Followers, also known as companions, are characters which may accompany the Living One on their journey through Arcanum. Each follower has different preferences, mannerisms, and may choose not to join the player's party if certain conditions are not met. Some followers may have a disliking for each other, and will not travel in each other's presence, but high persuasive skills can make them reconsider.
Experience
- Most followers will not join you unless you are at least their level when they join your party. A notable exception is Dog, who will join you regardless of level.
- Followers do not gain experience through combat, but rather will gain a level when the player character does. Therefore it is best to pick up followers as soon as they become available, so that they do not end up staying behind your own level.
- The level cap in Arcanum is 50. In older versions of the game, this also means that followers are unable to level up once the main character reaches 50, even if their own level is lower when this happens. In newer versions this is supposedly fixed by changing the level cap variable to 51, which allows the main character to keep gaining experience without increasing their own level.
Commands
Players can issue commands to a single follower or their entire party in a few ways. Certain instructions can help with saving followers from dangerous situations or for creating new combat strategies. Note that there is a certain radius beyond which followers will not hear the player's commands.
Right-clicking a follower's portrait from the column on the left side of the screen allows the player to choose a command which will then be sent to that follower. It is also possible to view a follower's inventory or character screen this way, bypassing the need for dialogue.
Another method of sending commands is by broadcasting messages. To do so, a player must open the chat window by pressing Enter, then typing a command and sending it by pressing Enter again. Preface a message with a follower's name to instruct only that follower (e.g. Virgil Wait), or preface it with # to instruct all followers within range (e.g. #Wait). Below is a list of available broadcast messages, but keep in mind that some contain mature language.
- Walk — Instructs follower(s) to walk to a specified tile.
- Attack — Instructs follower(s) to attack an object or creature.
- Stay Close — Instructs follower(s) to stay close to the player.
- Spread Out — Instructs follower(s) to stay further away from the player.
- Back Off — Instructs follower(s) to stop attacking an object or creature.
- Follow — Seems to do nothing?
- Wait — Instructs follower(s) to wait. Seems to work fine.
- Leave — Instructs follower(s) to leave the party. Seems to cause broken dialogue in some cases.
- Come — Same as Follow?
- Move — Same as Walk?
- Close — Same as Stay Close?
- Spread — Same as Spread Out?
- Fuck You — Causes follower(s) to insult the player, leave the party, and sometimes to become aggressive to the player.
- Fuck — Same as Fuck You?
- Join — Same as Follow?
- Disband — Same as Leave?
- Stop — Same as Back Off?
Finally, the player can use hotkeys to instruct all followers quickly. See the respective page for details.
Vocalization
An element of Arcanum which quite positively stands out is the voice acting of characters important to the storyline. The list of followers below indicates if they are voiced or not.
There are only a few voiced NPCs:
- Simeon Tor
- Nasrudin
- Kerghan
- Silver Lady
- K'an Hua
- Min Gorad
- Gilbert Bates
- Stennar Rock Cutter
- Arronax
- Gar
Technology and Magic
Followers can lean towards technology or magic (or neither). Since technology and magic cancel each other out, it's often not beneficial to combine followers of opposing aptitudes. Healing spells will fizzle on technologically minded followers. For example, having Magnus and Virgil both is largely pointless except for the dialogue each provide, as other characters will work better with Virgil and others with Magnus.
Physical fighters who do not use either magic or technology will work well with all party members however.
Permanent Followers
Virgil
Appearance | |
---|---|
Location | Crash Site |
Initial level | 1 |
Race | Human |
Sex | Male |
Alignment | based on player actions |
Voiced | Yes |
Stats | ST 9, CN 8, DX 8, BE 8, IN 7, WP 8, PE 8, CH 8 |
Skills | Necromantic White |
Aptitude | Magic |
Virgil is a Panarii monk and the first NPC the player will encounter in the game. He believes the player to be the reincarnation of an ancient legend, and will automatically join the player's party from the start of the game unless the player goes to extensive lengths to convince him not to. Part-way through the game Virgil will leave the player character for personal reasons, and at a later point the player will arrive just in time to find him being killed. It is possible to resurrect Virgil, but he will have undergone a serious personality change.
