Every companion has a trade. A knight holds the line, a merchant fattens the purse, and stranger recruits ask for stranger arrangements—living, dead, or otherwise.
Anatomy of a unit
A portrait tells you who arrived; the card tells you what they need. Read what they carry, then their numbers, then the lines that make them unlike anyone else.
Vitals
- HPHit points. Reach zero and the unit falls.
- ESAbsorbs damage before HP, then regenerates.
- MPSpent to cast spell tomes in trinket slots.
Attributes
- STRHP, AR, recovery—and ATK if primary.
- AGIHP, SPD, EVA—and ATK if primary.
- INTMP, regen, ES—and ATK if primary.
Combat
- ATKHit damage before AR (minimum 1).
- CRTChance to deal double damage.
- RNGAttack range in tiles. 1 is melee.
- SPDHow quickly the unit acts and moves.
- ARFlat damage reduction on hits and spells.
- EVAChance to avoid before AR or ES apply.
Identity
- Gear & trinketsWhat this companion can carry into battle.
- TraitsPeculiarities that ask for a different place or purpose.
- SkillsThe knack this companion brings to the company.
- TacticsWho it seeks once the line breaks.
Factions
Goodly Folk lend a hand to their neighbors. The Bone Host refuse to stay buried. Belowborn count every coin until something enormous answers from the deep. These are only small traveling parties from much larger companies.
Attributes & Ascendancy
Attributes are promises about what care can make a companion become. STR, AGI, and INT shape the familiar combat stats, while each unit's primary attribute also feeds its ATK. Raise that primary far enough and the unit may Ascend once: toward Power, Fortitude, or Authority.
Four ways a companion might Ascend: