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Yuminesyenki's care and feeding of pets.
Unlike the
rambling style which appears to suit Sameena, this discourse will be concise
and factual. It will not go over the same ground, as we must recognise some
merit in Sameena's work and give credit where it is due. Of course, an Erudin
Wizard would have done it better.
The college of the Gatekeepers of
Erudin teaches that the primary strength of a Magician is the ability to summon
tools to do his or her bidding. At lower levels this includes the creation of
light, bandages, food and drink, and simple weapons like a dagger. These staple
items remove the need to waste effort on many mundane matters and allow one to
focus the intellect on more important things.
Surviving the first few
levels is not the subject of this discourse. Suffice to say, like all casters
we are not strong in melee and have little ability to survive repeated injury.
Find a partner (perhaps a human, who are often willing to exercise their
tougher constitutions in your defense). Practice with weapons through this
period, as though you will avoid it in future, on occasion it will be useful. I
found hunting just outside Queynos to be easier and more interesting than the
forest of Toxuulia, though the local humans blatently overcharged me and
offered to buy my trade goods for a pittance. The leader of the local Magicians
guild would not even talk to me and I was forced to return to Erudin for
training.
From fourth level, students can handle the summoning of pets.
While not strong at first, these are useful for fetching one's slippers. They
may also be used in combat successfully, if the summoner bears in mind the
following facts:
* The summoner must have a piece of Malachite on his
person, which is used up in the process. Always keep a good stock.
* The
pet will disperse forever when the caster crosses a zone into a new area. Only
summon it when you get where you will be fighting, or if you are travelling
across a dangerous area and need protection.
* The pets speed is equal
to your own. If a passing adventurer casts Spirit of Wolf on you so you can run
faster, you will find yourself leaving your pet behind. Obviously this is not
good if you are hoping it will defend you during a long journey.
* Pets
can have spells cast on them (though they can also resist them). A cure for the
problem mentioned above might be to have SoW cast on your pet too if you
can.
* A pet is capable of limited speech, but is incapable of more than
limited understanding (less even than humans). It will guard its master while
he is meditating, and follow orders to attack or back off, but that is all. Use
of the "Pet guard me" command is not required in most cases, as it will do so
anyway while you sit and this command makes it likely to attack other
characters that pass near, such as guards. This can be fatal for both of you as
guards have little sense of humour in such situations.
* The pet will
disperse if its master casts invisiblity.
* The toughness of the pet is
in some way based on that of its summoner. Always rest up to full health and
mana before casting the summon spell to get the very strongest pet you
can.
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