Be sure to read "Returning to Vana'diel" - our guide of changes to the game!
Already returned? Welcome back! Check out "Quickstart 1-119" - for a complete journey from level 1 to 119!
Areas • Missions • Quests • Coalitions • Assignments • Reive
Skirmish • Delve • Incursion • Vagary • Sinister Reign • Apex
Areas • Missions • Escha • Domain Invasion • Geas Fete • Omen
Ambuscade • Dynamis Divergence • Unity • A.M.A.N. Trove • High-Tier Mission Battlefields • Master Trials • Monstrosity
|Guides • Trust Magic • Mog Garden • Monster Rearing • Job Points • Crafting||October Update Items|
| Ultimate Weapons • Ultimate Augments|
Acquiring an Adventuring Fellow
Also known as "Bond" or "Intimacy," Familiarity determines how long your Adventuring Fellow can stay with you and how many mobs defeated until he/she has to rest. But Familiarity also unlocks quests, upgrades to weapons, and the ability to change or lock your Adventuring Fellow's apparel. Familiarity is gained/lost in the following fashion.
- For each use of a Signal Pearl or Tactics Pearl: +1
- Selecting the "Let's Chat" option at the Rendezvous Point (once per real day): +1
- Completing one of Investigation of the Emptiness, Chameleon Capers, or an Adventuring Fellow Genkai quest: +1
- Dropping a Signal Pearl: -5
- Note: Dropping a Tactics Pearl does not negatively influence your Familiarity.
At 30, 50, 70, and 90 your Familiarity is capped. The only way to surpass these caps is to complete the storyline quests which will raise your cap to the next.
At maximum Familiarity, your Adventuring Fellow will stay out for 200 kills or 4 hours (whichever comes first). You can purchase an extra 30 minutes of active time (for a maximum of 4.5 hours) using Fellow Points by purchasing the three "Increase maximum active time" modifications.
|Familiarity||Mobs||Time||Weapon trade||Head gear||Equipment lock||Quest / Event|
|35||Picture Perfect (Genkai 1)|
|55||3||Regaining Trust (Genkai 2)|
|80||160||Mixed Signals (Genkai 3)|
|110||7||Clash of the Comrades (Genkai 4)|
Gaining Experience Points
The amount of experience points gained by an Adventuring Fellow is calculated independently from player characters. An Adventuring Fellow will gain experience off of a mob based on his/her level computed solo against the mob. (For example: if a level 40 Adventuring Fellow is with a party that defeats a level 40 mob, that Adventuring Fellow will gain 200 XP regardless of the levels or amount of players in the party.) To most efficiently level an Adventuring Fellow, one must target mobs that meet or exceed the per monster cap for that level.
|NPC Level||30||31 - 50||51 - 55||55 - 60||61 +|
Below is a graphical representation of the Experience Points per level and how many mobs it would take per level if each is capped XP for that level.
For a listing of areas where you cannot call your Adventuring Fellow, please visit the restricted areas page.
Increasing Adventuring Fellow stats
Unlike Trust Magic, it is difficult to improve your Adventuring Fellow stats.
Also, as your Adventuring Fellow is not listed as a party member, you do not have a way to see their HP/MP/TP.
The macro <fthpp> will displays their HP percentage.
Before calling your Adventuring Fellow
Shinai = STR+4, DEX+4
Ibushi Shinai +1 = HP+10, MP+10
Once your Adventuring Fellow reaches level 99, their stats will automatically change if your overall Item Level changes.
For example, going from no Item Level to 119 increases your level 99 Adventuring Fellow's HP by 171HP (to an estimated total of 1900).
It is not currently known if AoE food or Trust-based boosts affect your Adventuring Fellow, such as extra HP from campaigns or Monster Rearing boosts.
The Hydra Jupon Set increases your Adventuring Fellow's stats while you wear the equipment.
As such, it most likely is not worth the loss of stats on your own gear as the full set only offers an extra HP+60, MP+60, INT+2, DEX+2, VIT+2, STR+2 and AGI+2 to your Adventuring Fellow.
Hydra Cap = HP+10, MP+10, INT+2
Hydra Jupon = HP+20, MP+20, VIT+2
Hydra Bracers = HP+10, MP+10, DEX+2
Hydra Hose = HP+10, MP+10, STR+2
Hydra Boots = HP+10, MP+10, AGI+2
At Familiarity Level 10 Luto will give you the option to trade in a weapon for your Adventuring Fellow for the first time. You will receive new upgrade options at Familiarity Levels 20, 40, 50, 60, 90, and 110.
Please see the weapon upgrade page for more details.
At Familiarity Level 30, you will gain the option "Let's talk about appearances" at the Rendezvous Point. From there, you will be able select hear wear for your Adventuring Fellow. You will gain additional head wear at Familiarity Levels 45, 55, 65, 75, 90, 105, and 115.
Please see the head wear page for more details.
At Familiarity Level 60, you will gain a new ability from the "Let's talk about appearances" option at the Rendezvous Point that allows you to set a single piece of visible gear. You will gain two additional equipment locks at Familiarity Levels 75 and 95. Currently it is not possible to lock body, hands, legs and feet.
Please see the equipment page for more details.
- Picture Perfect
- Regaining Trust
- Mixed Signals
- Clash of the Comrades
- A Trial in Tandem
- A Trial in Tandem, Redux
- Yet Another Trial in Tandem
- A Quaternary Trial in Tandem
- A Trial in Tandem Revisited
You can now receive items and modify your Adventuring Fellow with points that are accumulated by spending time with your fellow.
Please see the Fellow Points page for more details.