Post by nerb on Apr 24, 2010 21:37:19 GMT -5
Note: stats to be added soon
Levels:
Sidekicks are available from lvl 30.
They level up at certain points of your character development, namely certain of your level-ups. These points will be the next three of your adventuring character's levels and from then on, the distance between two sidekick level-ups will rise by one level after every level-up.
For a sidekick taken on at your lvl 30, this is how they should progress:
Your lvl:-----30----31----32----34----37----41----46----52----59----67
Sidekick lvl:--1-----2-----3------4-----5-----6-----7-----8-----9----10
It is possible to name your sidekick using a potion costing 1 coconut.
The maximum level for a sidekick is capped at 10. (tell us if you know different)
Your sidekicks development won't be greatly postponed if you pick them at a later level. Your sidekick will still level at the same levels a right-away-chosen one would and will level up every level until they have caught up to the regular level.
"The Cabinet of Dr. Calamari", cost: 6 coconuts.
Description
Place your old sidekick in this cabinet which once belonged to the great magician Dr. Calamari, say the magic words, and see them transform into a completely different sidekick! (you get to choose) Warning: Single use only and all new Sidekicks start at level 1. Your sidekick's information will be stored, but they will suffer a -1 level penalty when you switch back and reactivate them.
Note: To switch back, you must purchase another potion.
Sidekicks DO NOT enter the Arena in Battle.
Fanucci Cards for your sidekick:
Apart from level development your sidekick can also grow stronger with the help of Double Fanucci cards. When picking a sidekick you will also unlock a sidekick-specific DF-Deck which works the same as the other four with one difference: while the fanuccification of Skills is constant as long as you don't change the cards, the fanuccification of sidekick skills vary from day to day between a minimum of a factor of 1.3 to a maximum of 3.2 (for a deck of 100 points). Most sidekick-skills benefit from this and as of now only Hit Points won't be. Which stats are and which not might change in the near future, though.
The Sidekicks:
The Accountant (Economy)
The Accountant won't actually come with you when you adventure, but she will take care of your interests back at your lair. She can negotiate for the bank to pay you interest on your loot, get a better price for your treasure and even arrange for regular discounts with traders.
The Engineer (Combat/TMP)
Smart and adaptable, the Engineer can fashion an improvised suit of armor from an old dustbin or make a flame thrower from a few pipes and some cooking oil. He doesn't have much interest in treasure and can't carry much, but excels at working out puzzles and defeating traps.
The Gent (Combat/TMP)
Dr Watson to your Holmes, the Gent is honorable and brave. He's an all-rounder when it comes to carrying the loot and solving puzzles, and can hold his own in combat. He can even assist you when wounded. His age may count against him in a fight, but his balanced approach to adventuring more than makes up for a spot of rheumatism.
The Guttersnipe (Combat/Economy/Exploration)
Cantankerous and evil, the Guttersnipe has a sharp beak which allows it to harass your opponents. Difficult to tame, the Guttersnipe has an eye for zorkmids and will find caches of loot in the darkest lair and scout ahead to find roads and paths. Low magic seems to like this strange bird so your spells will be more powerful. Having a Guttersnipe perched on your shoulder also seems to unnerve traders to some extent, making them more amenable to haggling.
The Idiot (Exploration/TMP/Economy)
Dumb luck personified. He'll stumble across zorkmids and treasure without even realising they're worth anything. In battle, the Idiot is as likely to fall into a ditch as lop the head off a troll, but he's very good at distracting your enemies. He can also carry quite a lot without complaining too much, somewhat like a donkey, and will find shortcuts where you'd least expect them.
The Kid (Exploration/TMP/Economy)
The picture of innocence but crafty enough to confuse your enemies in battle. The Kid is able to fit into the most unlikely nooks and crannies in his search for more treasure for you. He can also help with difficult traps and puzzles by making use of small hands and the agility of a monkey. He can't carry very much but knows all the quickest routes.