Virgil is a useful companion to have around unless and until you reach a technical aptitude of around 35 (then his spells will generally fail against you). Virgil is the most interesting follower in the game. He has a history that you'll slowly discover, and he adds the most dialogue of any of the followers.
Sogg Mead Mug
Appearance | |
---|---|
Location | Shrouded Hills Shrouded Hills Inn |
Initial level | 2 |
Race | Half-ogre |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 15, CN 8, DX 10, BE 7, IN 3, WP 8, PE 8, CH 8 |
Skills | |
Aptitude | Neither |
To get Sogg to join the party, you need to have a charisma of at least 9 and an available follower slot. Sogg will develop into an excellent fighter, and he doesn't care what you do in the game, so as long as you add him to your party early enough, he's a pretty good companion.
Jayna Stiles
Appearance | |
---|---|
Location | Dernholm |
Initial level | 5 |
Race | Half-elf |
Sex | Female |
Alignment | Good |
Voiced | No |
Stats | ST 8, CN 8, DX 9, BE 9, IN 9, WP 8, PE 8, CH 8 |
Skills | Herbology, Therapeutics (four schematics in both) |
Aptitude | Technology |
Jayna Stiles is a herbologist with a technological affinity. She will offer her services as a party member as long as the player character has a technological aptitude of at least 10, is a high enough level, and is capable of conversing with her on the subject of her study.
Magnus
Appearance | |
---|---|
Location | Tarant, outside of P. Schuyler & Sons (44 Devonshire Way) |
Initial level | 8 |
Race | Dwarf |
Sex | Male |
Alignment | Good |
Voiced | Yes |
Stats | ST 10, CN 10, DX 9, BE 8, IN 9, WP 8, PE 8, CH 7 |
Skills | Mechanical, Smithy (four schematics both) |
Aptitude | Technology |
Magnus Shale Fist is the second most story-developed follower in the game - Virgil being the first - with a dozen places where he adds dialogue. There are also two places in the game (at P. Schuyler & Sons and at the Iron Clan) where having Magnus in your party can earn you a fate point.
If you have a positive alignment and do not have a tragically low intelligence, he'll offer to join you. Magnus is useful to have in your party at least a short time so he can make you balanced swords and pure ore.
Magnus is sensitive to beauty, and if your character is too ugly, he will refuse to join the party. If a spell is used to raise beauty or to charm Magnus, he will leave the party once it wears off. Still, it is possible to play an ugly character and increase your reaction score temporarily - with items, clothes, or spells, for example - to raid P. Schuyler & Sons with Magnus in your party. As said before, this can at least earn you a fate point. Sometimes, Magnus can stay in your party after the P. Schuyler & Sons quest, because his reaction towards you will slightly increase, however, you might lose him if you are asking him to wait, or if you have to leave your party for a while (when fighting in the Pit on the Isle of Despair, for example).
Gar
Appearance | |
---|---|
Location | Tarant H. T. Parnell's |
Initial level | 10 |
Race | Human |
Sex | Male |
Alignment | Good |
Voiced | Yes |
Stats | ST 11, CN 8, DX 12, BE 8, IN 9, WP 10, PE 8, CH 8 |
Skills | |
Aptitude | Neither |
Gar is short for Garfield Thelonius Remington III. Gar is a particularly ugly human who is being displayed as an attraction at H. T. Parnell's in the city of Tarant. A player character with a high level of intelligence and persuasion (level 2) could uncover Gar's true intelligence by asking him about tea. After that you can ask H.T. Parnell about "Gar the human" and pretend to blackmail him, and Parnell will let you take Gar off his hands. When you talk to Gar next, you can either add him to your party, or you can release him and earn a fate point.
Dog (Worthless Mutt)
Appearance | |
---|---|
Location | Ashbury, outside Ashbury Hostelry |
Initial level | 12 |
Race | Dog |
Sex | Unknown |
Alignment | Neutral |
Voiced | Yes |
Stats | ST 15, CN 8, DX 14, BE 8, IN 8, WP 10, PE 8, CH 8 |
Skills | Dodge, Melee (up to Master) |
Aptitude | Neither |
Dog can be found slumped on the floor near Ashbury inn. He is being berated and kicked to death by an angry gnome, at which point the player has the option of rescuing him. If the player takes too long to do so, he will die. Once he is rescued, Dog will immediately join as a companion and despite his helpless demeanor when first encountered, becomes the most powerful melee companion available. He will also not count against the maximum follower limit.
