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.



THE GAME
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.
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.
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.
You level without limit alongside your familiars. Every level is a talent point to spend in the talent tree.
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
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.
THE REALM
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.
THE FAMILIARS
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.
The three first familiars keep growing: they ascend at levels 16, 32, 55, 80 and 100, gaining new elements and spells on the way, until the last form stands with the strongest in the realm.
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.
| DEFENDER →ATTACKER ↓ | MUNDANE | INFERNAL | TIDAL | VERDANT | VOLTAIC | GLACIAL | MARTIAL | NOXIOUS | EARTHEN | AERIAL | ARCANE | CHITIN | LITHIC | SPECTRAL | DRACONIC |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| MUNDANE | Mundane against Mundane: normal damage | Mundane against Infernal: normal damage | Mundane against Tidal: normal damage | Mundane against Verdant: normal damage | Mundane against Voltaic: normal damage | Mundane against Glacial: normal damage | Mundane against Martial: normal damage | Mundane against Noxious: normal damage | Mundane against Earthen: normal damage | Mundane against Aerial: normal damage | Mundane against Arcane: normal damage | Mundane against Chitin: normal damage | Mundane against Lithic: half damage½ | Mundane against Spectral: no damage0 | Mundane against Draconic: normal damage |
| INFERNAL | Infernal against Mundane: normal damage | Infernal against Infernal: half damage½ | Infernal against Tidal: half damage½ | Infernal against Verdant: double damage2 | Infernal against Voltaic: normal damage | Infernal against Glacial: double damage2 | Infernal against Martial: normal damage | Infernal against Noxious: normal damage | Infernal against Earthen: normal damage | Infernal against Aerial: normal damage | Infernal against Arcane: normal damage | Infernal against Chitin: double damage2 | Infernal against Lithic: half damage½ | Infernal against Spectral: normal damage | Infernal against Draconic: half damage½ |
| TIDAL | Tidal against Mundane: normal damage | Tidal against Infernal: double damage2 | Tidal against Tidal: half damage½ | Tidal against Verdant: half damage½ | Tidal against Voltaic: normal damage | Tidal against Glacial: normal damage | Tidal against Martial: normal damage | Tidal against Noxious: normal damage | Tidal against Earthen: double damage2 | Tidal against Aerial: normal damage | Tidal against Arcane: normal damage | Tidal against Chitin: normal damage | Tidal against Lithic: double damage2 | Tidal against Spectral: normal damage | Tidal against Draconic: half damage½ |
| VERDANT | Verdant against Mundane: normal damage | Verdant against Infernal: half damage½ | Verdant against Tidal: double damage2 | Verdant against Verdant: half damage½ | Verdant against Voltaic: normal damage | Verdant against Glacial: normal damage | Verdant against Martial: normal damage | Verdant against Noxious: half damage½ | Verdant against Earthen: double damage2 | Verdant against Aerial: half damage½ | Verdant against Arcane: normal damage | Verdant against Chitin: half damage½ | Verdant against Lithic: double damage2 | Verdant against Spectral: normal damage | Verdant against Draconic: half damage½ |
| VOLTAIC | Voltaic against Mundane: normal damage | Voltaic against Infernal: normal damage | Voltaic against Tidal: double damage2 | Voltaic against Verdant: half damage½ | Voltaic against Voltaic: half damage½ | Voltaic against Glacial: normal damage | Voltaic against Martial: normal damage | Voltaic against Noxious: normal damage | Voltaic against Earthen: no damage0 | Voltaic against Aerial: double damage2 | Voltaic against Arcane: normal damage | Voltaic against Chitin: normal damage | Voltaic against Lithic: normal damage | Voltaic against Spectral: normal damage | Voltaic against Draconic: half damage½ |
| GLACIAL | Glacial against Mundane: normal damage | Glacial against Infernal: half damage½ | Glacial against Tidal: half damage½ | Glacial against Verdant: double damage2 | Glacial against Voltaic: normal damage | Glacial against Glacial: half damage½ | Glacial against Martial: normal damage | Glacial against Noxious: normal damage | Glacial against Earthen: double damage2 | Glacial against Aerial: double damage2 | Glacial against Arcane: normal damage | Glacial against Chitin: normal damage | Glacial against Lithic: normal damage | Glacial against Spectral: normal damage | Glacial against Draconic: double damage2 |
| MARTIAL | Martial against Mundane: double damage2 | Martial against Infernal: normal damage | Martial against Tidal: normal damage | Martial against Verdant: normal damage | Martial against Voltaic: normal damage | Martial against Glacial: double damage2 | Martial against Martial: normal damage | Martial against Noxious: half damage½ | Martial against Earthen: normal damage | Martial against Aerial: half damage½ | Martial against Arcane: half damage½ | Martial against Chitin: half damage½ | Martial against Lithic: double damage2 | Martial against Spectral: no damage0 | Martial against Draconic: normal damage |
