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Companions

A companion is a beast that is yours for good. It stays until it is slain, and there is no sending it away. You have at most one at a time. A ranger starts with one; anyone trained in Handle animal can tame one.

A companion is an ally like any other, with the same orders, the same side, and the same share of its kills. The messages call it by its name, drawn when it becomes yours (“Snel bites the kobold.”, “Snel comes to heel.”, “Snel dies.”). The status bar says how it fares (“Snel: unhurt”, or “Snel: with you” while it travels with you on the overworld). Look mode names it (“Snel, your hound”), and the Character screen lists it under your class.

A companion always comes along. Wherever it stands when you take the stairs or leave an area, held fast, holding its place, or not, it arrives beside you (“Snel comes with you.”). It rides with you unseen across the overworld, and steps out beside you at the next place (“Snel follows you in.”). Nothing but death keeps it from you. When it dies it leaves a corpse like any creature, and nothing else happens to you: find another to tame.

Beasts that hunt by scent have a nose. Within so many cells (see the Nose column of Creatures in numbers), your companion smells a foe of yours however dark it is, even through a closed door, though never through a wall. It goes for the foe when its eyes find nothing. When it scents something you cannot see, it growls once (“Snel growls at the dark.”). A door it cannot open keeps it from what it smells, so open it.

The collar

A beast you keep, a companion or a familiar, wears one thing, on its neck. Give, in the Allies group, fastens something of yours that goes on a neck, such as an amulet, on the beast beside you. It takes the time wearing it would take you (What takes time). You give one of a stack, and it is taken off you first if you wore it. With two beasts beside you, you are asked which way.

Whatever the beast wore before falls to the floor beneath it. The magic works on the beast as it would on you: its resistances, its armour, its eyes. You learn nothing about what you give by the beast’s wearing it.

You cannot take a collar back. Give another and pick up the old one, or find it among the beast’s remains. Goods you have not paid for stay with you.

Starting companions

The ranger’s Animal companion (level 1) puts a beast at their side from the first turn. It is one of their race’s kinds, drawn by chance as the run begins, or rarely one of the rares that any race may begin with. The story of how it came to be yours is told with the rest of your background.

At 50 in a thousand (5.0 %), any race’s ranger begins with one of the rares instead, each as likely: wolf (4), black hound (5), great boar (6), panther (6). The beast’s level is in brackets; the ranger’s starting beast is at least their own level from the first turn (see the growth table below).

Taming

Anyone trained in Handle animal may tame a beast, at any level. Choose Tame in the abilities menu and the direction of a beast next to you.

Only some kinds can be tamed: see the Tameable column of Creatures in numbers. The beast must also not be your foe (wildlife, or an animal a Beast-friend has calmed), or must not have seen you (asleep, say).

You crouch beside it for a while, holding out food if you carry any. If you are hurt, or it leaves your side, or someone comes into view, you stop, and nothing is lost but the time. Then one check decides:

  • If you make it, the beast comes to your hand and is your companion, named, at your level.
  • If you fail, it snaps at you and backs away. A beast that was your foe has seen you now.

Try again as often as you like: time is the only price. While you have a companion you cannot tame another. The ranger’s Animal companion makes them a little better at it. The exact check and the chances:

A try is 10 turns beside the beast, then one check: 2d12 + your Willpower modifier + Handle animal’s taming bonus (+5 at 50, +10 at 100, +20 at 200), +2 if you carry food (one of the first food you carry is eaten) + the ranger’s Animal companion bonus, against 10 + 2 × the beast’s level. A natural 2 always fails and a natural 24 always succeeds. The chance of a try, by the modifier:

Beast (level)Difficulty+0+2+4+6+8+10+15
cave bat (1)1261.8%75%85.4%93.1%97.9%99.3%99.3%
deer (1)1261.8%75%85.4%93.1%97.9%99.3%99.3%
giant rat (1)1261.8%75%85.4%93.1%97.9%99.3%99.3%
hound (1)1261.8%75%85.4%93.1%97.9%99.3%99.3%
polecat (1)1261.8%75%85.4%93.1%97.9%99.3%99.3%
badger (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
boar (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
cave beetle (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
cave lizard (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
large spider (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
lynx (2)1445.8%61.8%75%85.4%93.1%97.9%99.3%
wolf (4)1819.4%31.2%45.8%61.8%75%85.4%99.3%
black hound (5)2010.4%19.4%31.2%45.8%61.8%75%95.8%
great boar (6)224.2%10.4%19.4%31.2%45.8%61.8%89.6%
panther (6)224.2%10.4%19.4%31.2%45.8%61.8%89.6%
warg (7)240.69%4.2%10.4%19.4%31.2%45.8%80.6%
bear (12)340.69%0.69%0.69%0.69%0.69%0.69%14.6%
dire warg (22)540.69%0.69%0.69%0.69%0.69%0.69%0.69%

How a companion grows

A companion’s level is yours. Whatever its kind’s own level, it is raised to your level when it becomes yours and every time you gain a level (“Snel grows stronger.”), and it never falls.

