Familiar classes, skills and traits, ordinary and aberrant conversion, pacts, melding, expeditions and contracts.

Familiars →

Familiar Classification

Classification of Familiars

1. Familiars come in two types: Ordinary and Aberrant.

1. Ordinary Familiars: Can be obtained through Summoning, Market Trading, or purchased at the Tamed Familiars Shop at Level 30. They come with Abilities that their species favors, with only the Active Skill available.

2. Aberrant: Can be obtained through Conversion, purchase from the Tamed Familiars Shop, or trading at Wynton's Market. They're rare, with Passive and Active Skills available on arrival, in addition to a varying number of Common and Advanced Traits.

Familiar Quality

Familiars have four different quality levels: Common, Magic, Rare, Legendary.

1. Common Familiars only have their Active Skill and Attributes below 70.

2. Magic Familiars possess Magic Passive Skills, and Attributes at 70 or more, but below the Attribute Max.

3. Rare Familiars possess Rare Passive Skills, and Attributes at 120 or more, but below the Attribute limit.

4. Legendary Familiars possess Legendary Passive Skills, Attributes at 170 or more, and Active Traits.

Skills & Traits

Familiar Skills

Each Familiar has their own Active Skill they use in combat.

Passive and Active Skills

1. Passive Skills enhance the Active Skill, gradually enhancing its effect in combat.

2. Passive Skills are divided into three levels Magic, Rare, and Legendary. The more developed the Passive Skill, the stronger its effect, and the greater their assistance to the Adventurer in battle.

3. First level Familiars possess an Active Skill, but no Passive Skills. Passive Skills unlock as the Familiar's Level increases, with 30th level Familiars carrying six Passive Skills.

Traits

1. Traits become available once a Familiar reaches Level 30.

2. Traits are divided into two categories: Common and Advanced.

3. Common Traits have a gold icon and apply only to the Familiar on which they appear.

4. Advanced Traits have an orange icon. These traits stack when the Bonded and Companion familiars are distinct and unique species from each other.

5. Both types of traits provide the Adventurer with benefits.

6. Each Familiar may possess up to six Traits.

Attributes

1. Familiars have four different Attributes which determine the potency of their Passive Skills: Ferocity, Agility, Insight, and Resilience.

2. A Familiar's Attributes can be improved through Empowerment.

3. You can also use the Exchange Attributes feature at a Familiar Vendor to swap attributes between two of the same species of Familiars.

Ordinary Conversion

Conversion of Ordinary Familiars

Ordinary Familiars can participate in Conversion at level 30. Before this, they can only be Empowered.

1.Each Conversion consumes three max-level Ordinary Familiars to produce a new max-level Ordinary Familiar randomly selected from the types used in the Conversion.

2.The Attributes of the resulting Familiar are generated randomly, unless Conversion Stones are supplied. In which case, the best Attributes from one Familiar in the Conversion will be used--up to the limits of the Familiar Quality and Type--with the priority of: over 170 > over 120 > single maximum > Total.

3.The new Ordinary Familiar will have its Passive Skill qualities affected by the merged Familiar with the highest Skills of the three Converted Familiars.

4.When the converted Familiars have the same Passive Skill, the new Ordinary Familiar has a higher chance of having the same Passive Skill.

5.There is a 20% chance to produce an additional Aberrant Familiar.

6.If the three consumed Familiars have an Enhanced Rare skill, the new Ordinary Familiar has a 25% chance to inherit the Enhanced Rare. Otherwise, Familiars now have a 10% chance of having an Enhanced Rare skill, this provides capabilities beyond what Ordinary Familiars can reach.

Aberrant Conversion

Conversion of Aberrant Familiars

1. Each Conversion consumes three max-level Aberrant Familiars to produce a new max-level Aberrant Familiar at random.

Results

1. The type of Familiar produced has an equal probability between the three Familiar types used in the Conversion.

2. The Attributes of the converted Familiar are randomly generated. Using a Conversion Stone, the best Attribute values of the three consumed Familiars are inherited with the priority of: over 170 > over 120 > single maximum > Total.

