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 Mechanical Lore skill.

Types of Familiars

  • Turtles
  • Lizards
  • Guinea-Pigs
  • Gerbils

For more information please see Small Familiar.

Large Familiars

At 10th circle and above 20 ranks in Mechanical Lore skill, 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:

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 skill, a Warrior Mage can carve a Dark Familiar 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.

Obtaining a Dark Familiar's Talisman

This is considered a secret. Click here to view.

Fir Familiars

At 50th circle and above 100 ranks in Mechanical Lore skill, 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.

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.

Obtaining a Fir Familiar's Talisman

The quest to gain a Fir Familiar is considered a secret. Click here to view it.

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.