ARCANE FAMILIARSWALKTHROUGH

The complete walkthrough

From the Archmage's Spire to the Zenith: every land in the order you reach it, every Warden, Archon and boss with the team they bring, and everything that opens once the story is done. Tick a chapter off when you finish it; your progress is kept on this device.

WILLOW›4 WARDENS›THE CONCLAVE›THE RIFT›BONE CATHEDRAL›7 SEALS›ECLIPSE COURT›THE ZENITH

START

Before you set out

You are a Spellbinder. You bind wild familiars with charms, raise them, and challenge the Wardens of each Sanctum for their Sigils. A few things are worth knowing from the first step.

THE FIFTEEN ELEMENTS

Every familiar and every spell belongs to one of fifteen spell schools. A spell of the right element hits for double; against a familiar with two weak elements, four times. On every boss card below, WEAK TO lists what hits each familiar for double, and a ringed chip marks four times.

MUNDANE INFERNAL TIDAL VERDANT VOLTAIC GLACIAL MARTIAL NOXIOUS EARTHEN AERIAL ARCANE CHITIN LITHIC SPECTRAL DRACONIC

Three blind spots are worth remembering all game: MUNDANE and MARTIAL spells cannot touch a SPECTRAL familiar, EARTHEN spells cannot touch an AERIAL one, and VOLTAIC spells cannot touch an EARTHEN one.

BINDING

  • Weaken, then bind. A familiar at low health, or asleep or paralysed, is far easier to hold. BIND CHARMS are the basic charm; RUNE CHARMS bind half again as well and are on sale from the very first shop; STAR CHARMS are stronger still.
  • The server rolls the bind. Your game asks the realm's server whether a charm holds, and the server keeps your familiars, gold and items. Nothing is stored on your device, so your save follows you to any phone or PC.
  • Luminous and umbral. About one wild familiar in 512 is LUMINOUS, a rare colouring. Later, UMBRAL familiars appear: darker, and every stat a sixth stronger.

SURGE

After your first Sigil, the next Sanctuary healer hands you a SURGE CRYSTAL. Once per battle, choose SURGE! among your spells and your familiar becomes its surge element alone for the rest of that battle: new weaknesses, new strengths, and spells of that element hit at least twice as hard. Any Sanctuary or rest refills the crystal. Every Warden surges their last familiar, which changes its weaknesses, so keep a second answer ready for the final familiar of a boss.

LEVELS

Familiars climb to level 300, and every rebirth at the Phoenix Sanctum lets one climb ten levels higher, up to 500. The story's last boss stands at 200; beyond it the Deep Delve, the Endless Spire, rifts and rematches climb with you to 500. Past level 100 familiars keep learning spells and rise in rank three more times (see the endgame section).

HEALING AND WAYSTONES

A Sanctuary heals your whole party for free and becomes the place you wake if you are overcome. Every Sanctuary also has a WAYSTONE: touch it once, and START › WAYSTONES carries you back there from anywhere. Losing a battle sends you to the last place you healed and costs half your gold.

ACT I · CHAPTER 1

Willow Town and your first familiar

ARCHMAGE ASPEN of the Verdant Spire introduces the world of familiars, asks your name (up to seven letters) and your rival's: his grandson. You start in your house in WILLOW TOWN with 3,000 gold and one ELIXIR.

  1. Visit the Spire. MOM tells you ASPEN is waiting. THE SPIRE is the tall building south of the path. You can't leave town without a familiar: every road out has grass on it, and ASPEN will call you back.
  2. Choose your starter. Three orbs sit on the Spire's table. Each line ascends five times, at levels 16, 32, 55, 80 and 100.
STARTERELEMENTITS LINEYOUR RIVAL TAKES
SPROUTLEVERDANTSPROUTLE › BLOOMANE › BRIARMANE › THORNWARDEN › ELDERGROVE › WORLDBLOOMEMBERCUB
EMBERCUBINFERNALEMBERCUB › PYROLYNX › CINDERLION › SOLARTIGER › EMBERSABRE › SUNSPHINXPUDDLET
PUDDLETTIDALPUDDLET › TIDEFIN › WAVEFIN › TIDESHARK › DEEPRAY › TIDEMONARCHSPROUTLE

There is no wrong choice. SPROUTLE and PUDDLET both make the first Warden easy; EMBERCUB has the hardest start but a strong answer to the third and fourth Wardens.

  1. Your first rival battle. Your rival always picks the starter that beats yours and challenges you on the spot. If you lose, nothing is lost: your party is healed and the story carries on.
RIVAL

YOUR RIVAL, FIRST BATTLE

THE SPIRE, Willow Town175 G

If you chose SPROUTLE, your rival has EMBERCUB

If you chose EMBERCUB, your rival has PUDDLET

If you chose PUDDLET, your rival has SPROUTLE

  • SPROUTLELv 5VERDANTWEAK TOAERIALCHITINGLACIALINFERNALNOXIOUS
  1. Collect your kit. ASPEN gives you 5 BIND CHARMS and the GRIMOIRE, the book of every familiar you see and bind. He sends you north.
  2. Optional before you go: the CHARMWRIGHT in the east quarter already sells RUNE CHARMS (600 G). With a TIDE FLUTE you can fish a PUDDLET in the pond, handy if you picked EMBERCUB. MOM heals you for free whenever you drop by.

FIELD NOTES

WILLOW TOWN

ON THE LINE (fishing)

ACT I · CHAPTER 2

Route 1 and Oakridge City: WARDEN MASON

  1. ROUTE 1 is your first tall grass (familiars around level 2 to 4). Bind two or three to round out the party. Two trainers wait here, and an ELIXIR and 2 BIND CHARMS lie on the ground.
  2. OAKRIDGE CITY. Heal at the SANCTUARY and touch its WAYSTONE. The APOTHECARY sells ELIXIRS, charms and a TIDE FLUTE (500 G).
  3. Gifts in town. The old man in the house at the right gives you 3 RUNE CHARMS. The girl in the house at the left trades a PUFFUME (NOXIOUS) for a CHIRPIT, so bind a CHIRPIT on Route 1 first.
  4. The Deep Delve opens under the east quarter of Oakridge: an endless mine that gets stronger every stage. It is optional from day one; the endgame chapter covers it.
  5. OAKRIDGE SANCTUM. Two trainers stand before the Warden.
WARDEN

MASON, THE UNSHAKABLE STONE

OAKRIDGE SANCTUM1,400 G
  • PEBBLITLv 12LITHICEARTHENWEAK TOTIDAL x4VERDANT x4EARTHENGLACIALMARTIAL
  • BOULDERONLv 14LITHICEARTHENWEAK TOTIDAL x4VERDANT x4EARTHENGLACIALMARTIAL

Both his familiars are LITHIC/EARTHEN, so TIDAL and VERDANT spells hit them four times over, and his familiars can't be touched by VOLTAIC. When BOULDERON surges it turns pure LITHIC: it is no longer weak four times, but TIDAL, VERDANT, MARTIAL and EARTHEN still work.

Chose EMBERCUB? Fish a PUDDLET at the Willow pond with a TIDE FLUTE and raise it a few levels.

Reward: the STONE SIGIL. The RANGER beside the Sanctum now gives SCROLL: SEVER, and the next Sanctuary healer gives your SURGE CRYSTAL.

FIELD NOTES

ROUTE 1wild Lv 2-5 · 5 familiars · 2 trainers · 2 items

IN THE TALL GRASS

ON THE GROUND

ELIXIR, BIND CHARM x2

TRAINERS

2 to face, familiars Lv 3-4, 180 G in prizes: APPRENTICE BEN, ACOLYTE AMY.

ACT I · CHAPTER 3

Route 2, the Verdant Forest and Volta City: WARDEN NOVA

  1. ROUTE 2 runs east from Oakridge. Your rival is waiting where you enter it.
RIVAL

YOUR RIVAL, SECOND BATTLE

ROUTE 2, west end500 G

If you chose SPROUTLE, your rival has EMBERCUB

If you chose EMBERCUB, your rival has PUDDLET

If you chose PUDDLET, your rival has SPROUTLE

  1. Bind a MUDPUP on Route 2. It is EARTHEN, the one element SPARKIT fears, and it's also good against the next two Wardens. Look for the GRAND ELIXIR at the far east end.
  2. VERDANT FOREST. Four HEDGEWITCH and ACOLYTE trainers; wild CHITIN familiars and even a wild SPROUTLE. Collect 2 RUNE CHARMS, 2 ELIXIRS and a GRAND ELIXIR. The east exit needs SEVER; save it for later.
  3. VOLTA CITY. A big city with a lot to do:
    • The KEEPER in the SANCTUARY gives you a VIXLING (level 12). It can take nine different final forms depending on where and how it grows (see the endgame chapter).
    • The old man in the house at the lower right gives 2 STAR CHARMS.
    • THE WARM HEARTH breeds familiars; the HALL OF ECHOES holds a daily trial of five duels; the LOREMASTER relearns forgotten spells.
    • The APOTHECARY and TRINKETS sell ascension stones (MOONSTONE, SUNSTONE, TIDESTONE, STORMSTONE) and much more.
  4. VOLTA SANCTUM. Two trainers, then the Warden.
WARDEN

NOVA, THE LIVING STORM

VOLTA SANCTUM2,000 G

SPARKIT fears only EARTHEN: your MUDPUP is the key. GLOWBAT flies, so EARTHEN misses it; hit it with LITHIC or GLACIAL. If you chose PUDDLET, beware: VOLTAIC hits TIDAL for double. Save your SURGE for SPARKIT.

