POWDER/A guide to familiars

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A GUIDE TO FAMILIARS 

So, your brand-new POWDER character started with a familiar 
tome.  I know what you're thinking.  "Well, that's teleport 
and heal, but otherwise, a wasted book."  You may be wrong. 
A familiar is an extension of your own life, and can be an 
amazing asset if properly trained.  But familiar death 
causes system shock, and unless you like losing 10% of your 
hit points every time, a familiar is not a throw-away 
solution.  Familiars must be nurtured. 

So what do you get?  You get an extra set of attacks, 
spells at your disposal, another full set of inventory 
slots, a buffer for when you just have to run away.... 
There are so many advantages in having a familiar I can't 
list them all.  And it's a whole lot safer than that wand 
of create monster you're eyeing. 

Now, I personally never summon a familiar right away.  I'm 
not going to discuss the early game - collection and 
identification of items, avoiding starvation, the relative 
merits of each god, and so forth, in too much detail.  I will 
say that your character is going to be a "battle-mage", but 
most of your spells will actually be utility, and not attack. 

I will also say that you will probably be following Pax, at 
least from the mid-game on, so try not to get him too angry. 
It is possible to recover from -100 with Pax, so don't feel 
you have to starve, but try to avoid attacking neutrals. 
Trust me, this will come in handy when leveling your familiar 
later.  Playing with safe walk on is really handy here. 

WHAT YOU NEED 

So, what do you need to properly raise a familiar?  Well, 
the most obvious thing is a familiar tome.  This has most of 
the essential spells:  summon familiar, heal, possess, and 
transfer knowledge.  You will definitely want a tome of force 
for preserve.  You will probably also want a tome of healing 
for cure poison, major heal, and resurrect.  And you 
may ultimately need a tome of earth for stone to flesh. 

Notice that you can skimp a bit with some staves.  The staff 
of healing will offer heal, cure poison, and major heal.  A 
utility staff provides possess, preserve, and stone to flesh. 

You will also need some skill and spellbooks for your 
familiar.  You will definitely want a tome of guile for 
evade traps, dodge, and moving target.  You may want a manual 
of armour for helmets and shields.  And you may want a book 
of H'ruth for clean kill, butchery, and charge.  Spells are 
your choice, but I personally like chill touch, flash, and 
sticky flames to start. 

Finally, you will probably want some equipment for the little 
guy.  A ring of regeneration is virtually a must.  A helm of 
warning is handy.  A ring of fire resistance is good if your 
familiar habitually flies over lava.  Optimally, a spare 
amulet of poison resist and spare mirror shield (not to 
mention artifacts with breathless, fast, freedom, and stoning 
resist), would be best, but don't forget that you come first. 
I like to give my familiars a silver weapon, so that they can 
fight demons and ghosts, but bite works fine early on. 

HOW TO START 

Firstly, your familiar starts very weak.  The little bat only 
has 10 hp and 10 mana when first summoned.  It begins with 2 
skill slots and 1 spell slot.  To give it a leg up, you're 
going to possess it right away. 

If possible, have your familiar drink a few spare healing and 
mana potions.  The extra hp and mp will help it survive those 
first few fights.  You will want to equip it with a ring of 
regeneration, and, at the very least, a torch in the off-hand. 
I'm not sure, but a helm of warning seems to help with 
pathfinding when you command it to attack something it can't 
see.  Sometimes, however, it will still go off in the wrong 
direction, and you must command it to guard you again. 

Learn a spell - flash and chilling touch are both 5 mana 
spells, so it can cast them twice.  I prefer flash, since 
sticky flames is amazingly good.  Ultimately, you'll want 
all 3 - light, cold, and fire damage make for a good mix. 
And since you personally won't be casting those spells, you 
can get all the benefits without the H'ruth anger that 
would normally accompany them. 

For skills, evade traps is a must.  If your bat sets off a 
teleporter, it's probably dead and rotted before you can get 
to it.  Note that ESP allows you to see it anywhere on the 
level, but unless you can controlled teleport to it, beware! 
Dodge and moving target are also handy.  If you're seeing 
dragons already, take moving target.  Clean kill is nice, 
since you can eat your pet's kills, and butchery is handy 
if you watch what your bat eats. 

Now, remember when I told you not to attack neutrals?  Here 
is where that comes into effect.  You are going to have to 
give your new bat some really easy kills.  Rats and mice 
are very good for this.  You may have to backtrack all the 
way to level 1.  But you'll appreciate those extra items you 
left behind now. 

