Spirit Caller

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## History

"Little Red has shown her uniqueness from a
young age: Able to communicate with the
spirit. In order to avoid the church, her
grandma came with her to settle in a remote
hut, but evasion did not prevent the church
messengers from visiting them. After the first
hundred oaths, Little Red learned to mediate
and chase the spirits"

"When the priest is defeated by Little Red Riding Hood,
the Witch discovers many ancient and mysterious magic
books in the priest's hut. Out of her search for the truth
of magic, she spent her days engrossed in reading those
ancient tomes, and it was not until she had learnt all of them that loneliness returned to her."

## Starter Deck

Both mana cards have 2 stars in the **Normal** difficulty. It is the only difference in the deck between **Normal** and **Hard** modes.

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 Grass Spirit (1/2)x2

NB:Pictures describe starter cards but not their stars!

## Abilities

**I) Nature Turnover:** Refreshes the current event. Cooldown 7 combats. Can be used to:

* Renew blessings offer (NB: Doesn't work with Witch's Doubt and Time Elf)
* Get another free *smith/amnisia* tavern
* Refresh Witch Apothecary
* Refresh *Shop inventory* or cards in *chests*).

**II) Psychic Permute:** Discard any amount of cards from your hand. Get 5 mana for each card discarded this way. Cooldown 1 combat.

* Very helpful ability since it can be used in *Each Combat*.

**III) Nature calls:** Get 2 effects of your choice: Draw 2 cards, gain 10 HP, gain 10 mana, gain 2 action, disable the next 2 enemy cards. Cooldown 3 combats.

## Spirit Beast Synthesis

After playing 3 "Synthetic Material" cards (Spirit Caller Spells), a "Spirit Beast" spell card is created. The beast has mana costs equal to the synthetic materials used (added together) and has the effects of these materials.

* Damage type depends on the damage of synthetic material:
	+ Physical + Physical = Physical Damage
	+ Physical + Elemental#1 = Elemental#1 Damage (e.g. Wind Spirit turns the damage into lightning damage).
	+ Elemental#1 + Elemental#1 = Elemental#1 Damage
	+ Elemental#1 + Elemental#2 = Piercing Damage (! Very useful against armor and some enemies, such as Treant)

* NB:If same materials played:
	+ Ice Spirit and Venom Spirit don't put Side Effects on the enemy twice.
	+ Living Spirit Growth effect doesn't trigger twice.
	+ Light Spirit doesn't restore mana twice.

* Some card effects can trigger only when the Spirit Beast is summoned.

* Through some card effects it's possible to combine more than 3 materials into one beast (Everything, Revere Cosmo).

You can check all the Materials here: Synthetic Materials

## Builds

Spirit Caller builds can be devided on 3 types:

1. **Growth builds**. Combinations based on Growth effect of cards and cards that trigger this effect.
	* Life keeper. Based on Living and Tree Spirits.
	* Chill player. Selfcare build baised on several turns win. Living and Venom are best damage option. Defensive part can be different (Chill, Counter, Armor).
2. **Recycling Builds**. Combinations based on playing an endless turn. Recycling cards, eturnal synthesis, undrainable mana.
	* Poseidon build. Trio of Ocean, Wind and Light Spirits. The Beast always returns to the top of your deck, then draw itself. Light spirit part restores your mana.
	* Master of fire. Eturnal spamming of Fire Spirit. All you need is only Fire Spirit in a beast and 9 mana restore/reduce per synthesis.
	* Great Astronomer. Synthesis of Lunar Spirit, Solar Spirit and Light Spirit. The beast exiles itself and makes a copy in your hand. Light spirit restores mana.
	* Mystery build. There is Shadow Spirit as a main spell. Release and Three Born All action cards. Make a lot of beasts with Shadow spirit. Make a lot of Shadow Spirits with Relaese. Then repeat.
3. **Observer builds**. Builds baseds on viewing cards: random, yours or enemy's. All builds are well-combined with one another.
	* Lucky catcher. An alternative way to get cards. In this way you can try different builds during a single playthrough. A build based on Dreamcatcher, Fast Synthesize Spirits and other cards that allow you to get random spirits.
	* Self Observer. An alternative way to buff your damage and get or copy the cards you own. Easily combined with Lucky catcher.
		+ Eternal Fury. Extreme version of Self-observer. Based on Fury, Cast 'n Run, Predict the Future, Turn Around cards. Mirror is needed. Endless turn with different final solutions.
	* Absolute Prediction. Game through Prediction and Nutrient Cycle to get cards from enemy and Exile them. Predict the Future or Horoscope is recomended to select more cards.

## The biggest deck

With Appreciation card it is possible to create a deck with any amount of cards for Spirit Caller. It based on making endless copies of Appreciation by Fury. For details watch Eternal Fury (build), *Greatest Appreciation* part.

## No Deck

Spirit Caller is the owner of the smallest deck with which you can complete the game. She can conquer the game without cards at all. Main thing is the Nectar blessing that give you a random spirit card in the start of the combat. Here are Bosses you can win and a random spirit needed:

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* Werewolf (boss): can be defited with Fire Spirit, Venom Spirit, Tree Spirit.
* Priest: defited with Fire Spirit
* Afterimage (boss) and Cyclops Detective (Hard mode): Fire Spirit, Venom Spirit.

Most easy enemy is Werewolf in the Normal mode.

Walkthrough:

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1. First Chapter:
	* Get Nectar in the first fairy blessings. It is Nessesary.
	* Use your travel ability for Amnesia Tavern. (Delete two Stone Spirit. Grass Spirit can be useful against the first Boss. Don't delete Spirit Energy Flow till the end. It is a valuable card)
	* You can take one of chests with a spirit to make the early game easier. Water Spirit and Shadow Spirit are good options.
	* Choose *Money* or *Health* as a level-up reward.
2. Second Chapter:
	* Get Nature Control. You can use the abilty if didn't find it. It is extrimely helpful blessing.
	* Use All your abilities to renew Witch Apothecary for mana. You can upgrade mana until 30 cost.
	* Choose *Memory in Disorder* for 66 gold in the box.
	* Best Pandora's are Vampire Codex and Contract of Death.
	* Get Witch's Doubt.
3. Third Chapter:
	* Best Blessings are Back To Nature, Feather of the Phoenix, Resolute and Decisive.
	* Use your abilities to renew Witch Apothecary for mana. You can have overall from 60 to 90 mana.
	* Fight the third Boss.
	* Delete all remaining cards. Be sure you saved enough gold for this.
4. Meet the last Enemy and rely on your luck.

## Blessings & Cards

You can check all the Cards here: Spirit Caller Cards

You can check all the Blessings here: Spirit Caller Blessings

### Reward

 Hard II
 Hard III
 Hard IV
 Hard V
 Hard VI

## Tips

Travel Ability most useful for Amnesia Tavern, Blessings, and Witch Apothecary.

## Trivia

"Spirit Caller have new brain-washing combinations to make expierenced players interested".

1. ↑ NotFM. In-game description
2. ↑ NotFM page on Developer's web-site. 13.12.2023
3. ↑ Game news page on taptap.cn