I offer here a simplistic method of allocating roles to companions in 6.0. No companion starts with Power Throw, Looting, Foraging, Tracking, Path Finding, Inventory Management, or Prisoner Management. Almost all companions with starting Weapon Proficiency above 75 also have zero starting Intelligence skills, and vice versa. Companions are very clearly divided into martial and support categories. ** A comparison of total stats for a companion if they were all adjusted to be Level 1 Companion Roles (6.0) ĪCOK 6.0 Companion Starting Stats, Skills and Equipment Details: Ī brief analysis of the companions tells us that while their backstories may be filled out in depth, their skill distribution as of 6.0 are very shallow. * A companion's initial weapon proficiency are the same for all weapons in ACOK 6.0. Adding this feature also meant I had to do a companion overhaul - they're now stationary which will allow me to, in future versions, add some more interesting characters as companions (Sandor Clegane would be an example)."ĪCOK 6.0 Companion Starting Stats, Skills and Equipment Details: Name So if you recruit the Windblown, you get a lot of troops, and a couple of new companions such as The Tattered Prince, Caggo, Denzo D'han and so on. "I 've added a new feature - when you recruit a sellsword company, the leaders, captains, serjeants and paymasters are included, but not as regular troops, but rather as companions. In the current implementation, only the leader of each sellsword company becomes a companion, but the quote below was from a preview released by Cozur before 1.4, and may suggest that other members of the sellsword companies could become companions in the future. These captains will remain with you permanently, unless you choose to separate from them. Those are the ONLY companions which will not object, as lords, to other lords receiving fiefs.Īs part of 1.4, sellsword companies are now available for hire, and the leaders of these companies become companions once you have paid for the company. Upstanding and Good-Natured (these companions will not object, as lords, to other lords being granted fiefs):Īll other companions, if not mentioned here, are either calculating, quarrelsome, debauched or pitiless. I have compiled a list of those companions who are less troublesome than others when made into lords:
*Note that you CANNOT disable companions disliking each other by going to the "Mod options" menu in the camp screen and ticking "disable companion complaints". Not all Companions get on with each other and having ones that dislike others will cause friction in the party. I've filled in the ones I found if you don't use "gather companions option. **As of 6.0 Companions start in specific towns and stay there. *Tested at Version 1.4 without Mercenary Companions Updating for ACOK 6.2, Should be accurate (at least more so than before).
This list will be updated as these preferences are known. Please, add more information and custom charts, these should only be temporary. A nice chart done by Sergio_Morozov (version 2.1)