Familiar: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
No edit summary
 
(73 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{RTOC}}
As Warrior Mages grow in skill and prowess, they learn to construct artifices 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.
A familiar [[page type is::definition|is]] an extraplanar spirit of Aether that takes the shape of an animal and is controlled by a [[guild association is::Warrior Mage]]. A Warrior Mage carves a talisman into the shape of an animal and summons the spirit, and the talisman provides it with both a conduit to the [[Plane of Abiding]] and a template for its shape. Aether spirits in the form of familiars are sentient creatures, though the power and personality of the mage may override it; the true relationship between the summoner and the summoned is not entirely clear.


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.
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.


Flying Familiars can '''FLY''' and '''LAND''' but can not go indoors.


==Small Familiars==
==Small familiar==
'''Things You Will Need & Where to get them'''
At 2nd circle and above 10 ranks in Mechanical Lore, a Warrior Mage can carve a Small Familiar's talisman. The possibilities at this point are turtles, lizards, guinea-pigs, and gerbils.
* a {{ilink|i|simple talisman}} - You can get one of these from [[Herilo's Artifacts]] in [[Crossing]] for 750 Kronars.
* a {{ilink|w|carving knife}} - Available in Engineering Societies for 50 copper.
<br />
'''Steps to Carving Properly'''
# With your talisman in your right hand and nothing in your left. {{com|RUB}} {{tt|MY TALISMAN}} until it is attuned to you.
# Then with your carving knife in your right hand and your talisman in your left hand. {{com|CARVE}} {{tt|MY TALISMAN}} until you are bringing out the 'fine details'.
# You now have a completed Small Familiar talisman!


::It is possible to continue carving past 'fine details' but doing so will ruin your talisman. Do not carve past 'fine details'.
===Carving a Small Familiar's talisman===
Thing's You Will Need & Where to get them:
* a simple talisman - You can get one of these from Herilo's Artifacts in Crossing for 850 Kronars.
* a carving knife - You can get one of these from the kitchen in the Tenderfoot Inn's Kitchen. The Inn is located in Jadewater Mansion. Once in the kitchen nod at the Cook and read or SKIP what he has to say then ACCEPT the carving knife when he offers it to you. Then you can leave or continue to read what he has to say.


===Requirements===
Now, with your talisman in your right hand and nothing in your left. RUB MY TALISMAN untill it is attuned to you. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN untill you are bringing out the 'fine details'. At this point your Talisman is completed.
Second Circle and 10 ranks in the {{Skill|Engineering}}.


===Types===
* Turtle
* Lizard
* Guinea-Pig
* Gerbil


==Large Familiars==
==Large familiar==
'''Thing's You Will Need & Where to get them'''
At 10th circle and above 20 ranks in Mechanical Lore, a Warrior Mage can carve a Large Familiar's talisman. The possibilities at this point are crows, bats, rats, rabbits, piglets, and squirrels. The winged familiars have the additional commands of fly and land, but cannot go indoors.
* a {{ilink|i|large talisman}} - You can get one of these from [[Zanthron's Artificer Shop]] in [[Riverhaven]] for 15000 Lirums or from [[Sierack's Reagents]] in [[Shard]] for 12204 Dokoras.
* a {{ilink|w|carving knife}} - Available in Engineering Societies for 50 copper.


'''Steps to Carving Properly'''
===Carving a Large Familiar's talisman===
# With your talisman in your right hand and nothing in your left. <tt>RUB MY TALISMAN</tt> until it is attuned to you.
Thing's You Will Need & Where to get them:
# Then with your carving knife in your right hand and your talisman in your left hand. <tt>CARVE MY TALISMAN</tt> until you are bringing out the 'fine details'.
* a large talisman - You can get one of these from Zanthron's Artificer Shop in Riverhaven for 15000 Lirums or from Sierack's Reagents in Shard for 12204 Dokoras.
# You now have a completed a Large Familiar talisman!
* a carving knife - You can get one of these from the kitchen in the Tenderfoot Inn's Kitchen. The Inn is located in Jadewater Mansion. Once in the kitchen nod at the Cook and read or SKIP what he has to say then ACCEPT the carving knife when he offers it to you. Then you can leave or continue to read what he has to say.
::It is possible to continue carving past 'fine details' but doing so will ruin your talisman. Do not carve past 'fine details'.