| NOXIOUS | Noxious against Mundane: normal damage | Noxious against Infernal: normal damage | Noxious against Tidal: normal damage | Noxious against Verdant: double damage2 | Noxious against Voltaic: normal damage | Noxious against Glacial: normal damage | Noxious against Martial: normal damage | Noxious against Noxious: half damage½ | Noxious against Earthen: half damage½ | Noxious against Aerial: normal damage | Noxious against Arcane: normal damage | Noxious against Chitin: normal damage | Noxious against Lithic: half damage½ | Noxious against Spectral: half damage½ | Noxious against Draconic: normal damage |
| EARTHEN | Earthen against Mundane: normal damage | Earthen against Infernal: double damage2 | Earthen against Tidal: normal damage | Earthen against Verdant: half damage½ | Earthen against Voltaic: double damage2 | Earthen against Glacial: normal damage | Earthen against Martial: normal damage | Earthen against Noxious: double damage2 | Earthen against Earthen: normal damage | Earthen against Aerial: no damage0 | Earthen against Arcane: normal damage | Earthen against Chitin: half damage½ | Earthen against Lithic: double damage2 | Earthen against Spectral: normal damage | Earthen against Draconic: normal damage |
| AERIAL | Aerial against Mundane: normal damage | Aerial against Infernal: normal damage | Aerial against Tidal: normal damage | Aerial against Verdant: double damage2 | Aerial against Voltaic: half damage½ | Aerial against Glacial: normal damage | Aerial against Martial: double damage2 | Aerial against Noxious: normal damage | Aerial against Earthen: normal damage | Aerial against Aerial: normal damage | Aerial against Arcane: normal damage | Aerial against Chitin: double damage2 | Aerial against Lithic: half damage½ | Aerial against Spectral: normal damage | Aerial against Draconic: normal damage |
| ARCANE | Arcane against Mundane: normal damage | Arcane against Infernal: normal damage | Arcane against Tidal: normal damage | Arcane against Verdant: normal damage | Arcane against Voltaic: normal damage | Arcane against Glacial: normal damage | Arcane against Martial: double damage2 | Arcane against Noxious: double damage2 | Arcane against Earthen: normal damage | Arcane against Aerial: normal damage | Arcane against Arcane: half damage½ | Arcane against Chitin: normal damage | Arcane against Lithic: normal damage | Arcane against Spectral: normal damage | Arcane against Draconic: normal damage |
| CHITIN | Chitin against Mundane: normal damage | Chitin against Infernal: half damage½ | Chitin against Tidal: normal damage | Chitin against Verdant: double damage2 | Chitin against Voltaic: normal damage | Chitin against Glacial: normal damage | Chitin against Martial: half damage½ | Chitin against Noxious: half damage½ | Chitin against Earthen: normal damage | Chitin against Aerial: half damage½ | Chitin against Arcane: double damage2 | Chitin against Chitin: normal damage | Chitin against Lithic: normal damage | Chitin against Spectral: half damage½ | Chitin against Draconic: normal damage |
| LITHIC | Lithic against Mundane: normal damage | Lithic against Infernal: double damage2 | Lithic against Tidal: normal damage | Lithic against Verdant: normal damage | Lithic against Voltaic: normal damage | Lithic against Glacial: double damage2 | Lithic against Martial: half damage½ | Lithic against Noxious: normal damage | Lithic against Earthen: half damage½ | Lithic against Aerial: double damage2 | Lithic against Arcane: normal damage | Lithic against Chitin: double damage2 | Lithic against Lithic: normal damage | Lithic against Spectral: normal damage | Lithic against Draconic: normal damage |
| SPECTRAL | Spectral against Mundane: no damage0 | Spectral against Infernal: normal damage | Spectral against Tidal: normal damage | Spectral against Verdant: normal damage | Spectral against Voltaic: normal damage | Spectral against Glacial: normal damage | Spectral against Martial: normal damage | Spectral against Noxious: normal damage | Spectral against Earthen: normal damage | Spectral against Aerial: normal damage | Spectral against Arcane: double damage2 | Spectral against Chitin: normal damage | Spectral against Lithic: normal damage | Spectral against Spectral: double damage2 | Spectral against Draconic: normal damage |
| DRACONIC | Draconic against Mundane: normal damage | Draconic against Infernal: normal damage | Draconic against Tidal: normal damage | Draconic against Verdant: normal damage | Draconic against Voltaic: normal damage | Draconic against Glacial: normal damage | Draconic against Martial: normal damage | Draconic against Noxious: normal damage | Draconic against Earthen: normal damage | Draconic against Aerial: normal damage | Draconic against Arcane: normal damage | Draconic against Chitin: normal damage | Draconic against Lithic: normal damage | Draconic against Spectral: normal damage | Draconic against Draconic: double damage2 |
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.