Above its kind’s level it gains hit points every level. Now and then it also gains a surer bite, more damage and another die of it, natural armour, and Strength, Dexterity, and Toughness. Its tougher hide is its body’s Protection at its level, as the hide rule gives every creature. Its speed, senses, size, and resistances stay its kind’s. Summons do not grow: their power is their spell’s. The exact table, as the game computes it:

BeastLevelAt 1At 10At 20At 30At 40At 50At 60
cave bat14 hp, −5 to hit, 1d3−5, Defence 12, Protection 023 hp, −2 to hit, 1d3−3, Defence 14 (+1 natural), Protection 045 hp, +1 to hit, 2d3, Defence 17 (+3 natural), Protection 167 hp, +5 to hit, 3d3+2, Defence 19 (+4 natural), Protection 289 hp, +8 to hit, 4d3+5, Defence 22 (+6 natural), Protection 3111 hp, +12 to hit, 5d3+8, Defence 25 (+8 natural), Protection 5133 hp, +15 to hit, 5d3+10, Defence 27 (+9 natural), Protection 6
deer17 hp, +2 to hit, 1d4+2, Defence 12, Protection 026 hp, +4 to hit, 1d4+3, Defence 14 (+1 natural), Protection 048 hp, +7 to hit, 2d4+6, Defence 17 (+3 natural), Protection 170 hp, +11 to hit, 3d4+8, Defence 19 (+4 natural), Protection 292 hp, +14 to hit, 4d4+11, Defence 22 (+6 natural), Protection 3114 hp, +18 to hit, 5d4+14, Defence 25 (+8 natural), Protection 5136 hp, +21 to hit, 5d4+16, Defence 27 (+9 natural), Protection 6
giant rat15 hp, +0 to hit, 1d4, Defence 13, Protection 024 hp, +2 to hit, 1d4+1, Defence 15 (+1 natural), Protection 046 hp, +5 to hit, 2d4+4, Defence 18 (+3 natural), Protection 168 hp, +9 to hit, 3d4+6, Defence 20 (+4 natural), Protection 290 hp, +12 to hit, 4d4+9, Defence 23 (+6 natural), Protection 3112 hp, +16 to hit, 5d4+12, Defence 26 (+8 natural), Protection 5134 hp, +19 to hit, 5d4+14, Defence 28 (+9 natural), Protection 6
hound15 hp, +0 to hit, 1d4, Defence 12, Protection 024 hp, +3 to hit, 1d4+2, Defence 13 (+1 natural), Protection 046 hp, +6 to hit, 2d4+5, Defence 16 (+3 natural), Protection 168 hp, +10 to hit, 3d4+7, Defence 18 (+4 natural), Protection 290 hp, +13 to hit, 4d4+10, Defence 21 (+6 natural), Protection 3112 hp, +17 to hit, 5d4+13, Defence 24 (+8 natural), Protection 5134 hp, +20 to hit, 5d4+15, Defence 26 (+9 natural), Protection 6
polecat14 hp, −2 to hit, 1d4−2, Defence 13, Protection 023 hp, +0 to hit, 1d4−1, Defence 14 (+1 natural), Protection 045 hp, +3 to hit, 2d4+2, Defence 17 (+3 natural), Protection 167 hp, +7 to hit, 3d4+4, Defence 19 (+4 natural), Protection 289 hp, +10 to hit, 4d4+7, Defence 22 (+6 natural), Protection 3111 hp, +14 to hit, 5d4+10, Defence 25 (+8 natural), Protection 5133 hp, +17 to hit, 5d4+12, Defence 27 (+9 natural), Protection 6
badger210 hp, +1 to hit, 1d6+1, Defence 11 (+1 natural), Protection 027 hp, +4 to hit, 1d6+3, Defence 12 (+2 natural), Protection 049 hp, +7 to hit, 2d6+6, Defence 15 (+4 natural), Protection 171 hp, +11 to hit, 3d6+8, Defence 17 (+5 natural), Protection 293 hp, +14 to hit, 4d6+11, Defence 20 (+7 natural), Protection 3115 hp, +18 to hit, 5d6+14, Defence 23 (+9 natural), Protection 5137 hp, +21 to hit, 5d6+16, Defence 25 (+10 natural), Protection 6
boar211 hp, +2 to hit, 1d8+2, Defence 10, Protection 028 hp, +5 to hit, 1d8+4, Defence 12 (+1 natural), Protection 050 hp, +8 to hit, 2d8+7, Defence 15 (+3 natural), Protection 172 hp, +12 to hit, 3d8+9, Defence 17 (+4 natural), Protection 294 hp, +15 to hit, 4d8+12, Defence 20 (+6 natural), Protection 3116 hp, +19 to hit, 5d8+15, Defence 23 (+8 natural), Protection 5138 hp, +22 to hit, 5d8+17, Defence 25 (+9 natural), Protection 6
cave beetle26 hp, +0 to hit, 1d3, Defence 11 (+1 natural), Protection 323 hp, +2 to hit, 1d3+1, Defence 13 (+2 natural), Protection 345 hp, +5 to hit, 2d3+4, Defence 16 (+4 natural), Protection 367 hp, +9 to hit, 3d3+6, Defence 18 (+5 natural), Protection 589 hp, +12 to hit, 4d3+9, Defence 21 (+7 natural), Protection 6111 hp, +16 to hit, 5d3+12, Defence 24 (+9 natural), Protection 8133 hp, +19 to hit, 5d3+14, Defence 26 (+10 natural), Protection 10
