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Post by Twilight-Claw on Jan 5, 2022 15:00:57 GMT -6
I have a couple of questions about familiars and custom items,
1- Since some items from shops (If the pit can be considered as such) do work on them (Like Bracelet of Minor Agility) and others do not (like Charm of Underwater Travel or Ribbon of Telepathy), I was wondering if custom items would or wouldn't work on a familiar either when worn by them?
2- Or if custom items work only on them if it has some kind of binding involved with the creature itself? And if so, would it matter if the item is placed later on the creature after it is already made into a familiar? (This goes for both 1 and 2 depending on it if it works with either option)
3- And what about custom items that work on the environment specifically within it like a small cage the character can strap on themselves? If one has a really, really tiny familiar and want to take it along in area's that it couldn't survive in (like underwater), but don't want to spend mp on spells constantly. Could a custom item work on them like that? One who supplies or filters air into it and/or controls the temperature to make them able to survive in it? Could they still be affected by such items, since it works more indirectly on them?
I hope there is someone who might know the answers to this. :D
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Post by Morgan on Jan 5, 2022 15:04:18 GMT -6
Not a mod BUT to my knowledge, the 'magical items don't work on Familiars' rule got removed over a year ago unless it got reinstated without being announced. :3 Is there a place where the information was not updated? (I only remember this because I remember being excited that RoTs could work for Familiars finally! c:)
EDIT: As for 2 & 3, I've directly messaged Darky with questions about custom items within the last month or two and gotten fairly quick answers from them since they sell custom items. Maybe asking Darky would work out best? C:
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Post by Twilight-Claw on Jan 5, 2022 15:23:38 GMT -6
I had no idea it got removed to be honest! As I had been checking out this page before I asked about it, was it announced on the news and I missed it? I'll ask Darky than, I thought it was more in the area of the mods, then solely Darky. ^^;
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Post by Morgan on Jan 5, 2022 15:32:04 GMT -6
Ah, yeah, that hasn't been updated since it got removed from This Page (the most recently updated one!) to my knowledge. I'm sure there will be a mod drop in to let us know whether it was changed back/again or not here soon, but when it comes to what things custom useful items can do, Darky pretty much controls that. C: I hope I helped some. <3 I personally ordered a custom RoT for my familiar recently, so I'd be pretty sad to hear if it got changed back...
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Post by Twilight-Claw on Jan 5, 2022 15:40:55 GMT -6
Hum, no wonder I hadn't noticed it, the update about the MP overshadowed it I think. XD Though, I can't really remember either that the info of the items was on there as well, so there is that too. x3
I'll post Darky's reply on here, when or should she want to answer them. (basically copy/pasted the three one's above)
This definitely helped! And lets just hope the answer is a favorable one. :D
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Darky
Flea Market Artist
Veritas et Aequitas
Posts: 1,268
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Post by Darky on Jan 5, 2022 15:47:44 GMT -6
2. Binding isn't mandatory in order for a creature to use it, since the Binding effect is mostly intended as a detriment. Similarly, if an item was made with a Binding effect, it doesn't actually physically bind to the creature x3 It only means this specific items can only be used by said creature (If added onto another creature, they can still wear it, just nothing happens - the magic wont work). So it can be added and removed as normal, unless you specifically make a magical effect of "it cannot ever be removed" or similar. I can't answer the part about familiars being able to wear items, tho, since that's outside my jurisdiction, so you'll need mod input on that.
3. This one would still tie directly into 1 and the second half of 2. since it largely depends on whether familiars can wear or be affected by custom functional items to begin with. Otherwise, although it would take some figuring out on the exact expectations and limitations, it could be possible to use Spell Enchantment to create a desired effect similar to what you described. It might be a costly effect, and I'd need to do more research into how exactly to make it work, but so long as it's not one-for-one with a Shops item, it should be fine (So you can't get a custom functional item that behaves like an Amulet of Underwater Breathing, for example, but a cage that has a permanent air bubble or similar in it could be done).
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Post by Twilight-Claw on Jan 5, 2022 15:58:08 GMT -6
2. I'll eagerly await what the mods would say about it then, though the physical binding that it doesn't do.. I had been more thinking of it as a mental or magical aspect in binding. X3
3. The cage would also make it that they are dependent on whoever carries them to be able to 'move' around in the environment too (that is outside the cage). So it certainly wouldn't be like an amulet of underwater breathing, since that one allows the creature themselves to still be able to move around. :D
Even if you don't have all the answers I am thankful that you where answering part of the questions you could, so thank you Darky! =D
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Post by Silver on Jan 5, 2022 17:42:03 GMT -6
Ah, yea, the item-pet encyclopedia is out of date. I forgot to remove it. Here is the updated version of that, the functional items index. Familiars can use items, including custom and functional items, so long as those items do not increase the creature's stats above power level 2. I've included this line in the familiars tutorial, which I accidentally left out when I updated it:
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Post by Morgan on Jan 5, 2022 17:57:15 GMT -6
Thanks Silver! (That's great news, I was a little worried!)
