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Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

Affiliated with: Savages
Place of origin: Unnamed planet
Appearances: DW: The Savages
Notable Individuals: Jano

The Elders were the inhabitants of an unnamed city on an unnamed planet in the future. They maintained their advanced society by draining the life-force of Savages that lived outside the city and transferring it to themselves. The Elders knew of the Doctor, having watched his progress through Time and Space, and awaited his arrival. When he did arrive, he put a stop to their practice of preying on the Savages, and Steven Taylor stayed behind to unite the two groups. (DW: The Savages)

Aliens and Enemies of Season 3
Galaxy Four: Rills  • Chumblies  • Maaga  • Drahvins  • Mission to the Unknown: Varga plants  • Daleks  • Malpha  • Warrien  • Trantis  • Gearon  • Beaus  • Sentreal The Myth Makers: Cassandra The Daleks' Master Plan: Daleks  • Supreme Dalek  • Mavic Chen  • Malpha  • Trantis  • Celation  • Gearon  • Beaus  • Sentreal  • Zephon  • Kirksen  • Visians  • Screamers  • The Monk The Massacre of St Bartholomew's Eve: Catherine de Medici The Ark: Monoids  • Refusian The Celestial Toymaker: Celestial Toymaker  • Joey the Clown  • Clara the Clown  • King of Hearts  • Queen of Hearts  • Knave of Hearts  • Joker  • Sgt. Rugg  • Mrs. Wiggs  • Cyril  • Kitchen Boy The Gunfighters: Johnny Ringo The Savages: Savages  • Elders  • Jano  • Senta  • Edal  • Exorse The War Machines: WOTAN  • War Machines  • Green  • Brett

This article uses material from the "Elder" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010

From The Vault

This disambiguation page lists articles that might otherwise share the same title.
If an article link led you here, please change the link to point directly to the intended page.

Elder can refer to:

This article uses material from the "Elder" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Elder of Mysidia article)

From Final Fantasy Wiki

Cloud: I couldn't finish 'em. Looks like this's gonna get complicated.
The following table or tables are incomplete for one or more reasons. If you wish, please examine the table and add anything missing. Remove this notice upon completion.
Sprite(s) Field sprite in Final Fantasy IV Battle sprite in The After Years
Japanese Name
Job Mysidia Elder
Skill White Magic
Birthplace Mysidia
Laterality Right-handed
Final Fantasy IV: The After Years Character

The Elder of Mysidia is a non-player character in the game Final Fantasy IV, and a playable character in its sequel, Final Fantasy IV: The After Years. He leads the town of Mysidia, which is a town populated by Black and White Mages. He is a forgiving and kind-hearted man, and knows right from wrong.



Final Fantasy IV

Spoiler warning: Plot and/or ending details follow. (Skip section)

The Elder is first seen in the beginning of the game, when Cecil Harvey led the Red Wings into Mysidia to steal the Crystal of Water. He surrendered the Crystal before too many mages were killed. However, he became very bitter with Baron, and thus sealed the Devil's Road leading there from Mysidia.

The elder talking to the party about the crystals and the Lunar Whale.

When Cecil returned to Mysidia after being attacked by Leviathan, the Elder said that he could not forgive what Cecil had done unless he repented. He understood that Cecil was reformed and wished to take on Golbez. However, he told Cecil that only the Holy Knight, the Paladin, could defeat evil. He sent Cecil to Mount Ordeals so he could complete his task to become a Paladin. He sent the twins Palom and Porom with Cecil to help him, as well as to spy on him to make sure his intentions were pure. Cecil completed this objective, and returned with the Legend. The Elder was surprised that Cecil wielded this sword, and concluded that Cecil was the Chosen One passed down in the Mysidian Legend. He then noticed that Tellah, the great Sage, was traveling with Cecil, and warned Tellah not to fight with a vengeance (Tellah wanted to kill Golbez in order to avenge his daughter Anna), or to use Meteor (his old age, combined with the strength of the spell, would kill him). The Elder then reopened the Devil's Road leading to Baron, and went to the Tower of Wishes to pray for Cecil's safe and successful journey.

After Golbez had gathered all the Crystals, Cecil returned to Mysidia, and the Elder asked him to pray together with him. The prayers of Cecil, the Elder, and the mages summoned the Lunar Whale, a legendary airship which could travel to and from The Moon. He then went to Baron to remove Palom and Porom's petrification, and then appeared on an airship in the attack on the Giant of Babil alongside the twins. Afterward, he led a service in the Tower of Wishes which most characters from the game attended, and everyone prayed for Cecil's safety. It was thanks to these prayers that Cecil and his friends were able to defeat Zeromus and restore peace.

