Difference between revisions of "Companions"

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(Added dice icons, Saddle extra dice info, and some minor fixes)
(Updated for Alpha 13, added Animal subsections, added Raptor)
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'''Companions''' will join your party in various ways, most commonly by recruiting them in [[Paris]] or in [[Native]] [[village]]s. 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.)
 
'''Companions''' will join your party in various ways, most commonly by recruiting them in [[Paris]] or in [[Native]] [[village]]s. 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 [[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 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.''
+
''Note: In all 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                || 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]]
 
!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 map cooldown -2/promotion || 60 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2
 
|-
 
|-
|[[Field Nurse]]      || <ul><li>Heal Speed +20%, +15%/promotion || 60 || style="color:red"|3 || style="color:green"|0 || style="color:blue"|1
+
|[[Field Nurse]]      || <ul><li>Heal Speed +30%, +10%/promotion || 60 || style="color:red"|3 || style="color:green"|0 || style="color:blue"|1
 
|-
 
|-
|[[British Soldier]]  || <ul><li>[[Firearms]] Strength +20%, +5%/promotion || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
+
|[[British Soldier]]  || <ul><li>[[Firearms]] Strength +15%, +5%/promotion || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
 
|-
 
|-
|[[Cook]]            || <ul><li>[[Cooked meat]] Sanity = 3, +1/promotion || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
+
|[[Cook]]            || <ul><li>[[Cooked Meat]] Sanity/value +1, +1/promotion || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
 
|-
 
|-
|[[Missionary]]      || <ul><li>Max Sanity +10, +5/promotion<li>Free resting in [[Mission]]s || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2
+
|[[Missionary]]      || <ul><li>Max Sanity +10, +3/promotion<li>Free resting in [[Mission]]s || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2
 
|-
 
|-
|[[Translator]]      || <ul><li>Village resting Sanity per night +1, +1/promotion || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2
+
|[[Translator]]      || <ul><li>Village rest nightly Sanity +1, +1/promotion || 50 || style="color:red"|2 || style="color:green"|0 || style="color:blue"|2
 
|-
 
|-
 
|[[Roma Trader]]      || <ul><li>Trade cost -5, -2/promotion || 50 || style="color:red"|0 || style="color:green"|1 || style="color:blue"|3
 
|[[Roma Trader]]      || <ul><li>Trade cost -5, -2/promotion || 50 || style="color:red"|0 || style="color:green"|1 || style="color:blue"|3
 
|-
 
|-
|[[Street Rat]]      || <ul><li>Can steal from trading encounters || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2
+
|[[Street Rat]]      || <ul><li>Can steal from trading encounters<li>[[Stealing Challenge]] bonus die (1 face/promotion) || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2
 
|-
 
|-
|[[Travelling Quack]] || <ul><li>Free [[Elixir]] every 30 days, -3/promotion<li>Not available in Tavern during Year 1 || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2
+
|[[Travelling Quack]] || <ul><li>Provides [[Elixir]] every 30 days, -3/promotion<li>Not available in Tavern during Year 1 || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2
 
|-
 
|-
|[[Hunting Dog]]     || <ul><li>Free [[Raw Quail]] every 20 days, -2/promotion<li>[[Animal]] with [[Beast]] equipment slot only (no saddles) || 60 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
+
|[[Hunting Dog]]*    || <ul><li>Provides [[Raw Quail]] every 25 days, -2/promotion<li>[[Hunting Challenge]] bonus die (2 faces, +1/promotion) || 60 || style="color:red"|2/2 || style="color:green"|2/2 || style="color:blue"|0/0
 
|}
 
|}
 +
''* Beast companion; see [[Beast]] section for details.''
  
 
=== Club Recruits ===
 
=== Club Recruits ===
  
These characters can be purchased from the [[Explorer Club]]s for 10 [[Tickets]] each, once unlocked by reaching the required Rank with that club.
+
These characters can be purchased from the [[Explorer Club]]s for 8 [[Tickets]] each (regardless of level), once unlocked by reaching the required Rank with that club. They are also occasionaly available for free in the Tavern.
  