cave lizard29 hp, +1 to hit, 1d6+1, Defence 12 (+1 natural), Protection 026 hp, +3 to hit, 1d6+2, Defence 13 (+2 natural), Protection 148 hp, +6 to hit, 2d6+5, Defence 16 (+4 natural), Protection 370 hp, +10 to hit, 3d6+7, Defence 18 (+5 natural), Protection 592 hp, +13 to hit, 4d6+10, Defence 21 (+7 natural), Protection 6114 hp, +17 to hit, 5d6+13, Defence 24 (+9 natural), Protection 8136 hp, +20 to hit, 5d6+15, Defence 26 (+10 natural), Protection 10
large spider27 hp, +0 to hit, 1d4, Defence 12, Protection 024 hp, +2 to hit, 1d4+1, Defence 13 (+1 natural), Protection 046 hp, +5 to hit, 2d4+4, Defence 16 (+3 natural), Protection 168 hp, +9 to hit, 3d4+6, Defence 18 (+4 natural), Protection 290 hp, +12 to hit, 4d4+9, Defence 21 (+6 natural), Protection 3112 hp, +16 to hit, 5d4+12, Defence 24 (+8 natural), Protection 5134 hp, +19 to hit, 5d4+14, Defence 26 (+9 natural), Protection 6
lynx27 hp, +1 to hit, 1d6+1, Defence 13, Protection 024 hp, +3 to hit, 1d6+2, Defence 14 (+1 natural), Protection 046 hp, +6 to hit, 2d6+5, Defence 17 (+3 natural), Protection 168 hp, +10 to hit, 3d6+7, Defence 19 (+4 natural), Protection 290 hp, +13 to hit, 4d6+10, Defence 22 (+6 natural), Protection 3112 hp, +17 to hit, 5d6+13, Defence 25 (+8 natural), Protection 5134 hp, +20 to hit, 5d6+15, Defence 27 (+9 natural), Protection 6
wolf413 hp, +2 to hit, 1d6+1, Defence 12, Protection 026 hp, +4 to hit, 1d6+3, Defence 14 (+1 natural), Protection 048 hp, +8 to hit, 2d6+5, Defence 16 (+2 natural), Protection 170 hp, +11 to hit, 3d6+8, Defence 19 (+4 natural), Protection 292 hp, +15 to hit, 4d6+11, Defence 22 (+6 natural), Protection 3114 hp, +18 to hit, 4d6+13, Defence 24 (+7 natural), Protection 5136 hp, +22 to hit, 5d6+16, Defence 27 (+9 natural), Protection 6
black hound522 hp, +3 to hit, 1d8+2, Defence 12, Protection 033 hp, +5 to hit, 1d8+3, Defence 13, Protection 055 hp, +8 to hit, 2d8+6, Defence 16 (+2 natural), Protection 177 hp, +12 to hit, 3d8+9, Defence 19 (+4 natural), Protection 299 hp, +15 to hit, 3d8+11, Defence 21 (+5 natural), Protection 3121 hp, +19 to hit, 4d8+14, Defence 24 (+7 natural), Protection 5143 hp, +22 to hit, 5d8+17, Defence 27 (+9 natural), Protection 6
great boar630 hp, +5 to hit, 2d6+4, Defence 12 (+2 natural), Protection 038 hp, +6 to hit, 2d6+4, Defence 12 (+2 natural), Protection 060 hp, +9 to hit, 3d6+7, Defence 15 (+4 natural), Protection 182 hp, +13 to hit, 4d6+10, Defence 18 (+6 natural), Protection 2104 hp, +16 to hit, 4d6+12, Defence 20 (+7 natural), Protection 3126 hp, +20 to hit, 5d6+15, Defence 23 (+9 natural), Protection 5148 hp, +23 to hit, 6d6+18, Defence 26 (+11 natural), Protection 6
panther624 hp, +3 to hit, 1d8+2, Defence 14, Protection 032 hp, +4 to hit, 1d8+2, Defence 14, Protection 054 hp, +7 to hit, 2d8+5, Defence 17 (+2 natural), Protection 176 hp, +11 to hit, 3d8+8, Defence 20 (+4 natural), Protection 298 hp, +14 to hit, 3d8+10, Defence 22 (+5 natural), Protection 3120 hp, +18 to hit, 4d8+13, Defence 25 (+7 natural), Protection 5142 hp, +21 to hit, 5d8+16, Defence 28 (+9 natural), Protection 6
warg723 hp, +3 to hit, 1d10+2, Defence 13, Protection 029 hp, +3 to hit, 1d10+2, Defence 13, Protection 051 hp, +7 to hit, 2d10+5, Defence 16 (+2 natural), Protection 173 hp, +10 to hit, 2d10+7, Defence 18 (+3 natural), Protection 295 hp, +14 to hit, 3d10+10, Defence 21 (+5 natural), Protection 3117 hp, +17 to hit, 4d10+13, Defence 24 (+7 natural), Protection 5139 hp, +21 to hit, 5d10+15, Defence 26 (+8 natural), Protection 6
bear1260 hp, +8 to hit, 2d6+5, Defence 11 (+1 natural), Protection 060 hp, +8 to hit, 2d6+5, Defence 11 (+1 natural), Protection 077 hp, +11 to hit, 2d6+7, Defence 13 (+2 natural), Protection 199 hp, +14 to hit, 3d6+10, Defence 16 (+4 natural), Protection 2121 hp, +18 to hit, 4d6+12, Defence 18 (+5 natural), Protection 3143 hp, +21 to hit, 5d6+15, Defence 21 (+7 natural), Protection 5165 hp, +25 to hit, 6d6+18, Defence 24 (+9 natural), Protection 6
dire warg2248 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 148 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 148 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 165 hp, +15 to hit, 3d8+7, Defence 17 (+2 natural), Protection 287 hp, +18 to hit, 4d8+10, Defence 20 (+4 natural), Protection 3109 hp, +22 to hit, 5d8+12, Defence 22 (+5 natural), Protection 5131 hp, +25 to hit, 6d8+15, Defence 25 (+7 natural), Protection 6

