Familiars¶
Familiars are always particularly intelligent representatives of their species, but they are rarely gifted with magic on their own.
However, familiars are able to cast spells.
However, they always rely on the magician for both the spells and the aura and other components.
The maximum distance for spells cast in this manner corresponds to the magician's skill.
However, familiars have certain limitations when it comes to these spells.
The level of the spell cannot be greater than the familiar's magic skill or half the magician's skill.
The cost of the spell also doubles.
In rare cases, however, there can be magical beings who allow themselves to be bound as familiars and who, over time, learn their own spells which are then cast using the aura of the familiar itself.
These spells may be completely different from those mastered by their master.
However, such familiars also have the ability to access their magician's spells.
In addition, many familiars can learn certain skills or have special abilities.
However, due to their fundamentally different perspective, they cannot pass on their knowledge through teaching.
The familiar gives the magician a bonus of half the skill value on each skill (excluding magic) that the familiar has mastered.
In any case, a magician is advised to remember these abilities of his familiar in detail using a SHOW.
Familiar breeds¶
The world and magic of Eressea knows various races that can join a magician as familiars.
Eagle¶
The eagle is an excellent scout, flying across even short straits. But it is also very exposed high up in the sky, making it an easy target when resting.
Features of an Eagle.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 20 | 0 | 6 | 2 | 4 |
2 attacks: one magical attack, one unarmed attack (2d3).
| Magie | Espionnage | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|
| +0 | +0 | +2 | +0 | +0 |
Demon¶
Demons are cruel and unpredictable. They eat the farmers in the area and always surprise people with new abilities or their loss.
Features of a Demon: see races skills modifiers.
Dolphin¶
A Dolphin swims and cannot go inland or enter a building.
Features of a Dolphin.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 24 | 0 | 5 | 5 | - |
2 attacks: one magical attack, one unarmed attack (1d6).
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +0 | +0 | +0 | +1 | +0 | +0 |
Unicorn¶
This mystical creature prefers to live in the deepest forests and is excellent at hiding from others' eyes. It is rare for a unicorn to join a magician, but when it does, it is a powerful ally who also has magic of its own.
Features of an Unicorn.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 40 | 90 | 6 | 4 | - |
3 attacks: a magical attack, an unarmed attack (3d12), an unarmed attack (2d4).
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +2 | +0 | +0 | +4 | +5 | +0 | +0 |
Owl¶
An Owl flies.
Features of an Owl.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 9 | 0 | 2 | 4 | - |
2 attacks: one magical attack, one unarmed attack (1d4).
| Magie | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|
| +0 | +1 | +1 | +5 | +0 | +0 |
Fairy¶
A Fairy flies and has her own magic. Can use weapons.
Features of a Fairy.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 6 | 6 | 6 | 14 | - |
5 attacks: a magical attack, 4 unarmed attacks (1d3).
| Magie | Équitation | Mêlée | Combat à l'arme d'hast | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|---|---|
| +1 | -1 | -1 | -1 | +2 | +5 | +2 | +0 | +0 |
Ghost¶
A Hellcat has its own magic. Can use weapons.
Features of a Ghost.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 30 | 100 | 5 | 8 | 5 |
6 attacks: 1 magical attack, 2 unarmed attacks 1d5, 1 attack with the weapon or unarmed 2d6, 2 magical attacks.
| Magie | Équitation | Mêlée | Combat à l'arme d'hast | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|---|---|
| +1 | -2 | +0 | +0 | +0 | +0 | +0 | +0 | +0 |
Goblin¶
Goblins are cowardly and devious, preferring to hide rather than take action.
Features of a Goblin: see races skills modifiers.
Hellcat¶
A Hellcat has its own magic. It is difficult to harm with bladed weapons, bows, and crossbows.
Features of a Hellcat.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 40 | 50 | 6 | 4 | - |
4 attacks: 1 magical attack, 1 unarmed attack 2d6, 2 unarmed attack 1d6.
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +0 | +0 | +0 | +1 | +0 | +0 |
Octopus¶
An octopus swims and cannot go inland or enter a building.
Features of an Octopus.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 300 | 0 | 7 | 7 | - |
7 attacks: 1 magical attack, 1 unarmed attack 2d10, 5 unarmed attack 1d10.
