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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 M​magic.
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.