Spirits are non-physical beings able to interact with the physical world. They come in many forms: any animal, plant, object, or place can theoretically house a spirit. These sorts of spirits often endow their associated entity with intelligence and speech, even when they typically have none. Other spirits are those of the dead, either ghosts—dead beings that haunt the place of their demise—or ancestral spirits, departed relatives who offer advise or rebuke to their living descendants. Disease spirits are another sort of spirits: malign beings of sickness and pestilence associated with the Chaos goddess Malia.
Some spirits can be bound to your clan, but must be bargained with each time you wish to make use of their powers. It is typically the job of a shaman to perform this duty.
Bargaining[]
Unlike gods, who are influenced by sacrifices, spirits are bargained with. Having a shaman on the clan circle will improve your chances of striking a good bargain.
You can bargain with spirits in several ways:
- Persuade: With successful persuasion, the spirit may provide its benefit for a year or two.
- Offer Magic: The spirit provides its benefit at the cost of 1 magic.
- Release for Larger Effect
- Release for Longer Effect
Persuasion and Offering Magic keep the spirit bound to your clan - once the effect ends, you can bargain with it again. Releasing the spirit gives a more powerful benefit, but once the effect ends the spirit is released from its oaths of service and disappears.
Most spirits can give you only one blessing. A few can give two, but only one can be active at a time.
Searching for Spirits[]
Spirits may be found via the Map screen. A Search for Spirits mission has a chance to find a new spirit and bind it to your clan. The leader should have a high Magic skill in order to succeed. A shaman will find it easier to succeed, and "may discover additional opportunities", such as fighting a clearly malicious spirit to increase the clan's magic, or accepting a spirit's offer to teach them, increasing their own magical skill. Finally, if you discovered Mojara's Mask and attuned it to a noble, the wearer of the mask will have a significant advantage in spirit-finding, sometimes finding two spirits in a single mission.
Trading for Spirits[]
While you cannot send out a caravan to buy a spirit from another clan, you can buy spirits in the events Shamanic Trade Offer and Shamans Offer Spirit. The spirits available in these events are random. Your explorers may also have the chance to buy random spirits from Yanadling shamans while exploring.
List of Sworn Spirits in Ride Like the Wind[]
- Antelope: Lets our heroes and their horses leap into the air.
- Anvil: Helps our redsmiths produce more goods.
- Bat: Reduces our fear of darkness.
- Bear: Helps us win one-on-one fights.
- Beaver: Makes it easier to build fortifications. (12% discount, round to nearest whole number. Cannot be released for greater effect)
- Berry: Brings in food in Sea, Fire, and Earth seasons.
- Butterfly: Helps lift our spirits.
- Clam: Helps when we suffer misfortune.
- Crawfish: Aids in situations involving tribute.
- Dog: Helps us ensure we stay true to our ways.
- Duck: Helps deal with marriages.
- Eagle: Helps us in small-scale combat. (IOS only.)
- Fire: Helps us deal with the gods.
- Flint: Helps with ritual preparation.
- Frog: Helps us deal with those tied to the Water rune.
- Fox: Helps us locate things.
- Hare: Helps sneak past others.
- Hawk: Helps us prevail in battles.
- Healing: Has two abilities.
- Curing: Restores our sick to health.
- Healing: Restores our wounded to health.
- Heron: Brings in food except for Dark season.
- Honeybee: Helps our dealings with Aldryami.
- Ladybug: Helps in many disputes within the clan.
- Lion: Wins over bullheaded people.
- Mammoth: Helps us deal with worshippers of Shargash.
- Mole: Helps when dealing with the Mostali.
- Oak: Helps us keep hope.
- Owl: Allows more fighters to respond quickly.
- Pine: Helps peaceful expeditions in snow.
- Quail: Helps with many situations involving the Seven Families.
- Quartz: Helps overcome the resistance of hoarders.
- Rat: Helps convince the gullible.
- Raven: Has two abilities.
- Stealth: Helps keeps our raiders from being detected.
- Steal: Steals from another clan.
- Rose: Helps gain forgiveness.
- Sakkar: Helps overcome our own fear.
- Salmon: Helps us consider things from another side.
- Scouring Wind: Helps fight Chaos.