The Mercenary (Combat)
A heavy for hire, the Mercenary will cost you a percentage of your loot every day but he makes up for it by taking the brunt of attacks from your enemies. You'll find that you get hit a lot less with the Mercenary around. He can carry quite a large sack of zorkmids but isn't too smart and is of little help with searching for treasure or solving puzzles.
The Mob (Combat)
You can inspire even the most docile of villagers to follow you into battle. Just a few well-chosen words and the Mob will form. Useless when it comes to solving puzzles or anything more subtle than running blindly at an enemy, your motley bunch of enraged peasants form a formidable wall of pitchforks and burning torches in battle, protecting you and terrifying your enemies. They might carry some loot for you, but don't expect to get it all back when you reach home.
The Nabiz (Combat/Economy)
Practically impossible to tame, the Nabiz seems to mostly consist of large teeth. Possibly demonic in nature, they are unusually sensitive to High magic and can dramatically increase the effect of spells. They are experts at finding weak points and will throw themselves into battle. The Nabiz will induce fear in most normal citizens, which can be very useful when you need to bargain.
The Rogue (Combat/TMP)
Master of stealth and theft, the Rogue will relieve citizens of their zorkmids as you travel. He is fast enough to defend you against attack and can even get in a sly strike every now and then. He will carry a small sack of loot but may well take an illicit cut behind your back. Sly and quick-witted, the Rogue can also help you escape from a variety of tricky situations.
The Seductress (Economy/Combat)
Trained in the arts of diplomacy and a skilled entertainer, the Seductress will soothe and calm your enemies while you sneak up behind them and deliver a fatal blow. She won't carry anything and doesn't take much interest in searching for treasure, but she can bargain with traders to get excellent deals on weapons and other items.
The Windcat (Combat/Economy)
The Windcat is the fastest land animal in all the land. A ferocious defender of its master once tamed, the Windcat will relentlessly engage your enemies with unpredictable attacks. Although it is unable to carry any loot, the Windcat is a very lucky creature to have around, which should mean that you come across only the best treasure. Nobody has been able to explain the phenomenon, but spells using Middle magic tend to perform better when a Windcat is present.
Levels:
Sidekicks are available from lvl 30.
They level up at certain points of your character development, namely certain of your level-ups. These points will be the next three of your adventuring character's levels and from then on, the distance between two sidekick level-ups will rise by one level after every level-up.
For a sidekick taken on at your lvl 30, this is how they should progress:
Your lvl:-----30----31----32----34----37----41----46----52----59----67
Sidekick lvl:--1-----2-----3------4-----5-----6-----7-----8-----9----10
It is possible to name your sidekick using a potion costing 1 coconut.
The maximum level for a sidekick is capped at 10. (tell us if you know different)
Your sidekicks development won't be greatly postponed if you pick them at a later level. Your sidekick will still level at the same levels a right-away-chosen one would and will level up every level until they have caught up to the regular level.
"The Cabinet of Dr. Calamari", cost: 6 coconuts.
Description
Place your old sidekick in this cabinet which once belonged to the great magician Dr. Calamari, say the magic words, and see them transform into a completely different sidekick! (you get to choose) Warning: Single use only and all new Sidekicks start at level 1. Your sidekick's information will be stored, but they will suffer a -1 level penalty when you switch back and reactivate them.
Note: To switch back, you must purchase another potion.
Sidekicks DO NOT enter the Arena in Battle.
Fanucci Cards for your sidekick:
Apart from level development your sidekick can also grow stronger with the help of Double Fanucci cards. When picking a sidekick you will also unlock a sidekick-specific DF-Deck which works the same as the other four with one difference: while the fanuccification of Skills is constant as long as you don't change the cards, the fanuccification of sidekick skills vary from day to day between a minimum of a factor of 1.3 to a maximum of 3.2 (for a deck of 100 points). Most sidekick-skills benefit from this and as of now only Hit Points won't be. Which stats are and which not might change in the near future, though.
The Sidekicks:
The Accountant (Economy)
The Accountant won't actually come with you when you adventure, but she will take care of your interests back at your lair. She can negotiate for the bank to pay you interest on your loot, get a better price for your treasure and even arrange for regular discounts with traders.
