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'''Companions''' are monsters or NPCs that follow the player character and can be issued various commands (albeit from a short fixed list). [[Animal]] companions are normally referred to as ''pets'', while monsters created using [[Necromancy]] are acknowledged as the PC's ''slaves''.
= Why to Choosing PVC Flooring? =
 
   
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== Basics ==
Why is it important to choose PVC flooring? Even though most people are familiar with the product, it's a good idea to ask yourself what specific advantages you can get from this option. Here are some of the benefits of using this type of flooring:
 
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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 [[Necromancer (class)|Necromancer]]'s slaves) have a chance to ignore the command. This chance is greatly influenced by the PC's [[Charisma]] score.
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=== ''Wait'' ===
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A companion will stay in place until one of the following events happens:
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* The PC will order any other command
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* The companion is attacked
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* The PC is attacked in the companion's visible range
   
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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.
An effective protection against moisture: An effective solution for this can be a lot better than hardwood flooring because it can help to produce excellent resistance to water. But before you decide that you need to replace your existing floors, make sure that your property can withstand the impact of water and make sure that the installation is also designed to be water resistant. Some people may consider this to be an unnecessary expense, but if you want to reduce the risk of having a leaky roof then a good investment could prove to be quite valuable.
 
   
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''Wait'' can also be used for more obscure strategies. A waiting companion will block an [[ant nest]] or a [[beehive]] effectively preventing its inhabitants from emerging.
A popular choice for patio surfaces: Patio areas are really popular in the UAE. People tend to use them to relax outside in the sun. So having these areas covered with durable materials will prove to be a good choice as this will help to stop visitors from falling down.
 
   
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Placing a companion on the [[shop]] 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 [[shoplifting]] offense, and will trigger all negative consequences the moment the PC leaves the shop.
More attractive than hardwood: This material has a more appealing and visual impact than hardwood. It's more durable and is also capable of being cleaned more easily than hardwood, especially if it's left unprotected.
 
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=== ''Move'' ===
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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. Sometimes they will also experience pathfinding problems.
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=== ''Follow'' ===
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Issuing the ''Follow'' normally command resets the companions's behavior to default setting.
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=== ''Attack'' ===
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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, [[Kranach]] or [[Keethrax]]) the PC will not be given the usual reward when chatting with the quest-giver.
   
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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.
It requires very little maintenance: One advantage that makes this a popular choice is that it's easy to care for. It doesn't need any form of repair and once it's finished being used it will continue to look great. It's also easier to clean than wood as it doesn't require regular refinishing or painting.
 
[[File:Pvc-flooring.jpg|thumb|492x492px]]
 
   
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As of version 1.2.0 ordering a companion to attack a [[shopkeeper]] will lead to a huge [[alignment]] drop, make the shopkeeper hostile and cause him to summon guards ([[muscular dwarf]]s for [[Waldenbrook]], [[casino guard]]s for the [[Casino]] shopkeeper and [[thug]]s for all other shopkeepers).
Stronger and less likely to crack: '''Hardwood flooring''' is one of the most common types of flooring. However, as it ages it's more likely to buckle and crack. It's also not as resistant to cracking as '''PVC flooring''' and this is a major problem for wooden floors in some places.
 
   
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== Advanced features ==
Great for all environments: This is why many people are now choosing '''[https://pvcvinylflooring.ae PVC flooring]''' for their homes. This option is suitable for any environment because of its resistance to wear and tear and also other environmental factors.
 
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All companions are able to use their special abilities when dealing with the hostile monsters. This includes even such unique powers as [[doppelganger]]s' confusion attack. [[Summoner]]s will summon allies (which will be generated neutral to the PC), [[breeder]]s will likewise breed neutral to the PC copies of themselves. Spellcasting monsters will use their magic capabilities (barring cursing and [[stat drain]]s). 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.
   
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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 [[Hawkslayer]] or ([[Greater titan|greater]]) [[titan]]s which use [[eternium arrow]]s.
Reduced price: One of the key benefits of choosing this is that it's cheaper than the other options available. That's why many people are choosing this in their homes, as it's often a reasonable option that's available at a very competitive price.
 
   
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Some companions (normally [[humanoid]]s) are able to equip armor parts which will add the corresponding values to their [[DV]] and [[PV]] scores. The main target for such tactics is Hawkslayer. Note that it should be done before inviting the companion to the party as companions do not pick up items.
Learn about the best materials: There are a number of companies that sell PVC and they're a good way to learn about different options available. Some of the best places to learn about are:
 
   
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[[Ultimate doppelganger]] companions mimic your character's [[speed]], DV, and PV, even after they are generated.
Additional costs: If you need to get PVC for all of your floors, you may want to consider the additional costs involved in getting it installed in your home. The cost for getting these supplies could be very expensive but the quality of your home could be worth the price.
 
