A character that is by themselves will always be the sole target of
every monster they encounter. However, the character can even
out the odds during combat by keeping monsters as companions: During combat,
the attacking monsters will split their
attention between the character and the companions. Also, having a group
of bloodthirsty monsters fighting for you can be helpful. When a
monster becomes a companion, it will fight for its master to the best of
its abilities, and if a companion kills a monster your character is quested
for, you will get full credit for the kill. Of course, it's never wise
to rely too much on your companions: You won't get nearly as much experience
for monsters killed by your companions as if you do the work yourself, and
if a powerful companion suddenly turns on you and attack when you're badly
hurt, you may find yourself in serious trouble. Also, if two
or more characters form a party and each have their own companions, quite
often the companions can become disoriented during battle and attack a
party member!
Click on picture for larger image
The companions for the selected character are shown in the lower half of
the Party window, located in the lower left corner of the main screen
window. If you hold your mouse over a companion's picture, its Name,
Hit Points and Bind Level will be displayed. For more information, right-click
on the companion and select Info.
There are three different ways to aquire a companion. Sometimes, a
monster encountered in the dungeon will offer to join you, but only monsters
that are significantly weaker than your character(s) are likely to do so.
Companions can also be purchased from the Confinement in the
city, which is a convenient way for beginning characters to get some extra help.
However, if you desire a powerful companion, you will usually have to use
a Charm spell, which Binds a monster against its will to
serve the character. Only the Magi learn Charm spells for their Spellbooks;
other characters will have to rely on items that cast these spells when used.
Charming
& Binding Companions
A Charm spell, if successful, imposes a magical bond on the monster(s), the
strength of which is given by the "Bind Level”. The companion may weaken this
bond over time, and if the bond becomes too weak, the monster may break free and
either leave or turn on the character and attack. The lower the Bind Level, the
greater the chance of the creature breaking free and, also,
the easier it is for the creature to weaken the bond. If a Bind Level reaches 0, the creature will always break free.
Not only do more powerful monsters require stronger bonds to keep them under
control; the stronger the monster is relative to the character, the easier
it will break free. It is almost impossible for low level characters to
regulate high level monsters, even with the most powerful spells; the true
power of companion regulation comes with experience and guild levels.
Increasing Bind Levels
A character can increase (fortify) the Bind Level of a companion by
either casting a Bind spell (i.e. Magi's can cast Control and Restrain),
using an item, or using the Bind services in the Confinement
store. A creature with a high Bind Level in the hands of an experienced
character is very unlikely to break free.
The Bind Level inflicted on a companion during refortification depends on
which spell is used and at which level the spell is cast, as does the initial
Bind Level when a character Charms a monster.
Voluntary Companions
Depending on your character's experience and Charisma, monsters in the
dungeon may offer to join your party. For these companions, the "Content Level”
indicates how content the creature is. If a monster becomes too discontent,
it will simply leave; it will not attack the character. Monsters are more
likely to stay around if your character has high Charisma and you keep them
at full hits.
Since voluntary companions have no magical bond, the ordinary
Bind spells will not work on them. However, the Bind service in the
Confinement store is capable of imposing bonds on voluntary companions
("converting” them), but this is very expensive.
Combat
& Companions
When in combat, your companions can use all their special abilities (such as
breathe fire, stone, spit acid) against the enemy monsters, but only one
spell-casting companion will be able to cast a spell each round.
Having four companions for a single character is a great idea.
However, when two or more characters get together and each character has
one or more companions, things can get confusing in battle, which can quite
often result in a companion mistaking a character (and any companions they
may have) for an enemy group and attack! This can be especially dangerous
with powerful magic users and fire-breathing creatures. The possibility
of a companion mistaking another character in the party and their companions
for the enemy is based on the companion's experience (or character equivalent)
level, which varies from creature to creature. Creatures on the upper
levels will usually have little experience in picking out the enemy and
may hit other party members more often, while creatures from the lower levels
will be much more advanced and experienced, and can tell the difference
between a party member and an enemy in the middle of combat.
The more bodies there are in combat, the higher the risk that another
party member (and their companions) will be mistaken for the enemy.
It's recommended that the total 'body' count for an adventuring group never
exceeds 6. Any player who organizes a party of four characters with each character
having four companions is going to have a really bad day - especially if
some of the companions can cast high level spells or can stone their targets!!
Handling
Companions
How dedicated are your companions?
Monsters that offer to join are about 50% of the time dedicated to
staying with the character (provided the character heals and tends to the
creature as necessary). The other 50% are just looking for some fun
and could leave when they get bored or too beat up. Keep in mind
that even very dedicated companions will leave if they are badly hurt
and you don't heal them.
Regulating companions & dealing with surprise attacks
There is a good chance that if a bound companion breaks free of their
master, they will turn and attack (quite often taking other weakly
bound companions with them). This depends on the alignment
of the creature versus the alignment of the character (oppositely aligned
creatures will always attack), and on whether or not the creature is afraid
of the character. Evil creatures tend to attack any character when
they break free.
It is strongly recommended that a character does not take on a companion
that is significantly more powerful than themselves, since there is always
the slight possibility that the companion could break free of their bond and
surprise attack the character and/or the party.
You can also attack a companion: Right-click
on the companion's picture and select Attack!
If you want to get rid of a companion while in the dungeon, right-click
on the companion's picture and select Kick Out. If you kick out a Bound
companion, it may choose to attack you, but most will leave peacefully.
Companions cannot be traded between characters.
Naming your Companions
To make things a little more personal between a character and their
companions, one can assign a Name to their companions by right-clicking
on the picture of the companion you wish to name.
Learning about your Companions
Another major advantage to having a monster as a companion is that
it gives the character time to learn about the monster, its abilities,
strengths and weaknesses. A character with a good ID skill (combined
Intelligence, Wisdom and Guild Level) can usually deduce almost all information
about a companion, using it to their advantage if they end up fighting
that type of monster. Characters with a low ID skill won't be able
to learn very much about their companions and will probably have to use
the ID features of the Confinement store in the
City.
It's a good idea to fully identify companions for the same reason it
is to ID items. You will be able to learn everything about them that
you can, and read some general information (and knowledge) about them,
which can sometimes prove to be invaluable (or at least humorous).
There are only two ways to get a completely identified monster in the
library: You must either have it as a companion and study it, or take the creature
to the Confinement store and have them identify it for you.
Healing & Resurrecting your Companions
Characters can heal their companions while in the dungeon by casting
a Heal spell from their Spellbook, or by using an item that casts such a spell.
All companions will be healed upon entering the town. Dead companions can
be resurrected in the Morgue or by using standard resurrect spells in the
dungeon. Characters cannot heal or resurrect the companions
of other characters in the party, since most other characters' companions
are only partial to their ‘master’ or ‘friend’. A companion that
is hurt will be able to break a binding level much easier, or become very
restless.
Whenever a companion dies, you will automatically carry them - if they can be
carried (ever tried to carry a giant?). In order to pick up another character,
you must drop any companion you might be carrying. If a companion dies and
you are already carrying one, the companion with the most hits will be carried. A
character will never drop a character to carry a dead companion. If a dead companion
gets dropped (or wasn't carried in the first place), it's gone forever.
Moving & Reorganizing your Companions
You can move and reorganize your companions by dragging and dropping
the companion picture onto another companion slot. This allows the
player to place stronger companions in front, and weaker (or spell-casting)
companions in the back.
Selling your Companions
One bonus to collecting companions is the ability to Sell them
in the city for profit. The Confinement will pay handsome
prices for powerful creatures. On the flip side, the more powerful
creatures are harder to contain and regulate than the weaker ones.
|