift and hand a friend the room code; they join from their own copy and fight beside you in a mirrored raid, then run their own loot phase.

ROOM CODES
CLOUD SAVES, NO ADS

Sign in with an email or play as a guest: your save lives in your account and follows you to any device. No ads, no purchases, no analytics, no tracking.

FIREBASE

THE SPELLBOOK, REWRITTEN

15 elements and 51 spells renamed to sound like spells

Every spell that sounded like a bite, a claw or a kick now has a name a spellbinder would cast. Only the names changed: every spell hits, misses and bends the fight exactly as before, and every familiar keeps the spells it knows.

ELEMENTS 14 renamed

The fifteen elements now carry the names of schools of magic, so a spell is INFERNAL or SPECTRAL rather than FIRE or SPIRIT. ARCANE already was one and stays. Only the names changed: every matchup in the element chart is the same, and no familiar changed its element.

  • NORMALMUNDANE
  • FIREINFERNAL
  • WATERTIDAL
  • FLORAVERDANT
  • ELECTRICVOLTAIC
  • ICEGLACIAL
  • FIGHTINGMARTIAL
  • POISONNOXIOUS
  • GROUNDEARTHEN
  • FLYINGAERIAL
  • ARCANEARCANEunchanged
  • BUGCHITIN
  • ROCKLITHIC
  • SPIRITSPECTRAL
  • WYRMDRACONIC

MUNDANE 14

  • RAMFORCE BOLT
  • CLAWMANA EDGE
  • THUMPREPRISAL
  • HOWLDAUNT HEX
  • TAIL SWEEPWARDBREAK
  • BLINK STRIKEBLINK BOLT
  • FANGSTUN BOLT
  • RENDMANA RAZOR
  • GNASHFINAL WORD
  • CRUSHWARDSHATTER
  • FLURRYMANA DARTS
  • SHRIEKRUIN CHANT
  • DINLULLABY
  • HEWSEVER field spell

INFERNAL 3

  • EMBER FANGEMBER BRAND
  • EMBER HOWLSUNCALL
  • BLAZE RUSHIMMOLATE

TIDAL 2

  • FOAMSEAFOAM
  • TIDAL TAILUNDERTOW

VERDANT 1

  • SAPVITAL SAP

VOLTAIC 1

  • VOLT RUSHTHUNDERSTEP

GLACIAL 2

  • HAIL WINGHAILSTORM
  • GLACIER RAMICE SPIRE

MARTIAL 6

  • QUICK JABFLASH PALM
  • BRAWLKI BURST
  • SKY KICKRISING KI
  • LOW SWEEPKI SWEEP
  • HAYMAKERGIANT'S PALM
  • SMASHSHATTER field spell

NOXIOUS 1

  • ACID FANGCORRODE

EARTHEN 3

  • MUD FLINGSILT BOLT
  • DUST KICKDUST DEVIL
  • BURROW STRIKESUNDERING

AERIAL 5

  • BEAK JABTWIN GUST
  • WING SLASHWIND BLADE
  • SKY DIVESKYFALL
  • AERIE DROPHEAVENFALL
  • TAILWINDFAIR WINDS

ARCANE 1

  • MIND JABMIND SPIKE

CHITIN 4

  • MANDIBLESTINGING HEX
  • PINCHNEEDLE CURSE
  • SWARMLOCUST STORM
  • CHITIN RAMCHITIN NOVA

LITHIC 2

  • STONE FISTMONOLITH
  • BOULDER RUSHLANDSLIDE

SPECTRAL 2

  • SHADE FANGSHADOW BRAND
  • PHANTOM CLAWPHANTOM EDGE

DRACONIC 4

  • SCALE RAKESCALE SHARD
  • DRAKE FANGDRAGON BRAND
  • AETHER TAILAETHER WAVE
  • WYRM ROARTERROR SIGIL

SIGNATURE SPELLS 556

Every family line's own spell is named from its element and a word for its trick. The words that sounded like body blows became spell words, so TIDE FANG is now TIDE BRAND, and the trick stays the same. A few first words changed too: a DRACONIC line’s FANG became ELDER, a MARTIAL line’s FIST and BRAWL became KI and ZEN, a CHITIN line’s MANDIBLE became LOCUST, and a first word too long to fit now has a shorter one of the same meaning (PHANTOM becomes GHOST, ANCIENT becomes OLDEN) instead of being cut off. 259 signature spells changed in all; every one is listed below.

