Story Familiars
MITEY (MITE)
Celestial Sign:
Sun
Genus: Milites
Primary Abilities: Attack, Evasion,
Accuracy
Susceptible to: Unconsciousness, Confusion
Resistant to: Poison, Curse
Elemental
Resistance: Storm
Elemental
Weakness: Water
Favourite Treat:
Chocolate (Atk.)
Most Compatible With: Oliver
Acquired at the beginning of the game, this
familiar is conjured from the fighting spirit in Oliver’s heart. His starting
trick is Cut Loose which metes out physical damage to all enemies in battle.
His Miracle Move is Slash Dance
which is also a physical field attack that affects all foes.
LEMAHL (THUMBELEMUR)
Celestial Sign: Star
Genus: Bestiae
Primary Abilities: Evasion, Accuracy,
Attack, Defence
Susceptible to: Sleep
Resistant to: Blindness
Elemental
Resistance: None
Elemental
Weakness: None
Favourite Treat: Ice Cream (Eva.)
Most Compatible With: Swaine
Gifted to Oliver in Ding Dong Dell during
the Mischievous Mice quest. Tommy Stout, stalwart protector of sewers, will
give you the Thumbelemur after Drippy explains that only wizards can battle
with familiars. His starting trick is Sharpener which provides a buff to the
attack power of a single ally. In place of Defend, Lemahl has the ability
Psyche Up. Whilst he is unable to defend, he will be able to unleash a stronger
and more prolonged attack after he has used this ability and is directed to Go
Wild. Letting a familiar Go Wild has the added benefit of a higher chance at interrupting
an enemy action. His Miracle Move is
a physical field attack called Primal Roar.
SID (SEED SPRITE)
Celestial Sign: Star
Genus: Nymphae
Primary Abilities: Magic Defence, Evasion,
Accuracy
Susceptible to: Curse
Resistant to: Nix
Elemental
Resistance: Light
Elemental
Weakness: Fire
Favourite Treat: Cake (Mag. Atk.)
Most Compatible With: Marcassin
Hatches from an egg after Oliver uses the
rejuvenation spell on the tree it’s nestled in. In place of Defend, Sid’s
special ability is Evade, meaning when this command is used, the familiar will
evade the attack altogether, taking no damage. It starts with the trick Drowsy
Drops which is an elemental dark attack that targets a single enemy. It’s Miracle Move is New Dawn (light) which
heals all allies and cures any status changes. This familiar is invaluable in
Boss Fights; be sure to swap him in just before they initiate their special
move. Time it right and you can evade these powerful attacks completely.
GOGO (DRONGO)
Celestial Sign: Moon
Genus: Aves
Primary Abilities: Evasion, Accuracy, Magic
Defence
Susceptible to: Blindness
Resistant to: Sleep
Elemental
Resistance: Water
Elemental
Weakness: None
Favourite Treat: Ice Cream (Eva.)
Most Compatible With: Esther
This familiar belongs to Esther and will
join your party along with her in Al Mamoon. Like Sid, this familiar has the
Evade ability and starts off with 2 tricks – Healing Tear, which restores small
amount of health to 1 ally and Thunderspark, which is a storm attack that
affects a single enemy.
GEMMA (LAGOON NAIAD)
Celestial Sign: Sun
Genus: Nymphae
Primary Abilities: Magic Defence, Evasion,
Accuracy
Susceptible to: Curse
Resistant to: Nix
Elemental
Resistance: none
Elemental
Weakness: none
Favourite Treat: Cake (Mag, Atk.)
Most Compatible With: Marcassin
One of three familiars you can choose from
Master Solomon after completing the temple of Trials. As attack and evade, she
starts off with two tricks- Healing Tear which restores a small amount of HP to
a single ally and See Stars which dishes out physical damage to a single enemy
and can cause confusion. Gemma will learn the trick Blunt at level 15 which
reduces the Attack of a single enemy.
BOGGLY (BOGGLY-BOO)
Celestial Sign: Sun
Genus: Daemonia
Primary Abilities: Magic Attack, Magic Defence, Attack, Evasion
Susceptible to: Petrification, Confusion
Resistant to: Unconsciousness, Curse
Elemental Resistance: none
Elemental
Weakness: Storm
Favourite Treat: Sundaes (Mag. Def.)
Most Compatible With: Marcassin
One of 3 familiars you can choose from
Master Solomon after completing the temple of Trials. His abilities are Attack
and Defend and he knows the trick Enlighten, which provides a buff to the user by
boosting Mag. Atk. The additional tricks he will learn are Fling Flame at level
7 that is a fire attack targeting a single enemy and Thunderspark at level 15 that
is a storm attack affecting a single enemy.
SHONKY (SHONKY-HONKER)
Celestial Sign: Star
Genus: Arcana
Primary Abilities: Magic Defence, Defence,
Magic Attack, Evasion, Accuracy
Susceptible to: None
Resistant to: None
Elemental
Resistance: none
Elemental Weakness: none
Favourite Treat: Cake (Mag. Atk.)
Most Compatible With: No preference
One of 3 familiars you can choose from
Master Solomon after completing the temple of Trials. It has the abilities Psyche
Up! And Attack and starts off with the trick Body Blast which is a physical
attack that affects a single enemy. He can also learn Drowsy Drops at level 7 that
sends a single enemy to sleep and
Demon’s Fury at level 16 that curses a single enemy. Both of these
tricks fall under the dark element.
batman5273 - January 25, 2013 4:04 a.m.