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +0 | +0 | +0 | +1 | +0 | +0 |
Lynx¶
The lynx is known for its skill at concealment and observation. With a little patience, he can be trained to become an excellent scout.
In battle, he defends himself with his sharp claws and knows how to use his agility.
Features of a Lynx.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 20 | 0 | 4 | 5 | - |
2 attacks: 1 magical attack, 1 unarmed attack 2d3.
| Herboristerie | Magie | Apprivoisement | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|---|
| +1 | +0 | +1 | +3 | +4 | +4 | +0 | +0 |
Nymph¶
a Nymph has its own magic. She can use weapons.
Features of a Nymph.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 15 | 90 | 3 | 1 | - |
3 attacks: 1 magical attack, 1 attack with a weapon or unarmed 1d4, 1 magical attack.
Production skills.
| Alchimie | Trade | Herboristerie | Apprivoisement | Fabrication d'armes | Cartmaking |
|---|---|---|---|---|---|
| +0 | -2 | +4 | +5 | -2 | -2 |
| +0 | -2 | +4 | +5 | -2 | -2 |
Combat skills.
| Tir à l'arbalète | Tir à l'arc | Mêlée | Combat à l'arme d'hast | Tactique | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +2 | +0 | +0 | -2 | -1 | +0 |
Other skills.
| Magie | Équitation | Voile | Commerce | Divertissement | Taxation | Espionnage | Vol | Perception |
|---|---|---|---|---|---|---|---|---|
| +1 | +5 | -2 | -2 | +10 | -2 | +2 | +3 | +2 |
Rat¶
Features of a Rat.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 10 | 0 | 1 | 1 | - |
| Propriété | Valeur |
|---|---|
| Magie | +0 |
| Espionnage | +5 |
| Stealth | +4 |
| Perception | +2 |
| Endurance | +0 |
| Combat à mains nues | +0 |
3 attacks: 1 magical attack, 2 unarmed attack 1d4.
| Magie | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|
| +0 | +5 | +4 | +2 | +0 | +0 |
Giant Tortoise¶
A Giant Turtle can swim and can go inland.
Features of a Giant Tortoise.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 900 | 0 | 10 | 5 | 7 |
2 attacks: 1 magical attack, 1 unarmed attack 2d50.
| Magie | Espionnage | Tactique | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|
| +0 | +0 | +0 | +1 | +0 | +0 |
Singing Dragon¶
Song kites are the size of an adult tiger. Their color ranges from iridescent red to dark green to deep black.
All known dragons of this species exhibit high intelligence and a high level of magical ability.
Like their larger relatives, they have a breath of fire.
They love the singing and the sumptuous meal.
From time to time they enter into a close magical bond with a magician. When this happens, the magician has an extremely loyal and rewarding confidant.
Features of a Singing Dragon.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 400 | 99 | 3 | 1 | 1 |
5 attacks: 1 magical attack, 3 unarmed attacks 2d4, 1 magical attack.
| Magie | Espionnage | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|
| +1 | +0 | +0 | +0 | +0 | +0 |
Little Devil¶
A Little Devil has its own magic. He can use weapons.
Features of a Little Devil.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 10 | 50 | 5 | 4 | 1 |
5 attacks: 1 magical attack, 2 unarmed attack 1d4, 1 attack with the weapon or unarmed 1d4, 1 magical attack.
| Magie | Équitation | Mêlée | Combat à l'arme d'hast | Espionnage | Vol | Perception | Taxation | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|---|---|---|
| +1 | -1 | +0 | +0 | +1 | +1 | +1 | +1 | +0 | +0 |
Tiger¶
Features of a Tiger.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 30 | 0 | 6 | 3 | - |
4 attacks: 1 magical attack, 1 unarmed attack 2d6, 2 unarmed attacks 1d6.
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +0 | +0 | +0 | +1 | +0 | +0 |
Dreamcat¶
The Dreamcat has its own magic.
Features of a Dreamcat.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 10 | 50 | 5 | 6 | - |
3 attacks: 1 magical attack, 2 unarmed attack 1d5.
| Magie | Mêlée | Combat à l'arme d'hast | Espionnage | Vol | Perception | Taxation | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|---|---|
| +1 | +0 | +0 | +1 | +1 | +1 | +1 | +0 | +0 |
Tunnel Worm¶
This gigantic creature, which comes from the depths of Eressea, is excellently adapted to life underground. Blind, deaf and not particularly intelligent, but with its enormous strength it can move entire mountains or clear forests.
