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Companion Commands
Everything you do with a companion is a hover + hotkey action — look at the ally (or a workstation) and press a key. No menus. All keys are configurable; defaults are shown below and all are ignored while a text box, chat, or console is focused.
| Key | Action | Owner only? |
|---|---|---|
G |
Feed / heal (drink a health mead) | No — anyone can heal |
E |
Cycle stance: Follow → Guard → Standby | Yes |
Y |
Open the companion's inventory (also renames it) | Yes |
H |
Assign to a chore (on a station) / recall (on the ally) | Yes |
J |
Toggle duel mode | Yes |
Hover your own companion and a crosshair tooltip shows its current stance plus the relevant hints ([E] Cycle stance, [Y] Inventory / rename, and [H] Recall from chore when it's working).
Hold a health mead and press G while hovering any recruited companion to heal it. The heal scales to the mead's real potency and the companion's health pool, and plays the mead's own healing burst. Feeding is not owner-restricted — you can top up a friend's ally, or heal the loser of a duel.
Press E while hovering your companion to cycle its stance:
- Follow — comes with you and fights at your side. Attacks monsters; attacks players only under the threat rules below.
- Guard — holds its ground and proactively engages threats near its post. Treats every non-owner player as a threat.
- Standby — fully passive. Holds position and does nothing, except retaliate if attacked.
The companion speaks a short line describing what it can do in its new stance each time you cycle.
Note: stance is per-session — after a relog you'll want to re-issue Follow.
- The owner is never a target (unless the companion has gone feral from a butcher knife — see Recruiting Companions).
- Guard treats every non-owner player as a threat.
- Follow only turns on players the owner has attacked (briefly).
- Any stance — a player who attacks the companion is retaliated against (briefly). Attacking a companion also turns it on the attacker's own companions.
Press Y while hovering your companion to open its inventory — a chest-style panel with the companion's own 4×2 pack, your inventory, and crafting. The same panel carries a name field: type a new name and the companion answers to it from then on (persists across relogs, and shows on the floating name, the crosshair tooltip, and the "already working here" chore tooltip). Unnamed companions just read "Dvergr". While you're typing in the name field, your normal keys are suppressed so they only edit the name.
See Companion Inventory for what the pack does (pickup, food, meads, weight).
Freed companions stop making hostile-camp Dvergr chatter. Instead they speak short "here's what I can do" lines — on recruit and on each stance change — hinting at the chores their caste can take on.
Your own companions show as live pins on your minimap so you can find them. Pins are private and client-side: other players never see your companions on their map, and you never see theirs. Toggle with the ShowMapPins config option (on by default); pick which vanilla pin sprite to use with MapPinIcon.
A Follow-stance companion comes along when you move between places:
- Ships — it boards your ship (climbing a ladder if there is one) and then walks the deck freely, fighting and moving normally while the ship carries it. Companions otherwise avoid deep water. See more under ship riding in the Home topics.
- Portals — step through a portal and every nearby Follow-stance companion you own is teleported to the exit with you and keeps following. Note: just like your own inventory, a wood portal won't let you through if one of these companions is carrying a non-teleportable item (ore, etc.) in its pack — you'll be told which ally and item is blocking it.
Only Follow-stance allies travel; a companion that's on a chore, guarding, on standby, dueling, or feral stays put.