  • FANGBRAND
  • CLAWEDGE
  • BITECURSE
  • RUSHSURGE
  • CRUSHRUIN
  • STRIKESMITE
  • CHARGENOVA
ALL 259 RENAMED SIGNATURE SPELLS
MUNDANE 21 renamed
  • BADGRINFABLE RUSHFABLE SURGE
  • BUNBUNSTAR CHARGESTAR NOVA
  • CHIRPITWILD FANGWILD BRAND
  • CUBBLEFIELD BITEFIELD CURSE
  • DAPPLEDOEOLD BITEOLD CURSE
  • DUSTBUNNYFABLE CLAWFABLE EDGE
  • FURBALLOOLD CHARGEOLD NOVA
  • GLIDEMURDUSK CRUSHDUSK RUIN
  • GOATLINGHEART CLAWHEART EDGE
  • HOBBLINHEART CRUSHHEART RUIN
  • KITTAILMOON CLAWMOON EDGE
  • LEMUROOSTAR CLAWSTAR EDGE
  • LUMBEARFABLE CRUSHFABLE RUIN
  • MOPPETFABLE STRIKEFABLE SMITE
  • PIPKINMOON FANGMOON BRAND
  • PUFFKINDUSK CHARGEDUSK NOVA
  • RACCOONADUSK STRIKEDUSK SMITE
  • SCAMPERWILD BITEWILD CURSE
  • TUFTAILFIELD RUSHFIELD SURGE
  • TUMBLEWEEDSTAR RUSHSTAR SURGE
  • WHISKRATHEART RUSHHEART SURGE
INFERNAL 17 renamed
  • ASHVIPERKILN STRIKEKILN SMITE
  • BRIMSTAGEMBER STRIKEEMBER SMITE
  • CHARCOLTBLAZE FANGBLAZE BRAND
  • CINDERCRABCINDE STRIKECINDER SMITE
  • CINDERPUPPYRE CLAWPYRE EDGE
  • EMBERDRAKESOLAR RUSHSOLAR SURGE
  • EMBERMITESCORCH RUSHSCORCH SURGE
  • FIREWEASELSCORCH CLAWSCORCH EDGE
  • FLARECATSOLAR CHARGESOLAR NOVA
  • MAGMASLUGSCORCH FANGSCORCH BRAND
  • MAGMOLEASH FANGASH BRAND
  • MATCHKITKILN CHARGEKILN NOVA
  • PYROMONKASH CLAWASH EDGE
  • SALAMANDAASH CRUSHASH RUIN
  • SCORCHBEAKBLAZE CLAWBLAZE EDGE
  • SOOTLINGSCORCH CRUSHSCORCH RUIN
  • WICKWORMCINDE CHARGECINDER NOVA
TIDAL 18 renamed
  • BOGLINBRINE CHARGEBRINE NOVA
  • BOGTOADBRINE FANGBRINE BRAND
  • BUBBLEFINFOAM CHARGEFOAM NOVA
  • DEEPWORMTIDE CRUSHTIDE RUIN
  • DRIPLINGFOAM CRUSHFOAM RUIN
  • FROGKNIGHTBRINE STRIKEBRINE SMITE
  • KELPIEMIST CLAWMIST EDGE
  • MARINEPUPRIVER STRIKERIVER SMITE
  • MISTHOUNDRAIN RUSHRAIN SURGE
  • MOSSTURTLERIVER CRUSHRIVER RUIN
  • NARWHELPREEF BITEREEF CURSE
  • PIRANHEERAIN FANGRAIN BRAND
  • RAYLETFOAM RUSHFOAM SURGE
  • RIVEROTTRAIN CRUSHRAIN RUIN
  • SHELLKINREEF CLAWREEF EDGE
  • SHOALPUPTIDE BITETIDE CURSE
  • STORMGULLRIVER RUSHRIVER SURGE
  • TIDEEATERFOAM FANGFOAM BRAND
VERDANT 12 renamed
  • BERRYBUGSEED FANGSEED BRAND
  • BLOSSOMEWPETAL BITEPETAL CURSE
  • BRAMBLECATFERN BITEFERN CURSE
  • CLOVERKITFERN STRIKEFERN SMITE
  • FERNFOXTHORN RUSHTHORN SURGE
  • MINTLINGROOT CLAWROOT EDGE
  • PUMPKILLPETAL CHARGEPETAL NOVA
