Call Familiar (920)/saved posts

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Revision as of 21:22, 6 September 2015 by VANKRASN39 (talk | contribs) (VANKRASN39 moved page Familiars (saved post) to Familiars (saved posts))
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Talismans

Category: Wizards
Topic: Familiars
Message #: 3090
Author: GS4-NAOS
Date: 6/1/2010 10:25:32 AM
Subject: Re: Need rune teacher

If you're a real good wizard, then your talismans will more often summon the exact familiar you used to create the talisman originally.

--
Naos, it's all about the Wizard Base spell ranks

The Rift

Category: Wizards
Topic: Familiars
Message #: 85
Author: GS4-NAOS
Date: 06/21/2011 08:28 AM CDT
Subject: Re: Zippy and the Rift

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.)

--
Naos

Lore Update

Category: Wizards
Topic: Wizard Spells
Message #: 1151
Author: GS4-VIDUUS
Date: 09/06/2015 07:31 PM EDT
Subject: HSN: ELR - CALL FAMILIAR (920) UPDATES

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.

Viduus

Category: Wizards
Topic: Wizard Spells
Message #: 1153
Author: GS4-VIDUUS
Date: 09/06/2015 07:37 PM EDT
Subject: Re: HSN: ELR - CALL FAMILIAR (920) UPDATES

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.

Viduus

Category: Wizards
Topic: Wizard Spells
Message #: 1156
Author: GS4-VIDUUS
Date: 09/06/2015 07:44 PM EDT
Subject: Re: HSN: ELR - CALL FAMILIAR (920) UPDATES

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.

Viduus