LEVELING YOUR FAMILIAR 

Do not allow your level 1 familiar to fight anything but a 
rat or mouse.  Mice are actually best, since they won't fight 
back unless cornered, and bats are quick, so they can catch 
up. 

Your bat will attack hostiles on its own.  You will have to 
command it to attack neutrals.  You can also command it to 
stay, and to guard (follow) you. 

If your bat is wearing a ring of the proper resistance, it 
can safely fight fire snakes/beetles, grid bugs, ice snakes, 
and brown/purple slugs.  Since you're not terribly likely to 
have found multiples of and/or identified resistance rings 
at this point. 

Once your bat has leveled, possess it again so it can learn 
another skill and another spell.  At this point, it can 
usually handle other small monsters - ice and fire snakes 
mostly.  Watch out for the beetles.  They seem to pack a 
bigger punch.  You will want to hover near with a heal 
spell just in case.  Be careful with bats.  Since they are 
also quick, they can get a few lucky hits in and take out 
a low level familiar.  Look at your familiar while it fights 
and cast heal or swap position with it if you need to. 

Allowing your familiar to fight in narrow corridors is 
handy at this point, especially if you have enough light 
radius to monitor the action.  As long as you command your 
familiar to attack, and don't initiate a fight with a 
neutral, you can usually swap position with either the 
neutral or your bat, preventing them from fighting, and 
allowing your bat to heal.  Similarly, corners are nice. 
If you stand in a corner between your bat and a neutral, 
and command your familiar to attack, it can safely cast 
spells while not being attacked in melee. 

Notice that you and your familiar are sharing XP gains.  I 
believe that the one who makes the kill gets the lion's 
share, but I'm not entirely positive.  Your familiar, being 
1ower level than you, will get much more XP than you will 
if it makes a harder kill.  You can milk this by fighting a 
powerful monster until it is near death and then allowing 
your familiar to make the kill, but don't get greedy.  A 
wand of sleep can help. 

Be careful.  If you notice a powerful monster, command your 
familiar to stay, and then do the fighting yourself.  Your 
familiar will still gain XP.  If need be, leave the level 
with your familiar and command it to stay on another level. 

At level 4, your familiar will grow up, and become a large 
bat.  At this point, it actually loses a slot or two, so you 
might see it with -1 skill slot if you possess it.  However, 
it can now wield medium weapons one-handed.  At level 7, it 
becomes a vampire bat, and again loses a slot or two. 

A special note about the spell transfer knowledge.  This 
spell takes 250 xp from you and grants it to your familiar. 
Since your familiar is bonded, you get a return of 175 xp. 
This can keep the danger level down for you, since more 
powerful monsters are generated the higher your level.  But 
ultimately, you are the one who will win or lose the game. 
Don't underpower yourself. 

POLYMORPHING YOUR FAMILIAR 

A reasonable tactic is to polymorph your familiar.  After 
all, you have a good buddy who follows you whereever you go. 
Wouldn't it be better if he were stronger?  There are pros 
and cons to this.  Now don't get me wrong.  Bats are great, 
if you spend the time leveling them.  But having a powerful 
ally right out of the box is great, too. 

Now, polymorphing a familiar is pretty easy.  There's the 
wand, the ring, and eating chameleon corpses.  You will 
probably want to possess the familiar and use a ring of 
polymorph control, unless you want something random.  On the 
other hand, random can be good, too.  After all, you could 
end up with a kobold assassin, ghost, or iron golem 
familiar.  If you get something really good, you'll probably 
want an amulet of unchanging. 

Humanoid familiars are nice.  Unlike bats, they have boot 
and armor slots, are smart enough to use potions, and will 
pick up and change thier own equipment.  However, they pick 
up everything they come across, even things you might have 
wanted for yourself, like a corpse while you were starving. 
They also throw things they pick up, and they're not smart 
enough to make sure you're out of the way.  Getting doused 
with poison or greek fire is not my idea of friendly.  And 
that +3 holy silver spear that Klaskov gifted me doesn't 
look quite so good sticking out of my back. 

Golem familiars are also nice, but they do not regenerate, 
so you'll be casting heal spells on them to keep them in 
working order. 

Dragons are powerful, but suffer from the same lack of boot 
and armor slots as bats.  And you'd better have some 
resistance to whatever they breathe, since once again, they 
aren't picky about targeting.  Green dragons may be the 
worst.  Sure, they kill everything quicky-quick, but you 
sure don't want to eat the corpses. 

Ghosts are probably the best.  They're physical immune, can 
paralyze, and have good spells, but they have no equipment 
slots, so they can't wear an amulet of unchanging. 

