Familiars

You can gain allies in a solo campaign by obtaining familiars. Most characters must buy familiars from the Live Market; Hunters, however, can capture monsters and train them as familiars.

Familiars, like your main character, possess Base and Hand. On its turn, a Familiar may either attack or use one of its skills. It cannot Hold cards; when performing skills, a Familiar can use its owner's Held cards. Familiars also cannot use items. If a monster's attack could affect either you or your Familiar, flip a coin to determine who receives that attack. (Heads, you; tails, your Familiar.) If you possess more than one Familiar, you may, instead of attacking or using a skill on your Familiar's turn, switch it out for another one; the new Familiar cannot act until its next turn. Shuffle the Base of the retreating Familiar back into the deck. If a Familiar is defeated in battle, subtract 15 GP from your Gold Bonus. Furthermore, that Familiar cannot be summoned again for the duration of that battle.

Familiars also do not level up. All enhancements for Familiars can be purchased at the Live Market. Hunters, however, can train their Familiars through battle.

Trapping Familiars (Hunters Only)
Before attacking, you may choose to remove one inactive Base from yourself and apply it face down to a monster. This is called a trap.  On that monster's turn, before it attacks, turn over your trap. If the trap card's value is within 2 points of the monster's active Base, you may claim that monster as yours. If the trap's value is within 1 point of the monster's active Base, you may also add 5 to your Gold bonus. If the trap's value matches the monster's value, add 10 to the Gold Bonus. Only one-Base monsters can be trapped.

Once you have won the battle, you must convert the captured monster into a Familiar. To determine which form the monster will take, combine your Gold bonus and Item Bonus and add 100 - this is your   Familiar's value. Choose from the Live Market a Familiar of equal or lesser value that matches your monster's Base element. (Note - you still receive both bonuses in Gold.)

The Live Market
Unlike the Shop, the Live Market cannot always be accessed after every round. To access it, you must achieve a perfect gold score (i.e receive no overkill penalties).

Enhancements
Life Essence (70 GP) - Adds 1 Base to a Familiar.  Each additional Essence for one Familiar costs 15 GP more.
Mind Essence (100 GP) - Adds 1 Hand to a Familiar. Each additional Essence for one Familiar costs 20 GP more.
Transport Kit (250 GP) - Allows a switched-out Familiar to attack or use a skill immediately after being brought out.
Training Kit (280 GP) - Grants a Familiar one Skill from certain classes. Only one per Familiar permitted. See the Familiar list for more info on which classes a Familiar can draw from.
Circle Stamp (125 GP) - Allows a defeated Familiar to return to battle. Add 15 GP to your Gold Bonus.

For the complete Familiar list, click here.




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