Spirits & Flows
Sixteen spirits at launch. Three starters, thirteen summonable. Every spirit belongs to a flow, plays a role, and keeps its folklore origin.
Three flows
- Grave, the red fire: the old bones. Jiangshi, Draugr, Dullahan, Gilded Boar, Gashadokuro, Nachzehrer.
- Beast, the green fire: fangs and trickery. Tuyul, Tanuki, Krasue, Kitsune.
- Wraith, the blue fire: the unsettled. Wisp, Banshee, Rusalka, Poltergeist, La Llorona, Stingy Jack.
- White fire exists above all three: it is every flow at once, plus a bonus. It is earned, not summoned.
Three roles
- Collectors produce Pip every hour they work. Tuyul, Wisp, Gilded Boar, Tanuki, Jiangshi, Krasue, Kitsune, La Llorona, Stingy Jack, Nachzehrer.
- Guardians shield the vigil: Draugr negates the first Wind of the night, Dullahan cuts total danger by 10%, Rusalka and Gashadokuro improve material drops.
- Mediators bend the night: Poltergeist strengthens Wraith collectors by 15%, Banshee reads the night ahead and warns you in the Ledger.
The launch roster
| Spirit | Origin | Rarity | Flow | Role | Base Pip/h | Signature |
|---|---|---|---|---|---|---|
| Tuyul | Indonesia | C | Beast | Collector | 40 | +15 Pip on 5% of ticks |
| Wisp | British Isles | C | Wraith | Collector | 40 | burn −0.5 L/h |
| Gilded Boar | Indonesia | C | Grave | Collector | 56 | +3% danger, greed baseline |
| Tanuki | Japan | UC | Beast | Collector | 120 | yield ×0.9 (leaf coins) |
| Draugr | Norse | UC | Grave | Guardian | — | negates first Wind of the night |
| Banshee | Ireland | UC | Wraith | Mediator | — | Ledger warnings |
| Jiangshi | China | R | Grave | Collector | 320 | +4% danger, catch 2.0 |
| Krasue | Thailand | R | Beast | Collector | 320 | ×1.5 in Green tier, ×0.75 in Blue |
| Rusalka | Slavic | R | Wraith | Guardian | — | guardian drop bonus |
| Dullahan | Ireland | R | Grave | Guardian | — | total danger ×0.9 |
| Poltergeist | Germany | R | Wraith | Mediator | — | Wraith collectors ×1.15 |
| Kitsune | Japan | SR | Beast | Collector | 960 | doubles one collector for one tick |
| La Llorona | Mexico | SR | Wraith | Collector | 960 | ×1.4 during 23:00–03:00 |
| Gashadokuro | Japan | SR | Grave | Guardian | — | guardian drop bonus |
| Stingy Jack | Ireland | SSR | Wraith | Collector | 1,440 | +Crystal on 2% of dawns |
| Nachzehrer | Germany | SSR | Grave | Collector | 2,400 | drains 10% of Grave yields, returns 150% of it |
Rarity base ratio is 1 : 3 : 8 : 24 : 60 (C 40 / UC 120 / R 320 / SR 960 / SSR 2,400 Pip/h). Each spirit you summon rolls its stats within ±20% of base, on a bell curve. Its identity and special mechanic never roll. Higher rarity also carries higher danger.
Getting your first spirit
Your first spirit is a pact, not a tutorial reward. You choose one of three starters, each from a different flow: Tuyul (Beast), Wisp (Wraith), or the Gilded Boar (Grave). That choice colors your early nights and your first fire tier.
Summoning: The Procession
Additional spirits come from The Procession, held in the Cave. Two altars: the Basic Altar costs 1,000 Pip and offers C through R spirits. The Premium Altar costs 200 Ticket and offers only SR and SSR, with a pity at 80. Selling a spirit back returns 50% of its price in Pip. A duplicate at max level fuses into a star instead of trash.
Progression
Spirits level from 1 to 30 by working (100 XP per worked hour; each level adds 10% yield). A duplicate at max level fuses in and keeps the primary's rolled stats, raising its star from 1 to 4. Your Keeper Level gates how many spirits can work at once: two slots free, third at Lv5, fourth at Lv10, fifth at Lv18, sixth at Lv25, seventh at Lv30.