Reward: the STORM SIGIL. The HARBOURMASTER on the pier now gives SCROLL: TIDE.

  1. Step outside. Your rival is waiting by the Sanctum door, and this time they can SURGE.
RIVAL

YOUR RIVAL, THIRD BATTLE

VOLTA CITY, outside the Sanctum1,200 G

If you chose SPROUTLE, your rival has EMBERCUB

If you chose EMBERCUB, your rival has PUDDLET

If you chose PUDDLET, your rival has SPROUTLE

After this, your rival heads north for the Conclave, "where the GRAND SPELLBINDER is crowned".

FIELD NOTES

ROUTE 2wild Lv 5-8 · 5 familiars · 3 trainers · 2 items

IN THE TALL GRASS

ON THE GROUND

GRAND ELIXIR, BIND CHARM x3

TRAINERS

3 to face, familiars Lv 8-10, 480 G in prizes: APPRENTICE TIM, ACOLYTE LILY, HEDGEWITCH NED.

VERDANT FORESTwild Lv 6-12 · 8 familiars · 4 trainers · 4 items

IN THE TALL GRASS

ON THE GROUND

RUNE CHARM x2, ELIXIR x2, CLEANSE HERB x2, GRAND ELIXIR

TRAINERS

4 to face, familiars Lv 9-12, 610 G in prizes: HEDGEWITCH ROB, HEDGEWITCH SAM, HEDGEWITCH ABE, ACOLYTE JUNE.

ACT I · CHAPTER 4

Aether Meadows: rifts and the Titan

East of Volta the land opens up. AETHER MEADOWS is a wide wild zone with changing weather, familiars roaming in plain sight, and a sharp jump in level: expect 22 to 30.

  1. Heal at the priestess's camp on the west side. It also sets your respawn point here.
  2. Weather changes who appears. Rain and storms bring PUDDLET and TIDEFIN, storms SPARKIT, sun PYROLYNX, and night EMBERGEIST and GLOWBAT. The roaming familiars you can see start a battle when you walk into them.
  3. Rifts. Glowing rune circles are raid dens. About one in three is lit each day, or wake one with an ASTRAL LANTERN. You fight a giant familiar alongside three allies (or a friend online), then get a chance to bind it. 3-star and stronger rifts drop RIFT SHARDS.
  4. Pick up the items: a ROYAL ELIXIR, a STAR CHARM, a MOONMINT and a RIFT SHARD.
  5. THE ALTAR at the top of the meadows calls the Titan, AETHERION, as a 5-star raid if you offer 3 RIFT SHARDS, or for free during a rare RIFT STORM. It's optional and tough at this point (level 60).
  6. Go north to Sunder Road. The east exit to the harbour stays closed until the Conclave has judged you.
Tip: the RIFT SCHOLAR near the camp explains raids in full. Raids are the best early source of RIFT SHARDS, which you'll want all game.

ACT I · CHAPTER 5

Sunder Road and Emberfall Town: WARDEN IGNIS

  1. SUNDER ROAD (levels 24 to 29): three trainers, 2 ROYAL ELIXIRS, 2 STAR CHARMS and a RIFT SHARD. BRAWLKIN (MARTIAL) lives here, and it's a fine pick for the fourth Warden.
  2. EMBERFALL TOWN. Heal and touch the waystone.
    • The RUNESMITH in the house at the left gives you a RIFT SHARD.
    • The BOUNTY BOARD posts a wanted familiar every day: show one from your party for gold and a bonus item.
  3. EMBERFALL SANCTUM. Mind the lava. Two PYROMANCERS, then the Warden.
WARDEN

IGNIS, THE FORGE HEART

EMBERFALL SANCTUM3,000 G

All three are INFERNAL: TIDAL, EARTHEN and LITHIC win this. EMBERGEIST is also SPECTRAL, so MUNDANE and MARTIAL spells pass straight through it. TIDEFIN, a BOULDERON or a THORNMAW from the Meadows all do well.

Reward: the EMBER SIGIL. The SMITH in town now gives SCROLL: SHATTER. IGNIS says the marsh east of town hides the road to Frosthold.

FIELD NOTES

SUNDER ROADwild Lv 24-30 · 11 familiars · 3 trainers · 3 items

ACT I · CHAPTER 6

Mistmoor Marsh and Frosthold City: WARDEN YRSA

  1. MISTMOOR MARSH lies east of Emberfall. The fog never lifts, so every spell is a little less accurate. Follow the eastern edge north. There's a MOONSTONE, 2 PANACEAS, a RIFT SHARD and a STAR CHARM to find, and MARSHKING to fish.
  2. FROSTHOLD CITY is always snowing: GLACIAL spells are stronger and non-GLACIAL familiars take a little damage every turn outdoors.
    • The ELDER in the house at the right gives you a MOONSTONE. Use it on a KITTAIL to get MOONCAT.
    • The APOTHECARY sells FULL ELIXIRS, tonics, a TRAIT PRISM and a SURGE PRISM; BLOOM GROVE sells ESSENCE BLOOMS.
    • Heal here last before the Conclave: if you're overcome there, you wake at the last Sanctuary you used.
  3. FROSTHOLD SANCTUM. The Sanctum itself has no snow.
WARDEN

YRSA, THE WINTER CROWN

FROSTHOLD SANCTUM4,000 G

SNOWLET and GLACIOWL take four times from LITHIC, and double from INFERNAL and VOLTAIC; EARTHEN misses them. When GLACIOWL surges it becomes pure GLACIAL: now INFERNAL, MARTIAL and LITHIC are your answers. An INFERNAL starter, a BRAWLKIN or any LITHIC familiar carries this fight.

Reward: the FROST SIGIL, your fourth. The guard on SKY PASS will now let you through to the Conclave.

FIELD NOTES

MISTMOOR MARSHwild Lv 30-36 · 10 familiars · 3 trainers · 4 items

ACT I · CHAPTER 7

Sky Pass and the Conclave

  1. SKY PASS climbs north of Frosthold (levels 36 to 42, snow). Three trainers; 2 FULL ELIXIRS, 2 PHOENIX ASH and 2 STAR CHARMS on the way. The guard at the top checks for four Sigils.
  2. Prepare. The Conclave is five battles back to back: four Archons, then the GRAND SPELLBINDER. Aim for a party in the high 40s with answers to SPECTRAL, INFERNAL, TIDAL and VERDANT teams. Stock up on ROYAL ELIXIRS and PHOENIX ASH.
  3. THE CONCLAVE. Each Archon challenges you the moment you step into their chamber, and the ward behind them opens when they fall. SELENE's chamber is the entrance hall, so heal before you walk in. A priestess in that hall heals you between battles.
One visit, five wins. If you leave or are overcome, the wards seal again and every Archon must be beaten again from the start.
ARCHON

SELENE, ARCHON OF THE VEIL

THE CONCLAVE, first chamber5,000 G

EMBERGEIST and MIREWISP are SPECTRAL: no MUNDANE or MARTIAL spells. SPECTRAL and EARTHEN spells hit both; MOONCAT fears CHITIN and SPECTRAL.

ARCHON

DRAKE, ARCHON OF THE FORGE

second chamber5,500 G

TIDAL handles all four. TITANFIST surges pure MARTIAL, after which only AERIAL and ARCANE hit it hard.

ARCHON

MAREN, ARCHON OF THE TIDE

third chamber6,000 G

An VOLTAIC familiar and a LITHIC familiar cover the whole team between them.

ARCHON

THORNE, ARCHON OF THE WILD

fourth chamber6,500 G

INFERNAL, AERIAL and GLACIAL cover almost all of it; SKYROOK ignores EARTHEN and SPECTRAL.

CHAMPION

THE GRAND SPELLBINDER: YOUR RIVAL

the throne chamber10,000 G

"I beat the Archons yesterday, and now I am the GRAND SPELLBINDER." Six familiars, and the ace is your rival's starter, grown, which surges.

If you chose SPROUTLE, your rival has EMBERCUB

If you chose EMBERCUB, your rival has PUDDLET

If you chose PUDDLET, your rival has SPROUTLE

Victory. You're inscribed in the Book of Names as GRAND SPELLBINDER and the credits roll. That is the end of Act I, but far from the end of the game: you wake in Frosthold, and the realm is bigger than it looked.