Features of a Tunnel Worm.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 300 | 80 | 6 | 1 | 6 |
3 attacks: 1 magical attack, 1 unarmed attack 3d20, 1 attack that causes building damage 1d10.
| Extraction minière | Sylviculture | Extraction de pierres | Magie | Endurance | Combat à mains nues |
|---|---|---|---|---|---|
| +10 | +10 | +10 | +0 | +2 | +0 |
Wolf¶
No information available about this breed.
Features of a Wolf.
| PV | Résistance à la magie | Attaque | Défense | Armure naturelle |
|---|---|---|---|---|
| 25 | 0 | 6 | 5 | - |
4 attacks: 1 magical attack, 1 unarmed attack 2d6, 2 unarmed attack 1d4.
| Magie | Espionnage | Tactique | Vol | Perception | Endurance | Combat à mains nues |
|---|---|---|---|---|---|---|
| +0 | +0 | +0 | +0 | +2 | +0 | +0 |
Skill modifiers¶
Confidants are very different. Not all familiars can learn all skills and each race is characterized by special characteristics.
Some are gifted with magic themselves and have their own aura. Others are sea creatures and good swimmers, while others can fly and cross oceans.
The following table is intended to provide a better overview of the individual familiar races.
If a field is empty, then the race cannot learn that skill or does not have that ability.
| Property | Eagle | Demon | Delphin | Unicorn | owl | fairy | Ghost | Goblin | Hellcat | Octopus | Lynx | nymph | Rat | Giant Tortoise | Singing Dragon | Little devil | Tiger | Dreamcat | Tunnel worm | Wolf |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hit Points | 15 | 50 | 24 | 40 | 9 | 6 | 30 | 16 | 40 | 300 | 20 | 15 | 10 | 900 | 40 | 10 | 30 | 10 | 300 | 25 |
| Weight (lbs) | 5 | 10 | 5 | 5 | 5 | 2 | 5 | 6 | 5 | 5 | 5 | 10 | 1 | 16 | 10 | 5 | 5 | 5 | 300 | 5 |
| Capacity (lbs) | 5.4 | 5.4 | 5.4 | 20 | 5.4 | 5.4 | 5.4 | 4.4 | 5.4 | 5.4 | 5.4 | 5.4 | 5.4 | 6 | 6 | 5.4 | 5.4 | 5.4 | 100 | 5.4 |
| Natural Armor | 0 | 2 | 0 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 7 | 1 | 1 | 0 | 0 | 6 | 0 |
| Magic resistance | 0 | 15 | 0 | 90 | 0 | 80 | 100 | -5 | 50 | 0 | 0 | 90 | 0 | 0 | 99 | 50 | 0 | 50 | 80 | 0 |
| Own magic | yes | yes | yes | yes | yes | yes | yes | |||||||||||||
| Can move over land | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | ||
| Can enter ocean fields | yes | yes | yes | yes | yes | yes | yes | yes | yes | yes | ||||||||||
| Can use armor | yes | yes | yes | yes | yes | yes |
| Skill | Eagle | Demon | Delphin | Unicorn | Owl | Fairy | Ghost | Goblin | Hellcat | Octopus | Lynx | Nymph | Rat | Giant Tortoise | Singing Dragon | Little devil | Tiger | Dreamcat | Tunnel worm | Wolf |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alchemy | +2 | +1 | +0 | |||||||||||||||||
| Crossbow | +0 | +0 | +0 | |||||||||||||||||
| Endurance | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | -1 | +0 | +0 | +0 | +0 | +0 | +0 | +2 | +0 |
| Mining | ++0 | +1 | +1+0 | |||||||||||||||||
| Bow | +0 | +0 | +2 | |||||||||||||||||
| Masonry | +0 | +1 | ||||||||||||||||||
| Trade | -3 | -1 | -2 | |||||||||||||||||
| Melee | +1 | -1 | +0 | +0 | +0 | +0 | +0 | |||||||||||||
| Forestry | +1 | +0 | +1+0 | |||||||||||||||||
| Catapult operation | +0 | +1 | ||||||||||||||||||
| Herbalism | -3 | +0 | +1 | +4 | ||||||||||||||||
| Magic | +0 | +1 | +0 | +2 | +0 | +1 | +1 | -1 | +0 | +0 | +0 | +1 | +0 | +0 | +1 | +1 | +0 | +1 | +0 | +0 |
| Taming | -3 | +0 | +1 | +5 | ||||||||||||||||
| Riding | -1 | -1 | -2 | +0 | +5 | -1 | ||||||||||||||
