Your journey as a wizard will inevitably bring you into contact with all manner of magical creatures. While most will present an obstacle to your progress, others may yet become your familiars--stalwart companions that will accompany you on your travels, and aid you in battle.
Familiars are those creatures born from the hearts of living things. They are the creatures you can bring into battle to help fight. Each party member can have up to three Familiars on them, with three more in reserve. Every other Familiar you get beyond those is put in the Familiar Retreat, which is basically a storage place for those Familiars you cannot bring with you. The Familiar Retreat allows you to store up to 400 Familiars.
Only the first stage of each Familiar will have its own page, with the evolutions of those being listed on the same page.
Each Familiar and Creature will have their elemental resistances listed first, then the stats and Tricks they use when you encounter them in the wild, and lastly the stats and Tricks they learn when you have Serenaded them. Note that some creatures cannot be Serenaded, as well as some evolutions that aren't encountered in the wild.
Every creature is aligned with one of four celestial signs, which are sun, star, moon and planet. Each of these has its own special characteristics, affecting their performance in battle. Some creatures are aligned with special signs called "twin signs." Here is a list of the signs and their effects:
- Sun - Proficient at fire-based attacks and harder to put to sleep. Strong against moon and weak against star.
- Twin Sun - Highly proficient at fire-based attacks and even hard to put to sleep.
- Star - Proficienct at storm-based attacks and resistant to poison. Strong against sun and weak against moon.
- Twin Star - Highly proficient at storm-based attacks and even more resistant to poison.
- Moon - Proficient at water-based attacks and difficult to confuse. Strong against star and weak against sun.
- Twin Moon - Highly proficient at water-based attacks and even more difficult to confuse.
- Planet - Creatures develop more quickly than those under other signs.
- Twin Planet - Creatures develop much more quickly than those under other signs.
GETTING NEW FAMILIARS
While you do get a few Familiars as part of the storyline, every other one you get will be via Serenading them. You get the option to recruit new Familiars when you get Esther to join your party and finish the Temple of Trials part of the story. Serenading them is as simple as battling them.
After you gain the option to Serenade Familiars, you will have to defeat them in battle first. Upon defeat, they sometimes have hearts floating above their head, as well as a circular timer. This means that you can Serenade that Familiar, which is done by switching to Esther, choosing the "heart" command, and then Serenade. Note that all other party members stop attacking that creature when the hearts appear, and if you attack while the hearts are there or if the timer runs outs, then you lose the chance to Serenade them.
As you finish battles, your Familiars will get experience and gain levels as a result. Once they reach a certain level, which is different for each Familiar, they will be ready to evolve, which is signified by the "Metamorphose" on that Familiar's status screen. Note that you can't evolve a Familiar until you get to the Temple of Trials during the story. Each Familiar has three tiers, with the first tier being able to evolve twice. The first evolution is set in stone, while players will have the ability to choose between two options for the second evolution.
To evolve a Familar once they have reached the proper level, you need a -drop item. You can usually find these as drops from battle, as well as in chests and sometimes rewards from Errands and Bounty Hunts. All you have to do is feed that -drop item to your Familiar like any other Treat to evolve them.Tier 1 to Tier 2 requires the basic -drop, while going to Tier 3 will require the Jumbo version. All evolved Familiars start out at level 1.