Difference between revisions of "Companions"
(Added game data tables for all companion types) |
(Added dice icons, Saddle extra dice info, and some minor fixes) |
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All "humanoid" companions (i.e. excluding [[Animal]]s) have a [[Loyalty]] attribute that starts at 2 out of 4; if it reaches 0 the companion becomes [[Angry]] and may leave. | All "humanoid" companions (i.e. excluding [[Animal]]s) 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 | + | ''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 == | ||
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] |
|- | |- | ||
|[[Sailor]] || <ul><li>Free [[Naval Flare]] each trek<li>Naval Flare cooldown -2/promotion || 60 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2 | |[[Sailor]] || <ul><li>Free [[Naval Flare]] each trek<li>Naval Flare cooldown -2/promotion || 60 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2 | ||
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] || Club || Unlock Rank |
|- | |- | ||
|[[Sikh Warrior]] || <ul><li>[[Melee weapons]] Strength +20%, +5%/promotion<li>Can still fight at 0 Health || 50 || style="color:red"|1 || style="color:green"|3 || style="color:blue"|0 || [[Avalon Society]] || 2 | |[[Sikh Warrior]] || <ul><li>[[Melee weapons]] Strength +20%, +5%/promotion<li>Can still fight at 0 Health || 50 || style="color:red"|1 || style="color:green"|3 || style="color:blue"|0 || [[Avalon Society]] || 2 | ||
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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. | 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="wikitable sortable" | ||
+ | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] | ||
+ | |- | ||
+ | |[[Warrior]] || <ul><li>Sanity from combat +5, +2/promotion || 50 || style="color:red"|3 || style="color:green"|1 || style="color:blue"|0 | ||
+ | |- | ||
+ | |[[Scout]] || <ul><li>View Distance +10%, +10%/promotion || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0 | ||
+ | |} | ||
+ | |||
+ | Others are specialized classes, presented below. | ||
=== Humans === | === Humans === | ||
Human natives are found in [[Drylands]], [[Jungle]] and [[Prehistoric]] maps. Some also appear as starting companions of certain Leaders. | Human natives are found in [[Drylands]], [[Jungle]] and [[Prehistoric]] maps. Some also appear as starting companions of certain Leaders. | ||
− | |||
− | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] |
− | | | ||
− | |[[ | ||
|- | |- | ||
|[[Shaman]] || <ul><li>Sanity from [[Mushroom]]s +10, +5/promotion || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2 | |[[Shaman]] || <ul><li>Sanity from [[Mushroom]]s +10, +5/promotion || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2 | ||
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|[[Priest]] || <ul><li>Max Sanity +10, +5/promotion || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 | |[[Priest]] || <ul><li>Max Sanity +10, +5/promotion || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 | ||
|- | |- | ||
− | + | |[[Arbiter]] || <ul><li>View Distance +10%, +10%/promotion<li>1 extra die (3 Blue faces, never increasing)<li>"Detests violence"<li>Only available with [[Nahua Seeker]] at campaign start || 50 || style="color:red"|2/0 || style="color:green"|2/0 || style="color:blue"|3/3 | |
− | |||
− | |[[Arbiter]] || <ul><li>View Distance +10%, +10%/promotion<li>1 extra die (3 Blue faces, never increasing)<li> | ||
|} | |} | ||
=== Salamanders === | === Salamanders === | ||
− | Salamander natives are found in [[Archipelago]] maps. All are of non-binary [[gender]]. | + | 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="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] |
− | | | ||
− | |[[ | ||
|- | |- | ||
|[[Sea Priest]] || <ul><li>Sanity from [[Mushroom]]s +10, +5/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 | |[[Sea Priest]] || <ul><li>Sanity from [[Mushroom]]s +10, +5/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 | ||
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilities || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilities || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] |
|- | |- | ||
|[[Burrower]] || <ul><li>Free [[Mining Saw]] each trek || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0 | |[[Burrower]] || <ul><li>Free [[Mining Saw]] each trek || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0 | ||
