Familiar

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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

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


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

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 remains in place.

  • 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

  • LEAVE

Unsummons the familiar. Any item it is carrying will be deleted.

  • 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.