3. The Passive Skill quality of the new Familiar is reduced compared to the highest skill quality of the three consumed Familiars. If the highest skill quality is one Legendary and five Magic, or lower, it may reduce the quality to six Magic; if the highest skill quality is greater than one Legendary and five Magic, it will be reduced by a maximum of one level. Using a Conversion Stone will inherit the highest skill quality among the three converted Aberrant Familiars without this reduction.

4. The Traits produced by the Familiar are affected by its type, while the quality and quantity are products of the Skill quality.

5. If the consumed Familiars share the same Passive skills, the new Familiar is more likely to acquire the same Passive Skills.

6. If any of the contributing Familiars have an Utility Trait, the new Familiar has a 25% chance of carrying the Utility Trait forward.

Ending Pacts

Ending a pact with a Familiar permanently dismisses them and grants Familiar Spirit Essence and Conversion Stones.

The number of Spirit Essence received depends on the level of the Familiar being dismissed, as follows:

1. Level 1: 5 Spirit Essence

2. Level 5: 6 Spirit Essence

3. Level 10: 7 Spirit Essence

4. Level 15: 8 Spirit Essence

5. Level 20: 9 Spirit Essence

6. Level 25: 10 Spirit Essence

7. Level 30: 11 Spirit Essence

The number of Conversion Stones received depends on the total number of Rare and Legendary skills of the Familiar being dismissed, as follows:

1. 1 skill: 1 Conversion Stone

2. 2 skills: 2 Conversion Stones

3. 3 skills: 4 Conversion Stones

4. 4 skills: 8 Conversion Stones

5. 5 skills: 16 Conversion Stones

6. 6 skills: 32 Conversion Stones

Familiar Melding

Ordinary Familiars can be melded after reaching level 30.

1. Melding combines two Familiars to produce a new Level 30 Familiar which inherits its species, Attributes, Traits and Skills from the Familiars being melded.

2. The new Familiar will have 6 passive skills of your choice selected from any of the twelve skills from the two melded Familiars.

3. The new Familiar's skill qualities will mirror the melded familiar with the greatest number of Rare skills. If both melded Familiars have the same number of Rare passive skills, the new Familiar will trade one existing Magic skill slot for a Rare one.

4. When melding Familiars of the same species, if the Familiar which is not preserved has any Attributes higher than the preserved Familiar, the new Familiar will receive a +1 bonus in that specific Attribute.

Familiar Expeditions Overview

1. Idle Familiars can be sent on the following expeditions: explore Iben Fahd’s Sanctum, purify an Accursed Tower, or complete a Shadow Contract. Once a Familiar is sent on an expedition, it cannot be undone.

2. Sending multiple Familiars can speed up an expedition. For example, an expedition that takes 6 hours for a single Familiar will take 3 hours for 2 Familiars, 2 hours for 3 Familiars, and 1.5 hours for 4 Familiars.

3. Iben Fahd’s Sanctum: Limited to once per day, this expedition awards Aspirant’s Keys, Culling Stones, and rewards from free chests. Familiars cannot be sent here if the player has already opened a free chest or obtained an Aspirant’s Key that day. After sending a Familiar, players can still use Aspirant Keys to open the remaining chests, but monsters in the sanctum will no longer drop keys.

4. Purify the Accursed Tower: Familiars can be sent on this expedition before the contribution chest is exhausted and can obtain 200 contribution points. After sending a Familiar, players are still able to participate in Accursed Tower Purification on their own.

5. Shadow Contract: This expedition will consume an available Shadow Contract and provide applicable rewards, and count towards weekly rewards. After sending a Familiar, players will still be able to complete the remaining available Shadow Contracts on their own.

Familiar Contracts Overview

Summoning a Familiar requires at least one Familiar Contract. These can be purchased from Nisza, and are also dropped from slain Elite monsters, or bosses.

Familiar Contracts only summon Ordinary Familiars and form a pact with that Familiar.

Familiar species are randomly selected with equal chances of receiving each type.

For specific qualities and probabilities, please refer to the Summoning Guide.

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