Contents Basics Basically, all companions will follow the PC, attack hostile monsters and will do nothing about neutral monsters and NPCs unless ordered to. The PC may order ( Ctrl-o) one of the following commands — wait, follow, move or attack. All companions (with the exception of 's slaves) have a chance to ignore the command. This chance is greatly influenced by the PC's score. Wait A companion will stay in place until one of the following events happens:. The PC will order any other command. The companion is attacked.
The PC is attacked in the companion's visible range The Wait command is normally a simple way of controlling companions' movement or position. Note that the PC will be able to switch places (:s) with a waiting companion without canceling this command. Waiting companions will still follow the PC on other levels if they are in immediate vicinity of the staircase. Wait can also be used for more obscure strategies. A waiting companion will block an or a effectively preventing its inhabitants from emerging.
Placing a companion on the entrance and issuing a wait command will prevent the shopkeeper from blocking it when the PC picks up the items. The PC then may switch places with his/her companion and be free to leave the shop without paying. Note that this is rightfully treated as offense, and will trigger all negative consequences the moment the PC leaves the shop. Move The Move command allows the PC to target a tile within his line of sight and order the companion to go to that tile. Move is very unreliable, as companions can easily be distracted by monsters' attacks or other dungeon features on the way to the designated tile and, more importantly, will not stay on that tile upon reaching it.
In health care and caregiving, a companion, sitter, or private duty may be a nursing assistant or similar professional who is hired to work with one patient (or occasionally two). Companions may be hired to work in a variety of settings.
Sometimes they will also experience pathfinding problems. Follow Issuing the Follow normally command resets the companions's behavior to default setting. Attack The Attack command will, as the name implies, make the companion attack any monster or NPC. This is not considered a chaotic action and the targeted monster will not turn hostile to the PC himself/herself. Note that if a companion kills the quest target (for example, or ) the PC will not be given the usual reward when chatting with the quest-giver. It is possible to calm hostile NPCs by ordering a weak companion to attack them — slaying a companion will typically calm down the NPC in question. As of version 1.2.0 ordering a companion to attack a will lead to a huge drop, make the shopkeeper hostile and cause him to summon guards ( for, for the shopkeeper and for all other shopkeepers).
Advanced features All companions are able to use their special abilities when dealing with the hostile monsters. This includes even such unique powers as ' confusion attack. Will summon allies (which will be generated neutral to the PC), will likewise breed neutral to the PC copies of themselves. Spellcasting monsters will use their magic capabilities (barring, cursing and ).
Companions with breath attacks will also use them on hostile monsters. Note that companions will not care if the PC is in the way of their breath attack — caution is advised with such creatures. Companions using missile attacks will use their ammunition which can be later picked up without any consequences. This is a very useful feature for such companions as or which use. Some companions (normally ) are able to equip armor parts which will add the corresponding values to their and scores. The main target for such tactics is Hawkslayer. Companions mimic your character's, DV, and PV, even after they are generated.
Healing companions Unless the companion has regenerative abilities, it is possible to heal him/her/it with spells or thrown potions. Note that this is a significant action and can quickly change the PC's alignment. Undead slaves or companions can't normally be healed, but all can magically mend the damage by themselves. And can repair themselves when given bones. Acquiring companions The PC can acquire companions using the following ways:.
Successfully playing musical instruments (which requires skill) can tame. The PC can only tame monsters of his/her or lower experience level. Successfully using skill will create undead slaves bound to their creator. Are able to use. Note that if a PC that is neither a nor a mist elf uses the skill, (s)he will create companions, not slaves. Reading a will summon a monster corresponding to the current. It is, thus, advised to read these scrolls in high-DL locations, such as.
The of the scroll, as well as being born under the starsign has an impact on effective the DL calculation. Giving a to any of the opposite gender as the PC will make them follow the PC. In version 1.1.1 due to a, the game checked for the same gender. for friend(s) will summon a companion for the PC. Giving the following items to the specific monsters will make them follow the PC: to,; and corpses to and; pieces of, or fish meat to; fish meat to; significant amounts of to. (who stays in the ) will join non- mid-levelled (typically 25+) PCs who know the secret password ( 'Iceberg'). A named Borys can be purchased from the in the same location.
Some monsters from the Ice Queen's prison after freeing them will join the player. Losing companions The PC can lose companions in several ways. Note that this can easily be fatal.
A powerful monster can kill the PC with relative ease as soon as it is angered. Some evidence shows that ' companions will never turn on them unless attacked first. In Release 60, three bards have had companions turn on them after triggering a fireball trap. Undead slaves can be attacked and mistreated in any way and will never turn on their master. Companions will turn hostile when the following events take place:. The PC directly attacks the companion.
The PC triggers a fireball which damages the companion. This is a very common cause of death from powerful companions. Note that fire-immune creatures will not turn hostile. Sometimes critically damaged/injured companions may decide to fight to death in a blind which makes them hostile. Sometimes companions will simply forget about the PC if (s)he stays out of their sight for a large number of turns. It is prudent to check the companion with 'l'ook command to avoid unexpected surprises.
If this occurs whilst the PC is still on the same level as the companion, the player might be alerted with the message 'You feel a change of mind in a being close to you'.
The started out as two types, a large, sled-type dog and the toy Melitaie. The sled dog was downbred and crossbred to the smaller to become the small companion dog it is today.
A companion dog is a dog that does not, providing only companionship as a, rather than usefulness by doing specific tasks. Many of the breeds are used only for the pleasure of their company, not as workers. Any dog can be a companion dog, and many working types such as are enjoyed primarily for their friendly nature as a family pet, as are. The American Kennel Club also offers a for judged dog obedience competitions.
Court ladies playing with a small dog, Beauties Wearing Flowers by painter Breed groups argue that any dog in the working group is inherently a 'working' dog, while others argue that only a dog with an active occupation, either in a breed-related field (such as water trials for retrievers or for ) or in a breed-nonspecific field that requires training and discipline, such as being or participating in, can be considered a working dog. Dogs that have been chosen for traits that make a convenient pet are generally smaller, and the tradition of keeping pretty dogs for no purpose other than to be court decorations stems back thousands of years to. The and the are both examples of canines chosen for their ability to be pets. In the case of the Pekingese, it was for their lion-like demeanor; for the Pugs, it was for their 'lucky' wrinkles and their monkey-like face.
Other dogs that appear to be strictly a decorative or entertaining breed of dog originally also had jobs outside of their main companionship task, such as the job as a watch dog, or the delicate exceptional rat catching abilities. Competition Obedience Titles Companion Dog ('CD' added to the dog's registered name) - is officially a 'Novice obedience Title' in the AKC Competition Obedience Ring, whereby a team enters the 'ring' with 200 points, and needs to leave with at least 170 points to 'qualify'. It requires three 'legs' (trials) under three different AKC judges. Any dog can earn a CD title. Levels for obedience are Companion Dog (CD), Companion Dog Excellent (CDX), Utility Dog (UD), Utility Dog Excellent (UDX), Obedience Trial Champion (OTCH), and National Obedience Champion (NOC). A pet dog is not considered a 'Companion Dog' without entering a competition ring and creating a document trail.
The first AKC licensed obedience trial was held in 1936, where 200 dogs were entered. Companion versus toy dogs.