A guide for keepers
You have a creature. Here is everything you can do with it.
Your companion lives in your realm, talks to you through its puck, and fights other companions in the arena. This explains the four things people ask about most: battles, money, artifacts and merging.
Twelve short pages — and on page 5 you can watch a real fight, round by round, run by the actual game.
Page 2 · Your companion
Every creature is born different
When your companion hatches it gets an element — fire, ice, air, earth, lightning, water or poison — and one or two traits, like swift or tank. You don't choose these. They are who it is.
Decides who it beats and who beats it — and what its home and its land look like.
Decide how it fights. Swift creatures act more each round; tough ones act less but take more hits.
From C up to SSS. Most start at C or B. You make it climb — page 11.
Page 3 · A battle round
Energy is how many things you can do
A battle happens in rounds. Each round every creature gets energy to spend on attacks and guards. Put more energy into one attack and it hits harder.
A swift creature. Lots of energy, so it acts a lot — but it is easier to hurt.
A normal creature. The middle. Most companions live around here.
A tough creature. Less energy, but it already carries more health.
A guard never blocks everything. It softens a hit — never by more than three quarters — and at least 1 damage always gets through. Hiding behind your shield forever does not work.
Page 4 · Elements
Rock, paper, scissors — with six hands
Each element beats the next one around the circle:
Hitting someone you are strong against. Nearly double damage — the biggest thing in any fight.
Hitting someone you are weak against. About two thirds. It still hurts, just less.
The odd one out: strong against water and earth, weak against fire and air, and nothing is strong against it.
Page 5 · Momentum · a real battle
Land hits, fill the bar, unleash the Ultimate
Every clean hit fills your momentum bar by 14 — or 24 when it was super effective. At 100 your creature fires its Ultimate by itself. Taking a clean hit knocks 8 back off.
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This is not a pretend fight. Every round above is played by the game's own battle engine, live, when you open this page.
Page 6 · The ending
Nobody goes home with a draw
Most fights end because someone runs out of health. But if both are still standing after 15 rounds, the arena runs out of patience and calls Sudden Death.
- Both creatures drop to 6 health, whatever they had before.
- Guarding is switched off. No more hiding.
- The next clean hit ends it.
So a battle always has a winner. Turtling to a tie is not a strategy here.
Page 7 · Money
Sparks you earn. Gems are precious.
Earned by playing — battles, wagers, selling things. Most everyday items cost Sparks, and there is no limit.
The rare one. Fancy items cost Gems, and merging always costs Gems. They arrive slowly, a few a day.
The daily reward needs a paired puck. If your companion has a real puck on your desk you can claim once a day: +5 Gems, and +10 extra every 7th day in a row. No puck, no daily — you can still battle and earn Sparks.
Page 8 · The shop
Fifty-four things, and two different kinds
Everything in the shop is one of two kinds, and they work completely differently. This is the bit most people get wrong.
Hats, capes, things to hold, glowing auras, charms. These go on your creature — but only once you merge them (page 10).
Trees, fountains, trampolines, a snack cart, a helper robot. These go in your land, not on your creature. Page 9.
| Where it goes | How many | For example |
|---|---|---|
| On its head | 10 | Party Hat · Pumpkin Pal · Starlight Halo |
| On its body | 9 | Duckling Raincoat · Little Bat Cape · Star-Diver Suit |
| In its paws | 10 | Rubber Chicken · Pillow Hammer · Star Scepter |
| Glowing around it | 7 | Soap Bubble Shield · Hologram Rings · Aurora Veil |
| Little charms | 5 | Pocket Snail · Clockwork Pendant · Moon Locket |
| In your land | 13 | Chore-Bot 3000 · Hot Spring · Whispering Tree |
Page 9 · Artifacts
Artifacts are furniture for your world
Buy an artifact and it appears in one companion's land, exactly where you put it. You choose whose land it goes in.
An idle companion wanders over to its things and plays with them, then tells you it's happy.
The fountain runs, the Whispering Tree opens its eyes and murmurs, chimney smoke drifts.
Artifacts do not make your creature stronger. They make its home somewhere worth living.
Artifacts are never merged and never disappear. Move them between companions whenever you like.
Page 10 · Merging
Merging is forever — that's the point
Buying a hat doesn't put it on your creature. Merging does. The item is absorbed into the creature, and your companion is redrawn wearing it — in every picture of it, in every mood.
- Buy the item. It sits in your bag, doing nothing yet.
- Choose Merge and pay 100 Gems — on top of what the item cost.
- Your companion goes quiet a while. All of its artwork is being drawn again.
- It returns wearing the item, forever. The item is gone; it is your creature now.
If the drawing fails, your 100 Gems come straight back and nothing is lost. Merged things travel with the creature if it is ever traded.
Page 11 · Ranks
Merging is also how a creature climbs
Every merge earns ascension points. Rarer item, more points. Enough points and your companion goes up a rank.
| Item rarity | Points per merge | Rank | Points needed |
|---|---|---|---|
| Common | 4 | B | 25 |
| Rare | 10 | A | 60 |
| Epic | 25 | S | 120 |
| Legendary | 60 | SS | 220 |
| SSS | 360 |
No creature is ever born SS or SSS. Those two can only be earned by a keeper who kept merging — which is why they mean something. A higher rank also gives a small bonus in battle: small on purpose, so buying things can never simply buy wins.
Page 12 · The short version
All of it, on one page
Spend energy. Match your element against theirs. Land hits to fill momentum; at 100 the Ultimate fires itself. Somebody always wins.
Sparks from playing. Gems slowly, and only with a puck paired. Merging always costs 100 Gems.
Furniture for your land. Your companion plays with them. They don't fight.
Puts an item into your creature forever, redraws its art, and pushes it toward SSS.
A good first week: claim your Gems every day, buy something cheap in Sparks, put an artifact in your land, and save for one merge that really suits your companion.