In the ending, the Elder teaches magic to Palom and Porom, and assigns Palom extra homework for skipping class. He then takes Palom and Porom to Cecil and Rosa's wedding.

Final Fantasy IV: The After Years

The Elder appears in The After Years. When Porom leaves Mysidia to seek help from Kain at Mount Ordeals, Mysidia is attacked by the Myserious Girl and her monsters. The Elder joins Porom in a fight against the Mysterious Girl to defend the Crystal, but he is hit by Ramuh's Judgment Bolt after the Mysterious Girl summons him. The Elder stays in bed since the attack, recovering from his injuries. During the game's ending, he passes on the title of Mysidia's elder to both Palom and Porom.

Equipment and Stats

The Elder in battle.

He is temporarily playable during the end of Porom's Tale. If the player adds him to the party using a cheat device, his class title is simply given as "Mysidia Elder". He has access to all White Magic except Holy. He has no equipment except for a Staff in his right hand. Despite being at Level 30, his stats are very low and are no higher than 10 - 20, with the exception of his 51 Spirit. The Elder only has a maximum of 520 HP.

This article uses material from the "Elder of Mysidia" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Animal companion article)

From GuildWiki


For information about so-called "mini pets", see: Miniature
For information about necromancer minions, also sometimes called "pets", see: Minion

Characters can obtain an animal companion, also known as a pet, using the Charm Animal skill. These animals fight as melee attackers alongside the character whenever this skill or Comfort Animal (PvE only) is equipped and are affected by skills specific to animal companions, mostly in the Beast Mastery attribute. As the Charm Animal and Comfort Animal skills are ranger skills, it is only possible to play with an animal companion as a primary or secondary ranger.

Pet evolution

Generally, the pet evolves at levels 11 and 15. However, in certain cases this has varied; such instances are rare and not fully understood, though leveling up while dead does seem to delay evolution to the next time the pet levels up. The pet name does not always update appropriately; in this case, name your pet, then reset the default name with /namepet or /petname. Which evolutionary path the pet takes is dependent on the play style of its master leading up to the pet's evolution and is still undergoing research.

The following factors are believed not to be involved in pet evolution:

  • Levels of monsters fought
  • Number of times the pet died
  • Number of foes killed by the pet

The following are observed to have some correlation with defensive evolutions (playful/hearty):

  • High amount of healing on the pet
  • Low ratio of damage dealt by pet versus damage by owner
  • Amount of damage taken by the pet
  • Amount of damage taken by the pet without killing the pet

The following are observed to have some correlation with offensive evolutions (aggressive/dire):

  • High ratio of damage dealt by pet versus damage by owner
  • High absolute damage dealt by pet

Getting a pet

Pets are character-specific; each character must charm their own pet, and cannot be shared with other characters. To obtain a pet you must use Charm Animal on an animal. Heroes may also charm an animal either as a primary or secondary ranger.

Be warned: when you use Charm Animal to charm a pet, it will become hostile and attack you or another party member (don't panic, as it will do minimal damage). Heroes, if not set to avoid combat, and henchmen (AI characters) will attack the pet you are attempting to charm. For this situation, it is best to flag heroes and henchmen out of aggro range to prevent the pet from being killed by the AI characters before it is charmed.

Whenever a character has Charm Animal or Comfort Animal equipped, their pet will tag along when they are outside of cities and outposts.

Provided you do not get rid of the pet as described below, the pet is permanently linked to your character; even changing from a ranger secondary profession does not sever this link. When you change back to a ranger secondary and equip Charm Animal or Comfort Animal, the pet will be unchanged.

All PvP characters start off with an elder Wolf. It is possible to replace the wolf with another pet using the Zaishen Menagerie.

A hero can also get a pet by equipping Charm Animal. First clear the area around the pet. Then order all other heroes and henchmen away from the area. Use a flag to bring the desired hero within range of the pet. The player then targets the animal to be charmed. Left-click on the hero's number in the Party Member list to bring up the hero's skill bar, and select Avoid Combat, Charm Animal, and Lock Target. The hero will then use Charm Animal and will have a new pet.