It's not clear when the gnome starts kicking Dog. If you want to add Dog to your party, you should head for him right away when you visit Ashbury for the first time. Otherwise the gnome might kill him.
DRAWBACKS:
- With Dog in your party you will not be able to board the train.
- Dog doesn't have an inventory, and as such cannot help you carry stuff.
Geoffrey Tarellond-Ashe
Appearance | |
---|---|
Location | Ashbury |
Initial level | 12 |
Race | Human |
Sex | Male |
Alignment | Evil |
Voiced | Yes |
Stats | ST 6, CN 10, DX 8, BE 8, IN 16, WP 13, PE 8, CH 8 |
Skills | Fire, Force, Necromantic Blakc |
Aptitude | Magic |
Geoffrey Tarellond-Ashe is a necromancer, suspiciously located outside a graveyard with a problem of risen dead. He will ask for the player's help to retrieve a powerful artifact from the catacombs under the cemetery and can be convinced to work with the player. Then if the quest was a success, he will stay as a permanent companion. However, Geoffrey will only join a player with an evil alignment.
Dante
Appearance | |
---|---|
Location | Black Root The Sour Barnacle |
Initial level | 12 |
Race | Human |
Sex | Male |
Alignment | Good |
Voiced | No |
Stats | ST 12, CN 8, DX 12, BE 8, IN 10, WP 10, PE 8, CH 10 |
Skills | Air, Necromantic White, Force |
Aptitude |
Magic |
Dante can be found drowning his sorrows in the Sour Barnacle in Black Root. He has fallen out of favor with King Praetor of Dernholm who could previously have tasked the player with collecting Black Root's taxes. If the player makes this task known to Dante then he will see this as an opportunity to regain the favor of the king and offer his services to the player. When the player then turns in the taxes to the king, they are presented with the opportunity to speak for Dante, in which case he will leave the party. His reaction is unaffected by beauty.
Vollinger
Appearance | |
---|---|
Location | Dernholm King's Inn & Pub |
Initial level | 15 |
Race | Gnome |
Sex | Male |
Alignment | Evil |
Voiced | No |
Stats | ST 9, CN 6, DX 9, BE 8, IN 11, WP 10, PE 12, CH 8 |
Skills | Chemistry and Gun Smithy (four schematics in both) |
Aptitude |
Magic |
Vollinger is a gunslinger who can be found drinking in the King's Inn in Dernholm. He will offer to join the player upon meeting. Level 15 required for him to join.
Vollinger will ordinarily betray the player, however if you convince the Molochean Hand to stop pursuing you at T'sen-Ang he will come clean and will no longer betray you. Alternately you can attempt to bypass his conversation at T'sen-Ang if you have not met the requirements to keep him loyal.
Chukka
Appearance | |
---|---|
Location | Tarant, Bates Mansion |
Initial level | 16 |
Race | Ogre |
Sex | Male |
Alignment | Good |
Voiced | No |
Stats | ST 22, CN 8, DX 15, BE 2, IN 6, WP 11, PE 9, CH 8 |
Skills | Dodge, Melee |
Aptitude |
Neither |
Chukka is the personal bodyguard of Gilbert Bates. After the player has investigated the Black Mountain Clan on behalf of Bates and agreed to travel to the Isle of Despair, Bates will potentially offer the services of Chukka, just once, provided the player meets all the criteria of having him join. A Charisma of 12 is required for Bates to offer Chukka's services, and positive alignment is required for Chukka to accept the player's invitation to their group. There may be several other requirements (click here to view associated dialogue files for research), although technological aptitude does not seem to be among them.
Chukka is an ogre and a powerful melee fighter, but he's also good-aligned and will take offense if you perform any evil deeds.