===Requirements===
Now, with your talisman in your right hand and nothing in your left. RUB MY TALISMAN untill it is attuned to you. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN untill you are bringing out the 'fine details'. At this point your Talisman is completed.
Tenth Circle and 20 ranks in the {{Skill|Engineering}}.


===Types===
* Crow
* Bat
* Rat
* Rabbit
* Piglet
* Squirrel


==Dark Familiars==
==Dark familiar==
Click [[Dark Familiar Quest|here]] for spoiler information on obtaining these.
At 20th circle and above 50 ranks in Mechanical Lore, a Warrior Mage can Carve a Dark Familiar's talisman. The possibilities at this point are cats, dogs, ravens, falcons, and geese. The winged familiars have the additional commands of fly and land, but cannot go indoors.


===Requirements===
=== Carving a Dark Familiar's talisman===
20th Circle and 21 ranks in {{Skill|Engineering|Engineering}} and 50 ranks in {{Skill|Outdoorsmanship|Outdoorsmanship}}.
Things You Will Need & Where to get them:
* a woodcutter's hatchet - You can get these from Grek's Food and Supplies in Kaerna's Village for 500 Kronars.
* 5 Platinum Kronars - You will have to find your own way to get this.
* a sanrisi tree branch - You will get one of these during the quest.
* a dark talisman - You will get one of these during the quest.
* a carving knife - You can get one of these from the kitchen in the Tenderfoot Inn's Kitchen. The Inn is located in Jadewater Mansion. Once in the kitchen nod at the Cook and read or SKIP what he has to say then ACCEPT the carving knife when he offers it to you. Then you can leave or continue to read what he has to say.


===Types===
You will have to find a sanrisi tree, you can find one on the pathway to Dirge or you can find one near the death sprites in Leth Deriel's Forest of Night. When you find one you will have to READ tree.
* Cat
<pre>
* Dog
The sanrisi trees read: "A woodsman's skill will release the fruit. To take the fruit would be
* Raven
to cut ones arm away. From the souls nearby the water drinks. Immersed in liquid, it walks
* Falcon
the first step. From death it lives. Raised earth seeks the offering. Coins of gold, lined 50
* Goose
in a row, bring forth red as blood."
</pre>
Now, with your woodcutter's hatchet in your right hand and nothing in your left, CUT SANRISI TREE WITH MY HATCHET untill a branch falls from it, then GET BRANCH and with the branch in your left hand and a carving knife in your right, CARVE MY BRANCH untill it becomes a dark talisman. At this point you will need to find a pool of holy water like the one in Riverhaven's Temple, once you fine one, with your talisman in your right hand and nothing in your left, DIP MY TALISMAN IN WATER, now head back to Crossing and out the West Gate untill you find a small mound. With your talisman in your right hand and nothing in your left. OFFER 50000 KRONARS TO MOUND. If you did everything right so far then you should see a message appear.
<pre>
As you place the 50,000 kronars on the mound you notice it begin to pulsate as if
something underneath was trying to get out. Suddenly you notice a small hole appear in
the mound. You feel the urge to run but are transfixed by the events occurring. A red
light arcs from the hole to the talisman that you're holding.


==Fir familiar==
Moments later you shake your head and stare at the mound in wonder while feeling
* Fir familiars can help with the preparation of spells. Currently, there is no fir familiar to help with Aether spells. <b>Lynxes help Electricity spells, Bears help Earth spells, Owls help Air spells, Panthers help Water spells, Leopards help Fire spells</b>.
pleased with yourself for some reason. Your kronars and the hole have both disappeared.
You also notice that you are kneeling for some unexplained reason.
</pre>
Now, with your talisman in your right hand and nothing in your left. RUB MY TALISMAN untill it is attuned to you. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN untill you are bringing out the 'fine details'. At this point your Talisman is completed.


