2011-10-25, 10:23 PM
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v.102 Rise of Fellowship Update Notes
<div class="hr"/>New Content
<div class="hr"/>Monster Familiar
Using Monster Familiars
- The Monster Familiar system lets you team up with monsters to battle other monsters.
- Your familiars can help you fight almost anywhere.
- Since familiars are not pets, they cannot use pet equip items.
- Familiars are categorized as Common, Uncommon, Rare, and Legend, with the latter two types having unique attacks.
Summoning Familiars
- Familiar cards can be obtained through a Starter Pack, Booster Packs, and monster drops.
- Familiars can be traded while still in their card form.
- Collect a monsters familiar card, then double-click it in the USE tab of your item inventory to register it in the new Familiar tab in your Crusader Codex.
- A familiar card will disappear from the inventory and move to the Crusader Codex when you double-click it.
- A pop-up window for entering a name will be displayed when double-clicking a familiar card.
- The monster name will be registered when you click "OK." There is no cancel button.
- You can check the stats and skills of familiars in the Familiar tab in the Crusader Codex.
- Double-click a familiar in the Crusader Codex to summon it.
- Only one familiar may be summoned at a time, and only the summoned familiar will perform its functions.
- Familiars that are of a higher level than you cannot be summoned.
- Familiars will attack monsters around you when you are either attacking or attacked.
- If you are idle for a minute, your familiar will stop all attacks and skills, and be on standby.
- Your familiar will be on standby while you are climbing.
- A familiar is available for thirty days after registering it in it in the Crusader Codex.
Familiar's Vitality
- Familiars can only be summoned if they have full Vitality.
- Familiars will remain summoned when you change channels or enter and exit the Cash Shop or MTS.
- Familiars will be dismissed when you ride a mount.
- Familiars cannot be summoned in the Free Market or in Battle Square.
Vitality Display
- Familiars do not get attacked by monsters or die, but their vitality decreases after each attack.
- Vitality is consumed when the summoned familiar attacks or uses skills.
- Attacks and skills will be used less and less frequently as their vitality decreases.
- Vitality points will be consumed when a familiar uses a skill: one for Common, two for Uncommon, three for Rare, and four for Legend.
- Vitality consumption will be doubled when a familiars vitality drops to 25% of its Max Vitality. Vitality consumption will be tripled when its vitality drops to 10%.
- A familiar will be dismissed automatically when its vitality reaches zero.
- Vitality is restored over time, and the familiar can be summoned again after its vitality has recovered.
- You can increase a familiars max vitality be registering more of its familiar cards.
- For a familiar to reach max vitality, you must have three of its cards registered.
Vitality Recovery
- Vitality will be shown as a pearl on top of a familiar's head.
300Max Vitality (one pearl)
600 Max Vitality (two pearls)
1,200 Max Vitality (3 pearls, max)
- A Vitality Pearl will be filled with color and the color will drain as vitality decreases.
- It will turn into a lighter gray tone as the color drains.
- The vitality of other players familiars will be shown as gray and white Pearls.
Familiar Abilities
- One vitality point will be recovered every two seconds while a Familiar is dismissed.
- The recovery amount will be multiplied based on how many familiars you have accumulated (ex. two accumulated: two vitality points recovered every two seconds, three accumulated: three vitality points recovered every two seconds).
- It will take up to ten minutes for a familiar to fully recover its Vitality.
Level difference0 - 5 levels6 - 10 levels11 - 15 levels16 - 20 levels21 - 25 levels26+ levelsMiss rate0%10%20%40%80%100%
- How monsters currently attack will determine how their familiar version will attack.
- A familiars attack accuracy will be based on the level difference between you and monsters youre fighting.
CommonRushAttack with a 60% chance of knocking back 2 enemies.LureAttack with a 60% chance of pulling 2 enemies.BarkAttack with a 60% chance of stunning 2 enemies for 2 seconds.ObserveAttack with a 60% chance of slightly slowing 2 enemies for 3 seconds.PoisonAttack with a 60% chance of poisoning 2 enemies for 3 seconds.
- Attacks will land without missing against monsters that are lower level than you.
- Monster skills are fixed, and they cannot level up or be upgraded.
- Familiars will be classified as Common, Uncommon, Rare, or Legend based on the number of skills and attributes they possess.
Common: Possesses one common skill.
Uncommon: Possesses one common skill that's stronger than other normal common skills.
Rare and Legend: Possesses a unique skill.
UncommonChargeAttack with an 80% chance of knocking back 3 enemies.ProvokeAttack with an 80% chance of pulling 3 enemies.RoarAttack with an 80% chance of stunning 3 enemies for 4 seconds.ScrutinizeAttack with an 80% chance of slightly slowing down 3 enemies for 6 seconds.Deadly PoisonAttack with an 80% chance of poisoning 3 enemies for 6 seconds.
Sidekick
<ul>10.27.2011 12.06.2011
Requirement: Lv. 15 - Lv.120
The new sidekick system gives you bonuses for teaming up with a player five or more levels above or below you.
When a sidekick relationship is made, a lower level player receives a temporary stat and level increase effect based on the higher level player's level.
The lower level sidekicks primary and secondary Abilities will be temporarily increased.
The lower level sidekick