Jormund
Appearance | |
---|---|
Location | Qintarra |
Initial level | 20 |
Race | Dwarf |
Sex | Male |
Alignment | Good |
Voiced | No |
Stats | ST 7, CN 16, DX 9, BE 8, IN 12, WP 18, PE 8, CH 7 |
Skills | Fire, Force |
Aptitude |
Magic |
Jormund is a Dwarven Wizard, as strange as it sounds. He is being held under contract to an elf, who dies under mysterious circumstances after Jormund drops hints to the player that he wishes the contract would end sooner, at which point Jormund is placed under arrest. If the player finds the true murderer and frees Jormund then he will offer his services as a follower. However, being a dwarf he must spend twice as much fatigue as other races when casting spells, and for that reason he isn't a very useful follower in combat.
Waromon
Appearance | |
---|---|
Location | Bedokaan Village |
Initial level | 20 |
Race | Bedokaan |
Sex | Unknown |
Alignment | Neutral |
Voiced | No |
Stats | ST 12, CN 12, DX 16, BE 8, IN 8, WP 9, PE 12, CH 8 |
Skills | Bow, Melee |
Aptitude |
Neither |
To get Waromon to join your party, you must resolve the conflict with the poachers through dialogue. Then, if you tell the Bedokaan chieftain Kan Kerai your story, he'll suggest you take Waromon with you to help you out. Waromon will eventually gain expert training with the bow, and master training with melee weapons, so he's a good companion to have if you're diplomatic enough to get him. Waromon is unaffected by beauty and cannot wear armor, though he can wear helms, gauntlets, boots, and jewelry. He has naturally high AC and resistance.
Torian Kel
Appearance | |
---|---|
Location | Ancient Temple |
Initial level | 20 |
Race | Human |
Sex | Male |
Alignment | Evil |
Voiced | Yes |
Stats | ST 16, CN 8, DX 15, BE 9, IN 8, WP 12, PE 8, CH 8 |
Skills | |
Aptitude |
Neither |
When the player finds Torian he is a cursed undead in the Ancient Temple and must be brought back to life using blood from the Dungeon of the Dragon Pool. He will only join with an evil character and there is a chance that in the final battle against Kerghan he will betray the player character.
Perriman Smythe
Appearance | |
---|---|
Location | Tarant, Willoughsby Residence |
Initial level | 25 |
Race | Human |
Sex | Male |
Alignment | Good |
Voiced | No |
Stats | ST 6, CN 10, DX 15, BE 8, IN 12, WP 15, PE 8, CH 8 |
Skills | Fire, Necromantic White, Phantasm |
Aptitude |
Magic |
After returning from Qintarra, the player can stumble upon Perriman Smythe in conversation with Willoughsby at his residence in Tarant. He has strong objections to necromancers and will not join the party with Geoffrey unless you are a Master in Persuasion.
The main problem with Perriman is that he is a companion that you find very late in the game: your level will probably be much higher (30-35), which makes him inefficient in combat.
However, being a healer, he will be a good support companion for a warrior-type character.
Z'an Al'urin
Appearance | |
---|---|
Location | T'sen-Ang |
Initial level | 29 |
Race | Dark Elf |
Sex | Female |
Alignment | Evil |
Voiced | Yes |
Stats | ST 5, CN 18, DX 9, BE 9, IN 19, WP 18, PE 8, CH 8 |
Skills | Earth, Force, Temporal |
Aptitude |
Magic |
Z'an Al'urin is a dark elf who can be found in T'sen-Ang. She is second guessing the motives of the Dark Elves and if the player is honest with her in conversation she will offer her services, however she does not get on well with Raven and may not wish to join if Raven is present in the party. It would take persuasion and negotiation to have the two characters come to terms with each other.
- You may need to be evil, reputation at 33, she would not join.
- She will join, like all NPCs, if you are a Master of Persuasion.
Sebastian
Appearance | |
---|---|
Location | Tarant, The Boil |
Initial level | 30 |
Race | Human |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 9, CN 8, DX 12, BE 8, IN 13, WP 8, PE 18, CH 8 |
Skills | Electric and Explosives (four schematics in both) |
Aptitude |
Technology |
Sebastian will only show up after you've spoken to Edward Willoughsby about the "personal measures" he's taking in the Boil. Then Sebastian will join your party if you kill one or two of the gang leaders in the Boil. Sebastian is carrying a Flow Disruptor, so you might want to add him long enough to acquire it from him.
