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Companionable

Positive bonds with this hero grow 50% faster. Friendships, mentorships and partnerships form sooner, which pays off in every system that reads bonds.

Behaviour effect

Companionable carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

How bonds grow

Bonds between heroes change a little in every stretch of shared time in the hall. In 2.1.8 each pair’s change is built like this:

  • a base of +1.5, plus +1 for each point of compatibility between the two (compatibility runs from −3 to +3);
  • a chance of a notable moment (18% if the two share a post, 12% otherwise): a warm moment worth +12 if they are compatible, or a clash worth −16 if they are not;
  • positive gains shrink as a bond strengthens, down to 15% of their size near the top of the scale.

Companionable multiplies every positive change by 1.5 when either hero in the pair carries it. Sharing a post multiplies positive changes by another 1.5. Negative changes are untouched, so a falling-out costs a Companionable hero exactly what it costs anyone else.

Compatibility in brief

Compatibility is where most bonds are decided, so it is worth knowing what feeds it:

Adds +1 each Subtracts 1 each
Loyal, Team Player, Humble, Born Mentor, Professional, Charismatic, Inspiring, Generous, and sharing a race Arrogant, Greedy, Lone Wolf, Hot-Headed, Glory Hunter, Vain, Insubordinate

Companionable is not on either list. It does not make a pair like each other more; it makes whatever liking there is grow faster.

What faster bonds unlock

Bonds feed a lot of other systems, so speeding up the positive ones has knock-on value:

  • Mentorships. Once a bond reaches +10, a seasoned or more experienced hero can become a rising hero’s mentor, and the mentorship keeps paying off in training.
  • Cover in a fight. A party-mate will only cover a hero if their bond is above −40; strong bonds keep the protective traits working.
  • Pair duty. Compatible, bonded pairs land their duty talks more often, which builds the bond further.
  • Kin and partners have their own events and, for traits such as Kin-Proud, their own bonuses.

A Companionable hero is the guild’s connector. Put them on shared posts and in parties with newer recruits, and those recruits settle in faster.

“Family at the Gate”

When a hero’s family visits, a Companionable, Charismatic or Generous hero on the roster can show them round. The guild gains 1 renown, and the visited hero gains 5 morale and +3 bond with the guide. See the events page.

Jobs, forks and flavour

  • Sellsword jobs like it. Sellsword postings list Companionable as a liked trait, adding 5% to the hero’s suitability.
  • Forks. Companionable gives no lean; as leader they use the default odds.
  • Flavour. On pair duty the hero speaks with the “warm” voice; quest reports have Companionable lines.

The hero card links the trait to Teamwork. That link is descriptive.

Earning it

Companionable can be earned. A hero who keeps a bond vow and then swears it again gains the trait, with the usual kept-vow rewards of +15 morale and +3 loyalty.

Conflicts and rarity

Companionable can never appear with Lone Wolf. It pairs well with Easygoing: one makes good bonds grow faster, the other makes bad ones fade twice as fast.

  • Rarity: common, positive · draw weight 100 of 6,365 · about 1 recruit in 25
  • Founding draft: any card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

A small positive on its own, and worth more to a guild that wants mentorships and long partnerships, or that takes on many new faces each season.

New in v2.1.8

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20915587 Ic[id="companionable"]; @20864204 OG()