  • SPOREGOATTHORN FANGTHORN BRAND
  • THISTLEPUPSEED RUSHSEED SURGE
  • THORNMAWBRIAR FANGBRIAR BRAND
  • VINEWHIPBLOOM STRIKEBLOOM SMITE
  • WHEATWISPMOSS BITEMOSS CURSE
VOLTAIC 17 renamed
  • BOLTBUGBOLT CHARGEBOLT NOVA
  • BUZZBATBOLT RUSHBOLT SURGE
  • CIRCUITPUPBOLT STRIKEBOLT SMITE
  • COILCATVOLT BITEVOLT CURSE
  • DYNAMOLEFLASH RUSHFLASH SURGE
  • FLASHFROGSURGE CHARGESURGE NOVA
  • FLICKERFOXFLASH FANGFLASH BRAND
  • GLOWSLUGARC CLAWARC EDGE
  • JOLTHARESTORM FANGSTORM BRAND
  • LANTERNFLYBOLT CLAWBOLT EDGE
  • LIVEWIRESTATIC RUSHSTATIC SURGE
  • RELAYRATSTORM BITESTORM CURSE
  • SPARKMINKVOLT CHARGEVOLT NOVA
  • STATICATSTATI STRIKESTATIC SMITE
  • STORMCROWNVOLT CRUSHVOLT RUIN
  • STORMHARTSTORM CLAWSTORM EDGE
  • ZAPMOUSEARC RUSHARC SURGE
GLACIAL 18 renamed
  • DRIFTSEALICE RUSHICE SURGE
  • FROSTBITESLEET CLAWSLEET EDGE
  • FROSTHORNHAIL CLAWHAIL EDGE
  • FROSTWYRMSNOW CLAWSNOW EDGE
  • HAILSHELLSNOW FANGSNOW BRAND
  • ICEMIMICFROST CRUSHFROST RUIN
  • ICEWEASELFROST STRIKEFROST SMITE
  • ICICLEELHAIL CRUSHHAIL RUIN
  • POLARCUBGLACIER CLAWGLACIER EDGE
  • RIMEWORMWINTE STRIKEWINTER SMITE
  • SHIVERATGLACIER FANGFLOE BRAND
  • SLUSHPUPICE CRUSHICE RUIN
  • SNOWHARERIME CHARGERIME NOVA
  • SNOWKITFROST BITEFROST CURSE
  • SNOWPUPGLACIER RUSHFLOE SURGE
  • WINTERWISPRIME STRIKERIME SMITE
  • WINTERWOLFICE STRIKEICE SMITE
  • YETIKINWINTER RUSHWINTER SURGE
MARTIAL 24 renamed
  • BOULDERBUBBOLD CRUSHBOLD RUIN
  • BRAWLBEARBRAWL CROWNZEN CROWN
  • BRAWLHOGGRAND RUSHGRAND SURGE
  • CHAMPIGLETBOLD FANGBOLD BRAND
  • CHOPMONKSTEEL RUSHSTEEL SURGE
  • CRANEFISTGRAND STRIKEGRAND SMITE
  • DRILLKINBRAWL FANGZEN BRAND
  • FISTFOXWAR CRUSHWAR RUIN
  • GAUNTLETSTEEL FANGSTEEL BRAND
  • HURRIBIRDFIST CHARGEKI NOVA
  • IRONHOOFGUARD FANGGUARD BRAND
  • JABBITWAR BITEWAR CURSE
  • KICKAROOGUARD RUSHGUARD SURGE
  • KNUCKLEPUPFIST FANGKI BRAND
  • MACEMOUSEBRAWL BLOOMZEN BLOOM
  • OXBRAWLERFIST VEILKI VEIL
  • PUGILANTWAR CHARGEWAR NOVA
  • SCRAPCATBRAWL LASHZEN LASH
  • SHADOWBOXBOLD STRIKEBOLD SMITE
  • SLAMSNAILBOLD CLAWBOLD EDGE
  • SPARRINGOSTEEL CLAWSTEEL EDGE
  • STOMPHOOFFIST BITEKI CURSE
  • STONEGIANTGRAND CLAWGRAND EDGE
  • TUSKLETGUARD CLAWGUARD EDGE
NOXIOUS 17 renamed
  • ACIDRATFUME STRIKEFUME SMITE
  • BANEHAREBLIGH CHARGEBLIGHT NOVA
  • BLIGHTBATGLOOM CRUSHGLOOM RUIN