Regardless of what you get, remember that any powerful 
creature is going to get very little xp for kills.  So if 
you go this route, be prepared to use a lot of your own xp 
on transfer knowledge. 

Overall, I'd say that the various kobolds are probably my 
favorite.  They start with a fair number of skill and spell 
slots, at least.  Since any skills gained while polymorphed 
are retained when reverting, a viable strategy is to go 
kobold assassin, learn some stuff, and then revert. 

But honestly, don't discount the lowly bat.  One of my 
previous familiars was a vampire bat with over 100 hp and 
100 mp, had a skill/spell list over a page long, and wore a 
+3 feathered helm of warning, a +4 mirror shield, and an 
artifact silver sword, plus jewelry.  It had been 
ressurected 4 times. 

CARE AND FEEDING 

Like you, your familiar needs to eat.  If hungry, a familiar 
will pick up any corpse it is on and eat it.  Since some of 
those corpses can grant bad intrinsics, you should watch its 
diet. 

If you command a familiar to stay for a long time (perhaps 
you're making holy water?), it may end up in a starving 
state.  Be kind.  Feed your pet regularly.   

The easiest way to keep a familiar fed is to let nature take 
its course.  Vampire bats using natural attacks suck blood 
from anything that bleeds.  But I prefer to give my bat a 
weapon. 

The best way, in my opinion, is to use the preserve spell on 
useful corpses, and pick them up while you are possessing 
your familiar.  It will eat from inventory before eating off 
the ground.  Kobold mage corpses are probably best, but the 
various dragons are also good for elemental resists.  Green 
dragon corpses give temporary poison resist, so they are 
especially useful.  Of course, making sure your pet has the 
butchery skill means it will get the effects. 

A near infinite means of food is the stone to flesh spell. 
Disgusting, perhaps, but filling. 

Keeping your bat in prime shape is going to require healing 
as well.  I can't stress how necessary it is that your bat 
wear a ring of regeneration, but if you only have one, 
having your bat learn the regenerate spell is a temporary 
substitute. 

Your bat will get poisoned.  It will not drink cure potions 
in inventory, so you should know the cure poison spell. 
Once it has enough free spells slots, it can learn cure 
poison, and will cure itself, provided it has the mana 
available.  Do not count on it to use the heal spell, even 
if it has mana available.  It will not cast heal unless it 
is near death, and by then, it is probably too late. 

WHEN YOUR FAMILIAR DIES 

Yes, it will happen.  Hopefully, not often, but it will 
happen.  Now, the part that you want to avoid is the system 
shock if it rots away.  Losing 10% of your hp hurts, 
especially in the late game. 

Hopefully, you have enough spell slots that you have been 
able to learn resurrect.  Hopefully, you have 50 mp and 100 
free xp so that you can cast resurrect.  If not, you will 
have to cast preserve on your familiar's corpse or bones. 
Do not cast raise undead on your familiar's corpse.  You do 
not need to carry the corpse with you, but be wary if you 
leave it behind.  A monster might eat it.  It's probably 
best to leave it on the down stairs, and pick it up when you 
return to the level. 

If your familiar is petrified, it does not count as the loss 
of the corpse.  Still sucks, though.  Cast preserve on your 
familiar if it engages a cockatrice.   Preserve grants 
temporary unchanging. 

If you can see that your familiar is about to die, you might 
consider zapping a wand of polymorph at it.  Even if it 
becomes a mouse, it's still a second chance, and the worst 
it can lose is 10% of its hp when it dies and reverts to its 
normal form. 

THE GODS AND YOUR FAMILIAR 

Klaskov, as always, is easy.  Nothing makes him mad, and as 
long as you get the occasional melee battle in, you're just 
going to keep going up. 

Belweir isn't too tough, either.  You're going to have to 
cast spells to create and maintain your familiar.  As long 
as you don't go overboard in melee combat, you'll probably 
keep him happy.  You may need to take care of him in the 
early game, since you are going to need some spell slots 
and spells to the strategy off the ground. 

Quizar, while being my personal favorite POWDER god, isn't 
really much affected by use of a familiar.  Since if you 
can't keep Belweir happy, you will probably need to follow 
him part of the early game to get some spell slots, it's 
best not to upset him.  At least for the early game, try 
not to wear anything too noisy. 

