Pets - common information
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The growth of the companion characteristics can be improved using the mechanism of improvement of companions. Limiting significances are indicated in the table below. | The growth of the companion characteristics can be improved using the mechanism of improvement of companions. Limiting significances are indicated in the table below. | ||
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___________ | ___________ | ||
Wolf, 1 generation 20 40 6 6 10 6 6 6 4:4 | Wolf, 1 generation 20 40 6 6 10 6 6 6 4:4 | ||
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{| table cellpadding="6" cellspacing="0" table border="1" | {| table cellpadding="6" cellspacing="0" table border="1" | ||
- | |+ align="bottom" | <b> | + | |+ align="bottom" | <b>The table of limiting significances of the characteristics growth, quantity of the slots and cells for spells</b> |
- | ! rowspan="2" | | + | ! rowspan="2" | Kind of the pet |
- | ! rowspan="2" | | + | ! rowspan="2" | the growth Sum of the Characteristics |
- | ! rowspan="2" | | + | ! rowspan="2" | the maximum amount of the Characteristics growth |
- | ! colspan="6" | | + | ! colspan="6" | The maximum figure of the growth characteristic |
- | ! rowspan="2" | | + | ! rowspan="2" | the maximum number of slots and spell cells at birth |
|- | |- | ||
- | ! align="center" | | + | ! align="center" | F |
- | ! align="center" | | + | ! align="center" | L |
- | ! align="center" | | + | ! align="center" | En |
- | ! align="center" | | + | ! align="center" | M |
- | ! align="center" | | + | ! align="center" | I |
- | ! align="center" | | + | ! align="center" | S |
|- | |- | ||
| <b>Волк, 1 поколение </b> | | <b>Волк, 1 поколение </b> |
Revision as of 16:25, 30 April 2010
alpha edition
The companion is a character’s pet, able to help in a difficult situation, to protect in fight, to strengthen the character or to weaken the opponent. Companions serve as true assistants in fight, both against monsters and against other characters.
The companion passes the following stages: the Cocoon, the Cub and Adult. Adult companions can couple three times a life, giving birth to a cocoon of the second generation companion. The second generation companion cannot couple and breed. It is possible to get rid of the companion immediately and irreversibly by throwing out its icon from a backpack, just as anything.
One character can have only one active companion simultaneously – the one in a cell for the companion of the character. But in a backpack the character can have the quantity of companions and cocoons, limited only in the backpack volume.
A companion can be named at any moment of its life after its birth from a cocoon, and the name is easy to change. Names of companions are not unique but the general list of the forbidden names extends on them.
The companion cannot be transmitted to other characters differently than by the Auction.
The companions need food. In the companion description under a health scale there is a green colour scale 1 – 100, showing the degree of its satiety. Satiety of the companion lowers faster when it’s in fight and slower when it does not fight. The Cocoon The cocoon of the companion can be purchased in the shop or at the auction, it is possible to receive it as the award for a task performance or to win in PvP game. Companions of different species can emerge from a cocoon: wolf, tiger, panda or dragon. Thus all cocoons of companions look equally.
- to receive a cub from a cocoon, it is necessary to place a cocoon in a special cell on a doll of the character. For this purpose the character should not be under tenth level. In 24 hours (real time) from a cocoon there will be a cub. It is possible to make its birth faster by means of a special elixir "the accelerator of a birth of the companion". It is also possible to increase the chance of birth of a desired kind of cub by purchasing a cocoon basket (there is a special basket for each kind of companion).
The Cub The cub is a small pretty creature with remote similarity to the future adult companion. The cub can be male or female. It follows its holder everywhere. The cub is not attacked by monsters and does not get harmed by other characters attacks, either direct or indirect. If the character uses a scroll of teleport the cub is transferred with the owner.
While the cub grows, it receives slots for armour and weapon and cells for studying abilities. Becoming adult, it stops receiving new cells and slots and after that it can be improved only by association of companions. Satiety and experience at cubs A companion cub has 100 points of satiety. If companion cub satiety falls to 0, the cub feels tired and falls asleep. To wake it up the owner has to use a special item – “an awakener” (can be gained in the village (Fragoville) or in the city (Fragotown)).To avoid it, an owner should feed the cub with a special forage. The forage can be several kinds.
- - Small slices of meat - accessible as a loot from the cows grazed on the Pasture.
- - Small slices of meat with vitamins - accessible in the shop.
When eats a special forage for growth, the cub grows from 1 to 10th level. During transition between levels it can receive ability and equipment slots. The cub can receive experience only receiving special meal which can either be purchased or received as trophies from the monsters. With every 5 portions the cub gets 1 level. When 11th level is reached the cub turns into the 11 level adult companion of and can help its owner in fights.
- Each level requires 500 units of experience. Standard potion adds only 25 units. On each level 20 small bottles with such experience are required. Small bottles of experience which give at once 500 units of experience can be bought in the SHOP or received from the task or in "the Wheel of Fate ".
The adult companion
The adult companion is a creature like the usual large monster in size. As well as a cub the adult companion follows the owner everywhere. The adult companion has cells for studying abilities which it has received at small age or by eating other companions.
The companion receives experience together with the character and grows in level. The companion cannot outgrow its owner in level. The adult companion can have 4 (6 for a dragon) own slots of equipment - the weapon and an armour.
Characteristics of companions
Companions have the same characteristics characters have but their level growth differs. Characteristics of companions grow the following way: from birth each companion has Stat of growth of the characteristic.
