ARCANE FAMILIARS
NEW v1.16.0 SWARMS AND A FAMILIAR AT YOUR HEELS · ALL ANNOUNCEMENTS →

ARCANEFAMILIARS

VERDANT GRIMOIRE

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

COMING TO THE APP STORE AND GOOGLE PLAYPLAY ON PC NOW
Walking the Verdant Forest
A wild Pyredragon emerges in battle
The isles at noon
1,183FAMILIARS
556FAMILY LINES
15ELEMENTS
150LANDS
3REALMS
PCWINDOWS & MAC
80SPELLS
20MYTHICS & TITANS

THE GAME

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

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

BIND, DON'T CATCH

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

FIVE SANCTUMS, FIVE SIGILS

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

A SPELLBINDER WHO GROWS TOO

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

A SHARED REALM

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

THE JOURNEY

Three acts, three realms

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

ACT ONE

The Verdant Realm

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

The Far Realm & the Umbral Realm

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

The Eclipse Court & the Astral Realm

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

THE SANCTUM WARDENS

THE REALM

The full world map

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

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

THE REGIONS

THE FAMILIARS

1,183 familiars, 562 lines, 15 elements

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

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

THE FIRST FAMILIARS: SIX FORMS EACH

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.

SPROUTLE’S LINE VERDANT · FIVE ASCENSIONS

  1. SPROUTLESTART
  2. BLOOMANEL16
  3. BRIARMANEL32
  4. THORNWARDENL55
  5. ELDERGROVEL80
  6. WORLDBLOOML100

EMBERCUB’S LINE INFERNAL · FIVE ASCENSIONS

  1. EMBERCUBSTART
  2. PYROLYNXL16
  3. CINDERLIONL32
  4. SOLARTIGERL55
  5. EMBERSABREL80
  6. SUNSPHINXL100

PUDDLET’S LINE TIDAL · FIVE ASCENSIONS

  1. PUDDLETSTART
  2. TIDEFINL16
  3. WAVEFINL32
  4. TIDESHARKL55
  5. DEEPRAYL80
  6. TIDEMONARCHL100

ELEMENT MATCHUPS

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

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

KINDRED LINES: ONE FAMILIAR, MANY PATHS

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

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

A LOOK AROUND

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

WHAT THERE IS TO DO

Deep enough to lose a season in

RIFTS & RAIDS

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

RIFT SURGERIFT SHARDS
THE HEARTH

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

BREEDINGTEMPERAMENTS
LEGENDS ON THE LOOSE

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

SHARED TIMERS
THE DEEP DELVE

A mine under Oakridge that goes down stage after stage without end. Every stage is cut fresh, 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.

ROGUELIKE
THE ENDLESS SPIRE

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

SCALING
THE WAYFARERS' GUILD

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

WEEKLY
695 SPELLS

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

15 ELEMENTS561 SIGNATURESMEMORY ORBSSURGE FORMS
REBIRTH

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

POINTS TO PLACERISING CAPTITLES
INBORN STATS

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

GRADES D TO SBREEDINGLUMINOUS
AUTO WALK

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

FIGHT / WEAKENSTOPS SAFELYNOTIFIES YOU
ON EVERY DEVICE

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

ONE ACCOUNTEVERY SCREEN
ASCENSION & STONES

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

9-WAY BRANCHES
LUMINOUS & UMBRAL TWINS

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

SHINIES, REIMAGINED
DAY, NIGHT & WEATHER

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

TOWNS THAT GROW

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

TRADE ASCENSIONS

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.

ATTUNEMENT

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.

QUALITY

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.

TRAITS

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.

64 TRAITS
SURGE

Once 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 BATTLE
SWARMS

Every 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.

DAILY
A FAMILIAR AT YOUR HEELS

The 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.

FOLLOWER
WAYSTONES

Every 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 TRAVEL
GRIMOIRE REWARDS

Every 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 CHARM
THE MARKET

Put 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.

THE TRADING HALL

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.

THE PORTAL

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.

ONLINE CO-OP

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

ROOM CODES
CLOUD SAVES, NO ADS

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

FIREBASE

THE DELVE’S OWN FAMILIARS 9, FOUND NOWHERE ELSE

They 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.

