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

Three roles

The launch roster

SpiritOriginRarityFlowRoleBase Pip/hSignature
TuyulIndonesiaCBeastCollector40+15 Pip on 5% of ticks
WispBritish IslesCWraithCollector40burn −0.5 L/h
Gilded BoarIndonesiaCGraveCollector56+3% danger, greed baseline
TanukiJapanUCBeastCollector120yield ×0.9 (leaf coins)
DraugrNorseUCGraveGuardiannegates first Wind of the night
BansheeIrelandUCWraithMediatorLedger warnings
JiangshiChinaRGraveCollector320+4% danger, catch 2.0
KrasueThailandRBeastCollector320×1.5 in Green tier, ×0.75 in Blue
RusalkaSlavicRWraithGuardianguardian drop bonus
DullahanIrelandRGraveGuardiantotal danger ×0.9
PoltergeistGermanyRWraithMediatorWraith collectors ×1.15
KitsuneJapanSRBeastCollector960doubles one collector for one tick
La LloronaMexicoSRWraithCollector960×1.4 during 23:00–03:00
GashadokuroJapanSRGraveGuardianguardian drop bonus
Stingy JackIrelandSSRWraithCollector1,440+Crystal on 2% of dawns
NachzehrerGermanySSRGraveCollector2,400drains 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.

← The Night LedgerFire Tiers →