  • BRIMBLEGLOOM RUSHGLOOM SURGE
  • DRAINBUGFUME RUSHFUME SURGE
  • DRAINSNAKESPORE CLAWSPORE EDGE
  • FUMEFERRETSPORE RUSHSPORE SURGE
  • GOOBALLRUST STRIKERUST SMITE
  • MIASMAWMIRE BITEMIRE CURSE
  • PLAGUERATFUME CRUSHFUME RUIN
  • ROTWEILERRUST CRUSHRUST RUIN
  • SCORPIKEVENOM CHARGEVENOM NOVA
  • SLUDGEPUPBLIGHT FANGBLIGHT BRAND
  • SMOGCATBLIGHT BITEBLIGHT CURSE
  • SPITTLINGSPORE CRUSHSPORE RUIN
  • TOXITOADMIRE CLAWMIRE EDGE
  • WEEDLINGVENOM BITEVENOM CURSE
EARTHEN 17 renamed
  • ANTLIONESSCRAG FANGCRAG BRAND
  • BURROWLQUAKE RUSHQUAKE SURGE
  • BURROWORMDUST CHARGEDUST NOVA
  • CLIFFGOATLOAM RUSHLOAM SURGE
  • COREEATERDUST CRUSHDUST RUIN
  • CRUMBLECATBURRO STRIKEBURROW SMITE
  • DUSTDEVILBURRO CHARGEBURROW NOVA
  • GOPHERLINGCRAG RUSHCRAG SURGE
  • LANDSHARKCLAY CHARGECLAY NOVA
  • MAMMOTHLETCANYON CLAWCANYON EDGE
  • MUDSKIPDUST BITEDUST CURSE
  • PEBBLEPUPCANYO CHARGECANYON NOVA
  • POTTERPIGQUAKE FANGQUAKE BRAND
  • QUARRYHOGDUST STRIKEDUST SMITE
  • SANDPUFFCRAG CRUSHCRAG RUIN
  • SANDWORMCRAG CLAWCRAG EDGE
  • TERRAPUPBURROW BITEBURROW CURSE
AERIAL 12 renamed
  • BANSHRIKEWING BITEWING CURSE
  • COMETKITEPLUME CLAWPLUME EDGE
  • FEATHERCATWING FANGWING BRAND
  • GLIDEWIGZEPHYR CRUSHZEPHYR RUIN
  • GUSTGULLAERIE BITEAERIE CURSE
  • KITEKINSKY FANGSKY BRAND
  • SWIFTLETPLUME CRUSHPLUME RUIN
  • THERMALCATZEPHYR CLAWZEPHYR EDGE
  • WHIRLIBIRDAERIE CRUSHAERIE RUIN
  • WINDHOUNDPLUME STRIKEPLUME SMITE
  • WINGLETSKY BITESKY CURSE
  • ZEPHYRATZEPHYR RUSHZEPHYR SURGE
ARCANE 12 renamed
  • COMETPUPDREAM CLAWDREAM EDGE
  • DUSKDEERRUNE STRIKERUNE SMITE
  • FORTUNEFOXGLYPH CLAWGLYPH EDGE
  • FROSTSEERVEIL CLAWVEIL EDGE
  • GLYPHOUNDGLYPH CRUSHGLYPH RUIN
  • HEXHOGORACL CHARGEORACLE NOVA
  • SCROLLASPVEIL CRUSHVEIL RUIN
  • SEERPUPRUNE CHARGERUNE NOVA
  • SIGILSNAKEMIND FANGMIND BRAND
  • STARLINGOMEN RUSHOMEN SURGE
  • THINKTANKVEIL RUSHVEIL SURGE
  • TOMEKINDREAM CRUSHDREAM RUIN
CHITIN 19 renamed
  • ANTLINGSHELL CLAWSHELL EDGE
  • CHITTERBUGHIVE CLAWHIVE EDGE
  • CICADASHHIVE BITEHIVE CURSE
  • CRICKETEERWEB CRUSHWEB RUIN
  • DEWMITEMANDI STRIKELOCUST SMITE
  • GLOWGRUBGLIMME BLOOMGLINT BLOOM
  • GNATKINGMANDIBL FANGLOCUST BRAND
  • HORNBEETLEWEB CHARGEWEB NOVA
  • LOCUSTERSWARM CHARGESWARM NOVA
  • MANTISKINMANDIB CRUSHLOCUST RUIN
