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I have seen nothing indicating that this is the case in this game.
From the spell description:
However, the caster must take care to treat <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.
It's best to also make it one of your starting spells, since it's the most difficult to find in game. Your kind of familiar you get depends on your alignment. You also get half of the familiars health added to your own, which kinda correlates to the constitution loss. So it's extremely useful even if you cast it right at the start, and throw it into your bag, because it can drastically increase your starting HP.
Chaotic Good = Faerie Dragon, has several illusion spells at it's disposal, situationally useful.
LN = Ferret, can hide and pickpockets (talk to the familar to receieve any items it's acquired)
N = Rabbit, Permanantly hasted
CN = Cat, 100% stealth score, can hide. (has 3 apr, like all cats)
LE = Imp, poisons on hit, some spells (though it no longer has polymorph self which actually made it pretty useful), 2 hp per round regeneration.
NE = Dust mephit. Blinds and some other stuff.
CE = Quasit....kind of like the imp
* Hit Points: 12
* Armor Class: 0
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
* Hit Points: 12
* Armor Class: 2
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp
* Armor Class: 4
* Hit Points: 9
* Magic Resistance: 15%
* Combat: 1 attack per round at 17 THAC0 for 1d6 damage
* Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit
* Hit Points: 12
* Armor Class: 3
* Magic Resistance: 45%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit
* Hit Points: 12
* Armor Class: 8
* Magic Resistance: 10%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
* Hit Points: 12
* Armor Class: 6
* Magic Resistance: 25%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat
* Hit Points: 12
* Armor Class: 2
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit
* Hit Points: 12
* Armor Class: 4
* Magic Resistance: 15%
* Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
* Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.