Gaining a new level a companion receives 1 point on each of characteristics. Thus, this point is multiplied by significance of an indicator of growth for the given characteristic. For example: at a mighty dragon significance of parameter of growth for the characteristic "force" - 15; at each level the final received significance for the characteristic "force" will be equal 1 х 15 = 15;
Endurance of companions always has the maximum indicator of growth, with allowance for specific bonuses of companions. Characteristics growth
The characteristics are the parameters of the companion growth (force, dexterity, endurance, mobility, intelligence and spirit) which increase with the level growth. Also these parameters influence an actual value of the characteristics, received by the companion from clothes and weapon, and also own companions characteristics according to the table of companions characteristics.
The growth of the companion characteristics can be improved using the mechanism of improvement of companions. Limiting significances are indicated in the table below.
___________ Wolf, 1 generation 20 40 6 6 10 6 6 6 4:4 Panda, 1 generation 20 40 6 6 10 6 6 6 4:4 Tiger, 1 generation 20 40 6 6 10 6 6 6 4:4 Wolf, 2 generation 32 55 9 9 10 9 9 9 4:4 Panda, 2 generation 32 55 9 9 10 9 9 9 4:4 Tiger, 2 generation 32 55 9 9 10 9 9 9 4:4 Dragon, 1 generation 30 65 11 11 10 11 11 11 6:6 Dragon, 2 generation 40 85 15 15 10 15 15 15 6:6
- F - force, L - dexterity, En - endurance, M - mobility, I - intelligence, S - spirit
Kind of the pet | the growth Sum of the Characteristics | the maximum amount of the Characteristics growth | The maximum figure of the growth characteristic | the maximum number of slots and spell cells at birth | |||||
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F | L | En | M | I | S | ||||
Волк, 1 поколение | 20 | 40 | 6 | 6 | 10 | 6 | 6 | 6 | 4/4 |
Панда, 1 поколение | 20 | 40 | 6 | 6 | 10 | 6 | 6 | 6 | |
Тигр, 1 поколение | 20 | 40 | 6 | 6 | 10 | 6 | 6 | 6 | |
Волк, 2 поколение | 32 | 55 | 9 | 9 | 10 | 9 | 9 | 9 | 4/4 |
Панда, 2 поколение | 32 | 55 | 9 | 9 | 10 | 9 | 9 | 9 | |
Тигр, 2 поколение | 32 | 55 | 9 | 9 | 10 | 9 | 9 | 9 | |
Дракон, 1 поколение | 30 | 65 | 11 | 11 | 10 | 11 | 11 | 11 | 6/6 |
Дракон, 2 поколение | 40 | 85 | 15 | 15 | 10 | 15 | 15 | 15 |
здесь С - сила, Л - ловкость, В - выносливость, П - подвижность, И - интеллект, Д - дух
Specific bonuses of companions
Each kind of the companion has specific bonuses which strengthen some companion characteristics and weaken the others. Usually the companions have 2 such bonuses and 2 influences. Mighty companions have 2 more influences. Also a kind of the companion influences the quantity of additional health and armour. The experience and the growth of the companion in levels
When 11th level is reached a cub becomes an adult - its appearance varies. It receives other abilities and possibility to fight together with the owner. Sharing fights with the owner, the companion gains a own experience equal 65 % from the experience gained for the same fight by the character (this experience is not deducted from experience of the character, the character receives its full experience). The companion cannot has higher level than its character-owner. It is possible to equip the companion with the weapon and armour and to train new abilities using books.
If the companion got too injured or hungry he falls asleep and hides. To wake it up the owner must use “the awakener”.
It is necessary to feed an adult companion regularly as well as a cub. If its satiety falls to 10 or lower, it becomes such hungry and unfortunate that it cannot fight and at the first gained blow it falls asleep. To wake it up the owner must use “the awakener”. Armour and the weapon of companions
If the adult companion has necessary slots, it is possible to equip it with the weapon and the armour. Armour sets and weapons for companions have different characteristics so there is always a possibility to pick up the required things for each companion. The Maximum quantity of slots for the armour and the weapon is 4 for the Panda, the Tiger and the Wolf, and is 6 for the Dragon. Companions’ items are subject to the same rules, as characters’ items.
To open armour and weapon slots it is possible to use the mechanism of the companions improvement or to purchase (for emeralds) the subject which opens a cell for guarantee in a shop. Abilities of companions
While growing companions gain potential to study different abilities. Abilities of companions are studied with the help of special books purchased or received as trophies from monsters. Management of the companion
The companion can indicate behaviour model:
* Aggressive - to attack all targets within reach. * Attack on command - to attack the targets indicated by the owner. * Protect the owner - to attack only targets attacking the owner. * Simply follow - the companion attacks only targets have attacked it. *Withdraw - the companion comes back to the owner.
The control panel of companion automatically appears on the screen over the panel of hotkeys as soon as the companion becomes active.
* At a click on an icon the companion executes corresponding action. * As soon as the companion disappears or falls asleep the icons of its special attacks and spells disappear.
The companion in fight
In fight the companion attacks the same targets which are attacked by its owner (if ”not allowing to attack” behavior model is not indicated). If the companion is injured in fight, its health can be restored by the special elixirs sold by the sorceress or in "Trade and Repair". If the companion looses all its health in fight, it disappears and hides in the cell of the character, and the owner gets the message: «your companion has got tired and has fallen asleep». To wake it up the owner has to use a special item - ”the awakener”. “The awakener” responding speed is 1 second, cool down time for “the awakener” - 5 minutes. Protection and attack of the companion can be increased by having purchased a special weapon and an armour. Companions have a quantity of equipment and the weapon slots.