Spirits

GUIDESPIRITS

Spirits are the game's main resource. There are four elements: Fire, Water, Earth and Wind. Almost everything you fell, break, harvest, catch or defeat lets out spirits, which fly into you and are added to your count. You spend them on building, crafting, cooking and mending, bind them into gear at the Spiriting Table, and cast spells with them from a Spirit Book.

CONTENTS
  1. Your spirits
  2. How you gain them
  3. What you spend them on
  4. Losing spirits

Your spirits

Your count of each element shows on the screen. These are your loose (unspent) spirits. They do not take up room in your pack, and there is no limit to how many of each you can hold.

Spirits bound into an item at the Spiriting Table are no longer loose: they stay in that item and give it its tiers. You can't take them back out and spend them, but The Grinder returns some spirits when it destroys an item.

Spirits are not the same thing as Spirit Gems. Spirits are counted per element and spent; Spirit Gems are stones you carry in your pack and give to a stat.

How you gain them

When something lets out spirits, each element rises as its own glowing orb showing how many it holds, then flies into you. What a thing gives depends on what it is: living, rooted things give Earth and Water, stone gives Earth, quick creatures give Wind, fierce ones give Fire, and things of the water give Water. Bigger things give more.

Trees

Felling a tree (see Trees) gives its spirits when it falls.

TreeSpirits
Oak7 Earth, 3 Water
Pine7 Earth, 2 Water, 1 Fire
Crag pine7 Earth, 3 Wind
Saguaro4 Earth, 4 Water, 2 Fire
Palm5 Water, 4 Earth
Hollow oak6 Earth, 3 Wind, 1 Fire
Black pine6 Earth, 4 Wind
Cypress6 Earth, 4 Water
Willow6 Water, 4 Earth
Snag (dead tree)5 Earth, 2 Fire
Beech8 Earth, 4 Fire
Ironwood12 Earth, 6 Fire
Rimewood (bog oak)14 Earth, 8 Water
Ghost birch10 Earth, 8 Wind, 6 Water, 6 Fire

Rocks, bushes and small things

WhatSpirits
A plain rock4 Earth
A copper vein5 Earth, 2 Water, 2 Fire
An iron vein6 Earth, 4 Fire
An endurium vein6 Earth, 3 Fire, 3 Water, 3 Wind
A bush2 Earth, 1 Water (a bush with berries: 1 Fire more)
A twig1 Earth, 1 Water
A pebble2 Earth
Grass or dry grass1 Earth, 1 Wind
Pink or blue flower1 Earth, 1 Water
White flower, heather1 Earth, 1 Wind
Thistle, yucca1 Earth, 1 Fire
Brown cap2 Earth
Cattail2 Water
Pale cap1 Water, 1 Earth
Ghost cap1 Water, 2 Wind

See Rocks and Ore, Wild Plants and Gathering.

Crops

Harvesting a crop lets out its spirits. A better-grown crop (a higher grade) gives more.

CropSpirits (before grade)
Turnip2 Earth, 1 Water
Grain2 Wind, 1 Earth
Moonsquash2 Water, 1 Fire
Emberberry2 Fire, 1 Earth
Rootling3 Earth, 1 Water, 1 Wind
Pumpkin2 Earth, 2 Fire
Strawberry1 Water, 1 Fire, 1 Wind
Dragonfruit2 Fire, 2 Wind
Corn2 Wind, 1 Earth
Potato3 Earth, 1 Water
Tomato2 Water, 1 Fire
Carrot2 Earth, 1 Wind

Animals

AnimalSpirits
Rabbit2 Earth, 1 Wind
Bird2 Wind, 1 Earth
Raven3 Wind, 2 Fire
Frog2 Water, 1 Earth
Fox4 Earth, 3 Wind
Deer6 Earth, 4 Water
Sheep4 Earth, 2 Wind, 2 Water
Cow7 Earth, 4 Water
Hen2 Wind, 1 Earth

Creatures

Every creature you defeat lets out spirits as it falls. A dungeon's champion gives four times its kind's spirits.