From level 18 the ranger’s Pack tactics makes the two of you hunt as one. A creature beside you both is flanked: your melee attacks and your companion’s at it get +2 to hit, and your companion shares your favoured prey bonus.

Hunter’s bond

From level 25 the ranger’s Hunter’s bond lets them share what their companion has. It works while the companion stands on the same level, not while it rides with you across the overworld.

  • Shared sight. You see every cell it sees, by its own eyes: as far as its kind sees, in the dark as its vision allows, and around the corner you cannot see past. You also see the cell of every foe its nose finds, however dark, even through a closed door, but never through a wall. These are seen cells like any other: you remember them, can look at them, and can aim at them. It finds no hidden trap or secret door for you, and smells nothing of a disguised mimic. Being dazzled leaves its view untouched.
  • Shared buffs. A buff that lands on either of you lands on the other too, at the same strength, and each of you wears it off alone. This is any status that a buff spell lays or a potion lends, whatever laid it (“Snel is bark-skinned too.”). It reaches your companion on the overworld too. A hex, a harm, or a cooldown never crosses.

From level 40, Sic ’em sets your companion on a hostile creature you see within 10 cells. It costs 5 focus and the time of a wait. Your companion goes for that creature before any other, and follows it as long as it sees or smells it.

It is also Savage: half again as fast, and each of its next three hits is a critical with no confirmation roll. Each hit spends a degree; otherwise a degree wears off each minute. Give it another order and the chase is over. Savage is its own: it never crosses to you.

The companion’s rules

RuleWhat it is
The starta ranger begins with a beast of their race’s list, or at 50 in a thousand one of the rares
Its level100 % of yours, never below its kind’s own, re-set at every level you gain
Hit points+2 per level above its kind’s
To hit+1 per 4 levels above its kind’s
Damage+1 per 6 levels above its kind’s, and one more die of its attack per 12
Defence+1 natural armour per 6 levels above its kind’s
Protectionits body’s at its level (a hide (level − 10) ÷ 8, scales or a shell level ÷ 6, stone level ÷ 4 + 1), never below its kind’s own
Strength, Dexterity, Toughness+1 per 5 levels above its kind’s
Namesone of 12: Snel, Brūn, Græg, Blæc, Hwīt, Lēof, Hræfn, Wulf, Fæger, Beald, Hraþe, Fugol

See also: Allies, the ranger, and Familiars.