You visit some NPC and they allow you to select an essence (egg, or other such thing) and so long as you have it you must meet requirements to keep it alive (Familiar Quest Line).
As you are caring for this future creature it takes in what all you do while it's preparing to hatch (going hunting, fighting in PVP, training, Coven Wars, etc.) and that determines what kind of creature it will hatch out as, know as the Familiar Determinant.
The Familiar Determinants are what you do during the essence’s incubation period, whichever requirements you complete first (or do the most of) will determine its species. Examples are as follows…
Wyvern – X number of kills in PVP (Evil Alignment)
Bat - X number of Teal Vials taken
Wisp - X number of kills in PVP (Good Alignment)
Giant Spider - X number of Silver Vials taken
Golem – X number of spells cast
Android – X number of items Crafted (or repaired)
Obviously the X number will not always equate 1 to 1 from determinant to determinant. For example 1 vial use might equate to 10 user kills.
Each Creature would have it own "specialty" or adeptitude. Giving you bonuses relating to nature of it's determinant in Hunting.
Familiar Examples (and ability ex.)...
Wyvern - Flamethrower: Chimes in on Hunting fights and deals X damage to your opponent (like Devastate in PVP)
Bat - Echolocation: Easier to find X in Hunting, where X is Treasure, Enemies, etc.
Wisp (Volcuri
) - Fairie's Blessing: Chance to heal during Hunting (like Regenerate in PVP)
Giant Spider - Envenom: Poisons foe, causing greater decrease in Endurance % per turn
Golem - Block: Takes X number if hits for you
Android - Metallurgy: Increases the effectiveness of your weapons and/or armor.
...additional familiars possible.
No Familiar vs Familiar is intended for this.
