.: Help for dismiss The dismiss command ends the magical bond with one of your companions, releasing them from your service. ━━━ Usage ━━━ dismissRelease the named companion. ━━━ WARNING: Betrayal ━━━ Dismissing a charmed creature is an act of betrayal. It turns on you at once, and it keeps everything you handed it. Your other companions are unaffected. It only turns on you if you are standing beside it. Sever the bond from another room and the creature simply goes back to what it was. Choose the time regardless. Charm is the longest channel in the game, so freeing a slot in the middle of a fight leaves you with a new enemy and no time to replace it. ━━━ What Happens After ━━━ Summoned The creature unmakes itself and fades from the world. It does not linger after dismissal. Raised The reanimated body collapses and crumbles. The bond dissolves completely. Charmed The creature's will is its own again, and it remembers who took it. You may charm it again if you can win the contest a second time. ━━━ Gear Is Not Returned ━━━ Anything your companion is carrying or wearing goes with it. A summoned or raised companion dissolves along with every item you gave it, and a freed creature walks away still wearing your gear. Take back what you want to keep BEFORE you dismiss. ━━━ Alternative ━━━ If you simply want a companion to stop fighting alongside you without releasing it, use companion assist to toggle auto-assist off instead. See also: help manifestation, help companion