Familiars
A familiar is a creature bound to your blood. Your chosen companion lends you its strength while you hunt and fight, strikes beside you in the Ossuary, and leads your team in the Familiar Arena. Manage them on the Familiars page.
Familiars come in five rarities, from Common to Legendary, and a rare few are shiny (1 in 500 in the wild), with 10% better stats and the whole valley told of the catch. Familiars level up to 50, and each has four moves: Strike, its type's attack, its type's trick, and Guard. Some species have a signature move.
• Habitats: each species favours certain hours (dawn, day, dusk or night) and weathers. Hunt in its hours and weather to meet it far more often. The Codex shows a species' habitat once you have seen it.
• The canal: a familiar sometimes takes the line at the River Stairs. Win it in a capture battle: your familiars fight it, and you throw a leash from your bag when it is weak (knock it out and it slips away).
• Once you have twelve or fewer wild species left to catch, the ones you are missing turn up three times as often.
• The child may climb one rarity above the lesser parent: likelier for two of the same species, under a full moon or a Blood Moon, or with a Communion Catalyst.
• Shiny parents pass on their shine more often than the wild gives it.
• Twelve Communion-born forms can only be bred: pair the right two species under the right omen (a moon phase or a weather). The first time it's a 25% chance; 50% with one form parent; 75% with two, omen or not. Their recipes are hidden on their own Codex page until you hatch them, but each shows a clue.
• Fell a moon's holiday horror for a Moon-blessing that helps your next rite under that moon.
• Command: you choose every move, swap and healing item, turn by turn, for 25% more Honor.
• Quick Battle: the same battle played out for you.
Wins pay Pet Honor and experience; losses cost a little happiness. Spend Honor at the Honor Exchange on kennel deeds, tomes, lures, Communion Catalysts and Spoor Maps. The best keepers are listed in the Hall of Fame.
Your first familiar
If you own none, you may claim one free starter: the Grave Hound (hits hardest), the Sewer Rat (lucky, so better catch odds) or the Mire Tick (drains blood). It comes with 3 Frayed Leashes for catching more.Types
There are 12 types: beast, avian, vermin, insect, spirit, dragon, aberrant, arachnid, reptile, amphibian, parasite and construct, with twelve wild species of each. Every type deals 1.5× damage to two types and two-thirds damage to two others; the chart is the same size for every type, so none is best. Fire, frost and other elements are for looks only.Familiars come in five rarities, from Common to Legendary, and a rare few are shiny (1 in 500 in the wild), with 10% better stats and the whole valley told of the catch. Familiars level up to 50, and each has four moves: Strike, its type's attack, its type's trick, and Guard. Some species have a signature move.
Care
Keep your familiars fed and happy. Hunger and happiness fall over time; play with each once a day to cheer it and build loyalty. A hungry or unhappy familiar is weaker and learns slowly, and one neglected for about two weeks goes dormant until you care for it again.Catching wild familiars
• Familiar trails on expedition routes lead to a wild familiar. Throw a leash: you get up to three throws, and the creature is likelier to bolt after each miss. Better leashes catch more often, and a lure decides the rarest familiar you can hold (without one, Uncommon). The Rookery has more trails than the other wards.• Habitats: each species favours certain hours (dawn, day, dusk or night) and weathers. Hunt in its hours and weather to meet it far more often. The Codex shows a species' habitat once you have seen it.
• The canal: a familiar sometimes takes the line at the River Stairs. Win it in a capture battle: your familiars fight it, and you throw a leash from your bag when it is weak (knock it out and it slips away).
• Once you have twelve or fewer wild species left to catch, the ones you are missing turn up three times as often.
The Familiar Codex
The Familiar tab of the Codex records every species you have seen and caught. Complete a family for a permanent extra storage slot, catch every wild species for the title Keeper of the Menagerie, and hatch all twelve Communion-born forms for Communion Keeper. Bought or gifted familiars don't count as caught.Blood Communion
Two familiars of the same family, both level 10 or higher and well fed and happy, can share a Blood Communion at the altar, at night only. It costs gold (more for rarer parents), tires both parents for seven days, and leaves a cocoon that hatches 24 hours later as one of the parents' species.• The child may climb one rarity above the lesser parent: likelier for two of the same species, under a full moon or a Blood Moon, or with a Communion Catalyst.
• Shiny parents pass on their shine more often than the wild gives it.
• Twelve Communion-born forms can only be bred: pair the right two species under the right omen (a moon phase or a weather). The first time it's a 25% chance; 50% with one form parent; 75% with two, omen or not. Their recipes are hidden on their own Codex page until you hatch them, but each shows a clue.
• Fell a moon's holiday horror for a Moon-blessing that helps your next rite under that moon.
The Familiar Arena
In the Familiar Arena your roster (up to five) fights other players' rosters or the night's wild packs, in 1v1, 2v2, 3v3 or full battles. You get 5 battles a day.• Command: you choose every move, swap and healing item, turn by turn, for 25% more Honor.
• Quick Battle: the same battle played out for you.
Wins pay Pet Honor and experience; losses cost a little happiness. Spend Honor at the Honor Exchange on kennel deeds, tomes, lures, Communion Catalysts and Spoor Maps. The best keepers are listed in the Hall of Fame.