* 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. <br>
==Fir Familiars==
Note: A bear is capable of holding one item, including a filled container, of up to 1500 stones.
At 50th circle and above 100 ranks in Mechanical Lore, a Warrior Mage can carve a Fir Familiar's talisman. The possibilities at this point are bears, leopards, lynxes, owls, and panthers. The winged familiars have the additional commands of fly and land, but cannot go indoors. Unlike the first three sets of familiars, your fir familiar can help with the preparation of spells. Currently, there is no fir familiar to help with aether spells. <b>Lynxes help Electricity spells, Bears help Earth spells, Owls help Air spells, Panthers help Water spells, Leopards help Fire spells</b>. 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 you; 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 fams. The different Fir familiars can carry different ammounts of weight with the Bear carrying the most and the Owl carrying the least. If you do not get the pack back from the bear before dismissing it, you will lose the pack and anything it may contain.
<br>


Other information is considered a secret. Click [[Fir Familiar Quest|here]] to view more information if you wish to spoil it for yourself.
===Carving a Fir Familiar's talisman===
===Requirements===
Things You Will Need & Where to get them:
50th Circle and 100 ranks in the {{Skill|Mechanical Lore}}.
* a piece of bark from a fir tree - You will get this during the quest.
* a fir talisman - You will get this during the quest.
* some Holy Water - You can hold water and have a Cleric bless it or get it from various other places around the Realms.
* 10 Platinum Kronars - You will have to get this on your own.
* a carving knife - You can get one of these from the kitchen in the Tenderfoot Inn's Kitchen. The Inn is located in Jadewater Mansion. Once in the kitchen nod at the Cook and read or SKIP what he has to say then ACCEPT the carving knife when he offers it to you. Then you can leave or continue to read what he has to say.


Post 3.0 - can easily carve with 90 engineering ranks and 0 mech, several steps past fine details. It likely needs much less.
You will have to go to the Fir Tree infront of the old Warrior Mage's guild near Crossing, to get there from outside the Northeast Gate, go Southeast, East, and East. Once there you will have to PULL TREE untill you have a piece of bark from the tree. Now you will have to go to an area near Shard(Dead Animal Trail, and Enter at the wall. Make sure both of your hands are empty and PUT RIGHT HAND IN FIRST HOLE, then get your bark out and make sure it's in your Right Hand then PUT LEFT HAND IN SECOND HOLE, then put your bark away and get the Holy Water without it being in a container in your Left Hand then PUT RIGHT HAND IN THIRD HOLE. Go west from here and past the stairs, make sure you have the bark in your right hand and GIVE BARK TO MAN, then GIVE MAN 10 PLATINUM KRONARS. Get the talisman and leave the area completely.


2/23/19 - Carved 4 talismans to 'fine details' with 0 breaks at 72 Mechanical Lore.
Now, with your talisman in your right hand and nothing in your left. RUB MY TALISMAN untill it is attuned to you. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN untill you are bringing out the 'fine details'. At this point your Talisman is completed.


10/27/20 - Carved talismans to 'fine details' with 0 breaks at 8 Engineering, high circle.

2/10/22 - Carved talisman to 'fine details' with 0 breaks at 0 Engineering 100 Arcana, 50 circle.

===Types===
* Bear
* Leopard
* Lynx
* Owl
* Panther

==Familiar commands==
*{{com|Summon}} {{tt|familiar}} (While holding your talisman): Summons your familiar. Requires adequate [[Summoning_skill#Elemental_charge|elemental charge]]. The amount of charge used depends on the type of familiar. The more advanced the talisman type the more charge is required.
Usage: {{com|TELL}} {{tt|FAMILIAR TO <command>}}:
* {{tt|GO <direction> or <object>}}: Walk to the commanded direction or place. Restrictions can apply based on area and distance from summoner.
* {{tt|RETURN}}: Return to the summoner if possible.
* {{tt|FIND <character>}}: Find the specified character. Restrictions can apply based on the target character's location and distance.
* {{tt|DROP <item>}}: Drop the familiar's held item.
* {{tt|GET <item>}}: Pick up the item if possible.
* {{tt|LOOK}}: Sends the summoner the room description of familiar's location.
* {{tt|SAY <message>}}: Speaks your message.
* {{tt|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.
* {{tt|STAY}}: Familar stops and remains in place.
* {{tt|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.
* {{tt|STOP}}: Stops follow selected target and stops the familiar from {{tt|WATCHing}}.
* {{tt|LEAVE}}: Unsummons the familiar. Any item it is carrying will be deleted or sent to the Guard House Lost and Found.
* {{tt|SIT / STAND}}: Commands familiar to sit or stand.
* {{tt|FLY / LAND}}: For flying creatures, instead of sit and stand.
* {{tt|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.
* {{tt|GROWL / PURR}}: You familiar growls or purrs if it can.
* {{tt|PERFORM}}: Familiar will perform an action.<br>
'''Example:'''
<br>
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==
==Notes==
* Animal choice is random and can only be determined once the talisman is carved.
* You are unable to pick which you get - you will find out as you carve the talisman.
* You can as many talismans of as many types of Familiars you want. The familiars will be the same for each of the same talisman though.
* 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.
{{RefAl}}
{{cat|Warrior Mage abilities,Summoning abilities,Definitions,Extra-planar creatures}}

