Companions that are labor, risk decisions, and story, not stat sticks.
What you see
role and bond
The rules
Sources: Hunting tames wild companion (a Snare, then a Bond check on Perception); Farming hatches companion from eggs (quality-rated); Beastcraft trains and breeds; Drafts yield Draft companion (unfinished creatures, wrong in small ways, with one hidden property; Sworn Hardcore characters who die become Draft companion their friends can find).
Bond 0–10 by time together and feeding (player-made food only: Cooking demand). Each Bond level a small bonus; Bond 10 names the companion in the Ledger.
Roles (one active, switchable): Runner (carries banked loot to the Waystone from Amber/Red; can be intercepted; PvP hunts runners), Forager (+yield, finds Material Quality), Sentry (+Perception: presence detection, Stalker warning), Fighter (occupies a 10th grid cell; techniques from its family; a Combo partner for soloists), Mount (travel −30%; carries weight).
Breeding (Beastcraft + Farming): two parents, traits inherit with variance; rare traits are a market. Egg Material Quality sets trait ceilings.
Companions can be injured (healed by Leechcraft), cannot die except by Strike (an Erratum can Strike a companion; a Struck companion is wrong and stronger and will one day walk into the Erratum's Front on its own).
Hidden
There is more to this system than the rules above. Nobody has registered a discovery yet.
Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.