| Armoursmithing | +0 | +0 | -2 | |||||||||||||||||
| Shipcraft | -1 | -2 | ||||||||||||||||||
| Sailing | -1 | -2 | -2 | |||||||||||||||||
| Espionage | +0 | +0 | +0 | +0 | +1 | +2 | +0 | +0 | +0 | +0 | +0 | +0 | +5 | +0 | +0 | +1 | +0 | +1 | +0 | +0 |
| Polearm | +1 | -1 | +0 | +0 | +0 | +0 | +0 | |||||||||||||
| Quarrying | +0 | +0 | +1+0 | |||||||||||||||||
| Collecting taxes | +1 | +0 | -2 | +1 | +1 | |||||||||||||||
| Roadwork | +0 | -2 | ||||||||||||||||||
| Tactics | -1 | +0 | +0 | -2 | +0 | +0 | -2 | +0 | +0 | |||||||||||
| Stealth/Camouflage | +1 | +0 | +4 | +1 | +5 | +0 | +1 | +0 | +3 | +3 | +4 | +0 | +1 | +0 | +1 | +0 | ||||
| Entertainment | -3 | -1 | +1+0 | |||||||||||||||||
| Weaponsmithing | +1 | +0 | -2 | |||||||||||||||||
| Unarmed combat | +0 | - | +0 | +0 | +0 | +0 | +0 | - | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 |
| Cartmaking | -2 | -1 | -2 | |||||||||||||||||
| Perception | +2 | +1 | +1 | +5 | +5 | +2 | +0 | +0 | +1 | +1 | +4 | +2 | +2 | +1 | +0 | +1 | +1 | +1 | +2 |
Assignment of Familiars¶
Familiars of different races can join a magician at random -although not completely at random.
The selection is determined by his magic area, his race and his magic level.
In the following table, the race of the magician who is trying to bind a familiar to himself can be found in the first column.
The second column contains the standard familiar race (primary familiar) that joins this mage race.
In the five following columns are the races that the magician prefers to join if he is knowledgeable in the respective School of Mmagic.
With 50%-100% (depending on level) the race of the magic area is chosen, with approximately level% any one, otherwise the primary race.
Player experience:
The information on percentages should be viewed with caution and should be double-checked in the code!
An Elf magician with Tybied has the highest chance of getting an Owl (Magic School) or a Lynx (primary Familiar), but also a lower chance of getting a random race from the table.
| Race | Primary Familiar | Illaun | Tybied | Cerddor | Gwyrrd | Draig |
|---|---|---|---|---|---|---|
| Aquarians | Giant tortoise | Delphin | Giant tortoise | Delphin | Delphin | Krake |
| Cats | Lynx | Dreamcat | Lynx | Singing dragon | Tiger | Höllenkatze |
| Demons | Little devil | Little devil | Ghost | Rat | Wolf | Little devil |
| Dwarves | Tunnel worm | Eagle | Owl | Lynx | Wolf | Rat |
| Elves | Lynx | Fairy | Owl | Nymph | Unicorn | Little devil |
| Goblins | Rat | Singing dragon | Little devil | Rat | Rat | Little devil |
| Halflings | Owl | Rat | Eagle | Singing dragon | Eagle | Rat |
| Humans | Wolf | Dream cat | Owl | Owl | Eagle | Little devil |
| Insects | Ghost | Rat | Owl | Rat | Tunnel worm | Little devil |
| Orcs | Goblin | Ghost | Little devil | Rat | Wolf | Demon |
| Trolls | Tunnel worm | Rat | Rat | Eagle | Tunnel worm | Wolf |
Player Experiences:
The terrain in which the familiar is summoned does not seem to have any influence on the familiar race.
An Aquarian shouldn't necessarily stand next to an inland lake, otherwise the most likely swimming familiar could end up trapped in the small lake with no chance of traveling to the ocean.
However, it is not yet well understood to what extent you can summon a floating familiar in a region without access to an ocean tile (lake or sea), or how this changes the chances of getting another familiar race.