Animal subtypes

There are currently 34 unique charmable animals in the world of Guild Wars, and 34 pets to be unlocked in the Zaishen Menagerie Grounds. Some animals that might seem to be different are still considered to be the same of pet in the Menagerie — these are the Tyrian and Elonian Warthog, the Wolf and Snow Wolf, and the Moa Bird and Strider .

Animal companions with their own statue in the Monument of Fellowship are marked in bold.




Eye of the North

Changing your pet

When Charm Animal is equipped, your animal companion travels with you, preventing you from charming another animal. The only way for you (or your hero) to charm a different animal is by first taking your current pet to a Pet Tamer, who will take it away. The most accessible pet tamer by far is Emryd in the Zaishen Menagerie Grounds, where you get the added convenience of being able to charm any pet you have previously released into the Menagerie, and can train them or even death level them before charming them anew.

Pet rules

  • Pets are not party members, only allies.
  • All pets are the same type of creature according to Edge of Extinction and other skills that affect creatures of the same species.
  • A pet will always attack the same foe as its owner (sometimes changing target with a delay) at a rate of one attack every 2.15 seconds.
  • Pets receive death penalty in PvP, but not in PvE.
  • Pets in PvE take 33% less damage and deal 33% more damage in combat.
  • When a pet dies, its location does not show as a gray dot on the compass and does not leave an exploitable corpse.
  • Also when a pet dies, all of the owner's skills will be disabled for a short time, based on their rank in Beast Mastery. The exception is Pre-Searing, where the owner's skills are not disabled upon death of the pet.
  • Pets can only be resurrected with Comfort Animal, Revive Animal, Heal as One, or a Resurrection Shrine. Resurrection skills targeted on players cannot target pets.
  • If a pet is unnamed (see below), its name may change as it levels up and evolves (i.e. a Melandru's Stalker may become a Playful Stalker). Note that the name change still occurs if you give your pet a custom name, it is just not displayed. If you later erase your pet's custom name, the 'upgraded' name will be displayed instead of the original one.
  • Pets gain experience and level up from combat, to a maximum level of 20. They will gain experience in this way even while dead, regardless of the distance to the dying foes, but the party screen will only update the level when the pet is within radar distance of the master. Pets do not gain experience from quest rewards or mission completion, and are unaffected by experience scrolls. The entire group of allied pets are considered as another party, thus, the experience earned by your pet decreases proportionally to the number of pets in the alliance. Note that since a pet 'dies' while you are inside a Junundu Wurm, this becomes a great way to get a pet evolved from 'Aggressive' to 'Dire' without having to do a lot of tedious death leveling.
  • Some pets may not follow you until you level them a couple of times.

Pet Controls

Pets also have a "control bar", similar to that of a hero's, which you display by clicking on the number to the left of the pet's health bar in the party window. (If heroes are in your party, the number indicating your pet's control bar changes from 1 to 2, 3, or 4, depending on the amount of heroes in your party.) When opened, it contains three buttons to the right of an animated avatar displaying the following: a sword, a shield, and a dove. Enchantments, conditions, and hexes affecting the pet are displayed below the control bar. The shield button sets the pet to Guard mode, which puts the pet's normal into effect. The sword button locks the pet's target on the foe currently targeted by the player. When a target is locked in this way, the pet will automatically chase after the enemy until you move too far away from your pet, or it is set to heel mode, and in some cases, guard mode. Note that when the pet successfully defeats its locked foe, it automatically returns to the mode it was previously in. The range of the lock target command is equivalent to roughly to twice the range of the aggro bubble. The dove button commands the pet to heel, which is equivalent to the hero's "avoid combat" command. When activated, a pet will automatically stop attacking, and remain idle, unless the pet is attacked (in which the pet will flee), put back into guard mode (note that if this happens, the pet may attempt to target the enemy it was previously attacking if the pet is close enough to its former target), or is given the command to target a specific enemy.

Pet attacks

A pet's damage is relative to the amount of attribute points invested in its owner's Beast Mastery attribute, with diminishing returns for rank greater than half the owner's Level +2. Pets attack roughly once every 2.15 seconds and inflict critical hits at a rate that depends on the owner's Beast Mastery attribute. Pet critical hits do not use the same damage formula as other critical hits. The most prominent difference is that pet critical hits have a damage range rather than inflicting √2*max damage.