NORMALOn every stage
  • DUSTMITE DRILLMITE
    CHITINEARTHEN

    A thumb-sized mite that eats the dust miners leave; grown, its mandible bores like an auger.

  • CANDLEMOLE FORGEMOLE
    INFERNALLITHIC

    A mole with a wick of flame on its brow; grown, its belly is a banked forge.

RAREStage 20 and deeper, seldom
  • GLOWBAT PRISMBAT
    ARCANEAERIAL

    A bat whose wings are veined with light; it roosts only where a seam of crystal runs.

ULTRA RAREOnly on stages 100, 200, 300, 400 and 500
  • AURUMWYRM
    DRACONICLITHIC

    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.

  • HEARTGOLEM
    LITHICARCANE

    The mountain’s own heart, walking. Every lamp in the Delve flickers in time with its beat.

GIFTGiven once to everyone who reaches stage 50
  • MIMICLING
    MUNDANE

    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

What’s new in the realm

Every update, newest first, on the announcement board: new features, renamed spells and elements, balance changes and gifts.

READ THE ANNOUNCEMENT BOARD

THE PORTAL

The Trading Hall

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.

The Trading Hall: five Spellbinders, each with a listing bubble showing the familiars they offer and what they want
LISTINGS OVER EVERY HEAD
  1. STEP IN

    Open START > PORTAL > TRADING HALL from anywhere in the realm. The door out takes you back to exactly where you were.

  2. POST A LISTING

    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.

  3. FIND A MATCH

    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.

  4. TRADE

    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.

READING A BUBBLE

LEFT OF THE ARROW
The familiars on offer. A gold star on one means it is luminous.
A PORTRAIT ON THE RIGHT
They want that exact familiar. A green A on it asks for inborn grade A or better; a small gold star, fully attuned.
AN EMBLEM
Any familiar of that element, INFERNAL to DRACONIC.
★ A GOLD STAR
Anything luminous.
?!
Open to offers: show them what you have.
THE NOTE
Whatever else they want you to know.

THE PORTAL

The Market

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.

  1. PUT IT UP

    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.

  2. IT SELLS WITHOUT YOU

    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.

  3. OR IT COMES HOME

    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.

  • A 5% Market fee on every sale keeps prices honest: sell for 20,000 G, receive 19,000 G.
  • Every lot shows its quality: stars, inborn grade, attunement, temperament, spells and who first bound it.
  • Gold in any trade. Link Trades carry familiars, memory orbs and gold, so a familiar can be bought for gold alone, face to face.
  • Trade ascensions. Eight familiars ascend only when traded, and a Market sale counts: buy a MAGEBEAR and watch it become an ARCHWIZARD as it arrives.
  • Nothing is lost or copied. The server holds every lot and every payment until it lands in a save.
The Market: familiars and memory orbs for sale, sorted by quality, with stars and prices
FOR SALE, BY QUALITY
A Market lot: a luminous Voidmaw of quality 85, inborn grade S, fully attuned, for 185,000 gold
ONE LOT, WHOLE

TRADE ASCENSIONS 8 FAMILIARS

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.

  • MAGEBEAR ARCHWIZARD
    ARCANEMUNDANE
    Like Kadabra into Alakazam.
  • SHROUDLING PHANTOMREX
    SPECTRAL
    Like Haunter into Gengar.
  • BRAWLHOUND FISTLORD
    MARTIAL
    Like Machoke into Machamp.
  • COBBLEDOG MONOLITH
    LITHIC
    Like Graveler into Golem.
  • KILNGOLEM TERRACOTTA
    EARTHENLITHIC
  • STEELHIDE ADAMANTINE
    LITHICMARTIAL
  • MONKEYKING SAGEAPE
    MARTIALARCANE
  • WYRMLORD WYRMKING
    DRACONIC

TRAINING

Attunement and quality

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.