Tollo Underhill
Appearance | |
---|---|
Location | Dernholm, The Pits |
Initial level | 30 |
Race | Halfling |
Sex | Male |
Alignment | Evil |
Voiced | No |
Stats | ST 5, CN 8, DX 22, BE 8, IN 9, WP 8, PE 12, CH 8 |
Skills | |
Aptitude |
Neither |
Tollo Underhill is a halfling thief, imprisoned in the Dernholm Pits. The player can rescue him from the Pits and then they'll have to shame him into staying but he will only offer to join them if they have a high evil reputation.
Weldo Rubin
Appearance | |
---|---|
Location | Gateway to the Wastes |
Initial Level | 30 |
Race | Halfling |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 6, CN 10, DX 16, BE 8, IN 7, WP 8, PE 13, CH 8 |
Skills | Dodge, Backstab, Prowling, Spot Trap, Pick Locks |
Aptitude |
Neither |
If you're persuasive or polite to Weldo, then he'll offer to join you. Weldo is a rare breed, a halfling adventurer. He is a classic “thief” type character. His skills include dodge, backstab, prowling, spot trap and pick locks (including expert status). But he starts out at level 25, so by the time you finally get to him, he'll probably be too weak to help you.
Raven
Appearance | |
---|---|
Location | Qintarra |
Initial level | 32 |
Race | Elf |
Sex | Female |
Alignment | Good |
Voiced | Yes |
Stats | ST 9, CN 11, DX 17, BE 10, IN 12, WP 15, PE 8, CH 8 |
Skills | Water, Necromantic White |
Aptitude |
Magic |
Raven will become available to join your party once you've discovered what happened to the Black Mountain Clan. She's a bow expert, so she's useful to have around if you need a support character (and have a lot of arrows).
Raven will object strongly if you have Z'an in your party and will force you to choose between them, unless you have max charisma.
Beside her skills with the bow and her ability to heal, Raven is also a very well developed character and can bring out some interesting conversations. Having her in your party could also create a romantic relationship between herself and the main character, provided that the main character has a beauty of at least 10 and is of a suitable race. If you wish to pursue a relationship with Raven, you will also have to pick the right dialogue choices (which shouldn't be hard to notice) and not take M'in Gorad's Stillwater Quest. If Raven doesn't flirt with you before you look for Renford, then she will only treat you as a friend.
Loghaire Thunder Stone
Appearance | |
---|---|
Location | Wheel Clan, The Dredge |
Initial level | 35 |
Race | Dwarf |
Sex | Male |
Alignment | Good |
Voiced | Yes |
Stats | ST 20, CN 9, DX 18, BE 9, IN 8, WP 16, PE 8, CH 7 |
Skills | Dodge, Melee |
Aptitude |
Neither |
Loghaire Thunder Stone is the self-exiled leader of the Wheel Clan dwarves, the dwarf responsible for the banishment of the Black Mountain Clan. Adding Loghaire to your party is an involved process. To start out, you must speak with his son Randver about the dwarven philosophy of Stone and the Shape. Getting the dialogue option for that requires intelligence and possibly persuasion. Then, when you finally meet Loghaire you must discuss the Stone and the Shape philosophy with him to convince him to end his exile. Then he'll offer to join you after you've found out what happened to the Black Mountain Clan. He is another pure fighter type, specializing in melee and dodge.
Franklin Payne
Appearance | |
---|---|
Location | Black Root |
Initial level | 35 |
Race | Human |
Sex | Male |
Alignment | Good |
Voiced | Yes |
Stats | ST 7, CN 8, DX 18, BE 9, IN 9, WP 8, PE 19, CH 8 |
Skills | All technological disciplines (one schematic in each) |
Aptitude |
Technology |
Franklin Payne is the most renowned adventurer in all of Arcanum. He is a thrill seeker, always looking for adventure. While searching for a boat to travel to Thanatos, the player might encounter Franklin Payne in his house at Black Root (note that Payne will only show up in his home after you've visited T'sen-Ang). If they mention that they are traveling to Thanatos, Payne will see this as an opportunity for adventure and offer to join up. He has knowledge of many of the more dangerous locations in the game and regales the player with anecdotes of his adventures as they travel the world of Arcanum. You might want to add Payne to your party even if you don't plan to use him, just to get his Elephant Gun.