FIELD NOTES

SKY PASSwild Lv 36-42 · 13 familiars · 3 trainers · 3 items

ACT I · OPTIONAL

Field spells and the side lands

Three Wardens give you a scroll that teaches a field spell. Teach it from the bag; a familiar that knows it can clear the way in the overworld. Nothing on the main road needs them, but they open eleven side lands full of trainers, items and rifts, plus most of the Far Realm around the story route.

SPELLFROMAFTERCLEARSWHO CAN LEARN IT
SEVERthe RANGER, OakridgeSTONE SIGILbramblesMUNDANE VERDANT CHITIN MARTIAL DRACONIC EARTHEN
TIDEthe HARBOURMASTER, Volta pierSTORM SIGILopen water (face it and walk in)TIDAL GLACIAL DRACONIC AERIAL
SHATTERthe SMITH, EmberfallEMBER SIGILcracked boulders (something often hides beneath)MARTIAL LITHIC EARTHEN DRACONIC MUNDANE
LANDWAY INLEVELSWORTH IT FOR
SUNLIT DOWNSRoute 2 south, SEVER8-12a free TIDE FLUTE, 3 RUNE CHARMS, a 2-star rift
THORNWOOD GLADEVerdant Forest east, SEVER12-18a STAR CHARM, PHOENIX ASH, two rifts
THUNDER PLATEAUVolta north, TIDE18-24a RIFT SHARD, 3 RUNE CHARMS
MIRRORMEREThunder Plateau west, TIDE20-26a MOONSTONE on the island shrine
EMBER WASTESEmberfall west, SHATTER26-32a RIFT SHARD, 3- and 4-star rifts
CINDERFENEmber Wastes west, SEVER28-34a RIFT SHARD, a 4-star rift
GRAVEWOODMistmoor Marsh south, TIDE30-36a MOONMINT, a 4-star rift
DUSKMOORGravewood east, SEVER34-40an ASTRAL LANTERN, a 5-star rift
FROZEN STRANDFrosthold west, TIDE40-48an ESSENCE BLOOM, a 5-star rift
STONECROWN PEAKSSky Pass east, SHATTER38-46an ESSENCE BLOOM, 4- and 5-star rifts
SKYREACHStonecrown Peaks north, SHATTER49-512 ESSENCE BLOOMS; trainers with AETHERION and LEVIATHAN

The Far Realm. Beyond these, some sixty open lands ring the story route: the Western Reaches from FERNHOLLOW (west of Willow), the Southern Wilds from WILLOWFEN (south of Willow), and the Heartlands from HEDGEHOLT (east of Route 2), with the town of GOLDMARCH and its WAYFARERS' GUILD at their heart. Each land keeps its own mix of about twenty familiars, so they're where most of the Grimoire gets filled. The Familiar Guide lists who lives where.

FIELD NOTES

SUNLIT DOWNSwild Lv 8-14 · 4 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

RUNE CHARM x3, GRAND ELIXIR x2, TIDE FLUTE

TRAINERS

2 to face, familiars Lv 11-13, 580 G in prizes: SHEPHERD TOBIN, DRUID WREN.

RIFT DENS

1 den: ★★. Offer a RIFT SHARD to wake one.

THORNWOOD GLADEwild Lv 12-18 · 7 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

CLEANSE HERB x3, STAR CHARM, PHOENIX ASH

TRAINERS

2 to face, familiars Lv 15-17, 800 G in prizes: HEDGEWITCH IVY, RANGER OSK.

RIFT DENS

2 dens: ★★ · ★★★. Offer a RIFT SHARD to wake one.

THUNDER PLATEAUwild Lv 18-24 · 10 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

QUICKROOT x3, RUNE CHARM x3, RIFT SHARD

TRAINERS

2 to face, familiars Lv 21-23, 1,080 G in prizes: STORMCALLER VESNA, CLIMBER BRAN.

RIFT DENS

1 den: ★★★. Offer a RIFT SHARD to wake one.

MIRRORMEREwild Lv 20-26 · 9 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

MOONSTONE, STAR CHARM x2, PANACEA x2

TRAINERS

2 to face, familiars Lv 23-25, 1,280 G in prizes: MYSTIC LIRA, KNIGHT EDRIC.

RIFT DENS

1 den: ★★★. Offer a RIFT SHARD to wake one.

EMBER WASTESwild Lv 26-32 · 12 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE GROUND

FROSTBALM x3, ROYAL ELIXIR x2, RIFT SHARD

TRAINERS

2 to face, familiars Lv 29-30, 1,460 G in prizes: PYROMANCER RUNE, PROSPECTOR DALE.

RIFT DENS

2 dens: ★★★ · ★★★★. Offer a RIFT SHARD to wake one.

CINDERFENwild Lv 28-34 · 9 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

FROSTBALM x3, STAR CHARM x2, RIFT SHARD

TRAINERS

2 to face, familiars Lv 31-33, 1,620 G in prizes: HEDGEWITCH SOOT, PYROMANCER CINDER.

RIFT DENS

1 den: ★★★★. Offer a RIFT SHARD to wake one.

GRAVEWOODwild Lv 30-36 · 11 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

PANACEA x2, STAR CHARM x2, MOONMINT

TRAINERS

2 to face, familiars Lv 33-35, 1,700 G in prizes: GRAVEKEEPER MORROW, MYSTIC NELL.

RIFT DENS

1 den: ★★★★. Offer a RIFT SHARD to wake one.

DUSKMOORwild Lv 34-40 · 11 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE GROUND

PHOENIX ASH x2, STAR CHARM x3, ASTRAL LANTERN

TRAINERS

2 to face, familiars Lv 37-39, 1,860 G in prizes: GRAVEKEEPER ULMA, MYSTIC HESPER.

RIFT DENS

2 dens: ★★★★ · ★★★★★. Offer a RIFT SHARD to wake one.

FROZEN STRANDwild Lv 40-48 · 8 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

FULL ELIXIR, STAR CHARM x3, ESSENCE BLOOM

TRAINERS

2 to face, familiars Lv 44-46, 2,100 G in prizes: CLIMBER YRSA, KNIGHT HAVARD.

RIFT DENS

1 den: ★★★★★. Offer a RIFT SHARD to wake one.

STONECROWN PEAKSwild Lv 38-46 · 11 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE GROUND

FULL ELIXIR, STAR CHARM x3, ESSENCE BLOOM

TRAINERS

2 to face, familiars Lv 41-43, 2,030 G in prizes: CLIMBER HOLT, KNIGHT AUDRA.

RIFT DENS

2 dens: ★★★★ · ★★★★★. Offer a RIFT SHARD to wake one.

SKYREACHwild Lv 46-54 · 14 familiars · 2 trainers · 3 items
FERNHOLLOWwild Lv 6-10 · 5 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE GROUND

ELIXIR x2, BIND CHARM x3, PHOENIX ASH

TRAINERS

2 to face, familiars Lv 6-10, 288 G in prizes: SHEPHERD ODA, SHEPHERD TARN.

RIFT DENS

1 den: ★★. Offer a RIFT SHARD to wake one.

WILLOWFENwild Lv 14-18 · 9 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

ELIXIR x2, BIND CHARM x3, PANACEA

TRAINERS

2 to face, familiars Lv 14-16, 672 G in prizes: GRAVEKEEPER SORREL, GRAVEKEEPER HESK.

RIFT DENS

1 den: ★★. Offer a RIFT SHARD to wake one.

HEDGEHOLTwild Lv 16-20 · 9 familiars · 2 trainers · 3 items

IN THE TALL GRASS

ON THE GROUND

ELIXIR x2, BIND CHARM x3, PHOENIX ASH

TRAINERS

2 to face, familiars Lv 16-19, 768 G in prizes: SHEPHERD ELOWEN, SHEPHERD BRYN.

RIFT DENS

1 den: ★★. Offer a RIFT SHARD to wake one.

ACT II · CHAPTER 1

After the Conclave: CORAL, the Ashen Reach and the crater

Becoming GRAND SPELLBINDER opens two roads that were closed, and the wild familiars on many lands now grow to match your strongest.

  1. The fifth Sigil. The east exit of Aether Meadows now leads to TIDEBREAK HARBOR, where the ferry CAPTAIN sails free to TIDEBREAK ISLES. The TIDE SANCTUM there belongs to WARDEN CORAL, who fights at your level and changes her team every day.
WARDEN

CORAL, THE REEF CROWN

TIDE SANCTUM, Tidebreak Isles6,000 G

Her levels follow yours: her ace is one level above your strongest familiar, and never below level 62. The Sanctum's guide says it best: VOLTAIC and VERDANT spells bite deepest.

