The Kin of Vesperholm

Over a hundred and fifty original creatures across ten elements — Ember, Tide, Verdant, Stone, Storm, Frost, Solar, Lunar, Light and Dark. Here are the three you'll meet first.

Vulpyre

Vulpyre

Ember

Hearth-Fox Kin

A hearth-spark fox. Warm, eager, quick to flare — when a Vulpyre trusts you, its mane burns a steadier gold.

Brinix

Brinix

Tide

Tide-Hum Kin

A moonlit pooler. Calm, steady, deep as the bay — it hums a bubbling tune that settles nervous kin.

Cloverkit

Cloverkit

Verdant

Clover-Cub Kin

A clover sprite. Gentle, lucky, stubbornly alive — its four-leaf clover gathers what light remains and glows a soft green.

The first fifty

A field guide to the kin you'll meet across the southern valleys. Tap any to look closer — the rest of the 162 you'll have to find for yourself, out in the dark.

Vulpyre
Vulpyre
#001
Brinix
Brinix
#002
Blazethorn
Blazethorn
#003
Brinarch
Brinarch
#004
Wicklit
Wicklit
#005
Wickmere
Wickmere
#006
Wicklord
Wicklord
#007
Glimflit
Glimflit
#008
Glimscout
Glimscout
#009
Tallowpup
Tallowpup
#010
Tallowcrest
Tallowcrest
#011
Chandrek
Chandrek
#012
Ashlette
Ashlette
#013
Embrift
Embrift
#014
Pyriven
Pyriven
#015
Wickmoth
Wickmoth
#016
Scorchwing
Scorchwing
#017
Hearthkit
Hearthkit
#018
Warmantis
Warmantis
#019
Tidmote
Tidmote
#020
Tidmaren
Tidmaren
#021
Tidwraith
Tidwraith
#022
Glintfin
Glintfin
#023
Shimmral
Shimmral
#024
Prismare
Prismare
#025
Brinelet
Brinelet
#026
Brineroll
Brineroll
#027
Brinewrath
Brinewrath
#028
Glostern
Glostern
#029
Glostrael
Glostrael
#030
Lumpin
Lumpin
#031
Lumplass
Lumplass
#032
Embralux
Embralux
#033
Tideveil
Tideveil
#034
Crystink
Crystink
#035
Lumecite
Lumecite
#036
Prismara
Prismara
#037
Mossglow
Mossglow
#038
Mossmantle
Mossmantle
#039
Lumenmoss
Lumenmoss
#040
Scorchite
Scorchite
#041
Coalump
Coalump
#042
Pyrolith
Pyrolith
#043
Flickore
Flickore
#044
Sparkrat
Sparkrat
#045
Voltcrag
Voltcrag
#046
Pebbit
Pebbit
#047
Rubbol
Rubbol
#048
Gravelo
Gravelo
#049
Fossik
Fossik
#050

Ten elements, two mirror axes

Every kin belongs to one or two of ten types. Eight are the constellation elements; two more — Light and Dark — sit opposite each other, as do Solar and Lunar. The roster is empirically balanced: a Monte-Carlo simulation keeps every type within a whisker of a fair fight, so your favourites are always viable.

Ember Tide Verdant Stone Storm Frost Solar Lunar Light Dark

The two mirror axes

Most matchups run one way — water beats fire, and so on. But two pairs of the sky elements strike each other super-effectively both ways. These mirror axes make for fast, knife-edge battles, so the game saves them for rare, late and legendary kin.

Solar ×2 Lunar

Day against night.

Light ×2 Dark

Radiance against the null — the endgame.

What beats what

Every element's strengths and weaknesses at a glance. In battle the game multiplies your damage by the matchup — and for a two-type kin it multiplies both ways, so the right move can hit for ×4 (or fizzle to nothing).

Ember

Strong vs
VerdantFrost
Weak to
TideStone
Resists
EmberVerdantFrostSolar

Tide

Strong vs
EmberStone
Weak to
VerdantStormLunar
Resists
EmberTideStoneFrostSolar

Verdant

Strong vs
TideStone
Weak to
EmberStormFrost
Resists
TideVerdantStone

Stone

Strong vs
EmberStorm
Weak to
TideVerdantFrost
Resists
EmberStoneSolarLight
Immune to
Storm

Storm

Strong vs
TideVerdantSolar
Weak to
StoneFrost
Resists
TideStorm

Can't damage Stone.

Frost

Strong vs
VerdantStoneStorm
Weak to
EmberSolar
Resists
StormFrost

Solar

Strong vs
FrostLunarDark
Weak to
StormLunar
Resists
EmberFrostSolarDark

Lunar

Strong vs
TideSolar
Weak to
SolarDark
Resists
TideLunar

Can't damage Dark.

Light

Strong vs
Dark
Weak to
Dark
Resists
Light

Dark

Strong vs
LunarLight
Weak to
SolarLight
Resists
Dark
Immune to
Lunar

Want the maths? The FAQ breaks down how the ×2 / ×½ multipliers stack for double-typed kin.

Find the rest in the dark

The full dex fills in as you wander. Go and meet them.

Start collecting