 
{|class="wikitable sortable"
 
{|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]] || Club || Unlock Rank
 
!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 +15%, +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
 
|-
 
|-
|[[Treasure Corgi]] || <ul><li>Reveals nearby [[buried treasure]]s<li>Can dig up treasure without a [[shovel]]<li>[[Animal]] with [[Beast]] equipment slot only (no saddles) || 50 || style="color:red"|0 || style="color:green"|4 || style="color:blue"|0 || [[Avalon Society]] || 7
+
|[[Treasure Corgi]]*|| <ul><li>Reveals nearby [[Buried Treasure]]s (except Village Relics)<li>Can dig up non-Relic treasure without a [[Shovel]]<li>[[Search Challenge]] bonus die (2 faces, +1/promotion) || 50 || style="color:red"|0/0 || style="color:green"|4/4 || style="color:blue"|0/0 || [[Avalon Society]] || 8
 
|-
 
|-
|[[Engineer]]      || <ul><li>Equipped Lux Labs items Level +1, +1/promotion || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || [[Lux Labs]] || 2
+
|[[Engineer]]      || <ul><li>Equipped Lux Labs items Level +1, +1/promotion || 50 || style="color:red"|0 || style="color:green"|2 || style="color:blue"|2 || [[Lux Labs]] || 4
 
|-
 
|-
|[[Kinetographer]]  || <ul><li>Free [[Film Reel]] x4 each trek<li>[[Kino Film]] Fame +10%/promotion || 50 || style="color:red"|3 || style="color:green"|0 || style="color:blue"|1 || [[Lux Labs]] || 7
+
|[[Kinetographer]]  || <ul><li>Free [[Film Reel]] x4 each trek<li>[[Kino Film]] Fame +15%/promotion || 50 || style="color:red"|3 || style="color:green"|0 || style="color:blue"|1 || [[Lux Labs]] || 8
 
|-
 
|-
|[[Academy Master]] || <ul><li>Free [[Scroll]] every 30 days, -3/promotion || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 || [[Taishi Academy]] || 2
+
|[[Academy Master]] || <ul><li>Provides [[Scroll]] every 30 days, -3/promotion || 50 || style="color:red"|0 || style="color:green"|0 || style="color:blue"|4 || [[Taishi Academy]] || 2
 
|-
 
|-
|[[Taoist Monk]]    || <ul><li>Armor vs. [[Supernatural]] enemies 15%, +5%/promotion || 50 || style="color:red"|0 || style="color:green"|3 || style="color:blue"|1 || [[Taishi Academy]] || 7
+
|[[Taoist Monk]]    || <ul><li>Armor vs. [[Supernatural]] enemies +15%, +5%/promotion || 50 || style="color:red"|0 || style="color:green"|3 || style="color:blue"|1 || [[Taishi Academy]] || 8
 
|}
 
|}
 +
''* Beast companion; see [[Beast]] section for details.''
  
 
== Native Companions ==
 
== 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 Recruiter]]s by succeeding a [[speaking challenge]]. Some [[village quests]] involve escorting a native who joins your party temporarily without taking up a character slot.
+
'''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 Recruiter]]s. 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.
+
Natives hired from villages have a [[Local]] attribute that makes them reluctant to follow you after a trek. Keeping them will require a successful [[Understanding Challenge]] at the end of the trek, which will clear the attribute.
  
 
''Note: some of the Native character classes have "Elite" variants with unclear effects.''
 
''Note: some of the Native character classes have "Elite" variants with unclear effects.''
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!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]]
 
!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
+
|[[Warrior]] || <ul><li>Sanity from combat +5, +1/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
+
|[[Scout]]  || <ul><li>View Distance +15%, +3%/promotion || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
 
|}
 
|}
  
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|[[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
 
|-
 
|-
|[[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, +3/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 +15%, +3%/promotion<li>-1 Loyalty from initiating combat || 50 || style="color:red"|2/0 || style="color:green"|2/0 || style="color:blue"|0/3
 
|}
 
|}
 +
''* Arbiter is only available with [[Nahua Seeker]], at campaign start.''
  
 
=== Salamanders ===
 
=== 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.
+
Salamander natives are found in [[Archipelago]] maps. All are of non-binary [[gender]]. They benefit from reduced [[Water]] and [[Swamp]] travel costs.
  