Reward: the TIDE SIGIL and 2 ESSENCE BLOOMS. She takes a new challenge every day, and the TWILIGHT TRIALS at the Conclave (all five Wardens back to back) open once you hold it.

  1. East of Frosthold, the wind across ASHEN REACH no longer turns you back. Three ASCENDANT trainers fight at level 62 to 66. ASTRALEON haunts its northern grass once you have bound 25 kinds of familiar, and binding it earns a STAR SIGIL.
  2. STARFALL CRATER is the Ascendants' camp: a contract board, the LUMINARY, a TRACKER who reports the legends, and THE PHOENIX SANCTUM, where familiars at level 300 are reborn stronger.
  3. The rift. Next to the RIFTWARDEN, a tear in the air glows. Step in when you're ready: it's the way into the Umbral Realm.
Also open now: the legends' haunts across the Verdant Realm, THE ENDLESS SPIRE on Sky Pass, a daily rematch with your rival at the Conclave for 2 ESSENCE BLOOMS, and higher-star rifts. See the last two chapters.

FIELD NOTES

TIDEBREAK HARBOR
TIDEBREAK ISLESwild Lv 58-68 · 10 familiars · 3 trainers · 3 items

IN THE TALL GRASS

ON THE LINE (fishing)

ON THE GROUND

ESSENCE BLOOM, STAR CHARM x3, RIFT SHARD x2

TRAINERS

3 to face, familiars Lv 61-65, 7,800 G in prizes: TIDECALLER NERISSA, TIDECALLER BARNABY, TIDECALLER MOWBRAY.

RIFT DENS

2 dens: ★★★★★ · ★★★★★. Offer a RIFT SHARD to wake one.

ASHEN REACHwild Lv 58-68 · 13 familiars · 3 items

ACT II · CHAPTER 2

Through the rift: the twelve Umbral lands

"Always night. Every familiar there is UMBRAL: darker, and a sixth again as strong." The rift in Starfall Crater opens only for a Grand Spellbinder.

  1. THE RIFT GATE is the hub. The priestess heals and sets your respawn; the clerk sells ROYAL and FULL ELIXIRS, PANACEA, PHOENIX ASH, STAR CHARMS and RIFT SHARDS; the CHRONICLER keeps your tally. There's no waystone here, and the exit to the lands is at the bottom of the plaza.
  2. Every wild familiar is umbral and keeps its darkness once bound. Levels climb from 80 in the first lands to 122 at the Cathedral's door, and rise with your strongest familiar, so the order you take matters less than your level. Every land has a Sanctuary with a waystone, two umbral trainers, three items (always 2 ROYAL ELIXIRS and 2 STAR CHARMS) and a 5-star rift.
LANDLEVELSWEATHERMOSTLYSPECIAL FIND
NIGHTFALL DOWNS80-86fogMUNDANE VERDANT AERIAL VOLTAICPHOENIX ASH
ASHGLASS FOREST80-86fogINFERNAL CHITIN VERDANT SPECTRALMOONSTONE
DUSKMERE84-90rainTIDAL GLACIAL ARCANE AERIALRIFT SHARD
THORNVEIL84-90fog, a mazeNOXIOUS VERDANT CHITIN MUNDANEMOONSTONE
GHOSTLIGHT FEN90-96fogSPECTRAL NOXIOUS TIDAL EARTHENMOONSTONE
OBSIDIAN PEAKS90-96snowLITHIC MARTIAL EARTHEN GLACIALMOONSTONE
STARLESS SHORE96-102stormTIDAL VOLTAIC MUNDANE MARTIALFULL ELIXIR
VOIDSPIRE96-102storm, a spiralARCANE AERIAL DRACONIC VOLTAICPHOENIX ASH
THE BONEFIELD104-110fogEARTHEN LITHIC SPECTRAL MUNDANEMOONMINT; wild EARTHWYRM
THE MAW104-110riftDRACONIC INFERNAL NOXIOUS TIDALESSENCE BLOOM; wild BLIGHTLORD
RIFT WASTES112-118riftINFERNAL ARCANE DRACONIC LITHICwild STONEGIANT; the road south to Duskhaven
HALLOWDEEP116-122rift, a ringSPECTRAL ARCANE GLACIAL CHITINthe door of the Bone Cathedral (no Sanctuary)

A route that visits every land once: Nightfall Downs, Duskmere, Voidspire, Starless Shore, Obsidian Peaks, Ashglass Forest, Thornveil, Ghostlight Fen, the Bonefield, the Maw, the Rift Wastes (with a side trip south to Duskhaven), then Hallowdeep and the Cathedral.

Tip: a VIXLING that reaches level 20 in these lands ascends into UMBRAVIX, a form found nowhere else.

FIELD NOTES

NIGHTFALL DOWNSwild Lv 80-86 · 16 familiars · 2 trainers · 3 items
ASHGLASS FORESTwild Lv 80-86 · 15 familiars · 2 trainers · 3 items
DUSKMEREwild Lv 84-90 · 16 familiars · 2 trainers · 3 items
THORNVEILwild Lv 84-90 · 16 familiars · 2 trainers · 3 items
GHOSTLIGHT FENwild Lv 90-96 · 14 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, MOONSTONE

TRAINERS

2 to face, familiars Lv 92-92, 10,800 G in prizes: UMBRAL GRAVEKEEPER SABLE, UMBRAL GRAVEKEEPER SORREL.

RIFT DENS

1 den: ★★★★★. Offer a RIFT SHARD to wake one.

OBSIDIAN PEAKSwild Lv 90-96 · 16 familiars · 2 trainers · 3 items
STARLESS SHOREwild Lv 96-102 · 14 familiars · 2 trainers · 3 items
VOIDSPIREwild Lv 96-102 · 16 familiars · 2 trainers · 3 items
THE BONEFIELDwild Lv 104-110 · 16 familiars · 2 trainers · 3 items
THE MAWwild Lv 104-110 · 16 familiars · 2 trainers · 3 items
RIFT WASTESwild Lv 112-118 · 17 familiars · 2 trainers · 3 items
HALLOWDEEPwild Lv 116-122 · 17 familiars · 2 trainers · 3 items

ACT II · CHAPTER 3

Duskhaven and the UMBRAL SIGIL

"The last town of the living" sits south of the Rift Wastes, and it's open before you face the Sovereign.

  • Sanctuary with a waystone, and the DUSK PROVISIONER: FULL ELIXIRS, PANACEA, PHOENIX ASH, STAR CHARMS, RIFT SHARDS, ESSENCE BLOOMS and BINDING SCROLLS.
  • THE UMBRAL HEARTH is the same hearth as Volta's Warm Hearth. If either parent is umbral, half the eggs hatch umbral.
  • The TRACKER tells you which legends are abroad.
  • The town's west, east and south gates are warded: "Only a SOVEREIGN passes into the Deep."
UMBRAL WARDEN

VESPER

UMBRAL SANCTUM, Duskhaven20,000 G

Six perfect umbral familiars at level 130, as strong as the Sovereign's. LITHIC and SPECTRAL each hit three of them, and GLACIAL hits FORESTWYRM four times over. You can take her before or after the Cathedral.

Reward: the UMBRAL SIGIL, sixth of the seven. From now on, charms hold umbral familiars half again as well.

ACT II · CHAPTER 4

The Bone Cathedral: the Umbral Archons and SOVEREIGN OMBRA

The door stands in the heart of HALLOWDEEP, where its Sanctuary would be. Inside is the Conclave's tower turned to bone: four Umbral Archons, then the Sovereign, back to back.

Heal before you go in. NYX's chamber is the entrance hall, so she challenges you on your first step. The nearest Sanctuaries are in the Rift Wastes and Duskhaven. A priestess inside heals between battles, and if you fall, the wards seal again.
UMBRAL ARCHON

NYX

first chamber12,000 G

SPECTRAL spells hit all four. Three of them are SPECTRAL, so don't lead with MUNDANE or MARTIAL.

UMBRAL ARCHON

CINDRA

second chamber13,000 G

TIDAL hits all four, and EMBERSHELL four times over. VOLTAIC is useless against two of them.

UMBRAL ARCHON

MORWEN

third chamber14,000 G

The most mixed team. A DRACONIC user for LOCHDRAGON, a INFERNAL user for RIMEFROND, and a EARTHEN or SPECTRAL user cover everything.

UMBRAL ARCHON

VARKAS

fourth chamber15,000 G

AERIAL and LITHIC each hit three of the four; GLACIAL or DRACONIC for HATCHKING.

SOVEREIGN

OMBRA

the throne room30,000 G

"Every Grand Spellbinder who reached this hall became one of my Archons." Five perfect umbrals at level 130 and the mythic WORLDROOT. GLACIAL hits three of them and EARTHEN two more; MARTIAL answers SHAGGORE. A EARTHEN familiar with an GLACIAL spell, plus a MARTIAL one, covers the whole team.

