STAGE · Rivals and the Breach
Companions
Draft — Draft: checked against the game source, not yet read through end to endUnlocks at Renown 10Sworn revenants: their own star sky, loyalty, gear, missions and the Dread.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Open the roster
In the enhanced pause menu open Holdings → Companions. A card offers Call, Send away, Gear, Mission, Stars and Release. A newly spared revenant waits Away when no slot is free. Six sworn is the roster limit; Send away is temporary, Release ends the oath for good.
Rank, level and loyalty are different numbers
Original rank (I–V) multiplies the body, sets its gear caps and starting star points: health from ×1.25 to ×2.25, ordinary damage from ×1.10 to ×1.50, and 0 to 4 star points. Companion level (1–20) comes from companion XP and only supplies star points. Loyalty (0–100) is how it feels about you.
Stars: the Oath and three aspects
Its sky is separate from your Firmament: the free Oath and 30 purchasable stars, ten in each aspect, one point each. Points are companion level − 1 plus original rank − 1: 19 at level 20 for rank I, 23 for rank V. Stars must connect back to the Oath; cross-links let you enter a branch sideways. Refunds are free whenever the companion is not abroad.
| Aspect | Branch | What it gives |
|---|---|---|
| Blade | Flesh | +50% health; Deathless −10% damage |
| Blade | Fury | +40% damage; Bloodrage −10% health |
| Blade | both | +40% health, +30% ordinary damage |
| Grave | Power | +40% art strength; Grave Pact −10% health |
| Grave | Rite | 25% shorter art cooldowns |
| Grave | Awakened Art | A fixed art, at 75% of a born art's weight |
| Road | Road | +5 points of mission odds, +40% haul |
| Road | Oath | 50% smaller loyalty losses, 50% shorter rests |
Fortune's Road returns nothing from a hard-won mission; Undying Vigil makes missions 10% longer. Only about a third of revenants are born with an art, which Grave stars strengthen; the rest gain nothing from Grave until Awakened Art.
Loyalty
Starting loyalty comes from personality, from Honourable at 80 down to Unhinged at 40; the rest sit between. A won fight gives +3 and a character day with you +2; a day away −1, a knockout −8, a repeated sending the same day −10, executing a revenant of its kind in its sight −15, and the first call after a knockout +10.
Devoted (90+) adds 10% ordinary damage, warns you about a wind-up behind you and adds 5 percentage points to mission odds; Loyal is 50–89, Wavering 20–49, Restless below 20. Below 20 it rolls a 15% daily chance to desert, which resting does not prevent; being abroad does. Below 10, a Brutal, Craven or Unhinged companion may become a Betrayer when a hit leaves you below 25% health. A leaver keeps the more valuable half of its pack and given gear, within three items; its XP and stars are lost.
Equipment, falls and following
An armed kind wears ten given pieces: melee weapon, shield, helm, two pauldrons, cuirass, gauntlets, greaves, boots and one charm. Other kinds get the charm only. Bows, artifacts, Aetheric and Gilded gear, quest and summoned items and broken pieces are refused.
Given gear replaces rolled gear, wears and can break, and adds mission power: 0.05 plus 0.10 to 0.35 by rarity, capped at 2. Rank caps it: Silver and Magic at rank I, Dwarven and Rare at II, Adamantium and Rare at III, Orcish and Legendary at IV, Daedric and Legendary at V.
It follows through doors, catching up when more than 40 m behind or 6 m above or below you. A knockout sends it to rest for 8 character hours, about 40 real minutes online, before Call works again; your death does not kill or release it. In the Open Zone only one stands beside you, and Send away and Mission are blocked; Release returns its things but ends the oath.
Missions: odds, rewards and risks
Choose Mission, then a province and a venture. A province sets the days and danger: High Rock 1 day at danger I, Black Marsh 4 days at danger V. Plunder leans gold and loot (0.40× gold, 0.35× materials, a piece per road day), Forage materials (0.15× gold, full materials, 20% piece) and Sell-sword coin (full gold, 25% piece).
Online a character day is two real hours, and progress counts only lived time; logging off does not finish a mission. At most two companions are abroad at once.
Odds are 55% + 10 percentage points × (rank + gear power + Road odds − danger) + 5 if Devoted, clamped 30–95%; a bare rank-I companion has 55% in High Rock and the 30% floor in Black Marsh.
The haul scales with your character level at return, the province's days, danger, rank, venture and haul stars. Per piece, Legendary is 0.5% + 0.4% per danger + 0.3% per rank past I, at most about 3.7%. Missions give companion XP only below level 10 and give you no character XP or Renown.
A hard-won result brings half the haul and an 8-hour rest with no loyalty gain; an early recall loses the haul and still costs the rest. There is no mission death or permanent loss, and loyalty is frozen abroad.
The Dread is a rival's final form
A hostile rank-V revenant with a lair that escapes again can ascend to the Dread — a rival's final form, not a companion promotion. Only one exists; it stays in its lair, does not flee or fester, has ×1.5 its rank's health and two last stands, 40% then 25%.
Kill it for a guaranteed Legendary trophy and a gold hoard at least ×3; Spare it for an ordinary rank-V companion with four starting star points.
What to do with your first companion
Read its rank, personality, loyalty, level and art; without a born art, read the Awakening preview before spending Grave points.
Call it and keep it in fights you can manage; a won fight is +3 loyalty, and Devoted is worth having.
Spend first points on Blade health, or on Road if you will send it out; refunds are free at your side.
Give it spare gear within its rank caps and watch condition.
If it falls, wait out the rest; repeated falls mean more health, better gear or easier fights. Do not test it in the Open Zone, and do not send your only fighter away before a session.
Common mistakes
Sparing without checking your slots. A companion can be sworn but Away if the three shared slots are full.
Confusing loyalty, level and rank. Each drives a different part of its strength.
Assuming every item fits. The rank cap refuses better metal and rarer gear.
Sending your only fighter away. Missions need hours of active play and give no help while abroad.
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Sources & checked facts
src/ui/companionRoster.js: Holdings route and roster actionssrc/systems/revenant/revenantCompanions.js:REVENANT_RETINUE_MAX,REVENANT_REST_MIN,SWORN_HEALTH_PER_RANK,SWORN_DAMAGE_PER_RANK,callRevenant,releaseRevenant,setSwornStars,giveSwornGearsrc/systems/companionSlots.js:COMPANION_SLOTSsrc/systems/revenant/revenantStars.js:RVN_STARS,RVN_LEVEL_MAX,RVN_XP,rvnStarPoints,rvnRestMinutes,rvnLoyaltyMove,rvnHeldStarssrc/systems/revenant/revenantFeud.js:LOYALTY_START,LOYALTY,DEVOTED,DESERT,BETRAYsrc/systems/revenant/revenantGear.js:GEAR_SLOTS,GEAR;revenantArts.js:ARTS_CHANCE,ART_LAWsrc/systems/revenant/revenantErrands.js:ERRAND,VENTURES,errandOdds,errandHaulsrc/systems/revenant/revenantUnquiet.js:DREAD,mayAscend;src/scenes/crewAshore.js:CATCH_UP_M,CATCH_UP_DYsrc/net/wire.js:ONLINE_MINUTES_PER_MS;bible/06-Systems/Revenants.md; research:handbook/research/R1.md