  • MOSSMITEGLIMME WALTZGLINT WALTZ
  • MOUNDLINGGLIMME PULSEGLINT PULSE
  • SCARABLAZESWARM STRIKESWARM SMITE
  • SHIELDMITEHIVE FANGHIVE BRAND
  • SNAILWHORLSWARM BITESWARM CURSE
  • SPINDLEBUGMANDIBL CLAWLOCUST EDGE
  • STINGLESILK FANGSILK BRAND
  • WASPWARDENSILK CHARGESILK NOVA
  • WEEVILLEMANDIB PULSELOCUST PULSE
LITHIC 18 renamed
  • BASALTOADGRANIT CROWNSLAB CROWN
  • CAIRNCATGEODE BITEGEODE CURSE
  • CRAGCRABSTONE BITESTONE CURSE
  • FLINTFOXGRANIT CRUSHGRANITE RUIN
  • FOSSILFINGRANITE FANGSLAB BRAND
  • GARGOYLETTOR RUSHTOR SURGE
  • GRANIGOATSLATE FANGSLATE BRAND
  • GRINDSTOATFLINT CHARGEFLINT NOVA
  • IRONHIDEGEODE CRUSHGEODE RUIN
  • MICABIRDCAIRN RUSHCAIRN SURGE
  • OBSIDIKITGEODE STRIKEGEODE SMITE
  • PEBBLEHOGBOULDER CLAWBOULDER EDGE
  • ROCKBUNSLATE BITESLATE CURSE
  • ROCKFROGBOULDE PULSESCREE PULSE
  • RUBBLEPUPBOULDER FANGSCREE BRAND
  • SHALEWORMCAIRN STRIKECAIRN SMITE
  • SLATEBATTOR STRIKETOR SMITE
  • STALAGKITGRANIT PULSESLAB PULSE
SPECTRAL 14 renamed
  • DIRGEBELLPHANTOM FANGGHOST BRAND
  • DOLLIKINSOUL CRUSHSOUL RUIN
  • FOGCATLANTE STRIKELAMP SMITE
  • GLOAMCATSHADE CHARGESHADE NOVA
  • HAUNTHAREPHANTOM RUSHGHOST SURGE
  • HOLLOWMASKPHANTOM C IIPHANTOM E II
  • MOURNHOUNDSOUL CLAWSOUL EDGE
  • PHANTOMFINHAUNT FANGHAUNT BRAND
  • PUPPETLINGGRAVE BITEGRAVE CURSE
  • SEANCESEALLANTERN CLAWLANTERN EDGE
  • SHADOWMITEECHO CHARGEECHO NOVA
  • SKULLPUPHAUNT CLAWHAUNT EDGE
  • SPECTRABITLANTER PULSELAMP PULSE
  • WRAITHWINGSOUL RUSHSOUL SURGE
DRACONIC 23 renamed
  • ABYSSWYRMANCIENT FANGOLDEN BRAND
  • AMBERDRAKEFANG WAILELDER WAIL
  • BOLTDRAGONAETHER RUSHAETHER SURGE
  • COILKINANCIE STRIKEOLDEN SMITE
  • DAWNDRAKESCALE BITESCALE CURSE
  • DREADSAURWYRM CRUSHWYRM RUIN
  • EGGWYRMHOARD FANGHOARD BRAND
  • FROSTDRAKEHOARD CRUSHHOARD RUIN
  • GEMDRAKEFANG CROWNELDER CROWN
  • GLACIWYRMDRAKE BITEDRAKE CURSE
  • HATCHDRAKEDRAKE FAN IIDRAKE BRAND
  • LINDLINGDRAGON CRUSHDRAGON RUIN
  • MOSSWYRMANCIEN CRUSHANCIENT RUIN
  • SANDWYRMDRAGO STRIKEDRAGON SMITE
  • SMOKEDRAKEFANG VEILELDER VEIL
  • SPINEDRAKEANCIENT CLAWANCIENT EDGE
  • STORMDRAKEHOARD RUSHHOARD SURGE
  • TUSKWYRMWYRM CHARGEWYRM NOVA
  • TWINDRAKEDRAGON CLAWDRAGON EDGE
  • VOLCADRAKEANCIENT RUSHOLDEN SURGE
  • WELLWYRMDRAKE CHARGEDRAKE NOVA
  • WYRMLINGFANG RUSHELDER SURGE
  • WYRMPUPWYRM BITEWYRM CURSE