   
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=== Healing companions ===
So that's why to choosing '''PVC flooring'''. There are a few other reasons for this, but they're not so important for you to understand as the ones listed above.
 
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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 [[lawful]] action and can quickly change the PC's alignment. Undead slaves or companions can't normally be healed, but all [[lich]]es can magically mend the damage by themselves.
   
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[[Skeleton]]s and [[Skeletal warrior|skeletal warriors]] can repair themselves when given bones.
As you can see, there are a number of reasons why to choosing PVC for your home, as mentioned in this article. These are just a few of the benefits of choosing PVC for your house.
 
   
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== Acquiring companions ==
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The PC can acquire companions using the following ways:
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* Successfully playing musical instruments (which requires [[Music]] skill) can tame [[animal]]s. The PC can only tame monsters of his/her or lower experience level.
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* Successfully using [[Necromancy]] skill will create undead slaves bound to their creator. [[Mist elf|Mist elves]] are able to use [[white necromancy]]. Note that if a PC that is neither a [[necromancer]] nor a mist elf uses the skill, (s)he will create ''companions'', not slaves.
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* Reading a [[scroll of familiar summoning]] will summon a monster corresponding to the current [[DL]]. It is, thus, advised to read these scrolls in high-DL locations, such as [[Dwarven Halls]] or [[Darkforge]]. The [[B/U/C status]] of the scroll, as well as being born under the [[Raven]] starsign has an impact on effective the DL calculation.
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* Giving a [[wedding ring]] to any [[berserker]] of the '''opposite''' gender as the PC will make them follow the PC. In version 1.1.1 due to a [http://www.adom.de/forums/project.php?issueid=1360 bug], the game checked for the '''same''' gender.
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* [[wish|Wishing]] for ''friend(s)'' will summon a companion for the PC.
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* Giving the following items to the specific monsters will make them follow the PC: [[bone]]s to [[large dog]]s, [[big dog]]s, [[blink dog]]s; [[giant rat]] and [[rat]] corpses to [[wild cat]]s and [[cave lion]]s; pieces of [[Piece of raw meat|raw]], [[Piece of fresh meat|fresh]] or fish meat to [[cave tiger]]s; fish meat to [[black hurthling]]s; significant amounts of [[gold]] or food to [[beggar]]s.
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* [[Hawkslayer]] (who stays in the [[High Mountain Village]]) will join non-[[chaotic]] mid-levelled (typically 25+) PCs who know the secret password ('''"Iceberg"''').
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* A [[flesh golem]] named Borys can be purchased from the [[malicious doctor]] in the same location.
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* Some monsters from the Ice Queen's prison after freeing them will join the player.
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== Losing companions ==
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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 [[Bard]]s' 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.
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Companions will turn hostile when the following events take place:
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* The PC directly attacks the companion.
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* The PC triggers a fireball [[trap]] which damages the companion. This is a very common cause of death from powerful companions. Note that fire-immune creatures will not turn hostile.
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* Sometimes critically damaged/injured companions may decide to ''fight to death in a blind [[rage]]'' which makes them hostile.
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* 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"''.
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

Latest revision as of 05:48, 28 May 2020

Companions are monsters or NPCs that follow the player character and can be issued various commands (albeit from a short fixed list). Animal companions are normally referred to as pets, while monsters created using Necromancy are acknowledged as the PC's slaves.

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 Necromancer's slaves) have a chance to ignore the command. This chance is greatly influenced by the PC's Charisma 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 ant nest or a beehive effectively preventing its inhabitants from emerging.

Placing a companion on the shop 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 shoplifting 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. 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, Kranach or Keethrax) 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 shopkeeper will lead to a huge alignment drop, make the shopkeeper hostile and cause him to summon guards (muscular dwarfs for Waldenbrook, casino guards for the Casino shopkeeper and thugs 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 doppelgangers' confusion attack. Summoners will summon allies (which will be generated neutral to the PC), breeders will likewise breed neutral to the PC copies of themselves. Spellcasting monsters will use their magic capabilities (barring cursing and stat drains). 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 Hawkslayer or (greater) titans which use eternium arrows.

Some companions (normally humanoids) are able to equip armor parts which will add the corresponding values to their DV and PV scores. The main target for such tactics is Hawkslayer. Note that it should be done before inviting the companion to the party as companions do not pick up items.

Ultimate doppelganger companions mimic your character's speed, 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 lawful action and can quickly change the PC's alignment. Undead slaves or companions can't normally be healed, but all liches can magically mend the damage by themselves.

Skeletons and skeletal warriors can repair themselves when given bones.

Acquiring companions[]

The PC can acquire companions using the following ways:

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 Bards' 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 trap 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 rage 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".