Tlosh is going to be mad at you.  I mean blisteringly 
angry at you.  Summon familiar and transfer knowledge are 
both heal spells, not to mention the amount of healing 
you are going to need to throw at your familiar just to 
keep it maintained.  Fortunately, there's not a whole lot 
Tlosh does when he's mad.  Flamestrike is probably the 
worst, and that's solved by a ring of fire resist.  Mana 
drain and sleep can usually be waited out, and proving 
your worth is just more xp.  You can mitigate Tlosh a 
little bit, however.  Tlosh is happier when a non-melee 
kill is made.  This includes kills made by your familiar. 

H'ruth is going to be angry as well.  Unfortunately, 
H'ruth disenchants if he gets angry enough.  Try to let 
H'ruth get above 100 points of negative attention.  You 
will be casting spells, so he'll never be happy, but try 
to mitigate with at least some melee combat. 

Pax. while impossible for most builds, is actually pretty 
easy for this one.  Casting a heal spell on yourself is 
good for a point or two with Pax.  Casting a heal spell 
on your familiar is good for around 4 points with Pax. 
Pax will not get upset if you command your familiar to 
attack neutrals, or even shitomi, as long as you do not 
engage in the fighting yourself.  Of course, the not 
eating unless hungry is the tough part.  I assume you 
started with a familiar tome, and it is possible to learn 
heal as your first spell and keep Pax happy from the 
beginning, but you just can't afford to take that kind of 
anger from Tlosh and H'ruth early on.  As I said earlier, 
it is possible to mitigate Pax even from -100 , but I 
suggest not making him too angry.  You may even consider 
trying this strategy if you find a familiar tome in the 
midgame.  With his 1 fighter/1 spellcaster level bonus, 
Pax is argueably one of the best gods to follow, and you'll 
be able to do so for pretty much as long as you want. 

Xom is Xom.  What can I say?  It might be worthwhile, if 
you end up in Xom's good graces, to take a level or two 
of cultist early on.  You will need the spell slots, and 
Xom might grant you some.  Or maybe not.  Since you're 
performing two gods' forbidden actions - casting spells, 
and casting heal spells - you are almost certainly going 
to piss Xom off pretty regularly.  Unfortunately, in the 
interim, you're probably going to make Xom pretty happy. 
I recently had Xom up to 350+ positive, and then he 
changed his mind. 

AN EXAMPLE FAMILIAR 

This is a dump of a familiar I had been training for 
quite some time in a recent game.  Notice he has eaten 
many kobold mages, and drank several potions of healing 
and mana.  Oddly, quick shows up as fast under possession. 

POWDER 111 
Windows Version 
Name: Pietro 
------------------------------------------------------------------------ 
Physical: 93/11 (max 93) 
Mental: 99/3 (max 112) 
AC: 17 
X: 595 
Depth: 14 
24876 moves over 7h6m38s 
------------------------------------------------------------------------ 
Intrinsics: 
+ Fast 
+ Tame 
+ Possessed 
+ A familiar 
------------------------------------------------------------------------ 
Spells: 
+ Flash 
+ Sticky Flames 
+ Chilling Touch 
+ Heal 
------------------------------------------------------------------------ 
Skills: 
+ Dodge 
+ Moving Target 
+ Evade Traps 
+ Butchery 
+ Clean Kill 
+ Medium Weapons 
+ Edged Attacks 
+ Parry 
------------------------------------------------------------------------ 
Equipped Items: 
- Holy +3 helm of warning on head. 
- Amulet of unchanging around neck. 
- Holy +3 silver sword in right wing. 
- Holy +3 mirror shield in left wing. 
- Ring of regeneration on right toe-claw. 
- Ring of fire resistance on left toe-claw. 
------------------------------------------------------------------------ 
Inventory Items: 
- Holy +3 helm of warning. 
- Amulet of unchanging. 
- Holy +3 silver sword. 
- Holy +3 mirror shield. 
- Ring of regeneration. 
- Ring of fire resistance. 
- Holy +3 flaming sword. 
- Holy tome of healing (3). 
- Book of H'ruth (2). 
- Manual of guile (2). 
- Tome of fire (4). 
- Tome of cold (4). 
- Book of blades (3). 

IN CLOSING 

I hope you've enjoyed reading this, and I hope it gives 
you some new ideas and possibilities for your play style. 

Any mistakes, whether grammar or content, are mine, and 
mine alone.  You can't have them! 

I'd like to thank Jeff Lait for an enjoyable little game 
to which I've given far too much of my recent free time. 
You're great!  I hope we can get another 100+ releases 
and 6 more years out of you!  ;-) 

This content is cast out upon the ocean of the internet 
and released to the public domain.  An it harm none, do 
with it what you will.