 
{|class="wikitable sortable"
 
{|class="wikitable sortable"
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|[[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
 
|-
 
|-
|[[Dowser]]    || <ul><li>Water reveal chance 15%, +5%/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
+
|[[Dowser]]    || <ul><li>[[Waterfall]]/[[Oasis]] reveal distance +1, +1/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|2 || style="color:green"|2 || style="color:blue"|0
 
|-
 
|-
|[[Guardian]]  || <ul><li>[[Attention Chance]] -25%, -5%/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
+
|[[Guardian]]  || <ul><li>[[Attention Chance]] -15%, -3%/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
 
|-
 
|-
|[[Prince]]    || <ul><li>[[Melee weapons]] Strength +20%, +5%/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
+
|[[Prince]]    || <ul><li>[[Melee weapons]] Strength +15%, +5%/promotion<li>Water/Swamp Tile Cost -2 || 50 || style="color:red"|4 || style="color:green"|0 || style="color:blue"|0
 
|}
 
|}
  
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|}
 
|}
  
== Pack Animals ==
+
== Animal Companions ==
 +
'''Animals companions''' are non-humanoid trek members. They take up a character slot as normal but don't have a [[Loyalty]] attribute, and have a single special [[Equipment]] slot instead of Hand and Body slots. Unlike with humanoids, you can recruit several animals of the same class in your party.
  
'''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).
+
=== Pack Animals ===
 +
'''Pack Animals''' are often selected for their increased carrying [[Capacity]]. They have a combined Beast/Pack Animal equipment slot. One pack animal per party can be ridden by your Leader using a [[Saddle]] (occupying 1 Capacity) to reduce travel costs and activate their second die. ''(So keep in mind that the second number in the Dice Face columns below is only present when the animal is ridden.)''
  
 
{|class="wikitable sortable"
 
{|class="wikitable sortable"
 
!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
 
!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"|0/0 || style="color:green"|4/0 || style="color:blue"|0/2 || 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"|4/0 || style="color:green"|0/2 || style="color:blue"|0/0 || 2 + Level || Drylands/Jungle Villages, Tavern
 
|-
 
|-
|[[Parasaurolophus]] || || 60 || style="color:red"|0/1 || style="color:green"|2/0 || style="color:blue"|2/0 || 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"|2/2 || style="color:green"|2/0 || style="color:blue"|0/0 || 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 +1, +1/promotion || 55 || style="color:red"|2/0 || style="color:green"|2/2 || style="color:blue"|0/0 || 4 || Drylands/Jungle Villages/[[Prey Animals]]
 
|-
 
|-
|[[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
+
|[[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]]
+
=== Beasts ===
 +
'''Beasts''' are smaller animals that cannot be ridden or use larger equipment. They have a Beast equipment slot, and cannot equip Pack Animal-specific items such as [[Saddle]]s. However they provide a second die without requiring anything to activate it, and also a bonus die for specified non-Combat challenges.
 +
 
 +
{|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]] || Capacity || class="unsortable"|Found in
 +
|-
 +
|[[Hunting Dog]]    || <ul><li>Provides [[Raw Quail]] every 25 days, -2/promotion<li>[[Hunting Challenge]] bonus die (2 faces, +1/promotion) || 60 || style="color:red"|2/2 || style="color:green"|2/2 || style="color:blue"|0/0 || 2 || Tavern
 +
|-
 +
|[[Treasure Corgi]]  || <ul><li>Reveals nearby [[Buried Treasure]]s (except Village Relics)<li>Can dig up non-Relic treasure without a [[Shovel]]<li>[[Search Challenge]] bonus die (2 faces, +1/promotion) || 50 || style="color:red"|0/0 || style="color:green"|4/4 || style="color:blue"|0/0 || 2 || [[Avalon Society]]
 +
|}
 +
 
 +
=== Hybrids ===
 +
'''Hybrids''' animals combine the features of Beasts and Pack Animals. As such they provide a second die and specified Challenge bonus die like Beasts, but can also equip the same items as Pack Animals including Saddles. ''(The Saddle die is in third position in the Dice Face columns below).''
 +
 
 +
{|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]] || Capacity || class="unsortable"|Found in
 +
|-
 +
|[[Raptor]]          || <ul><li>Provides [[Raw Quail]] every 25 days, -2/promotion<li>[[Hunting Challenge]] bonus die (2 faces, +1/promotion) || 60 || style="color:red"|0/0/2 || style="color:green"|2/2/0 || style="color:blue"|2/2/0 || 2 || [[Baby Raptor]]
 +
|}
 +
 