Reward: the title SOVEREIGN, a STAR SIGIL, and the credits. The Rift Forge at the gate, the Delve's deepest stages, the umbral legends, a daily rematch (2 RIFT SHARDS and an ESSENCE BLOOM a win) and Duskhaven's gates into the Deep are all open now.

ACT III · CHAPTER 1

The Umbral Deep: the seven seals

Duskhaven's gates open on seven lands where wild familiars run from level 130 to 150 and climb with you from there, all the way to 500. Each land holds a SEAL KEEPER with four perfect umbral familiars at level 150. Break all seven seals and the Eclipse Court opens beneath THE LAST LIGHT.

Take the seals in any order. A good loop: west to Nethermoor, Ebonwood, Blackfathom, Voidfen, Cinderhollow and The Last Light, then north to Shadowglass and back. Every land has a Sanctuary except The Last Light, and a 6-star shadow rift with an umbral boss.

BLACKFATHOM is a sea of islands. You need a familiar that knows TIDE to reach anything in it, its seal included.
SEAL KEEPER

GRIMBALD

NETHERMOOR · storm10,000 G

TIDAL hits three of the four, and the storm makes it stronger still. EARTHEN hits PYLONTITAN four times over.

SEAL KEEPER

THESSALY

EBONWOOD · fog10,000 G

GLACIAL hits all four, and SAGUARO four times over.

SEAL KEEPER

MORDRAKE

BLACKFATHOM · storm, needs TIDE10,000 G

DRACONIC hits the three drakes; GLACIAL is four times on NIMBUDRAKE. VOLTAIC or VERDANT for SEAFLEECE.

SEAL KEEPER

ORRINE

VOIDFEN · fog10,000 G

All four are SPECTRAL: SPECTRAL spells hit the whole team, and MUNDANE and MARTIAL do nothing.

SEAL KEEPER

BRANT

CINDERHOLLOW · rift10,000 G

TIDAL hits all four, and two of them four times over.

SEAL KEEPER

AURENNE

THE LAST LIGHT · beside the Court door10,000 G

SPECTRAL and CHITIN hit the three ARCANE familiars, and the rift weather boosts SPECTRAL. Leave MARTIAL and NOXIOUS familiars at home.

SEAL KEEPER

ISAURE

SHADOWGLASS · snow10,000 G

LITHIC hits all four; MARTIAL is four times on MUFFLER. A INFERNAL or LITHIC familiar also shrugs off their snow-boosted GLACIAL.

Four of these lands also hide an umbral legend in their largest bed of grass; the legends chapter lists where.

FIELD NOTES

NETHERMOORwild Lv 130-138 · 16 familiars · 3 trainers · 3 items
EBONWOODwild Lv 130-138 · 17 familiars · 3 trainers · 3 items
BLACKFATHOMwild Lv 136-144 · 16 familiars · 3 trainers · 3 items
VOIDFENwild Lv 136-144 · 17 familiars · 3 trainers · 3 items
CINDERHOLLOWwild Lv 142-150 · 15 familiars · 3 trainers · 3 items
THE LAST LIGHTwild Lv 142-150 · 17 familiars · 3 trainers · 3 items
SHADOWGLASSwild Lv 130-138 · 17 familiars · 3 trainers · 3 items

ACT III · CHAPTER 2

The Eclipse Court: four Judges and NOCTIS

With the seventh seal broken, the door of eclipse-light in THE LAST LIGHT opens. Like the Conclave and the Cathedral, the Court is five battles in a row, each Judge with six perfect umbrals.

Heal at a Deep Sanctuary first. SOLEN's chamber is the entrance hall. A priestess inside heals between battles. If you fall, the wards seal again.
ECLIPSE JUDGE

SOLEN

first chamber16,000 G

LITHIC hits all six. Five of them fly, so EARTHEN is nearly useless here.

ECLIPSE JUDGE

MARROW

second chamber17,000 G

VERDANT hits five of them, four of them four times over. VOLTAIC, GLACIAL or LITHIC for VULTUREX.

ECLIPSE JUDGE

ISRA

third chamber18,000 G

LITHIC and VOLTAIC carry most of it. INKWRAITH has no weakness and ignores MUNDANE, MARTIAL and SPECTRAL; wear it down with anything else.

ECLIPSE JUDGE

THORNE

fourth chamber19,000 G

AERIAL hits five of the six; LITHIC hits three four times over; GLACIAL is four times on HORNEDWYRM and SAGUARO.

THE ECLIPSE

NOCTIS

the throne40,000 G

"When the Sovereign fell I swallowed the last of the light." A mixed team closing with the mythic BLIGHTLORD; answer each in turn. EARTHEN handles three of them.

Reward: the title ECLIPSE-BREAKER and 3 RIFT SHARDS. The five TITANS begin to stir (see the legends chapter), and behind the throne the DAWN GATE opens.

ACT III · CHAPTER 3

The Astral Realm and the ASTRAL ASCENDANT

"Warm air, and a light that has never known night." The Dawn Gate leads to nine lands of endless day. Wild familiars here run from level 180 to 198, every one is born with strong inborn stats, and one in sixteen is LUMINOUS.

  1. THE DAWN GATE is the hub: a priestess, a clerk (RIFT SHARDS, ESSENCE BLOOMS, MOONMINT and more), the CHRONICLER, and THE DAWN LOOM, where 3 RIFT SHARDS weave a familiar LUMINOUS for good. The rift here returns you to Duskhaven; waystones bring you back.
  2. The shortest road to the end is three lands: PRISMVALE, THE SUNSPIRE, THE ZENITH. The full sweep adds CLOUDREACH, DAWNMEADOW, GOLDSTRAND, AURORA HEIGHTS, DREAMGROTTO and NEBULAMERE. Every land has a Sanctuary (except the Zenith), two ASTRAL trainers with luminous teams, and a 6-star dawn rift whose boss is always luminous.
  3. THE ZENITH SPIRE. Its door stands in the Zenith. There's no healer inside, and the nearest Sanctuary is in the Sunspire, one land north.
ASTRAL ASCENDANT

AURELIA

THE ZENITH SPIRE50,000 G

Six luminous familiars at level 200, two of them mythic. A SPECTRAL familiar walls her three MARTIAL familiars; an ARCANE one resists them and hits them hard. VOLTAIC, GLACIAL or LITHIC bring down SKYSERAPH, which EARTHEN can't touch. TIDAL, VERDANT or ARCANE for STONEGIANT.

Reward: "You bear it. You are DAWNBRINGER, and the realm is whole." The DAWN SIGIL, seventh of seven (charms hold luminous familiars half again as well), and the final credits.

THE SEVEN SIGILS

STONEMASON, Oakridge
STORMNOVA, Volta
EMBERIGNIS, Emberfall
FROSTYRSA, Frosthold
TIDECORAL, Tidebreak Isles
UMBRALVESPER, Duskhaven
DAWNAURELIA, the Zenith

TITLES, AND LEGEND OF THE REALM

Your trainer card shows the highest title you've earned: GRAND SPELLBINDER, then SOVEREIGN, ECLIPSE-BREAKER and DAWNBRINGER. One title outranks them all. The CHRONICLER, at the Rift Gate or the Dawn Gate, writes you into the Chronicle as a LEGEND OF THE REALM once you've done all seven feats:

  1. Fill every page of the Grimoire.
  2. Bind all twenty-four legends, mythics and Titans.
  3. Reach stage 50 of the Deep Delve.
  4. Take the Umbral throne (beat OMBRA).
  5. Bind twenty umbral familiars.
  6. Earn the UMBRAL SIGIL.
  7. Bind all four umbral legends.

OMBRA, NOCTIS and AURELIA all take a daily rematch at your level, each paying RIFT SHARDS.

FIELD NOTES

PRISMVALEwild Lv 180-184 · 18 familiars · 2 trainers · 3 items
THE SUNSPIREwild Lv 188-194 · 17 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, FULL ELIXIR

TRAINERS

2 to face, familiars Lv 190-190, 18,000 G in prizes: ASTRAL STARGAZER TAMSIN, ASTRAL STARGAZER VESNA.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

THE ZENITHwild Lv 192-198 · 16 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, ESSENCE BLOOM

TRAINERS

2 to face, familiars Lv 194-194, 18,000 G in prizes: ASTRAL STARGAZER CALLUM, ASTRAL STARGAZER MAEVE.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

CLOUDREACHwild Lv 182-186 · 17 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, PANACEA

TRAINERS

2 to face, familiars Lv 184-184, 18,000 G in prizes: ASTRAL STORMCALLER THANE, ASTRAL STORMCALLER HALDOR.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

DAWNMEADOWwild Lv 184-188 · 15 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, MOONMINT

TRAINERS

2 to face, familiars Lv 186-186, 18,000 G in prizes: ASTRAL STARGAZER JORIN, ASTRAL STARGAZER OSRIC.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

GOLDSTRANDwild Lv 186-190 · 17 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, ESSENCE BLOOM

TRAINERS

2 to face, familiars Lv 188-188, 18,000 G in prizes: ASTRAL DIVER GARETH, ASTRAL DIVER ROWAN.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

AURORA HEIGHTSwild Lv 186-190 · 15 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, FULL ELIXIR

TRAINERS

2 to face, familiars Lv 188-188, 18,000 G in prizes: ASTRAL CLIMBER HALDOR, ASTRAL CLIMBER ISOLDE.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

DREAMGROTTOwild Lv 186-190 · 16 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, ESSENCE BLOOM

TRAINERS

2 to face, familiars Lv 188-188, 18,000 G in prizes: ASTRAL PROSPECTOR LINNET, ASTRAL PROSPECTOR BRYN.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

NEBULAMEREwild Lv 182-186 · 17 familiars · 2 trainers · 3 items

Wild familiars here start at these levels and climb with your strongest familiar, all the way to 500.

IN THE TALL GRASS

ON THE GROUND

ROYAL ELIXIR x2, STAR CHARM x2, FULL ELIXIR

TRAINERS

2 to face, familiars Lv 184-184, 18,000 G in prizes: ASTRAL GRAVEKEEPER MORVEN, ASTRAL GRAVEKEEPER CALLUM.

RIFT DENS

1 den: ★★★★★★. Offer a RIFT SHARD to wake one.

BEYOND THE STORY

Legends, mythics and Titans

Legends walk a patch of tall grass rather than a fixed spot. While one is about, each step in its patch has a chance to meet it. When anyone in the realm binds or defeats a legend, it's gone for a day for everyone. Ask a TRACKER (in Tidebreak Harbor, Starfall Crater or Duskhaven) which are about.

AFTER THE CONCLAVE

LEGENDELEMENTSWHERE
STORMHARTVOLTAIC DRACONICAETHER MEADOWS, southwest grass
SUNGRIFFINMUNDANE AERIALAETHER MEADOWS, north grass
STORMCROWNVOLTAIC AERIALAETHER MEADOWS, northeast grass
FROSTSEERARCANE GLACIALAETHER MEADOWS, west grass
PYREDRAGONINFERNAL DRACONICASHEN REACH, south grass
LAVAGOLEMLITHIC INFERNALASHEN REACH, east grass
BOLTDRAGONDRACONIC VOLTAICASHEN REACH, west grass
ASTRALEONARCANE AERIALASHEN REACH, north grass, once you have bound 25 kinds (binding it earns a STAR SIGIL)
GLACIERMAWTIDAL GLACIALTIDEBREAK ISLES
WORLDROOTVERDANT ARCANEVERDANT FOREST, north grass
WINTERWISPGLACIAL SPECTRALSKY PASS, upper grass
SKYSERAPHAERIAL ARCANESKY PASS, middle grass
STONEGIANTMARTIAL LITHICSUNDER ROAD, south grass
BLIGHTLORDNOXIOUS SPECTRALMISTMOOR MARSH, northwest grass
EARTHWYRMEARTHEN DRACONICHOLLOW DEEP
SHADEWYRMSPECTRAL DRACONICHOLLOW DEEP
SHELLKINGCHITIN LITHICROUTE 2, east grass
AETHERIONDRACONIC ARCANEthe Titan: called at THE ALTAR in AETHER MEADOWS with 3 RIFT SHARDS, or free in a RIFT STORM

AFTER THE SOVEREIGN: THE UMBRAL LEGENDS

They appear at level 150 or more. Each one bound pays 3 RIFT SHARDS, and all four count toward LEGEND OF THE REALM.

UMBRAL LEGENDELEMENTSWHERE
ASTRALEONARCANE AERIALEBONWOOD
STORMHARTVOLTAIC DRACONICNETHERMOOR
LEVIATHANTIDAL DRACONICBLACKFATHOM (needs TIDE)
AETHERIONDRACONIC ARCANECINDERHOLLOW

AFTER NOCTIS: THE TITANS

Five colossal familiars of level 200 and up, very hard to bind. Four of them live in lands that need SHATTER.

TITANELEMENTSWHERE
DREADSAURDRACONIC INFERNALEMBER WASTES
TIDEEATERTIDAL DRACONICTIDEBREAK ISLES
COREEATEREARTHEN INFERNALWYRMCRAG
SKYEATERAERIAL VOLTAICSKYSHARD
NIGHTMAWSPECTRAL ARCANEWORLD'S END

Mythics in the wild. Late lands and 5- and 6-star rifts also carry mythics: every Umbral, Deep and Astral land has one in its grass or its rift. The land pages of the Familiar Guide show which.

FIELD NOTES

HOLLOW DEEPwild Lv 64-70 · 13 familiars · 2 items
WYRMCRAGwild Lv 82-88 · 13 familiars · 2 trainers · 3 items
SKYSHARDwild Lv 74-80 · 13 familiars · 2 trainers · 3 items
WORLD'S ENDwild Lv 92-98 · 14 familiars · 2 trainers · 3 items

BEYOND THE STORY

The endgame

The story ends at the Zenith; the game doesn't. Daily challenges, deeper dungeons and ways to make a familiar truly yours: here is everything, and when it opens.

OPENSWHAT
From the startTHE DEEP DELVE (Oakridge); THE WARM HEARTH, TRIAL OF ECHOES and THE RELIQUARY (Volta); rifts and THE ALTAR (Aether Meadows); the BOUNTY BOARD (Emberfall)
First Sigilthe SURGE CRYSTAL
GRAND SPELLBINDERTHE ENDLESS SPIRE, the TWILIGHT TRIALS (with the TIDE SIGIL), the CONTRACT BOARD and THE PHOENIX SANCTUM (Starfall Crater), legends' haunts, 6-star rift flares
SOVEREIGNTHE RIFT FORGE, THE ABYSS (Delve stage 50 and deeper), umbral legends, OMBRA's daily rematch
ECLIPSE-BREAKERTHE DAWN LOOM, the Astral Realm, the Titans

Daily challenges reset at midnight UTC, and Ascendant contracts every Thursday.

THE DEEP DELVE

A mine with no bottom, under the east quarter of OAKRIDGE CITY. Talk to the FOREMAN at the camp to start a run. Every stage is cut fresh, familiars are level 6 + 2 × the stage (stage 10 is about 26, stage 50 about 106), and a DELVE WARDEN guards every tenth stage. Pass one and that stage becomes a checkpoint you can start from; a priestess heals at every checkpoint. Every run brings back the treasure (a RIFT SHARD, PHOENIX ASH or PANACEA every fifth stage, a stone, bloom or charm every tenth) and the Wardens' prize gold.

  • The Delve's own familiars live nowhere else: DUSTMITE and CANDLEMOLE on every stage, PRISMBAT's line from stage 20, and the ultra-rare AURUMWYRM and HEARTGOLEM only on stages 100, 200, 300 and so on.
  • Stage 50 gives you a MIMICLING, once. At a Hearth it pairs with any familiar that has eggs, whatever its gender.
  • Once you're SOVEREIGN, stage 50 and deeper becomes THE ABYSS: every familiar there, Wardens' included, is umbral.

THE ENDLESS SPIRE

The door on SKY PASS, for Grand Spellbinders. Foes start at level 32 and climb 2 levels a floor, all the way to 500. There's no healing between floors except every tenth, where a resting seal heals you and saves a checkpoint. A guardian waits every fifth floor and leaves a SPIRE TOKEN; on floors 25, 50, 75 and so on, its ace is a mythic. Leaving or running ends the climb safely; losing sends you out.

THE KEEPER TRADESTOKENS
an ESSENCE BLOOM3
a MOONMINT5
5 STAR CHARMS8
a STAR SIGIL12

Tokens also come from the Twilight Trials and CORAL's daily rematch. The Spire's familiars can be bound, too.

DAILY CHALLENGES

  • TWILIGHT TRIALS (the Conclave, needs the TIDE SIGIL): all five Wardens back to back at your level, one try a day. A full clear pays gold, 3 SPIRE TOKENS, 2 ESSENCE BLOOMS and 2 RIFT SHARDS, and every third clear a STAR SIGIL.
  • TRIAL OF ECHOES (Volta): five phantom duels near your level. A loss costs nothing and you can try again at once; a win pays gold and a RIFT SHARD, once a day.
  • BOUNTY BOARD (Emberfall): show the day's wanted familiar from your party (it isn't taken) for gold and a bonus item.
  • Rematches: your rival at the Conclave (2 ESSENCE BLOOMS), CORAL at the Tide Sanctum, and OMBRA, NOCTIS and AURELIA (RIFT SHARDS with a bloom or a MOONMINT).
  • CONTRACTS (Starfall Crater, weekly): three goals a week (hunt an element, seal rifts, climb the Spire, bind familiars, bind a luminous one) for gold, tokens and blooms.

