Companions

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Revision as of 23:27, 3 December 2020 by Delvr (talk | contribs) (Added dice icons, Saddle extra dice info, and some minor fixes)
“My heart pounded with anticipation of the fame and glory that lay before me. But first I would need to hire some assistance...”

Companions will join your party in various ways, most commonly by recruiting them in Paris or in Native villages. Your party can have a maximum of 4 companions in addition to your Leader; any extra characters must be dismissed before moving. (Some special temporary companions are an exception to this.)

All "humanoid" companions (i.e. excluding Animals) have a Loyalty attribute that starts at 2 out of 4; if it reaches 0 the companion becomes Angry and may leave.

Note: In the tables below, Health and Dice face colors are for start Level 1, and "Ability X, +Y/promotion" means that "ability" starts at X at Level 1 and increases by Y for each additional level from 2 onward.

European Companions

European companions can be recruited in the Paris hub in-between treks.

Tavern Recruits

These characters can be recruited for free at the Boussole Cassée Tavern once before each trek. (Donkeys can also be found there.) All except the Missionary are also available as starting companions of various Leaders.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png
Sailor
  • Free Naval Flare each trek
  • Naval Flare cooldown -2/promotion
60 2 0 2
Field Nurse
  • Heal Speed +20%, +15%/promotion
60 3 0 1
British Soldier 50 4 0 0
Cook 50 2 2 0
Missionary
  • Max Sanity +10, +5/promotion
  • Free resting in Missions
50 2 0 2
Translator
  • Village resting Sanity per night +1, +1/promotion
50 2 0 2
Roma Trader
  • Trade cost -5, -2/promotion
50 0 1 3
Street Rat
  • Can steal from trading encounters
50 0 2 2
Travelling Quack
  • Free Elixir every 30 days, -3/promotion
  • Not available in Tavern during Year 1
50 0 2 2
Hunting Dog 60 2 2 0

Club Recruits

These characters can be purchased from the Explorer Clubs for 10 Tickets each, once unlocked by reaching the required Rank with that club.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png Club Unlock Rank
Sikh Warrior
  • Melee weapons Strength +20%, +5%/promotion
  • Can still fight at 0 Health
50 1 3 0 Avalon Society 2
Treasure Corgi 50 0 4 0 Avalon Society 7
Engineer
  • Equipped Lux Labs items Level +1, +1/promotion
50 0 2 2 Lux Labs 2
Kinetographer 50 3 0 1 Lux Labs 7
Academy Master
  • Free Scroll every 30 days, -3/promotion
50 0 0 4 Taishi Academy 2
Taoist Monk 50 0 3 1 Taishi Academy 7

Native Companions

Native companions can be recruited by request to the Ruler of a Village, which usually requires 3 Standing. They can also join through various random events, and can be hired from wandering Exposition Recruiters by succeeding a speaking challenge. Some village quests involve escorting a native who joins your party temporarily without taking up a character slot.

Natives hired from villages have a Local attribute that makes them reluctant to follow you after a trek. Keeping them will require a successful speaking challenge and the end of the trek, which will clear the attribute.

Note: some of the Native character classes have "Elite" variants with unclear effects.

Some Native classes are "generic" and can appear in any tribe:

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png
Warrior
  • Sanity from combat +5, +2/promotion
50 3 1 0
Scout
  • View Distance +10%, +10%/promotion
50 2 2 0

Others are specialized classes, presented below.

Humans

Human natives are found in Drylands, Jungle and Prehistoric maps. Some also appear as starting companions of certain Leaders.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png
Shaman 50 2 0 2
Priest
  • Max Sanity +10, +5/promotion
50 0 0 4
Arbiter
  • View Distance +10%, +10%/promotion
  • 1 extra die (3 Blue faces, never increasing)
  • "Detests violence"
  • Only available with Nahua Seeker at campaign start
50 2/0 2/0 3/3

Salamanders

Salamander natives are found in Archipelago maps. All are of non-binary gender. Non-generic Salamander classes have an "amphibious" ability that reduces water and swamp travel costs.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png
Sea Priest
  • Sanity from Mushrooms +10, +5/promotion
  • Water/Swamp Tile Cost -2
50 0 0 4
Dowser
  • Water reveal chance 15%, +5%/promotion
  • Water/Swamp Tile Cost -2
50 2 2 0
Guardian 50 4 0 0
Prince
  • Melee weapons Strength +20%, +5%/promotion
  • Water/Swamp Tile Cost -2
50 4 0 0

Mole People

Mole People natives are found in Caverns maps. They are purchased as mercenaries from Mole Outposts, not Villages. Mole villages instead offer non-Mole characters (Europeans, Human Natives and Salamanders) for purchase.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png
Burrower 50 4 0 0
Tinkerer
  • Free Tinker Box each trek
  • Tinker Box cooldown -2, -1/promotion
50 0 4 0
Headhunter
  • Trade cost -5, -2/promotion
50 2 0 2

Pack Animals

Pack Animals are Animal companions often selected for their increased carrying Capacity. They take up a character slot as normal but don't have a Loyalty attribute, and have a Beast/Pack Animal equipment slot instead of a Hand and Body slot. One pack animal per party can be ridden by your Leader using a Saddle (occupying 1 Capacity) to reduce travel costs and add a second combat die (shown as the second number in the dice face columns below).

Class Abilites H VigorDice.png FinesseDice.png EloquenceDice.png Capacity Found in
Horse 50 0/0 4/0 0/2 2 + Level Drylands/Jungle villages
Donkey 50 4/? 0/? 0/? 2 + Level Drylands/Jungle villages, Tavern
Parasaurolophus 60 0/1 2/0 2/0 2 + Level Prehistoric villages, Baby Parasaurolophus
Giant Tortoise
  • Travel Start Cost +3
75 2/2 2/0 0/0 4 + Level Archipelago villages, Baby Tortoise
Oryx 55 2/? 2/? 0/? 4 Drylands/Jungle Prey Animals
Red Elk 65 0/0 2/2 2/0 4 Waterfall/Oasis random event