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== Pack Animals == | == Pack Animals == | ||
− | '''Pack Animals''' are | + | '''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="wikitable sortable" | {|class="wikitable sortable" | ||
− | !Class || class="unsortable"|Abilites || [[Health|H]] || [[Red Dice | + | !Class || class="unsortable"|Abilites || [[Health|H]] || [[File:VigorDice.png|x20px|link=Red Dice]] || [[File:FinesseDice.png|x20px|link=Green Dice]] || [[File:EloquenceDice.png|x20px|link=Blue Dice]] || Capacity || class="unsortable"|Found in |
|- | |- | ||
− | |[[Horse]] || || 50 || style="color:red"|0 || style="color:green"|4 || style="color:blue"|0 || 2 + Level || Drylands/Jungle villages | + | |[[Horse]] || || 50 || style="color:red"|0/0 || style="color:green"|4/0 || style="color:blue"|0/2 || 2 + Level || Drylands/Jungle villages |
|- | |- | ||
− | |[[Donkey]] || || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0 || 2 + Level || Drylands/Jungle villages, Tavern | + | |[[Donkey]] || || 50 || style="color:red"|4/? || style="color:green"|0/? || style="color:blue"|0/? || 2 + Level || Drylands/Jungle villages, Tavern |
|- | |- | ||
− | |[[Parasaurolophus]] || || 60 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || 2 + Level || Prehistoric villages, [[Baby Parasaurolophus]] | + | |[[Parasaurolophus]] || || 60 || style="color:red"|0/1 || style="color:green"|2/0 || style="color:blue"|2/0 || 2 + Level || Prehistoric villages, [[Baby Parasaurolophus]] |
|- | |- | ||
− | |[[Giant Tortoise]] || <ul><li>Travel Start Cost +3 ||75 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0 || 4 + Level || Archipelago villages, [[Baby Tortoise]] | + | |[[Giant Tortoise]] || <ul><li>Travel Start Cost +3 ||75 || style="color:red"|2/2 || style="color:green"|2/0 || style="color:blue"|0/0 || 4 + Level || Archipelago villages, [[Baby Tortoise]] |
|- | |- | ||
− | |[[Oryx]] || <ul><li>[[Waterfall]]/[[Oasis]] reveal distance 3 + Level || 55 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0 || 4 || Drylands/Jungle [[Prey Animals]] | + | |[[Oryx]] || <ul><li>[[Waterfall]]/[[Oasis]] reveal distance 3 + Level || 55 || style="color:red"|2/? || style="color:green"|2/? || style="color:blue"|0/? || 4 || Drylands/Jungle [[Prey Animals]] |
|- | |- | ||
− | |[[Red Elk]] || <ul><li>[[Standing]] +1 every 30 days, -2/promotion || 65 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || 4 || [[Waterfall]]/[[Oasis]] random event | + | |[[Red Elk]] || <ul><li>[[Standing]] +1 every 30 days, -2/promotion || 65 || style="color:red"|0/0 || style="color:green"|2/2 || style="color:blue"|2/0 || 4 || [[Waterfall]]/[[Oasis]] random event |
|} | |} | ||
[[Category:Companions]] | [[Category:Companions]] |
Revision as of 23:27, 3 December 2020
“ | “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.
Contents
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 | |||
---|---|---|---|---|---|
Sailor |
|
60 | 2 | 0 | 2 |
Field Nurse |
|
60 | 3 | 0 | 1 |
British Soldier |
|
50 | 4 | 0 | 0 |
Cook |
|
50 | 2 | 2 | 0 |
Missionary |
|
50 | 2 | 0 | 2 |
Translator |
|
50 | 2 | 0 | 2 |
Roma Trader |
|
50 | 0 | 1 | 3 |
Street Rat |
|
50 | 0 | 2 | 2 |
Travelling Quack |
|
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 | Club | Unlock Rank | |||
---|---|---|---|---|---|---|---|
Sikh Warrior |
|
50 | 1 | 3 | 0 | Avalon Society | 2 |
Treasure Corgi |
|
50 | 0 | 4 | 0 | Avalon Society | 7 |
Engineer |
|
50 | 0 | 2 | 2 | Lux Labs | 2 |
Kinetographer | 50 | 3 | 0 | 1 | Lux Labs | 7 | |
Academy Master |
|
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 | |||
---|---|---|---|---|---|
Warrior |
|
50 | 3 | 1 | 0 |
Scout |
|
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 | |||
---|---|---|---|---|---|
Shaman |
|
50 | 2 | 0 | 2 |
Priest |
|
50 | 0 | 0 | 4 |
Arbiter |
|
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 | |||
---|---|---|---|---|---|
Sea Priest |
|
50 | 0 | 0 | 4 |
Dowser |
|
50 | 2 | 2 | 0 |
Guardian |
|
50 | 4 | 0 | 0 |
Prince |
|
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 | |||
---|---|---|---|---|---|
Burrower |
|
50 | 4 | 0 | 0 |
Tinkerer |
|
50 | 0 | 4 | 0 |
Headhunter |
|
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 | 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 |
|
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 |