A summary page: a luminous Voidmaw fully attuned, 250 of 250, with SPEED and SPECIAL at 100 each, quality 84, peerless
FULLY ATTUNED
  • Every win trains. A familiar that fights earns points in the stat its foe is known for: swift foes train SPEED, bruisers ATTACK. One to three points a win, more for a foe further along its line.
  • It never stops. Attunement keeps growing at the level cap, so a finished familiar can still be improved.
  • 100 in a stat, 250 in all. Each point adds to its stat as the familiar levels: a full 100 is worth +25 at level 100. Choose where the 250 go.
  • Tonics and STILLWATER. VIGOR, MIGHT, WARD, SWIFT and SAGE TONICS add 10 to one stat; STILLWATER washes it all away to train again. Sold in Volta, Frosthold, Starfall Crater and Goldmarch.
  • Kept by the server, like inborn stats, so a trained familiar is truly trained. See it on the summary’s ATTUNED page, with a gold FULL mark at 250.

QUALITY, 0 TO 100

INBORN STATS35
ATTUNEMENT25
LUMINOUS15
RARE TRAIT10
REBIRTHS10
ORB-FORGED SPELLS5
★ COMMON★★ FINE★★★ RARE★★★★ SUPERB★★★★★ PEERLESS

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

Download for Windows and Mac

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

InstallRun the installer. Windows shows a Microsoft Defender SmartScreen notice ("unrecognized app") because this early build is not yet code-signed: click More info, then Run anyway. On a Mac, right-click the app and choose Open the first time.
Sign inUse the same email and password as on your phone, or start as a guest and add an email later from the ACCOUNT menu.
PlayArrows or WASD move, Z or Space is A, X or Esc is B, Enter is Start. F11 toggles fullscreen. The game checks for updates when it starts and, on Windows, installs them itself. Version 1.16.1; all releases.

BATTLE

Traits: every familiar has a gift

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.

EMBERCUB’S LINE ONE OF THESE THREE

WILD FURY COMMONPhysical spells hit 1.5x harder, but miss more often.
EMBER COAT COMMONA foe that strikes it with a physical spell may catch burns (30%).
QUICKENING RAREIts SPEED rises at the end of every turn.
  • 64 traits. A last-ditch surge of its own element, a hide that burns or poisons whoever strikes it, a body that drinks in TIDAL or VOLTAIC spells, a DREAD AURA that saps the foe as it enters.
  • Rare traits are rare. About 1 wild familiar in 32 has its line’s rare trait. Rifts give it more often, a six-star rift half the time, and an egg of a rare-trait parent 2 times in 5.
  • It adds to quality. A rare trait is worth 10 of a familiar’s 100 quality points, shows on every trade and Market lot, and a Trading Hall listing can ask for one.
  • A TRAIT PRISM (20,000 G, Frosthold, Starfall Crater and Goldmarch) turns a common trait into its line’s other common one. A rare trait cannot be turned.
  • The same everywhere. Traits work in wild and Warden battles, in rifts, in elite hunts and in PVP duels. The server plays by the very same rules as your device.
  • See it on the summary’s new TRAIT page, with the three its line can have, and in the Grimoire. MIMICLING’s rare trait, MIMICRY, takes on the foe’s.
EMBERHEART, RIPTIDE, WILDBLOOM… COMMONBelow a third of its health, its own element’s spells hit 1.5x harder. One for each of 14 elements.
WELLSPRING, STORMSINK, SAPDRINK COMMONSpells of one element heal it by a quarter instead of harming it. KINDLING feeds on flame.
DREAD AURA COMMONWhen it enters battle, the foe’s ATTACK falls.
STALWART COMMONAt full health, a blow that would fell it leaves it standing with 1 HP.
MOONSCALE RAREAt full health it takes only half the harm from a blow.
KINDRED FOCUS RARESpells of its own element hit twice as hard, not 1.5x.
TRICKSTER RAREIts spells that do no harm (lifts, ailments, heals) always go first.
RUNEGUARD RAREOnly a foe’s spells can harm it: no poison, burns, recoil or storms.

Every familiar’s three traits are in the Familiar Guide.

THE LEGENDS

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

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

THE GUIDE

Know which patch of grass spawns which

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

arcanefamiliars.anpfamily.com/guide

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

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