Moonstone Island: Spirits 101

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Now, take a look at our Moonstone Island: Spirits 101 guide and learn about Finding, Taming, the Battle System, and more!

The subject of this guide is Moonstone Island: Spirits 101. Let’s continue progressing through the guide.

Moonstone Island: Spirits 101

Starting Tips: Choosing Your Starter

Firstly, to select your starter, you must complete the tutorial; otherwise, the game will randomly assign one for you. While starters can appear in the wild, they tend to be rarer than other spirits. The type of spirits you encounter depends on the island’s type, and some types are more common on the main island, with lower levels and easier-to-tame monsters.

Earth-type monsters are your first encounters, followed by Water, and then Poison and Electric types, which are close to each other. Fire types come later.

For example, if you choose the Earth-type Ankylo, you’ll start with a team of three Earth types. Choosing Capacibee fills the Electric-type role for the first season or so, while Sheemp takes on the Fire-type role for a longer period, roughly the first two seasons. In terms of type variety, Sheemp is the best choice.

However, the situation isn’t as one-sided as it seems. Capacibee’s ability to regenerate 10 HP instead of being knocked out is valuable, and its Electric type and multi-hit attacks are useful, especially on Earth and Water islands, which you’ll encounter first. Ankylo’s ability and Rage-inducing starting cards make it a strong offensive choice. Sheemp’s ability to apply Burn to an enemy when hit by a Fire attack is situational and less useful.

Overall, Capacibee is the easiest starter, Ankylo is the most challenging, and Sheemp is intermediate. However, Sheemp’s type and Ankylo’s offensive potential make them reasonable choices in other aspects.

Starter Tips: Building Your First Team

You can only have three spirits with you initially. To own more, you need to construct the Spirit Barn, which may not be feasible until a few weeks into your first playthrough due to its cost. Consequently, in the early game, the only way to change your team after taming the first three monsters is to release one of them, losing all their progress.

It’s advisable to have a full team as soon as possible, but keep in mind that when deciding to use items on your spirits. Earth types are available immediately, followed by Water types, while others are harder to find and tame (usually after constructing the Barn). Therefore, no matter which starter you choose, you’ll likely want to release one of the initial Earth-type catches and keep the other.

A spirit’s weaknesses are related to but not entirely dependent on their type. In battle, you can check both weaknesses and abilities by navigating up from the card choice and selecting the enemies. Since you’ll likely have at least two Earth types initially, choose ones with different weaknesses or exceptional abilities.

I also recommend getting a Fluffox, as its ability improves relationships with NPCs while it’s following you, which is particularly useful early on.

Finding and Taming


As mentioned earlier, the type of spirits you encounter depends on the island type, with different types spawning closer or further away. The distance from the main island affects their average level, making them easier or harder to tame.

Note: You have a limit on the highest level of spirits you can tame, determined by talents in the Spirit tree. Initially, you can only tame up to level 5, which limits your choices to the closest islands, primarily Earth and Water. Prioritize getting the talent that allows you to tame up to level 10, which you earn by battling and taming spirits.

Island types in order from closest to furthest are Earth, Water, Poison, Electric, Fire, and possibly Dark (not yet encountered). Psychic is a special case, with Psychic spirits and plants spawning during a psychic storm that occurs on random wild islands every night.


When you travel to a wild island, spirits will start appearing nearby. A single spirit in the overworld can represent one or a group of three in battle, with species selected from available spawns, meaning you can find a spirit you’re looking for even while engaging in battle with another of the same type.

In battle, a spirit is tamable if it has a blue heart to the right of its HP bar. A padlock symbol on the heart means it’s too high level, while a skull symbol indicates a boss version that can never be tamed.

If a spirit is tamable, taming it is as simple as feeding it a plant or concoction with a Tame effect during battle, such as Flax in the Spring. This increases the taming meter, represented by filling the blue heart with green. When it’s full, a taming check is made; it can fail, requiring you to continue taming. Feeding costs 1 energy per action, allowing you to feed a taming item up to three times in a turn, assuming you don’t want to do anything else or perform actions that gain energy.


By constructing a Spirit Barn with a Moonstone Enchanter, you can store spirits and farm them. A Barn starts with a single stall, and you can craft more stalls in the Enchanter using wood and cloth. A stall can house one spirit, which must be fed with Fiber (cut from grass) to prevent it from running away.


Spirits don’t need to be fed daily, but it increases their chances of dropping items. Moonstone grass stalls magically grow grass unattended, providing a convenient solution for keeping your favorite spirits from running away, regardless of how much you neglect your barn duties.


Every spirit drops specific items based on their type. Zed gives you a quest to sell all these drops to him, which is self-explanatory. These drops are required for both the quest and advanced crafting. You can also sell them to Zed for money independently of the quest.

Fighting (Work in Progress)

Fighting in the game deserves its own guide due to its complexity, resembling a card battler game within the game. I’ll update this section with more information and possibly create a separate guide. For now, here’s some basic information:

Battle System

Both your team and the enemy team take turns playing cards. The team that goes first is determined by the Speed stat. The enemies choose a card to play and their target, which you can see during your turn. You can also navigate up from card choice to view more detailed information about stats, types, weaknesses, abilities, attacks, attack effects, and currently active effects.

Your system is more advanced. Each turn, you receive 3 Energy (not to be confused with out-of-battle Stamina), and your cards cost from 0 to 3 Energy. At the start of each turn, you draw cards from your draw pile (your entire deck initially). At the end of your turn, you discard everything remaining in your hand to the discard pile (which is empty initially). When you run out of cards in the draw pile, the entire discard pile gets shuffled and added back to the draw pile. When you play cards, they are discarded. Some cards have the Exhaust effect, removing them from the battle when played, while others have the Retain effect, allowing them to stay in your hand at the end of the turn. A card can have both.

Your deck combines the decks of your spirits, and cards are shuffled randomly. There is nothing preventing the RNG from giving you a hand consisting entirely of one spirit’s cards. Smaller decks are not only more predictable but also allow you to use the same non-Exhaust card multiple times.

Your goal is to banish (or tame) all enemy spirits. Banishing means reducing their HP to 0, while taming is described in the Finding and Taming section. Spirits have four stats: Armor, Speed, Vitality, and Power. Armor reduces damage from received attacks, Speed determines turn order, Vitality sets max HP, and Power influences attack damage. Armor is crucial; it can block or significantly reduce damage and can be removed by attacks they’re weak against, as well as some skills and attacks.


Cards are divided into Attacks and Skills, with various effects. Attacks deal direct damage, while Skills have different effects. Attacks can have effects, with power balanced between cost, damage, and effects. Some effects include removing armor, drawing cards, buffing allies, debuffing enemies, and more. Cards also have costs, types, rarities, and can be upgraded, indicated by a “+” suffix in their name. Upgraded cards are one rarity level higher than their base form. There are talismans that can remove a card from a deck, add a card to the deck, or upgrade a card in the deck. Upgraded versions are generally more powerful. There are talents that increase the chances of getting higher rarity cards or grant a chance to upgrade a card added to a deck.