The Engineer (Combat/TMP)
Smart and adaptable, the Engineer can fashion an improvised suit of armor from an old dustbin or make a flame thrower from a few pipes and some cooking oil. He doesn't have much interest in treasure and can't carry much, but excels at working out puzzles and defeating traps.
The Gent (Combat/TMP)
Dr Watson to your Holmes, the Gent is honorable and brave. He's an all-rounder when it comes to carrying the loot and solving puzzles, and can hold his own in combat. He can even assist you when wounded. His age may count against him in a fight, but his balanced approach to adventuring more than makes up for a spot of rheumatism.
The Guttersnipe (Combat/Economy/Exploration)
Cantankerous and evil, the Guttersnipe has a sharp beak which allows it to harass your opponents. Difficult to tame, the Guttersnipe has an eye for zorkmids and will find caches of loot in the darkest lair and scout ahead to find roads and paths. Low magic seems to like this strange bird so your spells will be more powerful. Having a Guttersnipe perched on your shoulder also seems to unnerve traders to some extent, making them more amenable to haggling.
The Idiot (Exploration/TMP/Economy)
Dumb luck personified. He'll stumble across zorkmids and treasure without even realising they're worth anything. In battle, the Idiot is as likely to fall into a ditch as lop the head off a troll, but he's very good at distracting your enemies. He can also carry quite a lot without complaining too much, somewhat like a donkey, and will find shortcuts where you'd least expect them.
The Kid (Exploration/TMP/Economy)
The picture of innocence but crafty enough to confuse your enemies in battle. The Kid is able to fit into the most unlikely nooks and crannies in his search for more treasure for you. He can also help with difficult traps and puzzles by making use of small hands and the agility of a monkey. He can't carry very much but knows all the quickest routes.
The Mercenary (Combat)
A heavy for hire, the Mercenary will cost you a percentage of your loot every day but he makes up for it by taking the brunt of attacks from your enemies. You'll find that you get hit a lot less with the Mercenary around. He can carry quite a large sack of zorkmids but isn't too smart and is of little help with searching for treasure or solving puzzles.
The Mob (Combat)
You can inspire even the most docile of villagers to follow you into battle. Just a few well-chosen words and the Mob will form. Useless when it comes to solving puzzles or anything more subtle than running blindly at an enemy, your motley bunch of enraged peasants form a formidable wall of pitchforks and burning torches in battle, protecting you and terrifying your enemies. They might carry some loot for you, but don't expect to get it all back when you reach home.
The Nabiz (Combat/Economy)
Practically impossible to tame, the Nabiz seems to mostly consist of large teeth. Possibly demonic in nature, they are unusually sensitive to High magic and can dramatically increase the effect of spells. They are experts at finding weak points and will throw themselves into battle. The Nabiz will induce fear in most normal citizens, which can be very useful when you need to bargain.
The Rogue (Combat/TMP)
Master of stealth and theft, the Rogue will relieve citizens of their zorkmids as you travel. He is fast enough to defend you against attack and can even get in a sly strike every now and then. He will carry a small sack of loot but may well take an illicit cut behind your back. Sly and quick-witted, the Rogue can also help you escape from a variety of tricky situations.
The Seductress (Economy/Combat)
Trained in the arts of diplomacy and a skilled entertainer, the Seductress will soothe and calm your enemies while you sneak up behind them and deliver a fatal blow. She won't carry anything and doesn't take much interest in searching for treasure, but she can bargain with traders to get excellent deals on weapons and other items.
The Windcat (Combat/Economy)
The Windcat is the fastest land animal in all the land. A ferocious defender of its master once tamed, the Windcat will relentlessly engage your enemies with unpredictable attacks. Although it is unable to carry any loot, the Windcat is a very lucky creature to have around, which should mean that you come across only the best treasure. Nobody has been able to explain the phenomenon, but spells using Middle magic tend to perform better when a Windcat is present.