RIFTS, ELITE HUNTS AND PVP

  • Rifts dot the whole map, from 1 star in the Meadows to 6 stars in the late lands. A den glows about one day in three; an ASTRAL LANTERN wakes a sleeping one. Raid with three allies or a friend online, then try to bind the boss. The higher the stars, the more RIFT SHARDS it drops.
  • Elite hunts (signed in): every land has an ELITE for fifteen minutes at a time. Up to four Spellbinders each bring one familiar against it. Winners get essence and gold, and with a BINDING SCROLL a guaranteed bind of the elite.
  • PVP duels (signed in): set a PVP TEAM from the START menu and challenge other Spellbinders you meet. Every familiar fights at level 50, so inborn stats, traits and tactics decide it. Wins and losses move your rating on the PVP RANKS board. START > FIND MATCH pairs you with someone waiting near your rating. PVP runs in monthly seasons: five rated duels place you in a tier (BRONZE, SILVER, GOLD, PLATINUM, DIAMOND, ARCHMAGE), and when the month ends you claim a reward for the tier you finished in, on the RANKS tab.
  • Circles: join or found a band of up to twenty with its own chat and a weekly shared goal; everyone who helps claims the reward.

TRADING

From START › PORTAL (signed in): the TRADING HALL for listings shown over your head, LINK TRADE with anyone online, SURPRISE TRADE with a stranger, and the MARKET to buy and sell for gold. Eight familiars take their final form only when traded to another Spellbinder (a WANDERER'S CORD, sold in the harbour and in Goldmarch, does it without a trade).

MAKING A FAMILIAR YOURS

  • Breeding at THE WARM HEARTH (Volta): leave two familiars of the same hearth-kin and opposite genders, and walk. Eggs inherit inborn stats, spells and temperament; if a parent is umbral, half the eggs are too. After your first visit, START › HEARTH tends it from anywhere.
  • Attunement: every battle trains the stat its foe is known for, up to 100 in a stat and 250 in all. TONICS add 10 to a stat; STILLWATER washes it away. QUALITY, from 0 to 100, sums up inborn stats, attunement, luminous, a rare trait, rebirths and orb-forged spells.
  • Traits: every familiar has one of its line's traits; the rare one is worth having. A TRAIT PRISM (Frosthold and later marts) rolls it again.
  • Ascension stones: MOONSTONE, SUNSTONE, TIDESTONE and STORMSTONE change some lines. VIXLING alone has nine final forms, decided by a stone, the land where it reaches level 20, or its bond and the time of day.
  • THE RELIQUARY (Volta): give up a level 100 familiar to mint a MEMORY ORB of one of its spells; each repeat of the same spell makes a stronger orb, up to +10.
  • THE PHOENIX SANCTUM (Starfall Crater): a familiar at level 300 is reborn at level 1 with points to spend on its stats, a level cap ten higher (up to 500 after twenty rebirths) and a title: REBORN, TWICEBORN, THRICEBORN, ETERNAL.
  • High ascension: a familiar in its last form rises in rank at level 150 (EXALTED), 250 (HALLOWED) and 400 (TRANSCENDENT), each rank adding 5% more to every stat. The rank is kept through every rebirth.
  • Late spells: new spells come at levels 140, 180, 225, 275, 335, 405 and 485, among them each element's HIGH, GRAND and APEX spells. The LOREMASTER teaches any you passed before they existed.
  • STAR SIGIL: awakens a fully ascended familiar of level 60 or more, +10% to every stat for good.
  • THE RIFT FORGE (Rift Gate, SOVEREIGN) makes a familiar umbral for 3 RIFT SHARDS; THE DAWN LOOM (Dawn Gate, ECLIPSE-BREAKER) makes one luminous for 3 more.

YOUR SPELLBINDER

Beating familiars also levels you, the Spellbinder. Each level gives a talent point under START › TALENTS: better luminous odds (STARGAZER), rarer encounters (LURE), stronger wild inborn stats (BLOODLINE), faster growth (SCHOLAR), easier binds (BINDER), cheaper shops and bigger prizes (HAGGLER), healing after battles (MENDER), faster hatching (WARMTH), stronger rift surges (SURGEHEART) and, with no cap, ARCANE MIGHT (+2% damage a rank). Early points in SCHOLAR and BLOODLINE pay off most.

THE GRIMOIRE'S REWARDS

START › GRIMOIRE › REWARDS pays out as you bind more kinds of familiar:

KINDS BOUNDREWARD
10020,000 G and 10 STAR CHARMS
20030,000 G and 5 ESSENCE BLOOMS
30040,000 G, 2 TRAIT PRISMS and 3 MOONMINTS
45050,000 G and 3 RIFT SHARDS
60060,000 G and a STAR SIGIL
800100,000 G and 10 ESSENCE BLOOMS
1,000150,000 G and the LUMINOUS CHARM: luminous familiars three times as often
Luminous hunting: the LUMINARY in Starfall Crater sells a LUMINOUS HUNT for 3 SPIRE TOKENS: for your next 40 wild encounters, about one in 42 is luminous. Every day three lands also SWARM with one of their familiars, luminous four times as often (START › MAP marks them). A swarm, the LUMINOUS CHARM and STARGAZER stack. And in the Astral Realm, one wild familiar in sixteen is luminous already.

BEYOND THE STORY

Levels and growth: the climb to 500

The story's last boss stands at level 200, but a familiar can climb to 500. Here is how levels work, where to train at every stage of the climb, and what a familiar gains on the way: new spells, high ascension and rebirth.

THE LEVEL CAP

  • A familiar climbs to level 300, the cap for one that has never been reborn.
  • Every rebirth at THE PHOENIX SANCTUM (Starfall Crater) raises that familiar's cap by ten: 310 after the first, 320 after the second, and 500 after the twentieth, the highest level in the realm. A foe can stand at 500 too.
  • A familiar bound or traded in above your cap arrives at the cap. No familiar ever loses a level it has reached.

ESSENCE: WHAT EACH LEVEL COSTS

Essence (experience) follows a cube up to level 100, rises a little faster to 150, and from there each level costs about what fifteen battles against foes of your own level pay. It never gets cheaper as you climb. Foes above level 100 give more essence: a level-150 foe is worth three and a half times a level-100 one, a level-500 foe twenty-one times.

LEVELTOTAL ESSENCETO THE NEXT LEVELA WILD FOE OF THIS LEVEL PAYSBATTLES A LEVEL
512591701
101,0003311402
208,0001,2612805
3027,0002,7914207
50125,0007,65170011
75421,87517,1011,05016
1001,000,00030,5001,40022
1251,912,50043,0003,93711
1503,137,500103,4147,35014
1756,448,412166,15211,63714
20011,485,262242,01516,80014
25028,049,275433,11429,75015
30055,454,537676,71546,20015
35096,326,050972,81466,15015
400153,288,8121,321,41589,60015
450228,967,8251,722,514116,55015
500325,988,087—147,000—

Battles counted against a typical grown familiar in the wild, one of yours taking all the essence; a trainer's familiar pays half again as much, and SCHOLAR adds up to 60%.

Faster: an ESSENCE BLOOM lifts a familiar one level at once, at any level. The SCHOLAR talent adds essence to every battle, and THE WARM HEARTH trains the two familiars left there as you walk. Gold stops growing with a foe's level at 150, so the climb past it is for strength, not riches.

WHERE TO TRAIN

The story's lands set their wild levels as you reach them. Past the Conclave, the Umbral, Deep and Astral lands start where the table says and then climb with your strongest familiar, up to 500, so there is always a fair fight near your level.