CreatureSpirits
Gnawling3 Earth, 2 Wind, 1 to 2 Fire
Longlegs4 Earth, 3 Fire
Crawler5 Earth, 3 Wind
Scuzz2 Earth, 2 Wind
Turned-coat4 Earth, 4 Wind
Wraith5 Wind, 3 Water
Imp5 Fire, 2 Earth
Wolf3 Wind, 2 Earth
Bear6 Earth, 3 Fire
Chupacabra4 Fire, 3 Wind
Raker5 Wind, 3 Earth
Werewolf8 Earth, 5 Fire
Mermaid6 Water, 2 Wind
Gnawmother9 Earth, 7 Wind
Grave Knight9 Wind, 7 Earth
Yeti9 Water, 7 Earth
Rime Owl6 Wind, 3 Water
Snowkin3 Water, 3 Wind
Cairnback9 Earth, 3 Water
Crag Wyvern6 Wind, 3 Fire
Kobold3 Earth, 3 Fire
Gargoyle6 Earth, 4 Wind
Flitterbat2 Wind

Fish and the lakebed

Fish you strike under water let out Water spirits, more for bigger fish: a minnow gives 1 Water, a pike 4 Water and 3 Fire, a smiling carp 6 Water, 3 Fire and 3 Earth. Things broken on a lakebed give a few too (a lakebed rock 2 Earth and 1 Water, a clam 2 Water). While Fishing, your line can also hook a spirit orb, which bursts into spirits when you land it, and some rods let caught fish give spirits. You can also stake spirits on a cast: see Spirit Wagers.

Dungeons

  • A dungeon's spirit crystals burst into 10 spirits of the crystal's element and 4 of the land's own, multiplied by 1 more for each step of the dungeon's difficulty.
  • A chest lets out spirits of random elements along with its loot: 30 from a small chest, 80 from a middle one and 175 from a rare one, 25% more for each step of difficulty. See Chests.

More spirits from the same things

  • Spirit Luck gives more of each element every time spirits are let out. Some dishes raise it (Root Broth and Grave Broth among them), and so can a coat. See Cooking and Raincoats.
  • Some tool and weapon tiers at the Spiriting Table give extra spirits, and the Spirit Book has a tier IV pick on each page that gives 3 spirits of that element for every foe its spells defeat.
  • A companion with the Lucky talent can draw extra spirits from what you defeat. See Talents.

What you spend them on

Spirits are spent from your loose count. A cost that needs spirits shows the element's icon and number next to the materials; the number turns red when you don't have enough.

  • Crafting: every item at the benches costs a few spirits on top of its materials, by what it is made of and what it is for. A sword asks for Fire, a fishing pole for Water, a bow for Wind; finer metals cost more. For example, an Oak Spirit Book costs 2 Water, 2 Earth, 1 Fire and 1 Wind besides its wood, hide and stone.
  • Building: building pieces cost spirits too (stations, beds, doors, lights and storage more than plain floors and walls). A Goddess costs extra of every element: the Goddess Statue costs 12 Earth and 6 each of Fire, Water and Wind besides its stone, ingots and a Spirit Gem I. See A Goddess's Land.
  • Cooking: every dish costs 1 Fire, plus 1 Water for stews, soups, teas and the like, or 1 Earth for roasted and baked food. Finer dishes cost 1 more of each.
  • Mending: repairing worn gear costs Water, plus Earth or Fire by what it is made of.
  • The Spiriting Table: binding spirits into tools, weapons, coats and companion gear wakes their tiers (at 4, 10, 20, 36 and 60 bound spirits of one element). See also Traits.
  • The Spirit Book: opening a page takes 50 spirits of its element, and every spell it casts costs spirits instead of stamina.
  • Spirit Soil: a hoe can soak the beds it works with spirits: 4, 10 or 25 of each chosen element per bed (25% less at that element's time of day or weather).
  • Spirit Wagers: stake spirits on a fishing cast for a better catch.
  • The Threat Finder: each use costs 5 of each element.
  • Bind the Echo: moving a Forged mark costs 5 of each element, with three of the boss's trophies.
  • Villages: in villages, spirits are money. See Traders.

Losing spirits

When you die, or faint from exhaustion, you drop a quarter of each element's loose spirits (rounded down). Spirits bound into gear are never lost, and neither are items, levels or Jewels.

  • The lost spirits wait where you fell as glowing wisps of their elements. Walk into them to get them all back.
  • Out in the world they wait until the next dawn (after a faint, until the dawn after the morning you wake).
  • In a dungeon or lair they wait until that dungeon is renewed.
  • Up to 12 sets of wisps are kept at once; a 13th removes the oldest.
In online play, spirits are your own. You gain spirits from what you fell, break and harvest yourself. A creature gives its spirits to every player who struck it before it fell, each in their own game, so fighting together costs nobody their share. Chests are rolled in each player's own game. Lost spirits are kept with your character.

See also