Kraka-tur
Appearance | |
---|---|
Location | The Void |
Initial level | 45 |
Race | Human |
Sex | Male |
Alignment | Evil |
Voiced | No |
Stats | ST 18, CN 16, DX 20, BE 6, IN 11, WP 7, PE 17, CH 8 |
Skills | |
Aptitude |
Neither |
Kraka-tur is another of the legends serving out his imprisonment in The Void. If the player character is evil then Kraka-tur will offer to join their party, provided they return to him his journal from the Lair of Bellerogrim. Failing this, a highly persuasive character could convince Kraka-tur that they will free him from the void. Alternatively, the player can offer to return his eye, which is found in the First Panarii Temple after doing tasks for Hadrian the Archaeologist.
The Bane of Kree
Appearance | |
---|---|
Location | The Void |
Initial level | 45 |
Race | Human |
Sex | Male |
Alignment | Evil |
Voiced | No |
Stats | ST 20, CN 10, DX 19, BE 6, IN 8, WP 16, PE 8, CH 7 |
Skills | |
Aptitude |
Neither |
Exiled to the Void, it is possible the Bane of Kree will not offer his services but instead attack any party of characters. It is not certain if this is due to madness from his imprisonment, a lack of respect of the player's ability - therefore deeming them deserving of death, or respect for the player's abilities - therefore providing him with the dignified combat he so desires. If The Bane of Kree does offer his services, he will do so only for the thrill of battle. The Bane of Kree is carrying Torien Kel's Ancestral Sword (one of the best weapons in the game), so be sure to get that from him regardless of what else you decide about him.
Gorgoth
Appearance | |
---|---|
Location | The Void |
Initial level | 50 |
Race | Human |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 20, CN 17, DX 18, BE 2, IN 2, WP 13, PE 9, CH 3 |
Skills | |
Aptitude |
Neither |
Gorgoth is one of the Legends, banished to the Void for his insatiable hunger and willingness to eat anything, including entire villages. Although his statistic page lists him as Human, he is always referred to as bestial and has a monstrous, disfigured appearance. His alignment is neutral, but it would make more sense of it to be highly evil. In order to convince Gorgoth to join, all the player must do is momentarily satiate his hunger. When you find Gorgoth in the Void, he'll tell you that he's hungry. If you have a void animal carcass with you which is found on the void lizards in the area, then he'll accept that for food and become available to join you. He will keep asking for more food as time passes.
Arronax
Appearance | |
---|---|
Location | The Void, Arronax's Prison |
Initial Level | 50 |
Race | Elf |
Sex | Male |
Alignment | Neutral |
Voiced | Yes |
Stats | ST 12, CN 10, DX 14, BE 9, IN 16, WP 18, PE 9, CH 10 |
Skills | Fire, Force, Meta, Necromantic White, Temporal |
Aptitude |
Magic |
When you reach the Void you'll discover that Arronax has had nothing to do with the events in Arcanum. In fact, he'll inform you that he's been imprisoned for over 2000 years, and that it must be Kerghan who is planning to return from the Void.
Much of the game story points towards Arronax as the primary antagonist, although by the time he is met, he is unaware of the plots that he is being framed for. If the player attempts to free him from the void then he will offer to join them and is a vital character in attaining a peaceful resolution to the game. To do that, simply kill the spirit snake patrolling in front of his cell. You must add Arronax to your party if you want to talk your way past Kerghan at the end.
The character panel incorrectly states him as being of the human race.
Temporary Followers
Cynthia Boggs
Appearance | |
---|---|
Location | Isle of Despair |
Initial level | 20 |
Race | Human |
Sex | Female |
Alignment | Neutral |
Voiced | No |
Stats | ST 8, CN 9, DX 15, BE 8, IN 14, WP 8, PE 8, CH 8 |
Skills |
Boggs will ask you to rescue her from the Isle of Despair, and she'll tell you about a tribe of nomadic women on the other side of the island. However, the nomadic women won't sound thrilled about the idea of adding Boggs to their ranks, but you can still deliver Boggs to them or take her with you when you leave for Ashbury. Either way, Boggs will leave your party once you've completed her quest.