WHAT THERE IS TO DO
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.
RIFT SURGERIFT SHARDSLeave 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.
BREEDINGTEMPERAMENTSThe 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 TIMERSA mine under Oakridge that goes down stage after stage without end. Every stage is cut fresh, familiars can meet you anywhere on its floor and grow two levels a stage, a Delve Warden guards every tenth stair, and checkpoints let a run start from stage 10, 20, 30. The Delve has familiars of its own, found nowhere else: DUSTMITE and CANDLEMOLE on every stage, the rare GLOWBAT from stage 20, and on stages 100, 200, 300, 400 and 500 only, the ultra rare AURUMWYRM and HEARTGOLEM. Meet them.
ROGUELIKEBehind 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.
SCALINGThree contracts a week from the guild in Goldmarch: hunts, delve floors and more, set fresh every week from the calendar.
WEEKLYEvery 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 ELEMENTS561 SIGNATURESMEMORY ORBSSURGE FORMSLevels 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 CAPTITLESEvery 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 SBREEDINGLUMINOUSSet 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 YOUYour 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 SCREENMost 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 BRANCHESA 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, REIMAGINEDThe 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.
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.
Eight familiars take their last form only when they pass to another Spellbinder: a MAGEBEAR becomes an ARCHWIZARD, a SHROUDLING a PHANTOMREX, a BRAWLHOUND a FISTLORD, a COBBLEDOG a MONOLITH, and KILNGOLEM, STEELHIDE, MONKEYKING and WYRMLORD ascend the same way. Trade one, by Link Trade, Surprise Trade or the Market, and it ascends the moment it arrives. No one to trade with? A WANDERER’S CORD from Goldmarch or the harbour does it alone. See all eight.
Every win trains the stat its foe is known for: beat swift familiars for SPEED, bruisers for ATTACK, one to three points a win by the foe's stage, and it keeps growing at the level cap. Up to 100 in a stat and 250 in all, each point worth a little more with every level. Tonics add 10, STILLWATER washes it all away to train again, and a familiar trained to the full wears a gold FULL mark.
One number to trade by: inborn stats, attunement, luminous, a rare trait, rebirths and orb-forged spells add up to a QUALITY from 0 to 100 and one to five stars, from COMMON to PEERLESS. It shows in the vault, the summary, every trade and every Market lot, so a fully attuned, grade-S luminous familiar is plain to see. More.
Every familiar carries one of its line’s three traits, a gift that works on its own in battle: a surge of its element when hurt, a hide that burns its attacker, a body that drinks in TIDAL spells. One in each line is rare. All about traits.
66 TRAITSOnce a battle, a familiar can SURGE: it becomes its surge element alone for the rest of the battle, shedding the weaknesses of its other element, and spells of that element hit up to twice as hard. Wardens surge their ace. A SURGE CRYSTAL, given after the first Sigil, fills again at any Sanctuary. Now and then a familiar surges into another element entirely.
ONCE A BATTLEEvery day three lands have a swarm: one of their own familiars fills half of the wild encounters there, and luminous ones are four times as common. The world map marks them, the Portal’s EVENTS lists them, and the land tells you when you arrive.
DAILYThe first familiar in your party walks one step behind you through every land, and other Spellbinders’ walk behind them. Press A in the open to see how it is getting on. Turn it off under OPTION > FOLLOWER.
FOLLOWERFound or join a Circle of up to 20 Spellbinders, with its own chat and its tag over every member’s name. Each week the Circle shares one goal (bind, defeat, clear rifts or hatch eggs together), and every member who helped reach it claims a reward: gold, ESSENCE BLOOMS, STAR CHARMS and a RIFT SHARD.
GUILDSEvery town’s Sanctuary keeps a standing stone by its door. Touch it once and it remembers you; from then on START > WAYSTONES carries you to that town’s doorstep from anywhere, across the Aether Meadows and the Umbral and Astral Realms. 136 of them to find.
FAST TRAVELEvery so many familiars bound earns a prize from the GRIMOIRE: STAR CHARMS, ESSENCE BLOOMS, a TRAIT PRISM, RIFT SHARDS, a STAR SIGIL and gold, at 100, 200, 300, 450, 600 and 800. At 1,000, the LUMINOUS CHARM: luminous familiars three times as often.