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Post by Twilight-Claw on Jan 5, 2022 18:23:07 GMT -6
Thanks Silver! This makes it so much easier to understand! :D
And the exceptions mentioned are these two four right?
Character Skill:
Familiarity This is the basic skill required to obtain a familiar. Each time you spend a skill point in this skill, you permanently loose 1 MP. Though this skill can be taken multiple times, you can only have one familiar. Each time (after the first) that you take this skill, your familiar gains a bonus of 1 Mentality. Max Ranks: 4 Cost per Rank: 8 sp
Spell:
Witch's Gift Cost: 15 Hollow MP Description: A strange blessing that seems more curse than boon, is it worth it to you? Effect: This is a one time ever use spell. Whatever MP is used to cast it, is permanently lost and can never refill again. This basically sucks the energy out of nodes permanently, and must be documented! HOWEVER, from here on out you may have a single familiar that is power level 3 or less, under the regular familiar rules. Was this worth that heavy a loss? Many would disagree.
Greater Guardian Cost: 10 FP Description: This spell can be used on the caster's familiar only. The familiar gains a great deal in size and physical power, standing about about 7 feet tall! This spell is used in times of desperation only, and is used so that the familiar may protect it's master from harm. Effect: The familiar's Size, Stamina, Resistance, and Strength are multiplied by 3, but their Dexterity and Mentality is cut in half. The familiar also receives the ability "Uncontrollable Rage; Master In Danger" and "Frenzy". This spell lasts 10 minutes.
Grow Familiar Cost: 5 MP Description: This spell can be used on the caster's familiar only. The familiar doubles in size, and in strength. Effect: The familiar's Size, Stamina, and Strength double, but their Dexterity is cut in half. This spell lasts 10 minutes.
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Post by Twilight-Claw on Jan 6, 2022 1:43:50 GMT -6
Is the exception also moves and certain abilities? Now that I've had some sleep, I noticed they weren't mentioned in the exception*. I hadn't paid much attention to that detail yesterday night. ^^;
*Or that it would be in the opposite direction.
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Post by Silver on Jan 6, 2022 18:44:56 GMT -6
I'm going to discuss with staff what exactly the limits are just so I can come back and be extra clear and make sure I don't forget anything. :3
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Post by Twilight-Claw on Jan 7, 2022 1:22:39 GMT -6
That would be handy yes, as I know Fly would already cross the boundary of passing the power limit of 2 with at least two currently being a Familiar, and I have in mind to breed Balgor's till I get to the right looks, abilities and moves and call him Divinus (Zephyrus Familiar eventually) to have Chaotic Strength, and Kwooper's (who I want to eventually use as a Familiar for either a Fae or Sprite character) design has Chaotic Heart. x3
Thanks for trying to figure it out with what can and can't be possible!
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Post by Riku on Jan 8, 2022 15:55:06 GMT -6
I’d assume something like Fly’s +dex wouldn’t affect the rule. It’s more of a base-stat rule for PL2. And since fly’s boost is temporary while using the ability it shouldn’t be disallowed, I’d imagine. Same with spells that temporarily boost stats. Altho…the quote-boxed line Silver included did specify spells. Hm.
I imagine a witch’s gift PL3 familiar would have a similar limit to PL3. So my eventual shrinking-potioned old Malii familiar will be exactly PL3. I wouldnmt be able to add stat-items to them or use spells that give +2 anything. 🧘🏻
Note. I also hadn’t seen the bit about RoT’s and magical items working on familiars now. -happy tears-
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Post by Silver on Jan 9, 2022 19:05:10 GMT -6
I will update the guide shortly to be more clear, but this is the exact ruling:
Your familiar cannot ever go above 10 stat points using the gym, items (even if the items are removable), or other permanent buffs. The ONLY exception to this is the skill 'Familiarity' which adds mentality only.
Your familiar CAN use the gym, items, or other permanent buffs if it is BELOW 10 stat points (ie power level 1), but these buffs cannot bring it above 10.
Your familiar has no restrictions on what moves/abilities it can use.
You can use the spell Witch's Gift to increase the 10 to 15, but all the same rules apply.
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