Otherwise, immediately after you arrived to Ashbury you can click to her "body" (not to her picture) and tell her to wait. Then you can tell her "I will take you out from here, even if I have to kill the guards myself." again, like as you were on the Island of Despair again. After that, she will rejoin to you, and follows you anywhere, like the other followers. There is no Fate point to gain by releasing her in Ashbury, and she does not count into your maximum followers number.
She is a strong melee fighter, and a healer too, so she can be useful, but if you choose that way, you have to know it is a bug: every time you reload the game, there is a chance that she will say "Thank you for rescuing me..." and leave the group - as she was had to do after arriving to Asbury from the Isle.
Doc Roberts
Appearance | |
---|---|
Location | Shrouded Hills |
Initial level | 30 |
Race | Human |
Sex | Male |
Alignment | |
Voiced | No |
Stats | ST 9, CN 10, DX 12, BE 8, IN 18, WP 8, PE 18, CH 8 |
Skills |
Will accept your aid in defending the Shrouded Hills Bank from the Bowen gang bank robbers.
Lady Druella
Appearance | |
---|---|
Location | The Lair of Gyr Dolours |
Initial level | 17 |
Race | Half-elf |
Sex | Female |
Alignment | Good |
Voiced | No |
Stats | ST 6, CN 8, DX 9, BE 20, IN 8, WP 12, PE 8, CH 20 |
Skills |
Lady Druella is involved in the melee mastery quest. If you "rescue" her for Sir Garrick Stout, then she'll follow you back to Dernholm before leaving your party. If you kill Stout for her and then cure Adkin Chambers (found in Stillwater) of blindness, you'll eventually find Druella and Chambers in Roseborough living happily ever after.
Murgo
Appearance | |
---|---|
Location | Vooriden |
Initial level | 30 |
Race | Half-ogre |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 24, CN 8, DX 18, BE 7, IN 3, WP 16, PE 8, CH 8 |
Skills |
Murgo will join your party if you're attempting to fix the altar to Halcyon at Vooriden, and he'll leave your party as soon as you've completed the quest. Murgo's stats are exactly the same as Sogg Mead Mug's, level for level.
Swyft
Appearance | |
---|---|
Location | Qintarra |
Initial level | 9 |
Race | Elf |
Sex | Female |
Alignment | Neutral |
Voiced | No |
Stats | ST 11, CN 7, DX 12, BE 9, IN 7, WP 9, PE 8, CH 8 |
Skills |
Swyft will ask you to escort her to Tarant and, if you agree, she'll stay in your party until you deliver her there or until she gets fed up with you.
Thorvald Two Stones
Appearance | |
---|---|
Location | The Isle of Despair |
Initial level | 23 |
Race | Dwarf |
Sex | Male |
Alignment | Neutral |
Voiced | No |
Stats | ST 21, CN 11, DX 17, BE 6, IN 8, WP 12, PE 8, CH 6 |
Skills |
You'll need at least three ranks of persuasion to convince Thorvald to leave his position on the island and try to escape with you (ask him if he's a dwarf or a gnome). He will travel with you to the Wheel Clan where he will leave the party and you will gain the "Rescuer of Thorvald" reputation. He will also leave if the player spends too much time in other locations between Ashbury, the Isle of Despair or the Wheel Clan.
It is possible to have Thorvald stay with you for the rest of the game if you remove him from your party when you approach the entrance guards at the Wheel Clan (they'll initiate a conversation and Thorvald will leave your party to rejoin his clan). After the conversation, it's safe to add Thorvald back in and leave him there. Thorvald also does not count as a slot. He is affected by Beauty.
FOLLOWERS LOCATIONS SKILLS STATISTICS
ITEMS
Schematics Chemicals Food Potions Technological Objects
Armour: Rings Boots Gloves Necklaces Helmets Shields Torso
Weapons:
MELEE:
Axes Maces Staffs Daggers Hammers Swords
RANGED:
Bows
Firearms
Throwing