Adventuring Fellow

==Acquiring an Adventuring Fellow==
To begin your journey with and Adventuring Fellow, you must begin by speaking to Luto Mewrilah Upper Jeuno at (G-8).
*Unlisted Qualities
*Girl in the Looking Glass
*Mirror, Mirror
==Familiarity==
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: +5
* Selecting the "Let's Chat" option at the Rendezvous Point (once per real day): +5
* Completing one of Investigation of the Emptiness, Chameleon Capers, or an Adventuring Fellow Genkai quest: +5
* 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
00 	100 	150 	 	 	 	
05 	100 	150 	 	 	 	Select job
10 	100 	150 	1 	 	 	
15 	100 	150 	1 	 	 	
20 	100 	150 	2 	 	 	
25 	100 	100 	2 	 	 	
30 	60 	110 	2 	1 	 	Past Reflections
Select headwear
35 	60 	110 	2 	1 	 	Picture Perfect (Genkai 1)
Investigation of the Emptiness
40 	60 	120 	3 	1 	 	
45 	60 	120 	3 	2 	 	Blighted Gloom
50 	60 	130 	4 	2 	 	
55 	60 	130 	4 	3 	 	Regaining Trust (Genkai 2)
60 	60 	140 	5 	3 	1 	Select equipment
65 	60 	140 	5 	4 	1 	Chameleon Capers
70 	70 	150 	5 	4 	1 	Blessed Radiance
75 	70 	150 	5 	5 	2 	
80 	70 	160 	5 	5 	2 	Mixed Signals (Genkai 3)
85 	70 	160 	5 	5 	2 	Mirror Images
90 	70 	160 	6 	6 	2 	
95 	70 	160 	6 	6 	3 	
100 	70 	170 	6 	6 	3 	
105 	70 	170 	6 	7 	3 	
110 	70 	170 	7 	7 	3 	Clash of the Comrades (Genkai 4)
115 	70 	170 	7 	8 	3 	
120 	100 	180 	7 	8 	3 	
Unknown 	200 	240 	7 	8 	3 	
==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 	30 	30 	30 	30 	30 	30 	31 - 50	31 - 50	31 - 50	31 - 50	31 - 50	31 - 50	31 - 50	51 - 55	51 - 55	51 - 55	51 - 55	51 - 55	51 - 55	51 - 55	55 - 60	55 - 60	55 - 60	55 - 60	55 - 60	55 - 60	55 - 60	61 +	61 +	61 +	61 +	61 +	61 +	61 +
Level Difference	0 	1 	2 	3 	4-6	4-6	4-6	0 	1 	2 	3-6 	3-6 	3-6 	3-6 	0 	1 	2 	2 	4-6 	4-6 	4-6 	0 	1 	2 	3 	4 	5-6 	5-6 	0 	1 	2 	3 	4 	5 	6
Experience Cap 	200	240	280	320	400	400	400	200 	250 	300 	400 	400 	400 	400 	200 	250 	300 	400 	500 	500 	500 	200 	260 	320 	400 	480 	500 	500 	200 	260 	320 	400 	480 	560 	600
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.
{| class=default1 width="100%" align="center" cellspacing="0" cellpadding="2" style="text-align:center; max-width: 300px"	 	
Level	Exp 	Mobs
30-31	5800	15
31-32	5900	15
32-33	6000	15
33-34	6100	16
34-35	6200	16
35-36	6300	16
36-37	6400	16
37-38	6500	17
38-39	6600	17
39-40	6700	17
40-41	6800	17
41-42	6900	18
42-43	7000	18
43-44	7100	18
44-45	7200	18
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
The following two weapons, when worn before calling your Adventuring Fellow , will increase their stats even after switching to different equipment.
Shinai = STR+4, DEX+4
Ibushi Shinai +1 = HP+10, MP+10
Post 99
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. 
Pre 99
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
==Gear==
Weapon trade
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.
Head wear
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 head 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.
Equipment lock
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.
Event and Seasonal Equipment
Calling your Adventuring Fellow while equipped with an Event or Seasonal set, will summon them wearing a matching set. 
*You can have anything else on your lockstyle, it only counts items actually equipped.
*The full set must be equipped, excluding weapons. Some items like yukatas and spriggan coats are a set by themselves.
In general, if the set is on Event Storage, Storage Slip 11, or Storage Slip 19, it is equippable by your fellow.
==Quests==
Storyline Quests
*Past Reflections
*Blighted Gloom
*Blessed Radiance
*Mirror Images
Genkai
*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
Other Quests
*Investigation of the Emptiness
*Chameleon Capers
== Fellow Points ==
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.
Category:Other Activities