Delusions of Grandeur

Help Topics :: companion

.: Help for companion

The companion command lets you review and manage the
creatures bound to you through manifestation magic.

━━━ Usage ━━━

  companion            List all your active companions.
  companion      Show detailed info for one companion.
  companion  assist on/off
                       Toggle auto-assist on or off for that
                       companion. When assist is on, the
                       companion joins combat alongside you
                       automatically.
  companion  name 
                       Give your companion a personal name.
                       It will be known as "Nickname the Type"
                       (e.g., "Fred the Spirit Wolf"). Names
                       must be unique and letters only.

━━━ What the Display Shows ━━━

For each companion you will see:

  Name         The creature's name and bond type
               (summoned, charmed, raised, etc.).
  Condition    A rough sense of how healthy the
               companion currently is.
  Auto-assist  Whether the companion will fight with
               you automatically.

━━━ The Cost of Keeping Them ━━━

Binding a companion costs conviction once, at the moment you cast.
Keeping it costs conviction for as long as it walks with you. That
second cost is the one that matters. It is set aside from your pool,
it cannot be spent on spells or shouts, and it returns only when the
companion is dismissed or dies. Rest will not bring it back.

A mightier companion sets aside more of your will. That is the real
trade between one form and another, not the price you pay to cast it.

Skill in manifestation lowers what each companion sets aside, so a
practised summoner holds more of them on the same will. Rank buys you
a larger following, not only a stronger one.

There is a limit to how much of any pool you may hold in reserve at
once. When you reach it, the binding is refused outright instead of
quietly leaving you weaker. You are told before the casting begins, so
the refusal costs you nothing at all. Dismiss a companion or remove a
draining item to make room.

A mighty companion can ask for more than the limit allows on its own,
even when you hold nothing at all. When you are told that, putting
things down will not help. Bind a lesser creature, deepen your pool, or
raise your manifestation until it will hold.

Use assess to see what a raise would ask before you commit, and
status to see how much of each pool is already spoken for.

━━━ Persistence ━━━

Most companions persist across sessions. When you log out,
summoned and raised companions wait for your return, lingering
in the world until you reconnect.

Charmed creatures do not. Logging out destroys anything you
have charmed, along with whatever it was carrying, so take back
any gear you lent it before you go.

━━━ Stealth Warning ━━━

Companions give away your position. You cannot sneak
effectively while companions are present -- they will be
noticed even if you are not. Dismiss your companions
before attempting anything requiring stealth.

━━━ Companions Act on Their Own ━━━

Companions cannot be ordered or micromanaged. They fight
alongside you when auto-assist is enabled, but you cannot
tell them what to do, what to pick up, or where to go.
They are bound creatures, not servants.

━━━ Death is Permanent ━━━

If a companion falls in battle it is gone. Summon or charm
a new one to replace it. Guard your companions carefully
in dangerous areas.

See also: help progression, help manifestation, help dismiss,
  help reservation, help conviction