Call Familiar (920)/saved posts
Aha. I only just noticed the bit at the end of the original post about having to go back in and carry the familiar out. We will file this as a feature. It's absolutely intended that a familiar will not follow you into or out of The Rift. Being able to carry one in by hand isn't something I had originally considered, but I don't see any reason to change that behavior.
The bit where your familiar comes to you when you die in the rift is, however, a bug. (Assuming, of course, that the familiar was not already in the Rift.)
As part of the elemental lore review, the Call Familiar spell has been updated.
Elemental Lore, Air lore decreases the amount of time it takes for a familiar to find a player. Every 100 skill will reduce the time it takes you familiar to travel, with the maximum benefit occuring at 200 skill.
Also, training Elemental Lore, Water to 50 ranks will now unlock the ability to set anchor to the naturally occurring earthnode of your choice. Setting an anchor will allow the mage to TELL FAMILIAR TO GO ANCHOR, and the familiar will return to that room. Example below.
A speckled green tree frog hops in. >sense > You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop. You sense a convergence in the flows of essence and gather that this place must be a natural earthnode. You do not detect the distinct harmonies of a mana pool. >tell fam anchor You sense that your familiar has successfully anchored to its current location! Roundtime: 5 sec.
As an additional note, the controlling mage does not have to be in the anchor room for the anchor to be set.
And... Since I'm sure you guys will ask this...
Familiars use a "round system" for travel and finding people. A round fluctuates depending on the calculated distance. The lore bonuses reduce those rounds.
Since it's hard to quantify the benefit to you, my analysis generally showed a 25% increase in time for 100 ranks, and slightly better than a 50% boost in time at 200 ranks. Your mileage will vary based on how close/far your target is.
As far as other issues with 920 (I know you have them!), a reminder this is ELR so adding lore benefits to the existing spell.
So basically a shortcut room. Does it need a full "search cycle" to get there, or is it instant? Also, is the anchor permanent/persists across familiars, or does it need to be re-set if we re-summon?
It does use the travel routine - so not instant. I'm aware premium house settings work differently... I'll leave it there.
The anchor is a setting specific to the mage, so no need to re-anchor if you lose your familiar.
Mist Harbor Familiars
The Guild of Wizardly Familiarity has published details on methods to find and subsequently befriend a host of familiar entities in and around the town of Mist Harbor. Adventurers who claim to be Wizards will find that the Call Familiar (920) spell will now summon some new types of familiars that are unique to the Isle of the Four Winds!
When approached for comment, one particularly shaken Mist Harbor local managed only to gasp out an unintelligible exclamation of shock that quickly shifted to joy when witnessing what they had managed to summon! Wandering off in a daze, they were overheard muttering something about some new undergarments...
Heap your praise upon the shoulders of the great Game Mistress Thandiwe who produced the bulk of effort that lead to the creation of these new familiar types and curse me for allowing this release to languish for years before seeing the light of day.