With 12 points invested in Beast Mastery:

  • A level 20 Hearty pet does 15-35 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 15-25.
  • A level 20 Elder pet does 17-41 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 17-29.
  • A level 20 Dire pet does 20-46 damage per hit against an AL 60 target; with the critical hits removed, the base damage is 20-32.

In order to assess expected damage, the average damages need to be known, with 12 points invested in Beast Mastery:

  • A level 20 Hearty pet does an average of ~21.1 damage per hit for ~9.8 DPS at base attack speed.
  • A level 20 Elder pet does an average of ~24.4 damage per hit for ~11.3 DPS at base attack speed.
  • A level 20 Dire pet does an average of ~28.1 damage per hit for ~13.1 DPS at base attack speed.

Different types of pets do different types of physical damage.

Slashing damage is dealt by

Piercing damage is dealt by

* The Prima Guide has listed these types of pets as doing a different type of damage, and many other fansites copied that information. However, actual testing shows the information in the Prima Guide to be incorrect. For discussion on this matter, see here.

Health and armor

  • All pets have the same health and armor based on their current level.
  • Pets have the equivalent of 5 pieces of infused armor.
Health = Level × 20 + 80
AL = Level × 3 + 20

Pet Evolution Stats

  • Hearty: -(~12-14)% damage, +60 health
  • Playful: -(~5)% damage, +30 health
  • Elder: -0 damage, +0 health
  • Aggressive: +(~5)% damage, -30 health
  • Dire: +(~12-14)% damage, -60 health

It is commonly believed that an Elder pet has a damage bonus of +3; however, attempts to validate this have shown that this is not true (found in this Guru article).

Black Widows are always level 20, and spawn with a random evolution. Black Moas have been observed with the properties of the Elder evolution.

Have a look at the Guide to evolving a Dire Pet if you want a dire pet.

Pet naming

A primary character's pet can be given an individual name with the commands "/namepet <new name>" or "/petname <new name>". Both commands, when used without anything following it, will reset the pet's name to its default state. A pet's name can be up to 12 characters long. Note that an individual name will also carry over to a new pet. Pet name does not affect a pet's evolution, it will simply mask the prefix displayed until you reset the name to default. Multiple pets, unlike players, can have the same name. Heroes cannot rename their pets.

You cannot change the name of your pet in the middle of a PvP match. You may, however, change it while in any PvP outpost or the Isle of the Nameless.

Pet growth

As of the 10/18/2007 update, all pets now grow as they evolve. Pets do not automatically gain in size when going through levels. Some pets can be tamed with a certain evolution already maxed and therefore will never increase in size. If a pet is tamed with an evolution previously, and does not undergo another evolution, it will also not grow. This is independent of level, meaning that if you tame a level 12 aggressive lioness, and do not evolve it properly into a Dire Lioness, it will not grow in size.


  • Charmable Animal Companions removed from the game so far include the Fern Lizard from Prophecies (a browner cousin to the Dune Lizard), the panda (presumably due to international relations though it is still in the game - just not charmable), the red crowned crane (though still in the game and still called a Crane with a white neck and blue crown - the skin was changed presumably due to animal rights relations), and the Pygmy Hippopotamus (due to technical problems with the animal's model).
  • Animal companions appear to leave human footprints (haven't been able to verify this with all pets at this point).

See also

Facts about Animal companionRDF feed

This article uses material from the "Animal companion" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

(2 votes)

Elders are a part of Sangheili local governments, assisting Kaidons in governing their States and electing new Kaidons. If a Council elder believes that his vote was "ill advised" or "had second thoughts", it was considered a tradition for council elders to send assassins to kill a Kaidon in order "to test the true merit of a ruler's martial abilities".[1] The belief was that "a Kaidon who could not defend himself was not a true leader."[2] However, while an Elder had the right to send assassins against a new Kaidon, the Kaidon could put the elder to death for doing so, should he survive. This is what Thel 'Vadamee did when assasains were sent after him (after gathering the High Council).



  1. Halo: The Cole Protocol, page 89
  2. Halo: The Cole Protocol

This article uses material from the "Elder" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010
(Redirected to Elders article)

From Wookieepedia, the Star Wars wiki.

Many civilizations, cultures, and organizations in the galaxy operated with the notion of legislating councils of Elders. These included:

Elders may also refer to the Elders of Melida/Daan, which were a faction in the Young–Elders War, not a legislature.

This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.

This article uses material from the "Elders" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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