Familiar: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
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.
As [[Warrior Mage|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.


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.




==Small Familiars==
==Small Familiars==
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.
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.


===Carving a Small Familiar's talisman===
===Carving a Small Familiar's talisman===
Line 16: Line 16:


==Large Familiars==
==Large Familiars==
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.
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.


===Carving a Large Familiar's talisman===
===Carving a Large Familiar's talisman===
Line 27: Line 27:


==Dark Familiars==
==Dark Familiars==
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.
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.


=== Carving a Dark Familiar's talisman===
=== Carving a Dark Familiar's talisman===
Line 59: Line 59:


==Fir Familiars==
==Fir Familiars==
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.
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.


===Carving a Fir Familiar's talisman===
===Carving a Fir Familiar's talisman===
Line 69: Line 69:
* 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.
* 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.


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.
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.


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.
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.

Revision as of 16:30, 8 June 2007

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.

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

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.

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.

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.


Large Familiars

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.

Carving a Large Familiar's talisman

Thing's You Will Need & Where to get them:

  • 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.
  • 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.

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.


Dark Familiars

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.

Carving a Dark Familiar's talisman

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.

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.

The sanrisi trees read: "A woodsman's skill will release the fruit. To take the fruit would be 
to cut ones arm away. From the souls nearby the water drinks. Immersed in liquid, it walks
 the first step. From death it lives. Raised earth seeks the offering. Coins of gold, lined 50
in a row, bring forth red as blood."

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.

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.

Moments later you shake your head and stare at the mound in wonder while feeling
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.

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.


Fir Familiars

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. 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 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.

Carving a Fir Familiar's talisman

Things You Will Need & Where to get them:

  • 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.

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.

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.


Notes

  • 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.