 +
[[Category:Companions|*]]

Revision as of 21:13, 20 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 all 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 map cooldown -2/promotion
60 2 0 2
Field Nurse
  • Heal Speed +30%, +10%/promotion
60 3 0 1
British Soldier 50 4 0 0
Cook 50 2 2 0
Missionary
  • Max Sanity +10, +3/promotion
  • Free resting in Missions
50 2 0 2
Translator
  • Village rest nightly Sanity +1, +1/promotion
50 2 0 2
Roma Trader
  • Trade cost -5, -2/promotion
50 0 1 3
Street Rat 50 0 2 2
Travelling Quack
  • Provides Elixir every 30 days, -3/promotion
  • Not available in Tavern during Year 1
50 0 2 2
Hunting Dog* 60 2/2 2/2 0/0

* Beast companion; see Beast section for details.

Club Recruits

These characters can be purchased from the Explorer Clubs for 8 Tickets each (regardless of level), once unlocked by reaching the required Rank with that club. They are also occasionaly available for free in the Tavern.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png Club Unlock Rank
Sikh Warrior
  • Melee weapons Strength +15%, +5%/promotion
  • Can still fight at 0 Health
50 1 3 0 Avalon Society 2
Treasure Corgi* 50 0/0 4/4 0/0 Avalon Society 8
Engineer
  • Equipped Lux Labs items Level +1, +1/promotion
50 0 2 2 Lux Labs 4
Kinetographer 50 3 0 1 Lux Labs 8
Academy Master
  • Provides Scroll every 30 days, -3/promotion
50 0 0 4 Taishi Academy 2
Taoist Monk 50 0 3 1 Taishi Academy 8

* Beast companion; see Beast section for details.

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. 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 Understanding Challenge at 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, +1/promotion
50 3 1 0
Scout
  • View Distance +15%, +3%/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, +3/promotion
50 0 0 4
Arbiter*
  • View Distance +15%, +3%/promotion
  • -1 Loyalty from initiating combat
50 2/0 2/0 0/3

* Arbiter is only available with Nahua Seeker, at campaign start.

Salamanders

Salamander natives are found in Archipelago maps. All are of non-binary gender. They benefit from reduced 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
  • Waterfall/Oasis reveal distance +1, +1/promotion
  • Water/Swamp Tile Cost -2
50 2 2 0
Guardian 50 4 0 0
Prince
  • Melee weapons Strength +15%, +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

Animal Companions

Animals companions are non-humanoid trek members. They take up a character slot as normal but don't have a Loyalty attribute, and have a single special Equipment slot instead of Hand and Body slots. Unlike with humanoids, you can recruit several animals of the same class in your party.

Pack Animals

Pack Animals are often selected for their increased carrying Capacity. They have a combined Beast/Pack Animal equipment slot. One pack animal per party can be ridden by your Leader using a Saddle (occupying 1 Capacity) to reduce travel costs and activate their second die. (So keep in mind that the second number in the Dice Face columns below is only present when the animal is ridden.)

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 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
  • Waterfall/Oasis reveal distance +1, +1/promotion
55 2/0 2/2 0/0 4 Drylands/Jungle Villages/Prey Animals
Red Elk 65 0/0 2/2 2/0 4 Waterfall/Oasis random event

Beasts

Beasts are smaller animals that cannot be ridden or use larger equipment. They have a Beast equipment slot, and cannot equip Pack Animal-specific items such as Saddles. However they provide a second die without requiring anything to activate it, and also a bonus die for specified non-Combat challenges.

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png Capacity Found in
Hunting Dog 60 2/2 2/2 0/0 2 Tavern
Treasure Corgi 50 0/0 4/4 0/0 2 Avalon Society

Hybrids

Hybrids animals combine the features of Beasts and Pack Animals. As such they provide a second die and specified Challenge bonus die like Beasts, but can also equip the same items as Pack Animals including Saddles. (The Saddle die is in third position in the Dice Face columns below).

Class Abilities H VigorDice.png FinesseDice.png EloquenceDice.png Capacity Found in
Raptor 60 0/0/2 2/2/0 2/2/0 2 Baby Raptor