LUMINOUS CHARMPut a familiar or a memory orb up at your price and it sells while you are away: the buyer pays, the lot changes hands, and your gold waits in your inbox. Sort by price, quality or newest; the Market keeps 5% and sends unsold lots home after a week. Link Trades can carry orbs and gold too, so a familiar can be bought for gold alone. How it works.
A bazaar for Spellbinders, one step from anywhere through the PORTAL. Post a listing with the BROKER: up to three familiars you offer and up to three things you want (a familiar, an element, anything luminous, or open to offers) with a short note, and it floats over your head as a bubble for the whole hall to read. Browse every listing, see at a glance who wants what you have, walk up to anyone and ask to trade. Your listing stays up between visits, and a familiar comes off it by itself once it is traded. How it works.
Open START > PORTAL to meet the rest of the realm. LINK TRADE with any Spellbinder online, familiars, memory orbs and gold: both offers show side by side, quality, grade, elements and all, and nothing changes hands until you both agree. The MARKET sells for gold even while you are away. SURPRISE TRADE sends a familiar out and brings a stranger’s back. MYSTERY GIFT holds gifts and codes from the Conclave, and EVENTS lists the festivals running now: double essence, luminous weekends, featured elites. Whatever is sent to you waits in your inbox until you collect it, and every trade runs through the server, so nothing can be copied or lost.
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 CODESSign 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.
FIREBASEThey live only in the Deep Delve under Oakridge. Each is met in the form it has grown to at the stage’s level, so the deeper stages bring the ascended forms. The realm’s mythics keep to their own lands.
A thumb-sized mite that eats the dust miners leave; grown, its mandible bores like an auger.
A mole with a wick of flame on its brow; grown, its belly is a banked forge.
A bat whose wings are veined with light; it roosts only where a seam of crystal runs.
A wyrm with scales of raw gold, coiled round the heart of a hundredth stage. Every tunnel in the Delve is said to be one it dug.
The mountain’s own heart, walking. Every lamp in the Delve flickers in time with its beat.
Never met wild. A soft lump of lavender that takes on the hearth-kin of any partner: at a Hearth it pairs with any familiar that can have eggs, whatever its gender, and the egg is always the partner’s line.
ANNOUNCEMENTS
Every update, newest first, on the announcement board: new features, renamed spells and elements, balance changes and gifts.
THE PORTAL
A bazaar for Spellbinders. Everyone in the hall wears a listing over their head: the familiars they are offering, an arrow, and what they are looking for. Read the room, find someone who wants what you have, walk up and trade.

Open START > PORTAL > TRADING HALL from anywhere in the realm. The door out takes you back to exactly where you were.
Talk to the BROKER behind the counter. Offer up to three of your familiars, name up to three things you want (a familiar by name, an element, anything luminous, or open to offers, with a bar for quality if you like: grade A or better, fully attuned, or both) and add a short note. It stays up between visits.
BROWSE LISTINGS shows everyone in the hall, with a green YOU HAVE tag on anyone who wants something you own. Pick a listing to see each familiar whole: level, elements, inborn grade, luminous or not.
Walk up to them, or ask from the listing. The Link Trade screen puts both offers side by side (a familiar, memory orbs, gold, or any mix) and nothing changes hands until you both agree. The server checks every offer against the saves, so no listing can show a familiar its owner does not have.
THE PORTAL
Sell a familiar or a memory orb at your own price, and it sells while you are away. Buyers browse every lot in the realm, sorted by price, quality or newest, and open any one to see it whole before they pay.
START > PORTAL > MARKET > SELL. Choose a familiar from your party or vault, or up to ten of one memory orb, and name your price. Up to six lots at a time.
Your lot is held safe while it is up. When someone buys it, the familiar or orb goes straight to them, and your gold waits in your inbox for the next time you play.
Change your mind under YOUR STALL and take it back, or leave it: a lot unsold after a week comes back to you by itself.


These familiars take their last form only when they pass to another Spellbinder. Receive one by Link Trade, Surprise Trade or the Market and it ascends the moment it arrives. No one to trade with? A WANDERER’S CORD (30,000 G, Goldmarch and the harbour) does it alone.
TRAINING
Two familiars of the same kind are never quite equal. Inborn stats are set at birth; attunement is what you train into them. Together they make a familiar special, and quality puts a number on it.

Quality shows in the vault, the summary, every trade and every Market lot. A Trading Hall listing can ask for it too: grade A or better, fully attuned, both, or a rare trait.
PLAY ON PC
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.
BATTLE
A trait works on its own in battle, the way a monster’s ability does. Each line has two common traits and one rare one. Which of the three a familiar carries is rolled by the game server when it is met, hatched or given, so a rare trait can never be forged.
Every familiar’s three traits are in the Familiar Guide.
THE LEGENDS
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
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.
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.