Latest revision as of 18:04, 7 May 2022

A familiar is an extraplanar spirit of Aether that takes the shape of an animal and is controlled by a Warrior Mage. A Warrior Mage carves a talisman into the shape of an animal and summons the spirit, and the talisman provides it with both a conduit to the Plane of Abiding and a template for its shape. Aether spirits in the form of familiars are sentient creatures, though the power and personality of the mage may override it; the true relationship between the summoner and the summoned is not entirely clear.

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.

Flying Familiars can FLY and LAND but can not go indoors.

Small familiar

Things You Will Need & Where to get them


Steps to Carving Properly

  1. With your talisman in your right hand and nothing in your left. RUB MY TALISMAN until it is attuned to you.
  2. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN until you are bringing out the 'fine details'.
  3. You now have a completed Small Familiar talisman!
It is possible to continue carving past 'fine details' but doing so will ruin your talisman. Do not carve past 'fine details'.

Requirements

Second Circle and 10 ranks in the Engineering skill.

Types

  • Turtle
  • Lizard
  • Guinea-Pig
  • Gerbil

Large familiar

Thing's You Will Need & Where to get them

Steps to Carving Properly

  1. With your talisman in your right hand and nothing in your left. RUB MY TALISMAN until it is attuned to you.
  2. Then with your carving knife in your right hand and your talisman in your left hand. CARVE MY TALISMAN until you are bringing out the 'fine details'.
  3. You now have a completed a Large Familiar talisman!
It is possible to continue carving past 'fine details' but doing so will ruin your talisman. Do not carve past 'fine details'.

Requirements

Tenth Circle and 20 ranks in the Engineering skill.

Types

  • Crow
  • Bat
  • Rat
  • Rabbit
  • Piglet
  • Squirrel

Dark familiar

Click here for spoiler information on obtaining these.

Requirements

20th Circle and 21 ranks in Engineering and 50 ranks in Outdoorsmanship.

Types

  • Cat
  • Dog
  • Raven
  • Falcon
  • Goose

Fir familiar

  • 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.

Requirements

50th Circle and 100 ranks in the Mechanical Lore skill.

Post 3.0 - can easily carve with 90 engineering ranks and 0 mech, several steps past fine details. It likely needs much less.

2/23/19 - Carved 4 talismans to 'fine details' with 0 breaks at 72 Mechanical Lore.

10/27/20 - Carved talismans to 'fine details' with 0 breaks at 8 Engineering, high circle.

2/10/22 - Carved talisman to 'fine details' with 0 breaks at 0 Engineering 100 Arcana, 50 circle.

Types

  • Bear
  • Leopard
  • Lynx
  • Owl
  • Panther

Familiar commands

  • SUMMON FAMILIAR (While holding your talisman): Summons your familiar. Requires adequate elemental charge. The amount of charge used depends on the type of familiar. The more advanced the talisman type the more charge is required.

Usage: TELL FAMILIAR TO <COMMAND>:

  • 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 <CHARACTER>: Find the specified character. Restrictions can apply based on the target character's location and distance.
  • DROP <ITEM>: Drop the familiar's held item.
  • GET <ITEM>: Pick up the item if possible.
  • LOOK: Sends the summoner the room description of familiar's location.
  • SAY <MESSAGE>: Speaks your message.
  • 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.

Related Forum Posts

Click here to search for related posts.