LEVELSLANDS (wild levels)
1-20ROUTE 1 (2-5), ROUTE 2 (5-8), FERNHOLLOW (6-10), VERDANT FOREST (6-12), SUNLIT DOWNS (8-14), BRIARCOMBE (9-13), LARKFIELD (10-14), OTTERBROOK (12-16), LONGMEAD (12-16), THORNWOOD GLADE (12-18), and 6 more
20-40DAPPLEWOOD (18-22), THISTLEDOWN (18-22), SUNMEADOW (18-22), REEDMILL (18-22), THUNDER PLATEAU (18-24), SILVERFALL (20-24), GULLSHORE (20-24), HONEYCOMBE (20-24), MIRRORMERE (20-26), HAWKRIDGE (22-26), and 25 more
40-60CORALCOVE (38-42), REDMESA (38-44), STONECROWN PEAKS (38-46), SUNKENFEN (40-44), STONECOURT (40-46), DUSTCANYON (40-46), FROZEN STRAND (40-48), THUNDERSCAR (42-46), WYRMWALLOW (44-48), HAWKSDEEP (44-50), and 16 more
60-80GLOOMSHORE (58-64), ASHEN REACH (58-68), TIDEBREAK ISLES (58-68), CORAL SHALLOWS (60-70), THE WYRMSPINE (66-74), THORNSPIRE (68-74), VOIDMERE (70-76), SKYSHARD (74-80), RIMEWASTE (76-82)
80-100WHITECROWN (78-84), HAILMOOR (78-84), GLACIERMAW (80-86), NIGHTFALL DOWNS (80-86), ASHGLASS FOREST (80-86), ICEFALL (80-86), WYRMCRAG (82-88), FROSTMARCH (82-88), CINDERHOLT (82-88), DUSKMERE (84-90), and 13 more CLIMBS WITH YOU
100-130THE BONEFIELD (104-110), THE MAW (104-110), RIFT WASTES (112-118), HALLOWDEEP (116-122) CLIMBS WITH YOU
130-150EBONWOOD (130-138), NETHERMOOR (130-138), SHADOWGLASS (130-138), BLACKFATHOM (136-144), VOIDFEN (136-144), CINDERHOLLOW (142-150), THE LAST LIGHT (142-150) CLIMBS WITH YOU
180-200PRISMVALE (180-184), CLOUDREACH (182-186), NEBULAMERE (182-186), DAWNMEADOW (184-188), GOLDSTRAND (186-190), AURORA HEIGHTS (186-190), DREAMGROTTO (186-190), THE SUNSPIRE (188-194), THE ZENITH (192-198) CLIMBS WITH YOU
200-500The Astral, Deep and Umbral lands climb with your strongest familiar; THE DEEP DELVE (level 6 + 2 a stage: stage 97 is level 200, stage 247 level 500) and THE ENDLESS SPIRE (level 32 + 2 a floor: floor 84 is level 200, floor 234 level 500); rifts, legends, Titans and daily rematches scale with you too. CLIMBS WITH YOU

THE BOSSES BY LEVEL

Every Warden, Archon and boss of the story, in the order of their strongest familiar's level. Daily rematches (your rival, CORAL, OMBRA, NOCTIS, AURELIA) stand a little above your strongest familiar instead.

TOP LEVELWHOWHERETEAM
14WARDEN MASONOAKRIDGE SANCTUM2 (Lv 12-14)
20WARDEN NOVAVOLTA SANCTUM2 (Lv 18-20)
34GUILDMASTER HALVARDTHE WAYFARERS' GUILD4 (Lv 31-34)
34WARDEN IGNISEMBERFALL SANCTUM3 (Lv 30-34)
40WARDEN YRSAFROSTHOLD SANCTUM3 (Lv 36-40)
47ARCHON SELENETHE CONCLAVE4 (Lv 44-47)
48ARCHON DRAKETHE CONCLAVE4 (Lv 45-48)
48ARCHON MARENTHE CONCLAVE4 (Lv 46-48)
48ARCHON THORNETHE CONCLAVE5 (Lv 46-48)
53YOUR RIVAL, the Conclavethe Conclave6 (Lv 49-53)
118UMBRAL ARCHON NYXBONE CATHEDRAL4 (Lv 115-118)
121UMBRAL ARCHON CINDRABONE CATHEDRAL4 (Lv 118-121)
124UMBRAL ARCHON MORWENBONE CATHEDRAL4 (Lv 121-124)
127UMBRAL ARCHON VARKASBONE CATHEDRAL4 (Lv 124-127)
130SOVEREIGN OMBRABONE CATHEDRAL6 (Lv 130)
130UMBRAL WARDEN VESPERUMBRAL SANCTUM6 (Lv 130)
150SEAL KEEPER AURENNETHE LAST LIGHT4 (Lv 150)
150SEAL KEEPER BRANTCINDERHOLLOW4 (Lv 150)
150SEAL KEEPER GRIMBALDNETHERMOOR4 (Lv 150)
150SEAL KEEPER ISAURESHADOWGLASS4 (Lv 150)
150SEAL KEEPER MORDRAKEBLACKFATHOM4 (Lv 150)
150SEAL KEEPER ORRINEVOIDFEN4 (Lv 150)
150SEAL KEEPER THESSALYEBONWOOD4 (Lv 150)
160ECLIPSE JUDGE SOLENTHE ECLIPSE COURT6 (Lv 160)
163ECLIPSE JUDGE MARROWTHE ECLIPSE COURT6 (Lv 163)
166ECLIPSE JUDGE ISRATHE ECLIPSE COURT6 (Lv 166)
169ECLIPSE JUDGE THORNETHE ECLIPSE COURT6 (Lv 169)
175THE ECLIPSE NOCTISTHE ECLIPSE COURT6 (Lv 175)
200ASTRAL ASCENDANT AURELIATHE ZENITH SPIRE6 (Lv 200)

LATE SPELLS

Below level 60 a familiar learns a spell every six levels or so. Past 100 the lessons come further apart the higher it climbs: at levels 140, 180, 225, 275, 335, 405 and 485. At 180, 275 and 405 it learns the HIGH, GRAND and APEX spell of its first element; at 225, 335 and 485 those of its second element (or one its kind often pairs with); at 140 the strongest older spell of that element it doesn't know. The LOREMASTER in Volta City's Sanctuary teaches any spell a familiar has passed. Every familiar's list is in the Familiar Guide.

ELEMENTHIGH (Lv 180)GRAND (Lv 275)APEX (Lv 405)
AERIALTEMPEST WING 115 physSKYRENDER 130HEAVEN'S GATE 155 phys
ARCANEASTRAL SPIRAL 110GRAND GLYPH 135STARFORGE 160
CHITINHIVE NOVA 115CARAPACE CRASH 140 physENDLESS SWARM 48
DRACONICELDER ROAR 115WYRMCROWN 135 physAEON FLAME 160
EARTHENFAULTLINE 115TERRAQUAKE 135 physCONTINENT BREAK 160 phys
GLACIALRIMESTORM 115GLACIAL CROWN 135 physETERNAL WINTER 155
INFERNALPHOENIX FLARE 115HELLFORGE 135 physSUNFALL 160
LITHICMEGALITH 115 physMOUNTAINFALL 140 physWORLDSTONE 160 phys
MARTIALTWIN KI 60 physTITAN PALM 135 physFINAL ASCENT 155 phys
MUNDANESPELLSTORM 115 physNULLBREAKER 135 physWORLDSUNDER 160 phys
NOXIOUSBLIGHTWAVE 115PLAGUE BLOOM 135DEATHCAP RAIN 155
SPECTRALSOULFIRE 115REQUIEM 135OBLIVION 160
TIDALMAELSTROM 115ABYSSAL LANCE 135 physDELUGE 155
VERDANTVERDANT SPIRAL 115THOUSAND THORNS 135EDEN BLOOM 155
VOLTAICTHUNDERHEAD 115THUNDERGOD 135 physHEAVENBOLT 155

HIGH ASCENSION

A familiar in its last form keeps rising in rank after its form stops changing. The rank shows in battle as a rune ring, a halo and rays of light, and is kept for life: a rebirth does not undo it.

RANKLEVELEVERY STAT
EXALTED150+5%
HALLOWED250+10%
TRANSCENDENT400+15%

Wild familiars and trainers at those levels hold the same ranks, so the Astral lands and the deep Delve fight back harder.

REBIRTH

At level 300 (or its raised cap) a familiar may be reborn at THE PHOENIX SANCTUM. It returns to level 1 with points to place on its stats (a point is +2 to a stat, or +3 HP), gains a flat bonus on every stat that grows with its level and its rebirths, and keeps its inborn stats, attunement, spells, traits and high-ascension rank.

REBIRTHTITLECOSTSPOINTS (reborn at its cap)NEW CAP
1REBORN25,000 G20310
2TWICEBORN50,000 G35320
3THRICEBORN75,000 G50330
4ETERNAL100,000 G65340
5ETERNAL V125,000 G80350
6ETERNAL VI150,000 G95360
8ETERNAL VIII200,000 G125380
10ETERNAL X250,000 G155400
15ETERNAL X+375,000 G230450
20ETERNAL X+500,000 G305500

A CLIMBING PLAN

  1. To 100: the story itself. Beat every Warden and the Conclave; the Umbral Realm's wild familiars start at 80.
  2. 100 to 150: the Umbral lands and the Bone Cathedral, the Deep's seven seals (Seal Keepers at 150). Your first familiars turn EXALTED at 150.
  3. 150 to 200: the Eclipse Court (Judges 160 to 169, NOCTIS 175), then the Astral Realm from 180 and AURELIA at 200.
  4. 200 to 300: the Astral lands, the Deep Delve's lower stages and the Endless Spire all climb with you. HALLOWED at 250; the cap at 300.
  5. 300 and beyond: rebirth. Each rebirth resets the climb, adds stat points and ten to the cap; by the twentieth you can reach 500 and TRANSCENDENT at 400 along the way.

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