PLAY ON PC

Download for Windows and Mac

The same game, the same realm, the same account. Sign in on your PC with the email you use on your phone and your save is already there: every familiar, every coin, every Sigil lives on the game server, never on the device. Play with the keyboard, F11 for fullscreen.

InstallRun the installer. Windows shows a Microsoft Defender SmartScreen notice ("unrecognized app") because this early build is not yet code-signed: click More info, then Run anyway. On a Mac, right-click the app and choose Open the first time.
Sign inUse the same email and password as on your phone, or start as a guest and add an email later from the ACCOUNT menu.
PlayArrows or WASD move, Z or Space is A, X or Esc is B, Enter is Start. F11 toggles fullscreen. The game checks for updates when it starts and, on Windows, installs them itself. Version 1.4.2; all releases.

THE LEGENDS

Fifteen Mythics. Five Titans. One patch of grass each.

Rift-born and drawn to fill the frame, one for every element. The five Titans of the Deep are stronger than any other Mythic and only abroad once the Eclipse Court has fallen. The guide marks every haunt.

THE GUIDE

Know which patch of grass spawns which

Every land's tall grass is split into patches, and each grown familiar keeps to one of them. The Familiar Guide reads the game's own map files and shows you, land by land and patch by patch, who lives where, at what level, by day and by night, with the rift dens, fishing spots and legend haunts marked on the map.

arcanefamiliars.anpfamily.com/guide

Search a familiar to see every place it appears and every spell it learns, pick a land to see everything that lives in it, or browse all 80 spells.

OPEN THE GUIDE
Pick a landEach map is drawn with its patches numbered and coloured.
Read the patchEvery familiar in that patch, its level range and its chance by day and by night.
Farm itStand in the numbered patch and walk. The rate per step is on the card.