Familiar: Difference between revisions
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* Killing a player in front of your familiar will cause it to leave in disgust. You only have to resummon it to return. |
* Killing a player in front of your familiar will cause it to leave in disgust. You only have to resummon it to return. |
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* Targetting your familiar will shatter all the talismans in your possession and leave you with a hefty stun. |
* Targetting your familiar will shatter all the talismans in your possession and leave you with a hefty stun. |
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* The [[Zone Map]] is a tool to help determine the circle required for a given type of familiar to cross a particular distance. |
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Revision as of 13:43, 25 September 2010
shh? | This article has been marked for review as possibly revealing in-game secrets. To discuss, please head to Category talk:Articles that Might Reveal Secrets. |
As Warrior Mages grow in skill and prowess, they learn to construct artifacts which can be employed to summon beings from beyond the Plane of Abiding. Such magical familiars most commonly appear in the forms of lesser animals. Through concentration and persistent manipulation, an elemental mage can spy upon remote locations, seek out acquaintances whose names are known, and speak through his or her familiar.
There are currently four different types of familiar: Small, Large, Dark and Fir. The type of familiar is based on the circle and skills of the Warrior Mage who commands it.
Small Familiars
Requirements
Second Circle and 10 ranks in the Mechanical Lore skill.
Types of Familiars
- Turtles
- Lizards
- Guinea-Pigs
- Gerbils
For more information please see Small Familiar.
Large Familiars
Requirements
Tenth Circle and 20 ranks in the Mechanical Lore skill.
Types of Familiars
- Crows
- Bats
- Rats
- Rabbits
- Piglets
- Squirrels
For more information please see Large Familiar.
Dark Familiars
Requirements
20th Circle and 50 ranks in the Mechanical Lore skill.
Types of Familiars
- Cats
- Dogs
- Ravens
- Falcons
- Geese
Notes
- Dark and larger familiars don't run away when in the presence of creatures.
Other information is considered a secret. Click here to view more information if you wish to spoil it for yourself.
Fir Familiars
Requirements
50th Circle and 100 ranks in the Mechanical Lore skill.
Types of Familiars
- Bears
- Leopards
- Lynxes
- Owls
- Panthers
Additional Abilities
- Fir familiars can help with the preparation of spells. Currently, there is no fir familiar to help with Aether spells. Lynxes help Electricity spells, Bears help Earth spells, Owls help Air spells, Panthers help Water spells, Leopards help Fire spells.
- A Fir familiar can drag its owner should the Warrior Mage become stunned in battle. It is a percentage-based chance that the familiar will drag; more Charisma will raise the likelihood of this occurring. With enough Charisma, it is virtually 100%.
- Fir familiars can carry up to 5 coins. They can carry items and are able to carry more than any of the smaller familiars. The different Fir familiars can carry different amounts of weight, with the Bear carrying the most and the Owl carrying the least. If the items are not retreived before dismissing the familiar, it will be lost. With some luck your items lost during familiar travel may end up in the Guard House Lost and Found chest.
Note: A bear is capable of holding one item, including a filled container, of up to 1500 stones.
Other information is considered a secret. Click here to view more information if you wish to spoil it for yourself.
Familiar Commands
In-game syntax:
Usage: TELL FAMILIAR TO...
- GO <direction> or <object>
Walk to the commanded direction or place. Restrictions can apply based on area and distance from summoner
- RETURN
Return to the summoner if possible
- FIND <player>
Find the specified player. Restrictions can apply based on the player's location and distance
- DROP <item>
Drop it's held item
- GET <item>
Pick up the item if possilbe.
- LOOK
Sends the summoner the room description of familiar's location.
- SAY <message>
Speaks
- SLEEP
Familiar stops watching and goes to sleep, remaining in place. Sleeping familiars stay in game in the same spot even if you log out, unless someone perceives them, then they wake up and leave.
- STAY
Familar stops and remains in place.
- WATCH
Sends the summoner the actions occuring in the room. If familiar window is open, actions will echo there, otherwise they will go to the story window.
- STOP
Stops follow selected target and stops the familiar from WATCHing.
- LEAVE
Unsummons the familiar. Any item it is carrying will be deleted or sent to the Guard House Lost and Found.
- SIT / STAND
Commands familiar to sit or stand.
- FLY / LAND
For flying creatures, instead of sit and stand.
- SEARCH
Some of the fir familiars have the ability to pull a person from hiding every few minutes. Based on a % of your stats and perception.
- GROWL / PURR
You familiar growls or purrs if it can.
- PERFORM
Familiar will perform an action.
Example:
Bear: You begin clapping a rhythm and nod to your russet bear. It rears up on its hind legs and begins to dance around the area, growling in time with your clapping. Just as it begins to approach you with the obvious intent of making you its partner, you stop clapping and your bear ends the dance with as much grace as a bear can muster.
Notes
- Animal choice is random and can only be determined once the talisman is carved.
- There is no limit to the number of talismans that may be owned by a mage, allowing owning of as many types of animals as desired. However, the familiar type for any specific talisman will never change, unless appearance or type is altered by specific merchants.
- Flying familiars seem to travel faster, and possibly further. They cannot go indoors though.
- Killing a player in front of your familiar will cause it to leave in disgust. You only have to resummon it to return.
- Targetting your familiar will shatter all the talismans in your possession and leave you with a hefty stun.
- The Zone Map is a tool to help determine the circle required for a given type of familiar to cross a particular distance.