- Snake: Helps overcome the skepticism of others.
- Sow: Helps in matters with food.
- Spider: Helps us resist disorder.
- Trade Wind: Has two abilities.
- Assess: Helps us get good deals when we buy things.
- Sell: Helps us get good deals when we sell things.
- Trout: Help with crossing rivers.
- Turtle: Reinforces our confidence and resolve when dealing with others.
- Whistling Wind: Reinforces our confidence and resolve when dealing with others.
- Winter Fox: Helps us raid when snow is on the ground.
- Wolf: Helps us win fights against a pack.
List of Sworn Spirits in Lights Going Out[]
- Amber: Helps in situations involving kingship
- Anvil: Helps our redsmiths with producing more goods
- Bat: Reduces fear of darkness
- Bear: Helps us win one-on-one fights
- Beaver: Makes it easier to build fortifications
- Berry: Brings in food (in Sea, Fire, or Earth season)
- Blue Jay: Watches over our missions so they are not ambushed
- Butterfly: Helps lift our spirits
- Caribou: Helps our explorers deal with challenges
- Cheese: Improves the food yield of our herds
- Clay: Helps our crafters make fine pots
- Copper: Helps people work together on a venture
- Crawfish: Aids in situations involving tribute
- Crow: Helps our foragers find things
- Dog: Helps ensure we stay true to our ways
- Duck: Helps deal with marriages
- Eagle: Helps us in small-scale combat
- Earthworm: Improves crop yield
- Fire: Helps in our dealings with the gods
- Flint: Helps with ritual preparation.
Helps with the Ceremony and Worship ventures - Fox: Helps us locate things
- Frog: Helps us deal with those tied to the Water rune
- Hare: Helps sneak past others
- Hawk: Helps us prevail in battles
- Healing: Heals wounded or sick. Has two abilities:
- Curing: Restores our sick people to health
- Hare: Helps us sneak past others
- Heron: Brings in food, except in Dark season
- Iron: Helps us fight Chaos
- Ladybug: Helps in many disputes within the clan
- Law: Keeps unresolved disputes from souring clan mood
- Lion: Helps win over bullheaded people
- Loom: Helps our crafters weave fine cloth
- Maple: Helps with anything connected to woodworking
- Marten: Helps keep our raiders from being detected
- Mole: Helps dealing with the dwarves
- Moss: Helps our foragers be safe
- Needle Grass: Reduces the effects of overgrazing
Bargain several times to reverse overgrazing - Oak: Helps us keep hope
- Owl: Allows fighters to respond more quickly
- Pine: Helps our peaceful expeditions during snow
- Quail: Helps in many situations involving factions
- Rose: Helps gain forgiveness from others
- Sakkar: Helps overcome our own fear
- Salmon: Improves the quality of advice
- Scarab: Helps dealing with trolls
- Scouring Wind: Helps fight Chaos
- Snake: Helps overcome the skepticism of others
- Sow: Helps in situations involving food
- Spirit of Spirits: Helps us in the direst of times
- Stallion: Enhances our explorers, and helps them find their way home
- Trade Wind: Improves either selling or buying. Has two abilities:
- Assess: Helps get good deals when we buy things.
- Sell: Helps make good deals when we sell things.
- Trout: Makes it easier to cross rivers
- Turtle: Reinrorces our confidence and resolve when dealing with others
- Vole: Increases the number of children born
- Whistling Wind: Helps win over bullheaded people
- Winter Fox: Helps us raid when snow is on the ground
Helps you raid during Dark and Storm season - Wolf: Helps us win fights against a pack
Cut Spirits[]
Some spirits are referred to in the code but not findable in game. All but one of these spirits exist in the other of the two games; the exception is Apple, which appears in neither game.
Cut from Ride Like the Wind[]
Cut from Lights Going Out[]
- Antelope: Lets our heroes and their horses leap into the air
- Apple: Keeps people's empty bellies from making decisions for them
- Clam: Helps when we suffer misfortune
- Honeybee: Helps our dealings with Aldryami.
- Mammoth: Helps us deal with worshipers of Shargash
- Quartz: Helps overcome the resistance of hoarders
- Rat: Helps convince the gullible
- Spider: Helps resist disorder